Base Class: Fighter
Versed in one-on-one combat the fencer has spent months training and learning techniques and honor customary to noble dueling. Most fencers use rapiers for their speed and high damaging capabilities, but other commonly used weapons include short-swords, scimitars, or even spears. Speed is of the utmost importance to a fencer, as the main practice is to hit the opponent before they hit you, these dueling techniques have translated into real life combat, allowing fencers to become skilled combatants. Focusing on striking fast and accurately, the fencer is anyone's formidable foe.
En Guard
You have learned to stay vigilant and strive to hit first. Beginning when you choose this archetype at 3rd level, you mamy add your wisdom modifier to your initiative bonus.
Evasive Denfence
At 3rd level you may use your reaction to impose disadvantage on a melee attack against you from a creature you can see. If the attack misses you may also move up to 15ft. away from the enemy without provoking attack of opportunity. Once you use this feature you cannot use it again until you finish a long or short rest. When you reach 10th level in this class you gain two extra uses of this feature.
Needlepoint Accuracy
Beginning at 7th level, when you hit on a melee attack with a weapon with the light or finesse property, you may the next attack you make on this turn with advantage. You may use this feature a number of times equal to your proficiency bonus before taking a long rest.
Lunge
At 15th level when you make a melee attack with a weapon with the light or finesse property you may increase it's range by 5ft.
Honorable Duelist
Beginning at 15th level you may use a bonus action to mark a creature as your target. You may only have one target at a time, and if you have no target this feature does not apply. The target you choose must be hostile towards you. Your target has disadvantage on attack rolls on anyone other than you, and you have disadvantage on attacks on anyone other than your target. You also get a +1 bonus to attack and damage rolls towards your target. You may dismiss having a target at will.
Ultimate Parry
Beginning at 18th level, when a creature you can see makes a melee attack against you, you may use your reaction to add your dexterity bonus to your armor class if you are wielding a weapon with the light or finesse property. This increase only applies to the creature whose attack you reacted to, and your normal armor class returns at the beginning of your next turn.
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