Fighter
Base Class: Fighter

Duelists are everywhere, but few are good enough to call themselves a professional. Those that do know that there is a give and take in combat, and that by giving more then you take is the only way to victory.

Advancements and Regressions

Starting at lvl 3, these are actions that you can take on your turn in combat that all have an upside and a cost. anything used on your turn uses up your entire action unless it's a bonus action. Each advancement costs 1 duelist point, the amount of duelist points you have = your fighter level, you regain expended duelist points after a short rest.

You can pick three at each of the following  lvls 3, 7, 10, and 15, each of these levels you are granted access to 4 more options, except at lvl 15 where you have to pick from he remaining choices. These are ordered alphabetical order

Angry Audience

if you're below max hp, you can use your action to give another creature in the fight with you a full turn against the target that has last damaged you. 

Balance Break

Make an attack roll, on a successful hit you knock your target off balance, granting advantage on attacks toward the target and saves made by the target until their next turn. Do half damage from the attack

Calming Stance

Make a dc 18 wisdom check on a success the fighter's next 3 attacks get advantage, on a fail they get disadvantage on their next 3 attacks. On a critical fail, they lose their next three turns

Confront

as an action, allow a target to attack you with an unarmed melee attack or a melee weapon attack as you rush up to them. If they miss, make an attack. natural rolls of 15+ are counted as critical strikes

Deflect

As a reaction, The Fighter can make a strength competition to deflect the damage to another creature other then the fighter and the attacker who's within 10 feet of either of them. On a success, the damage is dealt to the new creature, of a fail, the new creature gets to make an attack at the fighter as a free action.

Disarming Swipe

Roll a d20, on a 1-14 you fail, on a 15-18 the target is disarmed. On a 19 or 20 you get their weapon unless its otherwise impossible to remove from their inventory

Disengage

as an action you can disengage an enemy, allowing you to leave melee range without risking an attack of opportunity

Dodge

you can use your reaction to make a DC 18 dexterity saving throw to dodge an attack. on a success the attack does no damage, on a fail the attack does double damage

En Garde

use your action to declare your intent to duel, after a successful DC 17 charisma throw, you can make a counter attack reaction for each Melee attack made against you for three rounds of combat by a specific combat. The Target can also make counter attack reactions on attacks made by the fighter for three rounds of combat

Feint

Make an attack roll against the target, on a successful hit, instead of dealing damage, the enemy flinches, skipping their next turn. On a fail, you are left open, granting advantage on all strikes made against the fighter until their next turn.

Invite

On a failed 16 charisma saving throw, the target is invited to attack, granting them advantage on attacks against the Fighter, but disadvantage on attacks against any other creature for three rounds of combat

Misdirect

as a bonus action have a wisdom competition with the enemy, whoever wins gets to make an attack with advantage, on a hit it deals critical damage.

One on One

If your target is fighting someone else, make them remember who they are fighting! Take the attack for another friendly creature or ally within 10 ft of you.

Position

on a failed dc 16 charisma saving throw, The Target makes three melee or unarmed melee attacks against the fighter, the fighter adds their weapon to hit modifier to their AC for these attacks. The fighter takes a step back for each attack made and once all three attacks are made, the fighter places them in a favorable position and the next attack by the fighter against the target is a guaranteed hit

Return the Favor

As a reaction to an enemies melee or unarmed melee attack after it hits, you can strike back at them and deal the same amount of damage back to them. However, you use their roll against them, and if their roll isn't higher then their AC, the attack misses and you use up this ability.

Triple Strike

Make three additional distinct attacks as a bonus action against the target and roll damage for each one that hits. For every one that misses, the target can make a melee or unarmed melee attack against the fighter

Melee Range Master

At lvl 3, you get an additional +2 to hit with any melee weapons attacks, however you lose any positive to hit bonuses on any ranged attacks. Your additional hit bonus increases to +3 at lvl 7, +4 at lvl 10, and +5 at lvl 15

Well Known Duelist

At lvl 7, In large cities, towns, and even small villages, you gain advantage on persuasion attempts, but disadvantage on deception checks

In Good Health

at lvl 15, Gain 3d10 hp per level you've already gotten and additionally 3d10 extra hit points per level from now on.

Championship Dulist

At lvl 15, You know your enemies every weak points, granting you 1d10 bonus damage with all melee weapons

Previous Versions

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4/19/2020 4:55:20 AM
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4/19/2020 2:23:42 PM
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