Fighter
Base Class: Fighter

The path of the duel blade fighter specializes in the art of wielding two weapons simultaneously, embodying the legendary swordsman Miyamoto Musashi. These fighters excel in the use of twin blades, using their agility, precision, and strategic acumen to outmaneuver and defeat their foes.

Duel-Wielding Mastery

When you choose this Archetype at 3rd level, your training in duel-wielding gives you a number of advantages:

- Defense: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. 

-  Improved Two-Weapon Fighting: when you engage ion two-weapon fighting, you can add your ability modifier to the damage of the off hand attack. 

- Quick Draw: You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Unmatched Precision

Starting at 3rd level, your attacks are marked by their precision and speed. When you make a melee attack with a one-handed weapon in each hand, you can choose to make an additional attack with your off-hand weapon as a bonus action. This attack deals 1d4 + your ability modifier slashing or piercing damage, depending on the weapon used. The damage increases to 1d6 at 7th level, 1d8 at 15th, and 1d10 at 18th level.

Warrior's Reflexes

At 7th level, you gain heightened reflexes and combat awareness. you can use your reaction to add your proficiency bonus to you AC against a melee attack that would hit you. If the attack misses, you can immediately make one melee weapon attack against the attacker as part of the same reaction.

Mind of Strategy

Starting at 10th level, your tactical mind allows you to adapt to any combat situation. You can use your bonus action to gain one of the fallowing benefits for 1 minute


  • Resolve: You gain temporary hit points equal to your Fighter level + your Wisdom modifier.
  • Foresight: You have advantage on Dexterity saving throws and attack rolls against you have disadvantage. 
  • Focus: You can reroll one attack roll, ability check, or saving throw that you fail. You must use the new roll.

Flurry of Blades

At 15th level, you can unleash a rapid barrage of strikes on your enemies. When you take the Attack action and hit a creature with both of your melee weapons on the same turn, you can make two additional attacks with your off-hand weapon against the same target as a part of the same action. These additional attacks deal 1d6+ your ability modifier damage. You can use this feature a number of times equal to your Wisdom modifier ( minimum of one), and you regain all expended uses when you finish a long rest.

Master of the Void

At 18th level, you have mastered the concept of the void, allowing you to strike with unparalleled swiftness and accuracy. When you When you hit a creature with a melee attack using a one-handed weapon, you can force the creature to make a Constitution saving throw (DC 8 + you Proficiency bonus + your Wisdom modifier). On failed save, the target is stunned until the end of your next turn. Additionally, you can now draw on the power of the Void to perform a perfect strike. You can use your action to make a single melee weapon attack with advantage. On a hit, this attack deals an additional 6d10 damage. Once you use this feature you can't use it again until you finish a long rest. 

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