There's a link to the shareable PDF right here. But just in case, I'll also post the class features here.
It's basically a half-caster class with a point system similar to the monk class. It's focused on close-range fighting with spells for long-range combat.
Any form of feedback is welcome. If I need to change things or rebalance, please let me know.
Quick Build
You can make an arcane fencer quickly by following these suggestions. First, make Strength or Dexterity your highest ability score depending on whether you wish to use Strength-based weapons or finesse weapons, followed by Intelligence. Second, choose the sage or soldier background.
Restriction: Armor
You will not be able to use any features that require Fencer Points while wearing heavy armor.
Class Features
As an arcane fencer, you gain the following class features.
Hit Points
Hit Dice: 1d8 per arcane fencer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per arcane fencer level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Daggers, longswords, rapiers, scimitars, and shortswords
Tools: Alchemist's supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Investigation, Perception, and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Leather armor
(a) A shortsword or (b) a longsword
(a) A dungeoneer's pack or (b) an explorer's pack
Alchemist's supplies
Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.
Arcane Essence
Beginning at 1st level, you have learned to harness magic through a limited pool of arcane energy. This energy is represented by a number of Fencer Points. Your arcane fencer level determines the number of points you have, as shown in the Fencer Points column of the Arcane Fencer table.
You can spend these points to fuel the features associated with this class. When you spend a point, it is unavailable until you finish a long rest, at the end of which you replenish your pool of energy.
At 10th level, you can now replenish your pool of Fencer Points when you complete a short rest.
Fast Stance
Starting at 1st level, you have learned how to be exceptionally prepared for skirmishes. You can expend 1 Fencer Point to gain advantage on initiative checks.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Defense: While you are wearing armor, you gain a +1 bonus to your Armor Class.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
When you reach 2nd level, you augment your martial prowess with spells. See chapter 10 of the "Player's Handbook" for the general rules of spellcasting and the end of this document for the arcane fencer spell list.
Spell Slots
The Arcane Fencer class table shows how many spell slots you have to cast your spells of 1st-level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell thunderwave and have a 1st-level or 2nd-level spell slot available, you can cast thunderwave using either slot.
Spells Known of 1st-level and Higher
You know two 1st-level arcane fencer spells of your choice from the arcane fencer spell list.
The Spells Known column of the class table shows when you can learn more arcane fencer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can replace one of the arcane fencer spells you know with another spell of your choice from the arcane fencer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your arcane fencer spells, since your use of magic comes from study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an arcane fencer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Fencer Discipline
At 3rd level, you choose a discipline that you strive to emulate. Choose between the Attack Discipline, the Defense Discipline, and the Evasion Discipline, all of which are detailed at the end of the class description. The discipline you choose grants you features at 3rd level and again at 6th, 11th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
Arcane Strike
At 7th level, your melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Mortal Draw
At 14th level, you have honed your skills to the point where your strikes become more keen and precise. You can now roll a critical hit on a 19 or a 20.
Master Fencer
At 20th level, you have learned to harness your skills to the fullest. Your Strength and Dexterity scores increase by 4. Your maximum for those scores is now 24.
Fencer Disciplines
Arcane Fencers, over the ages, have learned to hone their skills in three distinct disciplines of combat. The discipline you choose to emulate reflects your approach.
Attack Discipline
The Attack Discipline is focused purely on physical and magical offense. Those who practice this discipline often throw caution to the wind in favor of swift and direct strikes, aiming to end a battle as quickly as possible.
Dance of the Blade: Starting at 3rd level, your attacks become much more precise and swift. You gain +1 to your attack rolls. At 15th level, the bonus increases to +2.
Feinting Strike: Beginning at 3rd level, when you use your action to attack a creature with a weapon that you are proficient with, you can expend a Fencer Point and use your bonus action to give yourself advantage on the next attack roll you make against it until the end of your next turn.
Infused Magical Strike: Starting at 6th level, you can direct your magic to deal more damage. Once per round, when you hit with a melee weapon attack, you can expend a spell slot and a number of Fencer Points equal to the spell slot's level to add a number of d6s equal to the level of the spell slot. For instance, if you expend a 3rd-level slot and three Fencer Points, you add an additional 3d6 to the damage roll.
Peerless Fencer: Beginning at 11th level, upon rolling a critical hit, you can add one more damage die to the roll.
Rallying Cry: Starting at 18th level, if any allies within 30 feet can see and hear you, you can use a bonus action to expend a number of Fencer Points equal to the number of people you wish to target. You add your Intelligence modifier (minimum of +1) to the damage of their melee weapon attacks and spells until the start of your next turn.
Defense Discipline
The Defense Discipline is focused purely on extending one's survivability in combat. Those who practice this discipline often think methodically and carefully, minimizing and enduring damage before launching a counterattack.
