Fighter
Base Class: Fighter

The duellist is a master of single combat and honours a fair fight above all else; they have spent countless hours perfecting the art of the duel and have acquired a plethora of skills both offensive and defensive to reflect this.

Fencing

At 3rd level, you gain the ability to deflect melee blows with great precision. When a creature makes a melee attack against you, you can use your reaction to intercept the attack and defend yourself. (Must be declared before damage)

Parry: If the attack hits, you brace to deflect the blow. Immediately make a contested strength/dexterity roll against the creature. Winning the roll reduces the damage you take by the difference of the results.

Riposte: If the attack misses, you quickly counterattack. Immediately make a melee attack with advantage against the creature. This attack does not receive bonuses to damage.

Disarm

Starting at 7th level, you can choose to attack a creature's weapon. The creature must succeed on a strength saving throw versus your attack roll or be disarmed. You may take an attack of opportunity if the creature attempts to pick up it's weapon.

While using a one-handed weapon, Disarm has disadvantage against two-handed weapons.
Conversely, two-handed weapons have advantage while targeting a one-handed weapon.

Improved Fencing

At 10th level, you gain advantage in parry contests and can add your damage bonus to riposte attacks.

Improved Disarm

At 10th level, you gain advantage on the first attack you make against a disarmed target and on opportunity attacks triggered by weapon retrieval.

To The Death

Starting at 15th level, you can goad an opponent into a fatal duel. You choose one target within 30 feet of you that you can see as your opponent. You gain the following effects against them:

  • Your Fencing does not use your reaction.
  • The Disengage action does not prevent your opportunity attacks.
  • Attack rolls of 17-20 are critical hits.
  • You have +2 to your AC.
  • Neither combatant can receive healing from other creatures.

Both you and your opponent have disadvantage on all attacks against other targets. The challenge lasts for 1 minute or until one or more combatants are reduced to 0 hit points. This feature can be used once per long rest.

Victory Rush: The victor of the duel gains temporary hit points equal to their max hit points until the start of their next turn.

The Gauntlet

Starting at 18th level, you can immediately choose a new target for "To The Death" upon winning a duel. If no target is selected, the gauntlet ends.

Previous Versions

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1/3/2019 6:01:31 PM
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