Hi. I've been working on a Duelist subclass for the Fighter, but I have no idea how to properly balance it so I would like some opinions. This will be used in my personal games. This subclass is heavily based off the Battler Master.
LEVEL 3
While wearing armor that allows you to add your Dexterity Modifier to your AC, you can add your Intelligence Modifier instead.
When making melee attacks with Finesse or Light Weapons you can add your Intelligence Modifier to the attack instead of your Dexterity or Strength Modifier.
LEVEL 7
You gain the Dueling or Two Weapon Fighting Fighting Style. If you already have both the Dueling and Two Weapon Fighting FIghting Style you can pick an additional Fighting Style from the Fighter class feature.
LEVEL 10
You gain Proficiency in Intelligence or Dexterity Saving Throws. If you have proficiency in both you gain proficiency in a saving throw of your choice.
LEVEL 15
When engaged with an enemy in combat and there are no other enemies within 5 feet of you, you can add your Proficiency Bonus twice to melee attack rolls you make against that enemy.
LEVEL 18
When you have no Precision Points and you are knocked under half your total HP, or roll Initiative with less than half your total HP, you gain 3 Precision Points. If this effect has already been used before you take a long rest you gain 2. You must take a long rest to use this feature again after the second use. In addition, you can willingly gain a point of exhaustion to gain an additional 3 Precision Points when you use this feature.
Precision Points
You regain half your expended Precision Points on a short rest and regain all expended Precision Points on a long rest.
Level
Precision Points =
1
2
3
Proficiency Bonus +1 (3)
4
Proficiency Bonus +1 (3)
5
Proficiency Bonus +1 (4)
6
Proficiency Bonus +1 (4)
7
Proficiency Bonus +2 (5)
8
Proficiency Bonus +2 (5)
9
Proficiency Bonus +2 (6)
10
Proficiency Bonus +2 (6)
11
Proficiency Bonus +3 (7)
12
Proficiency Bonus +3 (7)
13
Proficiency Bonus +3 (8)
14
Proficiency Bonus +3 (8)
15
Proficiency Bonus +4 (9)
16
Proficiency Bonus +4 (9)
17
Proficiency Bonus +4 (10)
18
Proficiency Bonus +4 (10)
19
Proficiency Bonus +5 (11)
20
Proficiency Bonus +5 (11)
Precision Maneuvers
Precision Attack
When you miss a melee attack you can increase the attack by 1 for each Precision Point you expend.
Precision Defense
When you are the target of a melee attack you can use your Reaction and increase your AC by 1 for each Precision Point you expend.
Toughness
When you take damage you can expend a Precision Point to decrease the damage by 1d4. This increases to 1d6 and then 1d8 at 7th and 15th Level.
Counter Strike
When a melee attack against you misses, you can expend 2 Precision Points to gain an attack on the attacker. If the attack misses only 1 point is expended.
Critical Strike
When you score a Critical Hit on a melee attack you can expend 3 Precision Points to add more dice to the damage. The dice you add is a number of d4s equal to your Proficiency Bonus.
Disarm
When you hit a melee attack against a target you can expend a Precision Point to try disarming the opponent forcing them to drop one item of your choice it is holding. The target must make a Strength Saving Throw or drop the object. You can add to the DC by one for every additional Precision Point you expend on this Maneuver.
DC= 8 + Your Dexterity OR Intelligence Modifier + Additional Expended Precision Points
Precise Opportunity
When an enemy moves out of your melee range, instead of using your Reaction, you can expend 2 Precision Points to gain an Attack of Opportunity. Alternatively, if you use your Reaction to gain an Attack of Opportunity you can expend 2 Precision Points to gain Advantage on the attack.
Flury
When you make a melee attack with your Action you can expend 3 Precision Points to gain another attack (this ability can only be used once per turn).
