Fighter
Base Class: Fighter

The Grand Duelist is a subclass that focuses on one on one combat and soloing out important foes while the rest of your party goes after other enemies. It is a way of conversing through steel and to single out opponents.

Outfitted with Audacity

3rd level Grand Duelist feature

The Grand Duelist is trained in the ways of provocation and performing for an audience or to gather the attention of another creature. You gain the following benefits while you wield a one handed weapon and have no shield or other weapon in the other hand:

  • You gain expertise in the performance skill
  • When making a Performance Skill Check you can instead use your Dexterity Modifier instead of Charisma. Your display of flourishes can be seen as an invitation to a duel or a majestic testament to your skills.
  • You gain +2 AC as if you were holding a shield.

Duelist's Challenge

3rd level Grand Duelist feature

As a bonus action you can attempt to force a creature within 10ft. of you into a duel with yourself: The creature must make a Charisma Saving Throw contested by a Performance Check of you. If the creature fails the saving throw it is focused on you and cannot move further than 10ft. from your or as far as terrain allows it. If the creature succeeds, it is not affected.

Additionally the first Attack Roll on every turn against that creature is made at advantage and deals 1d6 additional weapon damage when it hits (increased to 2d6 at 7th level, 3d6 at 10th and 4d6 at 15th level).

The challenged creature has disadvantage on attack rolls against any other targets than you and provokes an attack of opportunity if they do so.
It is compelled to target you for offensive actions.

Only one creature at a time can be affected by Duelist's Challenge and it lasts until the start of your next turn or if you attack or offensively interact with a creature other than your chosen foe. If a legendary or mythic creature uses a legendary resistance to succeed the saving throw it must use two resistances instead of one.

Precise Technique

7th level Grand Duelist feature

You have an eye for miniscule openings in your foes defense: Whenever you use your reaction to make an attack of opportunity you can make two attacks instead of one and you reduce the speed of the creature by 5ft. when hit until the end of the creatures turn (10ft. if both attacks hit). You cannot gain the effects of the Sentinel or Polearm Master feats and lose them when reaching level 7.

While in a duelist's challenge your mere presence causes your opponent to falter and make mistakes. If your challenged opponent misses an attack it provokes an attack of opportunity which you can resolve as a reaction like normal.

You dare disrupt our glorious combat?!

10th level Grand Duelist feature

While a creature is affected by your duelist's challenge you gain resistance against any damage that comes from sources outside of your challenged opponent.

If you are attacked with a melee weapon within range of your own weapon while challenging an opponent, you can make a special free reaction, once per turn, against that creature. It acts as an attack of opportunity and also pushes the creature 5ft. in a straight line away from you when hit (or 10ft. if both attacks hit). If you make an attack of opportunity like this it does not end your current duelist's challenge.

Dominant Display of Skill

15th level Grand Duelist feature

While you are challenging another creature as per your duelist's challenge bonus action you gain certain benefits once per challenge:

  • If you roll a 19-20 on an attack roll, the attack critically hits.
  • If the challenged creature causes you to make a saving throw, it is made at advantage.
  • If you would take damage, you are resistant to it instead.
  • If the challenged creature makes an attack roll, it is made at disadvantage.

Additionally, if the challenged creature reaches 0 hit points or is killed outright, all other hostile creatures must make a wisdom saving throw against the performance check made to issue the challenge. If the creature fails, it is frightened until the start of your next turn, on a success nothing happens.

Coup de Grace

18th level Grand Duelist feature

The last attack roll you make on your turn against a challenged creature is made at advantage and recieves the same damage bonus from your Duelist's Challenge as the first attack.

Additionally if a creature under the effects of your duelist's challenge would reach 0 hit points or is killed outright by you, as a free action, you can use half your normal movement to move towards another creature. If you end your movement within your weapon's reach of another hostile creature, you instantly force it to accept your duelist's challenge and you can make one attack roll against it.

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