Base Class: Fighter
A sword's expert who relies upon his or her quick reaction time to not only stay alive but overwhelm their opponents. They use many fast attacks parries and opportune strikes to take down any foe who opposes them. These ruthless swordsmen and women are designed to do one thing only, kill. Over time they learn how to turn the tide of battle and overcome small armies through flurries of attacks and deflections. This character is perfect for those players who want to jump into the middle of combat and face every enemy at once.
Parry
Base AC is reduced to 4. However the character gains the ability to use a reaction to parry all melee attacks by rolling a d 20 + modifiers to hit + character's proficiency bonus. Attacks parried in this way reduce damage to 0. If the character is dual wielding and successfully parries a strike from a nearby enemy the character may make an opportunity strike. At level five, your mastery over your swords and reflexes allow you to deflect ranged attacks that are non-magical as if you were parrying a melee attack. Lastly at level seven, you gain the ability to choose where you would like to direct ranged attacks that you parry. If you choose a direction that would change the movement of the missile by more than 45 degrees it will simply fall to the ground or be destroyed.
Fast Attacker
While in combat you may use Dexterity instead of Strength for modifiers and saving throws.
Disarm
Using one of your swords you attempt to disarm your opponent. Roll your attack dice and have your opponent make a Dexterity saving throw. If they fail the object that you chose falls to the ground, otherwise nothing happens.
Opportunist
At 10th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Death Stike
Starting at 14th level, you become a master of instant death. When you attempt and succeed an attack causing a mortal wound it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Overwhelm
You may focus on a single enemy overwhelming them allowing you to strike repeatedly until they die, become unconscious, or until you miss.
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Posted Jan 8, 2021hi was wondering if you could specify what level all of the features are tied to, and specify on how the parry feature works because I am confused on how it should work.