Base Class: Fighter
A master duelist is a suave, master-at-arms that is useful with any weapon. Master Duelists enhance every fighting style, and can engage in multiple combats a day without tiring.
Snide Remarks
Beginning when you choose this archetype at 3rd level, when a creature hits you with a melee attack, you can use your reaction to add your Charisma modifier to your AC for that attack, potentially causing the attack to miss you.
Art of the Blade
When you choose this archetype at 3rd level, you gain profiency in the performance skill and an artisan tool of your choice.
Improved Fighting Style
Starting at 7th level, you gain a feature based off of your fighting style you chose at first level.
Archery
If you move at least half of your movement before making your first attack on your turn, all of your ranged weapon attacks deal +1 damage this turn.
Defense
Whenever you take the Dodge action, gain +1 to all of your saving throws until the start of your next turn.
Dueling
You gain +1 to attack with one-handed weapons against any creature that has attacked you since your last turn.
Great Weapon Fighting
Whenever you make a melee weapon attack with a two-handed weapon, if you beat the targets AC by 5 or more, you deal +2 damage.
Protection
Bludgeoning, piercing and slashing damage that would be dealt to you is reduced by an amount equal to your shields AC bonus.
Two-Weapon Fighting
When you use your bonus action to attack with your off-hand weapon, if any of your previous attacks this turn missed, the attack has advantage.
Self-Confidence or Inflated Ego
At 10th level, you choose one of the following features.
Self-Confidence
Whenever you make a saving throw against the frightened condition, you can use your reaction to do so with advantage, and if the check succeeds, you gain temporary hit points equal to 1d10 + your Charisma modifier.
Inflated Ego
Whenever you make a saving throw against the charmed condition, you can use your reaction to do so with advantage, and if the check succeeds, you can move up to half your movement against the source of the saving throw, and make a melee attack against it if able.
Agile Footwork
Starting at 15th level, as long as you don't move your full movement amount, all opportunity attacks against you have disadvantage.
In addition, if hostile creature misses you with a melee attack, you can use your reaction to give yourself +2 to your AC until the start of your next turn.
Famous Dueler
At 18th level, you have become famous for your skills. You gain proficiency in charisma saving throws and add your Charisma modifier to your initiative rolls. You also have disadvantage on deception checks to try and pass yourself off as another person.
In addition, when participating in a duel with at least 6 spectators, your proficiency bonus is increased by +1 for the duration of the duel.
(A duel is a combat encounter between you and exactly one other combatant. A spectator is any noncombatant pc or npc.)
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