Base Class: Fighter
The Duelist is a fighter specializing in one-on-one combat, singling out a foe and charging in with deadly focus. As your power grows, the strength you channel through your weapon becomes a supernatural force that extends past the physical limits of your strikes.
Some effects of this subclass reference a Duelist DC. Your Duelist DC = 8 + Charisma Modifier + Weapon Attack Modifier
Trained Eye
Two times per day, you can give yourself advantage on an Intelligence (Investigation) or Wisdom (Perception) check. Your passive perception is increased by 5.
Weapon Clash
When making a melee weapon attack against a creature, force the target to roll a Charisma saving throw against your Duelist DC. On a failure, your weapons are locked in combat. Both creatures suffer a -2 penalty to Dexterity saving throws while Clashing. You gain a +3 bonus to your AC for attacks made by the engaged creature, but suffer a -2 penalty to AC when targeted by any other creature/effect. This AC bonus and penalty are lost after an interaction that breaks the Clash, unless stated otherwise. Neither creature is able to perform any actions with their hands (object interactions, off hand attacks, etc.) without ending the Clash and triggering the listed reaction from their opponent. Actions that don’t require somatic components can be used on the appropriate turn. On each of the participants’ turns, they may choose to continue the Clash or take an action that would end it:
- Contest: On either creature’s turn, they may attempt a Strength contest as a bonus action. A creature using a finesse weapon in the Clash may use their Dexterity instead. On a tie, the Clash is maintained, and your AC bonus and penalty are unaffected. A creature that loses the contest is knocked prone, and the Clash ends. If either creature is knocked prone, you maintain the bonus to your AC against your Lock opponent until the start of your next turn.
- Attack Action: If either creature takes a melee weapon or melee spell attack on their turn, the Clash ends. If this attack misses or is made against a target not engaged in the Clash, their Clash opponent gains a free reaction to make a melee weapon attack against them. On a hit, a Duelist’s reaction attack deals an additional 2d6 damage of the same damage type as their weapon.
- Movement: If either creature moves or is moved in a way that would provoke an opportunity attack from their Clash opponent, the Clash ends and that opportunity attack can be made with advantage. On a hit, a Duelist’s opportunity attack deals an additional 1d8 damage of the same damage type as their weapon.
- Disengage: Either creature may take the disengage action on their turn, ending the Clash. You maintain the bonus to your AC against your Clash opponent until the start of your next turn.
- Conditions: If either creature becomes Incapacitated, the Clash ends and the other creature gains a free reaction to make a melee weapon attack against the Incapacitated creature.
- Other Actions: If either creature takes a physical action not listed above (casting a spell with somatic components, item interaction, ranged weapon attack, etc.), the Clash ends. The creature’s Clash opponent gains a free reaction to make a melee weapon attack against them.
- Death: If either creature is killed, all conditions of the Clash are ended.
- You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses on a Long Rest.
Relentless Duel
As a bonus action, become focused on a creature that you can see within 90 feet. While moving in an unobstructed line toward your target, your movement cost is halved (Difficult terrain or other creatures count as an obstruction). You gain +2 to AC and Dexterity saving throws against ranged spell attacks, ranged weapon attacks, or other targeted effects with range greater than touch. Dexterity saving throws against effects targeting an area are not affected.
- (Once per turn) When your targeted creature would leave your threatened area, they must make a Dexterity saving throw against your Duelist DC. This is triggered even by a creature taking the disengage action. If your targeted creature is disengaging to escape your Weapon Clash feature, their saving throw is made with disadvantage. On a success, the creature moves away freely. On a failure, the creature takes your melee weapon attack’s damage. The creature also takes an additional 1d6 force damage, and has their movement reduced a number of feet equal to 5 times that force damage.
- If your targeted creature moves out of your threatened range without taking the disengage action, you may still use your reaction to make an attack of opportunity, in addition to triggering the Dexterity saving throw.
- If you are more than 150 feet away from the targeted creature or the creature becomes unconscious, you lose your focus and this effect is ended. You can also end this effect as a free action on your turn.
- You may use this feature 3 times, regaining all expended uses on a Long Rest.
Forceful Strikes
- Once per turn, when you hit with a melee weapon attack, you can deal additional force damage to the target equal to your weapon attack modifier.
- Additionally, once per turn, when a melee weapon or spell attack made against you or made by you misses, you can deal force damage equal to half of your weapon attack modifier (rounded down) to all creatures within 5 feet.
Singular Focus
When you target a creature with Relentless Duel, gain +1 to attack rolls against that creature. Add +1 to this modifier at the beginning of each turn that you maintain focus on Relentless Duel, up to a bonus equal to your Charisma score modifier (minimum +2). Action surge counts as an additional turn.
- This bonus is reset when you lose focus on a targeted creature.
- Gain an additional use of Relentless Duel per Long Rest.
Expert Duelist
You no longer suffer a penalty to AC or Dexterity saving throws while using your Weapon Clash feature. Additionally, you may add double your current Singular Focus modifier to Strength/Dexterity contest rolls in a Weapon Clash.
Brutal Impact
When you hit a creature with a weapon attack, deal an additional 2d8 + Charisma modifier force damage in a 15 ft cone in the direction of your attack. This cannot be used on a melee weapon attack benefiting from Forceful Strikes, and can only be used once per turn.
- You can increase this damage by 1d8 by also taking 1d8 force damage, up to an additional 3d8.
- You have 3 uses of this feature, and regain all expended uses during a Long rest.
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