Base Class: Fighter
"I am an artist with a sword, in more ways than one. En garde!" - Fiora, League of Legends
A class inspired by Fiora, the Grand Duelist from League of Legends. Enjoy :D
They who are of the archetypal Grand Duelist are nimble and precise in their strikes. They wait patiently to deliver their blows, dealing swift strikes with an unwavering saber to eradicate their foes in honorable, one on one combat. Often born and train in noble families and houses, or just instructed by long forgotten masters af the times, Grand Duelists seek nothing more than an opponent that can match their skill.
Besting those around them takes more than a swing of the sword. It takes drive and determination, and very quick wit. Poor form is nothing in the eyes of a Grand Duelist, and one will eagerly punish a challenger for their missteps.
Lest you be struck by the non-judgemental blade of the Grand Duelist, tread lightly where and whom you attempt to challenge. The lingering sense for danger, combat, and a drive to outshine the best will gladly intervene.
En Garde
Starting when you choose this archetype at 3rd level, you have Disadvantage on Attack Rolls made with Ranged Weapons and Firearms.
While you are within 5 feet of a hostile creature, and both you and the hostile creature are not within 5 feet of an ally or other hostile creature, you boast with confidence. You have Advantage on your first Attack Roll against that creature. You only gain Advantage against a creature once every 24 hours.
Duelist's Dance
Starting when you choose this archetype at 3rd level, you learn the ways of striking through even the toughest armors. You examine your opponents for weak points, and attempt to take advantage of any such opening.
When you make a Melee Attack against a creature, on hit, roll 2d8 to determine if you perform a Vital Strike, and compare the results. If each d8 results in the same number, you Melee Attack is treated as a Vital Strike, gaining the benefits listed below:
Vital Strike: The Melee Attack is treated as a Critical Strike. If the Melee Attack roll is a Critically Strike before determining if a Vital Strike occurs, double your STR Modifier and add that to your Attack Roll as damage. The damage type for this is always treated as the damage type of the weapon you are using.
When you reach 10th Level, instead of rolling 2d8, you instead roll 2d4 to determine your Vital Strike.
Lunge
Starting when you choose this archetype at 3rd level, you quickly dart around your foe when you attempt to perform attacks. The faster your feet, the more flow to your movement.
When you make an Attack Roll against a creature, you perform a Lunge, moving 5 feet in any direction, but you must remain within melee range of the creature. A Lunge does not promote an Attack of Opportunity.
On hit, you perform a Lunge on your next attack action.
On a miss, you cannot Lunge on your next Attack Roll.
Parry
At 7th level, you always keep a watch out for a weak handed strike, evading attacks simply to strike back without mercy.
When another creature damages you with a Melee Attack, as a Reaction, you make a Melee Attack roll against the creature that hit you. On hit, deal damage to the creature equal to half the damage you took. On a Critical Hit, deal full damage.
You may use Parry a number of times a day equal to your DEX Modifier (Minimum of 1). These reset after a Long Rest.
Reposte
At 10th level, missing you can be a very fatal mistake in combat.
When a creature misses you with a Melee Attack, as a Reaction, you Lunge, moving 5 feet in any direction that does not take you out of melee range, and strike the creature that missed. You deal damage equal to your STR Modifier. You may only use this Reaction once per round.
Bladework
At 15th level, you perfect the art of self-control, steadying your resolve for your next move. You impose a restrained strike so that the next my flourish.
Bladework: As an Bonus Action, you restrain your next Attack Roll, your melee attack is treated on a roll of 15 or higher as a result of 15, regardless of the result (even on a Critical Strike). You cannot gain any benefits of a Critical Strike on this melee attack.
Discipline: On your next Attack Roll after using Bladework as a Bonus Action, on hit, your melee attack is treated as a Critical Strike. If this Attack Roll was a Critical Strike before this Bonus Action treated it as one, you regain one use of Bladework.
You may only use Bladework as a Bonus Action once per round.
Grand Challenge
At 18th level, you command the playing field, blocking off all room for error and performing a true display of skill.
As an Action, you attempt to challenge a creature into a duel. One creature that you can see within melee range must make a WIS Saving Throw. On a failed save, the creature is drawn to you, compelled to attack you by your challenge. For the duration, it has Disadvantage on Attack Rolls against creatures other than you, and must make a WIS Saving Throw each time it attempts to move to a space that is more than 10 feet away from you; if it succeeds on this saving throw, it's movement is no longer restricted.
The compulsion ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, if your target is reduced to 0 HP, or if you end your turn more than 10 feet away from the target.
If the creature you target with this ability is reduced to 0 HP, or an Attack Roll you make against it Critically Strikes, a zone on the ground is created beneath your target. Yourself and each ally within a radius of 30 feet of your target is healed for the half the damage dealt to the target on that turn.
You may only use Grand Challenge as an Action once every 24 hours. If you reduced a creature to 0 HP while it was under the effects of Grand Challenge, you regain one use of Grand Challenge.
The Save DC for Grand Challenge is 10 + your STR Modifier + Your Proficiency Modifier.
Previous Versions
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5/20/2020 3:39:26 AM
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8
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1
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5e
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Coming Soon
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