Base Class: Fighter
A duelist is a powerful master of the melee weapon, a combatant who opts to hone their skills in the art of hand to hand combat, until they are as sharp as the very blades they use. A Duelist is equipped with a variety of weapons but specializes in those that which they can unleash their fury with from within a close distance.
Duelists use melee weapons to enact a variety of tactics to control and counter their opponent, through pure skill and pinpoint precision. A variety of parries, thrusts, and lunges can be observed whenever a Duelist enters the ring. Duelists may not always fight for honor, but they do fight beautifully, causing many to be drawn to their masterful techniques, hailing them as godlike.
Duelist’s Tactics
You have practiced your control over not just your weapons, but your mind to boot. You have additional knowledge about combat and how to operate within it.
At 3rd level you gain proficiency in Athletics, and you gain a bonus to your initiative rolls equal to your Strength modifier. Additionally, when you use action surge, you are also able to take another bonus action.
Parry-Riposte
You execute a precise block with your weapon, causing an attack thrown at you to miss, and giving you an opening to strike back at your foe. When you are attacked with a melee attack, as a reaction, you can increase to your Armor Class by an amount equal to your Proficiency Bonus. If the attack misses, you can make a melee weapon attack at the creature that attempted to hit you as part of that same reaction. You can use this ability an equal amount of times as your Strength Modifier, after which you must take a long rest or suffer 1 point of exhaustion each time you do it again. You must be wielding a melee weapon to use this feature.
Flèche-Lunge
You leap through the air, striking down at a foe previously outside your reach with great speed and power. When you take the attack action on your turn, rather than making a normal attack, you can leap into the air towards an enemy you can see within 15 feet of you. So long as you have at least 15 feet of movement available you can leap the distance, expending 15 feet of movement and making an attack against the creature with advantage. This movement does not provoke opportunity attacks. You must be wielding a melee weapon to use this feature.
Prise De Fer
As you move to attack your opponent, you beat your opponents weapon out of your way, opening them up for a hit. At 10th level, when you make an attack against a creature, as a bonus action, you can reduce your targets AC by an amount equal to your proficiency bonus. The creatures AC returns to normal after the hit. You must be holding a melee weapon to use this ability.
Feint & Disengage
While attacking, you can feint, making a false attack towards your opponent. You can then switch and attack a different side. When you take the attack action, you can feint, forcing your opponent to make a INT saving throw(DC= Your Fighter Level). On a failed save, the target takes one of two reactions determined by you. Either they move to block, giving you advantage on the attack roll against them, or they swing wildly at you, wasting their reaction hitting nothing. You can use this ability an equal amount of times as your Proficiency bonus, and can use it twice in the same attack. You must be wielding a melee weapon to use this feature.
Une Botte
You execute a deadly finishing move, unable to be countered, blocked, or dodged. Your weapon moves in impossible ways and strikes your opponent where they are weakest. When you reach 18th level you have designed your own Botte, an unstoppable move that you keep hidden from other people, right up until you execute it, ending their life. Once per day, you can cause one weapon attack you make to be a Critical Hit, dealing extra damage equal to your fighter level, and knocking the creature you hit prone. The creature must then roll a Constitution Saving Throw against your contested Strength Check and on a failed save the creature is reduced to 0 hit points instantly. After you use this ability, any creatures that witness your Botte are immune to it for one week.
Comments