Base Class: Fighter
Fencer excels in fighting with swords, rapiers and every well-balanced weapon that has a point or a blade. Not just against a single opponent, but against a group as well, these masters of a rapier and blade spend years sharpening their mastery, tehnic and knowledge of various fencing styles. Whatever tricky situation they are in, together with their honour, blade and wit, Fencers will always find a way out.
Fencing
When you choose this archetype at 3rd level, you learn fencing stances that provide you bonus based on the situation you are in.
Stance. You learn 3 stances of your choice, which are detailed under “Stances” below. All stances provide you with a bonus in a specific situation and give you an opportunity to use fencing techniques. You can go from stance to stance as a bonus action on your turn or as a part of specific fencing techniques.
Fencing technique. You learn up to three technics of your choice. You learn 2 additional technics at levels 7th, 10th and 15th. Each time you learn a new technique, you can also replace one technique you know with a different one.
Fencing technique charges. You may perform 4 fencing techniques at level 3. You gain 1 more charge at levels 7 and 15. Your charges are regained after a short or long rest.
Saving Throws. If your technique requires your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Throws save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Fencing Stances
|
Level |
Stance Bonus |
Stance Speed Bonus |
Techniques Known |
Technique Charges |
|
3 |
1 |
5 ft |
3 |
4 |
|
7 |
2 |
10 ft |
5 |
5 |
|
10 |
3 |
10 ft |
7 |
5 |
|
15 |
3 |
15 ft |
9 |
6 |
|
18 |
4 |
15 ft |
9 |
6 |
You know the following stances
Offensive Fencing Stance
While in an offensive stance, you may add stance bonus to your melee attack damage.
Defensive Fencing Stance
While in defensive fencing stance, all incoming damage is reduced by stance bonus.
Mobile Fencing Stance
While in mobile fencing stance, your movement increased by the stance bonus.
Offensive Fencing Stance bonus
While in an offensive stance, you may add stance bonus to your melee attack and damage rolls.
Defensive Fencing Stance bonus
While in Defensive stance, you may withdraw stance bonus from incoming non-spell damage.
Mobile Fencing Stance bonus
You may add movement stance bonus to your movement speed if you started your movement in Mobile stance.
Fencing Technique Save DC
Some Fencing techniques may require your target to perform a save against your DC. Your DS is calculated as follows: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Fencing Techniques
You may choose the options presented below. Keep in mind that techniques can be used in specific stances.
Defensive: Circle Parry
While in defensive stance and being adjacent to more than one enemy, if you are targeted with an attack, you can expand your reaction and technique charge to add the stance bonus to your AC until the beginning of your next turn. You lose the bonus if you become adjusted to only one or fewer enemies during this time.
Defensive: Distracting Pirouette
While in Defensive stance, when you make an attack, you may expand one Fencing Technique charge to try to distract your opponent. If you hit an attack, you lower the target's AC by 2 until the start of your next turn. In addition, the next attack on the same target can be performed with advantage.
Defensive: Passata-soto
While in a defensive stance, if a melee attack is missed on you, you may extend your reaction and technique charge to switch to an attacking stance and perform an attack of opportunity.
Mobile: Evasive Technique
When you move, you can extend one technique charge to force all attacks of opportunity to be performed against you with disadvantage until you stop your movement.
Mobile: Moving Target
While in mobile stance, when you are targeted with a ranged attack, you may spend a reaction and a technique charge. Until the start of your next turn, every time you are targeted with a ranged attack including the triggered attack, you may move up to your mobility bonus.
Mobile: Sleek Movement
While in mobile stance, when an enemy ends it's movement next to you, spend a reaction and extend a technique charge to perform an attack of opportunity and move up to your mobility stance bonus.
Offensive: Advancing Lunge
While in an offensive stance, when you make a melee weapon attack on your turn, you can expend one technique charge to move 5 feet towards the target and increase your reach by 5 feet. Additionally, if the target was adjusted to you at the beginning of the attack, you may push the target 5 feet. If you miss, you may choose to move the target additional 5 feet away from you in the direction of your movement.
Offensive: Fient
While in an offensive stance, you may extend one technique charge to gain advantage on the attack roll. You may switch stance once for free this turn.
Offensive: Pair Attack
While you are in an offensive stance, if the enemy is adjusted to your ally, you may extend one technique charge and a reaction to perform an attack of opportunity on any action performed by a target. If you hit, add your proficiency bonus to the damage of the attack.
Offensive: Reprise
While in an offensive stance, extend technique charge as part of your attack. If you hit, you may half the movement of a target on its next turn. The target also cannot perform reactions until the start of its next turn
Offensive: The Snap of Marie-Nicolette
While in offensive stance, you may spend 1 technique charge as part of your attack. If you hit, you may force the target to perform DEX save against your DC. If you hit by 5 or more, the target fails the check automatically. If the target fails, the melee weapon the target holds goes flying in the air. If the weapon is not heavy, you may spend Bonus action to catch the weapon and perform a single attack with it. If the weapon if heavy or you choose not to spend bonus action, weapon flies 10ft in the direction you choose away from the target.
Improved stances
You may now use the bonus for level 7 of your stance bonus table.
Composite Attack
Starting from 7th level, you and your sabre are one. Once per short rest, you may perform Composite Attack Action to perform multiple attacks at your opponent, overwhelming his defences and applying status effects.
Perform number of attacks equal to your proficiency modifier. On each attack hit, you may deal damage without any of your ability modifiers added. In addition, you gain 1 charge for each penetration of opponent's defence. You may spend those charges immediately to apply some of the effects below, but every effect can only be applied once. You may still perform Fencing techniques during the attacks.
0 Charges: Move up to your mobile stance movement
0 Charges: Change stance
1 Charges: Your ally gains advantage on the next attack
1 Charges: Disarm
2 Charges: Prone
2 Charges: Blinded
2 Charges: Frightened
3 Charges: Stunned until the end of its next turn.
4 Charges: Incapacitated until the end of your next turn.
5 Charges: Paralysed until the end of your next turn.
6 Charges: Power Word: Kill spell cast on the target.
The target may choose to forego it's action to perform a save against the status effect.
Improved stances
You may now use the bonus for level 10 of your stance bonus table.
Salut des armes
On 15th level, you become a sabre grandmaster. If you are starting a fight without technique charges, you may regain one technique charge. If addition, once every round you may regain your reaction when you switch stances.
Improved stances
You may now use the bonus for level 15 of your stance bonus table.
Improved stances
You may now use the bonus for the level 18 of your stance bonus table.
Previous Versions
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12/27/2020 9:26:03 AM
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12/29/2020 4:46:20 PM
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12/29/2020 4:50:09 PM
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12/29/2020 5:09:50 PM
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12/29/2020 5:13:33 PM
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