Fighter
Base Class: Fighter

The Duelist is a paragon in the arts of weapons play. They relentlessly study the blade, its form, its style and most importantly, its potential. Those who immerge as duelists use practiced move sets and strikes in order to chain together powerful combos to achieve both impressive and potent effects to overcome their opponent. On the battlefield their blade- and footwork amounts to a deadly dance that could easily be mistaken for a performance.

Strike Quickly, Strike Deadly

When you choose this archetype at 3rd level, you learn how to strike both swiftly and deadly. You gain two special attacks you can use when making a melee weapon attack with a melee weapon while not wearing anything in the off-hand. Before making such a special attack, it must be stated before the attack is made. Both are detailed below:

Quick Strike: You gain advantage on your next attack roll, unless a gambit states otherwise, but the damage roll does not damage modifiers.

Deadly Strike: You gain disadvantage on your next attack roll, unless a gambit states otherwise, but you gain a bonus to your damage roll equal to double your attack ability modifier (minimum of 1).

Additionally, you can use a bonus action to make a Quick Strike weapon attack.

Duelist's Gambit

Starting at 3rd level, the flow of battle looks to you as if it was a smooth dance. You learn specific combinations of attacks, called gambits, that are fueled by panache. You have four panache and you gain an additional one at 7th, 10th, 15th and 18th level. Additionally, you regain one panache if you roll initiative without one.

You learn three gambits of your choice, which are detailed at the end of the archetype description. Each gambit consists of a series of specific attacks that must all take place during the same turn and in the specified order. To use a gambit, you must state the gambit you are using before making any attacks. The gambit's effect takes place on the final attack unless stated otherwise. If the gambit is successful, you expend one panache. If the gambit is unsuccessful, you have left an opening and the next attack roll made against you before the start of your next turn is made at advantage.

Attacks do not need to hit to be considered part of the gambit unless they are prefaced with the "Successful Attack" tag. If you miss an attack that requires a "Successful Attack", you must use your next attack to attempt the "Successful Attack" again. If you do not make all of the attacks in a gambit, that gambit is unsuccessful. You can move in between each attack in your gambit, and each attack can target a different creature, or the same creature. You learn three additional gambits of your choice at 5th, 7th, and 11th level. Each time you earn a level in the fighter class, you can replace one gambit you know with a different one.

Gambit save DC = 8 + your proficiency bonus + your Dexterity or Charisma modifier, depending on the gambit.

One Step Ahead

Your intense training with a blade has made you realize that armor only slows you down. You will let the blade speak for itself.

At 7th level, you add your charisma (CHA) modifier to your AC, provided that you are not wearing armor. Furthermore, you gain the ability to find an opening in an opponents defense, should they attempt to strike you. The following reactions, which are fueled by Panache, become available to you:

Duelists' Parry: When another creature makes a melee weapon attack against you while you are wielding a melee weapon, you can use your reaction and expend one panache to add
half your fighter level (rounded up) to your AC for that attack, potentially causing the attack to miss you.

Duelists' Riposte: When another creature misses you with a weapon attack, you can use your reaction and expend one panache to make a melee weapon attack against that creature.

Beguiling

At 10th level, the study of the blade and its impressive, but deceptive ways, has rubbed off on your personality.

You gain proficiency in Charisma (CHA) saving throws.

Additionally, you add your Dexterity (DEX) modifier to Performance (CHA) checks.

Improvisational Savant

At 15th level, you have grown more comfortable with altering the forms of your gambits. When you declare a gambit, you can replace one attack type with another for that gambit on this turn.

There can be only One

At 18th level, your finesse with a blade and your exquisite footwork is equaled by none. When you successfully complete a composition, the attack rolls on the next composition you attempt are made with advantage.

Gambits

If a gambit has prerequisites, you must meet them to learn it. You can learn the gambit at the same time that you meet its prerequisites. The following table shows the abbreviation of each attack type and the abbreviation for a "Successful Attack".

The following list shows the abbreviation of each attack type used in compositions:

Q: Quick Strike

D: Deadly Strike

B: Basic Attack

S: Successful Attack

The requirement for a successful attack is abbreviated with  an 'S' in front of the attack, for instance 'SQ' for Successful Quick Strike.

Apple Blossoms in the Wind

Requirement: 5th level

Gambit: Q, Q, Q

Effect: For each attack that hits a creature of size Large or smaller, you can push the target 5 feet directive away from you. If all 3 attacks push the same target, the target must make a Strength (Saving Throw) against your Dexterity DC or be knocked prone. 

Coup de Grace

Requirement: 5th level

Gambit: SQ, SD, SD

Effect: If the target is considered bloodied after the weapon attacks, the target takes an additional 10 damage  for each attack, totaling 30 damage.

En Garde!

Requirement: 5th level

Gambit: D, Q, Q

Effect: The target must succeed on a Wisdom (Insight) check contested by your Charisma (Performance) check. If it fails, it suffers disadvantage on attack rolls against creatures other than you until the start of your next turn.

