Base Class: Fighter
Using knowledge on vital areas, duelists are able to strike their foes efficiently to cripple their enemies or leave them open to other effects.
Vital Strike
When you take this class at level 3, whenever you roll a 19 or 20 to hit a creature with a finnesse weapon, you land a Vital Strike. You do an 1d6 extra damage and apply any Vital Breaks you have learned.
The extra damage increases to 1d8 at 7th level, 1d10 at 10th level, 2d6 at 15th level, and 2d8 at 18th level. Additionally at 15th level, your vital strike chance becomes 18-20.
Vital Breaks
You may pick one vital break and that effect is inflicted on any target you land a vital strike on.
You can pick 1 additional Vital Break at 7th level. More options become available at level 10, then you can pick 1 more at 10th and 15th level.
Ameliorating Vital Strike
Ameliorating Vital Strike: Each time you land a vital strike, put a Vital Counter on that creature. For each vital counter a creature has on them, your chance to land a vital strike goes up by one. (EX. a creature with 2 vital counters on them will receive a vital strike on a 17-20).
Vital Cripple
Vital Cripple: The target of your vital strike has their movement speed halved and they have disadvantage on their next attack unless you are their target.
Vital Disarm
Vital Disarm: When you land a vital strike, your opponent drops one item of your choice that they are carrying.
Vital Health
Vital Health: When you land a vital strike, you heal yourself equal to double your vital dice's damage(rounded down).
Vital Smash
Vital Smash: When you land a vital strike, roll one extra vial strike damage dice
Vital Speed
Vital Speed: Upon hitting a vital strike, gain 5 walking speed until the end of combat.
Repel
At 7th level, you may use your action to assume a defensive stance. The first time you are attacked while in this stance, you take 0 damage and can make an opportunity attack against your aggressor. If your opportunity attack lands a vital strike, your target becomes stunned until the end of your turn.
Enemies who have been effected by Repel become immune to it's effects if they have an intelligence of 10 or higher.
Lunge
Once you've moved at least 15 ft., your melee attack range with finesse weapons are increased by 5 ft.. While your range is increased, hitting a creature with a melee finesse weapon will grant you 5 of your lost movement back. If you are able to get all of your movement back before the end of your turn, you may make an additional attack as part of your action.
Vital Savant, duelist’s dance, bladework
At 15th level,
Affaire d'honneur
Beginning at 18th level, whenever you attack a creature, you can start a duel with them that lasts until the end of your next turn. You and your target have disadvantage on any attack other than attacks on each other. While in this duel, your vital range is reduced by 1 against that target only. Once you hit 4 vital strikes on your opponent, the duel ends as a victory. When the duel ends as a victory, your opponent, saddened by their loss, suffers 8d8 psychic damage and falls prone. Additionally, you heal for the amount rolled by the 8d8. If you lose the duel, you cannot land vital strikes against that target for the next 24 hours, you take 8d8 psychic damage, and fall prone.
you can start a duel once per short rest.
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