Defensive Stand
If you are within 5ft of an ally who is being targeted by an attack you can expend a Precision Point to add your Dexterity or Intelligence modifier to their AC. You can extend an extra 2 Precision Points, allowing your ally to keep the new AC for the rest of combat. (You can only use this feature once per turn and it does not stack)
Drain
When you hit a melee attack against a target and there are no other hostile creatures within 5 feet of you, you can expend 2 Precision Points to gain HP = to half of the damage you dealt with the attack (rounded down).
Critical Parry
When an enemy hits a Critical Hit with a melee attack against you, you can expend 3 Precision Points to turn the Critical Hit into a normal hit. You can use this ability against ranged and magical attacks starting at Level 10.
Third Wind
If you have already used the Fighter’s Second Wind feature, you can expend 3 Precision Points to gain an additional use of Second Wind (this can only be used once per short rest).
While wearing armor that allows you to add your Dexterity Modifier to your AC, you can add your Intelligence Modifier instead.
When making melee attacks with Finesse or Light Weapons you can add your Intelligence Modifier to the attack instead of your Dexterity or Strength Modifier.
What is your reasoning here? A dualist may use intelligence when studying their arts, but ultimately it should not govern their combat imo. What other benefits do you see that intelligence giving to a Fighter (without multi-classing).
LEVEL 7
You gain the Dueling or Two Weapon Fighting Fighting Style. If you already have both the Dueling and Two Weapon Fighting FIghting Style you can pick an additional Fighting Style from the Fighter class feature.
This should be your level 3 starting point imo. The fighting style is what defines the dualist, waiting until level 7 is a waste of time, by level 7 a character should be well on the way to a Free Scholar using some historical terms. The level 7 slot should be something that is class defining.
LEVEL 10
You gain Proficiency in Intelligence or Dexterity Saving Throws. If you have proficiency in both you gain proficiency in a saving throw of your choice.
Level 7, plus something more defining?
LEVEL 15
When engaged with an enemy in combat and there are no other enemies within 5 feet of you, you can add your Proficiency Bonus twice to melee attack rolls you make against that enemy.
I like this, this is dualist defining! This to me, sounds like a dualist, who is a step above who is being faced, looking for ways to damage through their weaknesses. Maybe this is what makes the dualist what it is? Most games do not go past level 15, so this is possibly a candidate for a earlier slot...then scale it as you level - once, twice, and then three for the upper levels?
LEVEL 18
When you have no Precision Points and you are knocked under half your total HP, or roll Initiative with less than half your total HP, you gain 3 Precision Points. If this effect has already been used before you take a long rest you gain 2. You must take a long rest to use this feature again after the second use. In addition, you can willingly gain a point of exhaustion to gain an additional 3 Precision Points when you use this feature.
This seems good for a capstone power, most people do not get here anyhow. I would rethink the last feature for a couple reasons. At 18, nothing should exhaust a dualist that would be at a Master rank. Also, anything that takes away from what a fighter does, lowers the usefulness of the sub-class.
Precision Maneuvers
Drain
When you hit a melee attack against a target and there are no other hostile creatures within 5 feet of you, you can expend 2 Precision Points to gain HP = to half of the damage you dealt with the attack (rounded down).
This does not fit into the class build, consider rethinking or removing...
I see what you are doing here, being a person who spars with longswords, sideswords and rapiers weekly, I really get what you are trying to do.
See above for comments in red.
Overall, I really like what you are doing and I have had thoughts on this myself. I would actually play this with some more balancing. I think the main thing missing here is the "dualist" features starting earlier, and growing within the levels that matter 3-15. The maneuvers definitely help in making it feel like a dualist, but I think the level 3 & 7 slots need to stand out more and make the player feel like they are progressing in the art, so by the time of level 15 they would be considered a Provost/Weapon Master, the title right before a Master ranking.
While wearing armor that allows you to add your Dexterity Modifier to your AC, you can add your Intelligence Modifier instead.
When making melee attacks with Finesse or Light Weapons you can add your Intelligence Modifier to the attack instead of your Dexterity or Strength Modifier.