Flaunting Peacock Dazzles the Flock

Prerequisite: 5th level

Gambit: SQ, B, SB

Effect: The target's Saving Throws are reduced by an amount equal to your Charisma modifier until the start of your next turn.

Folding the Fan

Requirement: 5th level

Gambit: Q, SB, SB

Effect: You gain temporary hit points equal to the number rolled on the damage dice of the last attack of this gambit.

Hummingbird Kisses the Honeyrose

Gambit: SQ, B

Effect: You gain + AC equal to your Charisma modifier until the start of your next turn.

Kissing the Adder

Gambit: SQ, SD

Effect: You can immediately make another basic melee weapon attack.

Leaping Tiger from High Leaves

Prerequisite: 5th level

Gambit:  B, Q, SB

Effect: Your range is increased by 5 feet for all attacks and the final attack only hits another creature directly behind your target.

Lightning of Three Prongs

Requirement: 11th level

Gambit: D, SB, SD

Effect: You have advantage on the final attack. If that attack hits a creature of size Large or smaller, the target must make a Strength (Saving Throw) against your Dexterity DC or be knocked prone.

Low Wind Rising

Requirement: 11th level

Gambit: B, SB, SQ

Effect: If all three attacks hit the same target, the target must make a Constitution (Saving Throw) against your Dexterity DC or be blinded until the end of its next turn.

Oak Shakes its Branches

Requirement: 5th level

Gambit: Q, SQ, D

Effect: The final attack cleaves through enemies. You can make an attack of the same type against each creature within 5 feet of the target of the third attack, so long as they are within the reach of your weapon.

Owl Rips the Scorpion Fang

Requirement: 5th level

Gambit: SQ, B, SQ

Effect: The target must make a Strength (Saving Throw) against your Dexterity DC or be disarmed. The weapon lands at your feet.

Parting the Silk

Requirement: 11th level

Gambit: SB, SB, SQ, SQ

Effect: The quick strikes made as part of this gambit do not suffer the penalty to attack damage. Additionally, if the gambit is successful, attacks have disadvantage against you until the start of your next turn as if you were taking the dodge action.

Pinning the Giant

Requirement: 11th level

Gambit: SB, SQ, SB, SD

Effect: You have advantage on the final attack. If the final attack is a deadly strike that hits a creature if size Huge or smaller, you pierce their foot and pin it to the ground. The creature must make a Constitution (Saving Throw) against your Dexterity DC or be restrained until the end of your next turn. 

Ribbon in the Air

Prerequisite: 7th level

Gambit: D, B, SQ

Effect: Until the start of your next turn, you can Duelist's Riposte once without using your reaction and without consuming a panache.

Rose Petal Dances in the Wind

Gambit: SQ, SB

Effect: If the first strike is successful, move to an unoccupied space directly behind the target without provoking opportunity attacks. You make the last attack with advantage.

Stone Departs the Quarry

Requirement: 11th level

Gambit: D, D, D,

Effect: For every attack that hits, the targets speed is reduced by 5 feet until the end of its next turn. If all three attacks hit the same creature of size Large or smaller, the target must make a Constitution (Saving Throw) against your Dexterity DC or be stunned until the end of its next turn.

The Boar Rushes Down The Mountain

Gambit: B, SD

Effect: The target must make a Strength (Saving Throw) against your Dexterity DC or be knocked prone.

The Creeper Embraces the Oak

Requirement: 5th level

Gambit: B, Q, SQ

Effect: The target of your third attack must make a Strength or Acrobatics (Saving Throw) against your Charisma DC or be grappled by you.

The Dove Takes Flight

Requirement: 5th level

Gambit: SQ, Q

Effect: You can take the disengage action as a bonus action this turn.

The Heron Spreads Its Wings

Requirement: 5th level

Gambit: Q, SQ

Effect: You can take the dash action as a bonus action this turn.

The Iron Lotus

Requirement: 15th level

Gambit: SD, SD, SD, SD

Effect: This gambit is the epitome of a duelist. It is a move so revolutionary and so deadly, it requires nothing short of blade- and footwork perfection. If the gambit is successful, the damage from all attacks is doubled. Additionally, the target is frightened of you and nothing short of a wish spell can undo this effect.

If the gambit is unsuccessful, you suffer 2d8 bludgeoning damage and 2d8 piercing damage, and you fall prone. 

The Lion Roars

Gambit: Q, D

Effect: If the final attack kills a target, you restore HP equal to your Charisma modifier.

The Lotus Blossoms

Requirement: 11th level

Gambit: SD, SB, SD

Effect: You have advantage on your weapon attacks that are part of a gambit against the target on your next turn.

The Vigilante Marks the Prey

Requirement: 5th level

Gambit: SQ, SQ, SQ

Effect: You cut a mark unto the target. The target must make a Wisdom (Saving Throw) against your Charisma DC or be frightened by you. 

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