Bard
Base Class: Bard

Duellists consider combat to be an art form, and as with all other bardic arts, they are performative, bombastic, and keen to spread tales of their exploits far and wide. Whether touring the countryside seeking their next challenge or working as a court champion, these bards amaze and confound audiences with their fighting flair. Charismatic or infamous, duellists can inspire awe or dread in onlookers.

 

While some might act out of loyalty to a kingdom or principle, some operate as mercenaries or bounty hunters for coin. Regardless, whomever they might serve openly a duellist will always serve their ego and fame first.

Duellists are often found in taverns sharing their exploits, seeking challenges, or accepting an admirer's drink.

Humble Mastery

You have put in the requisite hours to master your preferred weapon to devastating effect.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Defensive Posture

At 6th level, you learn additional defensive abilities:

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Damage taken from non-magical ranged attacks is halved.

 

Captive Audience

At 14th level your inherent dazzling combat prowess now causes your foes to frequently second guess and hesitate. With their confidence knocked you gain the upper hand. Attackers no longer gain advantage on attack rolls due to flanking nor can they use opportunity attacks when you move out of reach during combat. You gain advantage on combat initiative roles.