What is your reasoning here? A dualist may use intelligence when studying their arts, but ultimately it should not govern their combat imo. What other benefits do you see that intelligence giving to a Fighter (without multi-classing).
LEVEL 7
You gain the Dueling or Two Weapon Fighting Fighting Style. If you already have both the Dueling and Two Weapon Fighting FIghting Style you can pick an additional Fighting Style from the Fighter class feature.
This should be your level 3 starting point imo. The fighting style is what defines the dualist, waiting until level 7 is a waste of time, by level 7 a character should be well on the way to a Free Scholar using some historical terms. The level 7 slot should be something that is class defining.
LEVEL 10
You gain Proficiency in Intelligence or Dexterity Saving Throws. If you have proficiency in both you gain proficiency in a saving throw of your choice.
Level 7, plus something more defining?
LEVEL 15
When engaged with an enemy in combat and there are no other enemies within 5 feet of you, you can add your Proficiency Bonus twice to melee attack rolls you make against that enemy.
I like this, this is dualist defining! This to me, sounds like a dualist, who is a step above who is being faced, looking for ways to damage through their weaknesses. Maybe this is what makes the dualist what it is? Most games do not go past level 15, so this is possibly a candidate for a earlier slot...then scale it as you level - once, twice, and then three for the upper levels?
LEVEL 18
When you have no Precision Points and you are knocked under half your total HP, or roll Initiative with less than half your total HP, you gain 3 Precision Points. If this effect has already been used before you take a long rest you gain 2. You must take a long rest to use this feature again after the second use. In addition, you can willingly gain a point of exhaustion to gain an additional 3 Precision Points when you use this feature.
This seems good for a capstone power, most people do not get here anyhow. I would rethink the last feature for a couple reasons. At 18, nothing should exhaust a dualist that would be at a Master rank. Also, anything that takes away from what a fighter does, lowers the usefulness of the sub-class.
Precision Maneuvers
Drain
When you hit a melee attack against a target and there are no other hostile creatures within 5 feet of you, you can expend 2 Precision Points to gain HP = to half of the damage you dealt with the attack (rounded down).
This does not fit into the class build, consider rethinking or removing...
I see what you are doing here, being a person who spars with longswords, sideswords and rapiers weekly, I really get what you are trying to do.
See above for comments in red.
Overall, I really like what you are doing and I have had thoughts on this myself. I would actually play this with some more balancing. I think the main thing missing here is the "dualist" features starting earlier, and growing within the levels that matter 3-15. The maneuvers definitely help in making it feel like a dualist, but I think the level 3 & 7 slots need to stand out more and make the player feel like they are progressing in the art, so by the time of level 15 they would be considered a Provost/Weapon Master, the title right before a Master ranking.
Keep it going!
Thanks for the advice. It was exactly what I was looking for.
Hi. I've been working on a Duelist subclass for the Fighter, but I have no idea how to properly balance it so I would like some opinions. This will be used in my personal games. This subclass is heavily based off the Battler Master.
LEVEL 3
LEVEL 7
You gain the Dueling or Two Weapon Fighting Fighting Style. If you already have both the Dueling and Two Weapon Fighting FIghting Style you can pick an additional Fighting Style from the Fighter class feature.
LEVEL 10
You gain Proficiency in Intelligence or Dexterity Saving Throws. If you have proficiency in both you gain proficiency in a saving throw of your choice.
LEVEL 15
When engaged with an enemy in combat and there are no other enemies within 5 feet of you, you can add your Proficiency Bonus twice to melee attack rolls you make against that enemy.
LEVEL 18
When you have no Precision Points and you are knocked under half your total HP, or roll Initiative with less than half your total HP, you gain 3 Precision Points. If this effect has already been used before you take a long rest you gain 2. You must take a long rest to use this feature again after the second use. In addition, you can willingly gain a point of exhaustion to gain an additional 3 Precision Points when you use this feature.