Dance of the Vigilant: Starting at 3rd level, you become much more aware of danger and can endure attacks easier. When you take damage from nonmagical bludgeoning, piercing, or slashing damage, the damage is reduced by 1. At 15th level, you take half damage instead.
Distracting Strike: Beginning at 3rd level, when you use your action to attack a creature with a weapon, you can expend a Fencer Point and use a bonus action to impose disadvantage on the creature’s saving throw against the first spell you cast before the end of your next turn.
Magical Barrier: Beginning at 6th level, you can direct your magic to absorb damage. When you take damage, you can use your reaction to expend a spell slot and a number of Fencer Points equal to the spell slot's level and reduce that damage to you by an amount equal to five times the level of the spell slot.
Stalwart Defender: Starting at 11th level, whenever you make a saving throw that you are not proficient in, you can add half your proficiency bonus to the roll (rounded down).
Warding Chant: Starting at 18th level, if any allies within 30 feet can see and hear you, you can use a bonus action to expend a number of Fencer Points equal to the number of people you wish to target. You add your Intelligence modifier (minimum of +1) to the results of any saving throws that they make against harmful effects or spells until the start of your next turn.
Evasion Discipline
The Evasion Discipline is focused purely on nimbly dodging one's attacks. Those who practice this discipline are skilled in circumventing the attacks of their foes and having them drop their guard, leaving them wide open for subsequent strikes.
Dance of the Zephyr: Starting at 3rd level, your ability to move in battle is augmented beyond your normal limits. Your movement speed is increased by 5 feet. At 15th level, the bonus increases to 10 feet.
Graceful Duelist: Beginning at 3rd level, you are capable of evading attacks with greater ease. You can expend a Fencer Point and use your reaction to impose disadvantage on any attacks made against you until the start of your next turn.
Quick Caster: Beginning at 6th level, you can control how fast you can cast your magic. You can expend a number of Fencer Points equal to the level of the spell to reduce the casting time of the next spell that you cast to a bonus action as long as their normal casting time is no longer than an action.
Nimble Evasion: Starting at 11th level, you have further improved your agility and grace, allowing you to avoid suffering severe damage in the midst of combat. You gain advantage on Dexterity saving throws, provided you can see the source of the danger.
Maneuvering Order: Starting at 18th level, if any allies within 30 feet can see and hear you, you can use a bonus action to expend a number of Fencer Points equal to the number of people you wish to target. You grant additional movement equal to five times your Intelligence modifier (minimum of 5 feet) on top of their base speed until the start of your next turn.
Multiclass Details
Ability Score Minimum: Dexterity 13 and Intelligence 13
Proficiencies Gained: Light armor, shortswords, one skill from the class's skill list.
I'd have to give it a deeper look, but overall it seems balanced enough, and definitely an interesting idea.
One little thing I would add, though, is the "weapon you are proficient with" in the description of Feinting Strike, unless you purposely wanted it to work with any weapon, even improvised ones.
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I'd have to give it a deeper look, but overall it seems balanced enough, and definitely an interesting idea.
One little thing I would add, though, is the "weapon you are proficient with" in the description of Feinting Strike, unless you purposely wanted it to work with any weapon, even improvised ones.
Did you mean to have Dance of the Vigilant halve the damage instead of granting resistance? Also, no other class, race, or anything else in 5e imposes feat restrictions.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Matthias is right. If you want to limit heavy armor you can just put in a restriction on using fencer points. You cant use these points while wearing heavy armor, kinda like the bladesong restriction.
Did you mean to have Dance of the Vigilant halve the damage instead of granting resistance? Also, no other class, race, or anything else in 5e imposes feat restrictions.
Matthias is right. If you want to limit heavy armor you can just put in a restriction on using fencer points. You cant use these points while wearing heavy armor, kinda like the bladesong restriction.
If you can't use the points due to an armor restriction, it makes most of the features useless. The class is meant to focus on speed and precision and heavy armor would defeat the purpose.
Did you mean to have Dance of the Vigilant halve the damage instead of granting resistance? Also, no other class, race, or anything else in 5e imposes feat restrictions.
Matthias is right. If you want to limit heavy armor you can just put in a restriction on using fencer points. You cant use these points while wearing heavy armor, kinda like the bladesong restriction.
If you can't use the points due to an armor restriction, it makes most of the features useless. The class is meant to focus on speed and precision and heavy armor would defeat the purpose.
Besides, I'm not a fan of heavy armor personally.
What we're trying to say is this: remove the feat restrictions and add a "you can't use this while wearing heavy armor" restriction to whichever features you feel need it.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Did you mean to have Dance of the Vigilant halve the damage instead of granting resistance? Also, no other class, race, or anything else in 5e imposes feat restrictions.
Matthias is right. If you want to limit heavy armor you can just put in a restriction on using fencer points. You cant use these points while wearing heavy armor, kinda like the bladesong restriction.
