Fighter
Base Class: Fighter

You focus on quick, snappy one-on-one combat with your enemy while pulling off flashy moves and leaving your opponent so disoriented that they become incapable of meaningfully fighting back. However, you thrive while lightly armored and wielding only one quick, single-handed melee weapon, such as Rapier.You distract, disable, bleed out, and infuriate your enemies while taking away their attention from your allies.

Fencers often wear capes as improvised shields or utility weapons that they can twist and twirl with their shoulder, back, hip, elbow, or backhand. Your power is not in heavy weapons and bulky armor, but in your speed and enchanting moves.

Bonus proficiencies

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Performance, Perception or Persuasion. You also start with a mundane duelist cape, which is part of your attire.

Bedazzling display:

Starting at 3rd level,you can add your Charisma modifier to your armor class as long as you are wearing armor that isn't heavier than Studded Leather or no armor at all. In this scenario, your armor class is calculated as follows: Base armor class (armor no heavier than Studded Leather or natural armor) + Dexterity modifier + Charisma modifier. You can still use shields and gain this bonus.

Furthermore, if you fight an enemy that has no allies within 5 feet of you, none of your allies are within 5 feet of it, on your turn, and you're wielding only one melee finesse weapon, you can add your Charisma modifier to your weapon's damage on each successful attack.

Elusive moves:

At 7th level, you can use your cape as a Shield, freeing up your off-hand for other items and gaining +2 AC. You cannot use a Shield or second weapon and gain this benefit. If you have a Shield, the shield's AC bonus applies, but the cape's doesn't. For example, you can drink a potion, use a one-handed magic item, hold a Spellbook or Holy Symbol in your off-hand while attacking with the other.

As an added benefit, every time you land a successful attack on your turn, you can take the Dodge action as a bonus action at the end of your turn.

Brand

At 10th level, you can cut your initials into your enemy's body as you perform a successful weapon attack. If your enemy is intelligent enough to perceive the insult (has an Intelligence of 7 or higher and is not under mind-numbing magical effects), they will be forced to focus their next turn entirely on trying to kill you (Taunt). This attack also causes them to bleed, if they are able to, causing them to lose damage equal to your Charisma modifier until the wound is healed, bandaged, cauterized, or they reach 0 Hit Points. You can only do this once per enemy.

Cape trick

Starting at 15th level, you can perform a cape trick as an action to trip your enemy, knocking them Prone. Alternatively, you can lose your cape, temporarily losing its benefits, to silence an enemy or cause them to become Grappled or Blinded. The enemy has to take action to free itself from such conditions, at the end of which they can do with the cape as they please. You can only perform cape tricks on enemies that are Large or smaller.

If your cape is still within reach and in useable condition, you can spend an action to retrieve it and another action to equip it. Otherwise, you can pull out a spare cape as an action and equip it as a second action, or go without your cape's benefit until you have one equipped.

Coup de Grace

Starting at 18th level, you can punish your enemies for their failures and capitalize on your own successes while wielding a single, melee, Finesse weapon. Whenever your enemy rolls a NAT 1 while attacking you, you can perform a free opportunity attack on them and add your proficiency bonus to the damage.

If you land a NAT 20 while attacking an enemy, you can perform an extra weapon attack. This bonus applies to the extra weapon attacks too. The potential amount of extra attacks gained this way equals your proficiency bonus per turn.

As a bonus, whenever you damage a creature with a melee weapon attack, it cannot gain any Hit Points back until the end of its next turn.

Fencer Image

Comments

Posts Quoted:
Reply
Clear All Quotes