If you can't use the points due to an armor restriction, it makes most of the features useless. The class is meant to focus on speed and precision and heavy armor would defeat the purpose.
Besides, I'm not a fan of heavy armor personally.
What we're trying to say is this: remove the feat restrictions and add a "you can't use this while wearing heavy armor" restriction to whichever features you feel need it.
There. Fixed it.
Restriction: Armor
You will not be able to use any features that require Fencer Points while wearing heavy armor.
Rollback Post to RevisionRollBack
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There's a link to the shareable PDF right here. But just in case, I'll also post the class features here.
It's basically a half-caster class with a point system similar to the monk class. It's focused on close-range fighting with spells for long-range combat.
Any form of feedback is welcome. If I need to change things or rebalance, please let me know.
Quick Build
You can make an arcane fencer quickly by following these suggestions. First, make Strength or Dexterity your highest ability score depending on whether you wish to use Strength-based weapons or finesse weapons, followed by Intelligence. Second, choose the sage or soldier background.
Restriction: Armor
You will not be able to use any features that require Fencer Points while wearing heavy armor.
Class Features
As an arcane fencer, you gain the following class features.
Hit Points
Proficiencies
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.
Arcane Essence
Beginning at 1st level, you have learned to harness magic through a limited pool of arcane energy. This energy is represented by a number of Fencer Points. Your arcane fencer level determines the number of points you have, as shown in the Fencer Points column of the Arcane Fencer table.
You can spend these points to fuel the features associated with this class. When you spend a point, it is unavailable until you finish a long rest, at the end of which you replenish your pool of energy.
At 10th level, you can now replenish your pool of Fencer Points when you complete a short rest.
Fast Stance
Starting at 1st level, you have learned how to be exceptionally prepared for skirmishes. You can expend 1 Fencer Point to gain advantage on initiative checks.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Spellcasting
When you reach 2nd level, you augment your martial prowess with spells. See chapter 10 of the "Player's Handbook" for the general rules of spellcasting and the end of this document for the arcane fencer spell list.
Spell Slots
The Arcane Fencer class table shows how many spell slots you have to cast your spells of 1st-level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell thunderwave and have a 1st-level or 2nd-level spell slot available, you can cast thunderwave using either slot.
Spells Known of 1st-level and Higher
You know two 1st-level arcane fencer spells of your choice from the arcane fencer spell list.
The Spells Known column of the class table shows when you can learn more arcane fencer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can replace one of the arcane fencer spells you know with another spell of your choice from the arcane fencer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your arcane fencer spells, since your use of magic comes from study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an arcane fencer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Fencer Discipline
At 3rd level, you choose a discipline that you strive to emulate. Choose between the Attack Discipline, the Defense Discipline, and the Evasion Discipline, all of which are detailed at the end of the class description. The discipline you choose grants you features at 3rd level and again at 6th, 11th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
Arcane Strike
At 7th level, your melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Mortal Draw
At 14th level, you have honed your skills to the point where your strikes become more keen and precise. You can now roll a critical hit on a 19 or a 20.
Master Fencer
At 20th level, you have learned to harness your skills to the fullest. Your Strength and Dexterity scores increase by 4. Your maximum for those scores is now 24.
Fencer Disciplines
Arcane Fencers, over the ages, have learned to hone their skills in three distinct disciplines of combat. The discipline you choose to emulate reflects your approach.
Attack Discipline
The Attack Discipline is focused purely on physical and magical offense. Those who practice this discipline often throw caution to the wind in favor of swift and direct strikes, aiming to end a battle as quickly as possible.
Defense Discipline
The Defense Discipline is focused purely on extending one's survivability in combat. Those who practice this discipline often think methodically and carefully, minimizing and enduring damage before launching a counterattack.
Evasion Discipline
The Evasion Discipline is focused purely on nimbly dodging one's attacks. Those who practice this discipline are skilled in circumventing the attacks of their foes and having them drop their guard, leaving them wide open for subsequent strikes.
Multiclass Details
feacane Fencer Spell List
1st Level
2nd Level
3rd Level
4th Level
5th Level
I'd have to give it a deeper look, but overall it seems balanced enough, and definitely an interesting idea.
One little thing I would add, though, is the "weapon you are proficient with" in the description of Feinting Strike, unless you purposely wanted it to work with any weapon, even improvised ones.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Did you mean to have Dance of the Vigilant halve the damage instead of granting resistance? Also, no other class, race, or anything else in 5e imposes feat restrictions.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Matthias is right. If you want to limit heavy armor you can just put in a restriction on using fencer points. You cant use these points while wearing heavy armor, kinda like the bladesong restriction.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Restriction: Armor
You will not be able to use any features that require Fencer Points while wearing heavy armor.