Precision Points
You regain half your expended Precision Points on a short rest and regain all expended Precision Points on a long rest.
Level
Precision Points =
1
2
3
Proficiency Bonus +1 (3)
4
Proficiency Bonus +1 (3)
5
Proficiency Bonus +1 (4)
6
Proficiency Bonus +1 (4)
7
Proficiency Bonus +2 (5)
8
Proficiency Bonus +2 (5)
9
Proficiency Bonus +2 (6)
10
Proficiency Bonus +2 (6)
11
Proficiency Bonus +3 (7)
12
Proficiency Bonus +3 (7)
13
Proficiency Bonus +3 (8)
14
Proficiency Bonus +3 (8)
15
Proficiency Bonus +4 (9)
16
Proficiency Bonus +4 (9)
17
Proficiency Bonus +4 (10)
18
Proficiency Bonus +4 (10)
19
Proficiency Bonus +5 (11)
20
Proficiency Bonus +5 (11)
Precision Maneuvers
Precision Attack
When you miss a melee attack you can increase the attack by 1 for each Precision Point you expend.
Precision Defense
When you are the target of a melee attack you can use your Reaction and increase your AC by 1 for each Precision Point you expend.
Toughness
When you take damage you can expend a Precision Point to decrease the damage by 1d4. This increases to 1d6 and then 1d8 at 7th and 15th Level.
Counter Strike
When a melee attack against you misses, you can expend 2 Precision Points to gain an attack on the attacker. If the attack misses only 1 point is expended.
Critical Strike
When you score a Critical Hit on a melee attack you can expend 3 Precision Points to add more dice to the damage. The dice you add is a number of d4s equal to your Proficiency Bonus.
Disarm
When you hit a melee attack against a target you can expend a Precision Point to try disarming the opponent forcing them to drop one item of your choice it is holding. The target must make a Strength Saving Throw or drop the object. You can add to the DC by one for every additional Precision Point you expend on this Maneuver.
DC= 8 + Your Dexterity OR Intelligence Modifier + Additional Expended Precision Points
Precise Opportunity
When an enemy moves out of your melee range, instead of using your Reaction, you can expend 2 Precision Points to gain an Attack of Opportunity. Alternatively, if you use your Reaction to gain an Attack of Opportunity you can expend 2 Precision Points to gain Advantage on the attack.
Flury
When you make a melee attack with your Action you can expend 3 Precision Points to gain another attack (this ability can only be used once per turn).
Defensive Stand
If you are within 5ft of an ally who is being targeted by an attack you can expend a Precision Point to add your Dexterity or Intelligence modifier to their AC. You can extend an extra 2 Precision Points, allowing your ally to keep the new AC for the rest of combat. (You can only use this feature once per turn and it does not stack)
Drain
When you hit a melee attack against a target and there are no other hostile creatures within 5 feet of you, you can expend 2 Precision Points to gain HP = to half of the damage you dealt with the attack (rounded down).
Critical Parry
When an enemy hits a Critical Hit with a melee attack against you, you can expend 3 Precision Points to turn the Critical Hit into a normal hit. You can use this ability against ranged and magical attacks starting at Level 10.
Third Wind
If you have already used the Fighter’s Second Wind feature, you can expend 3 Precision Points to gain an additional use of Second Wind (this can only be used once per short rest).
so... its monk mixed with battlemaster?
Never thought about it that way, but I can see that.
I see what you are doing here, being a person who spars with longswords, sideswords and rapiers weekly, I really get what you are trying to do.
See above for comments in red.
Overall, I really like what you are doing and I have had thoughts on this myself. I would actually play this with some more balancing. I think the main thing missing here is the "dualist" features starting earlier, and growing within the levels that matter 3-15. The maneuvers definitely help in making it feel like a dualist, but I think the level 3 & 7 slots need to stand out more and make the player feel like they are progressing in the art, so by the time of level 15 they would be considered a Provost/Weapon Master, the title right before a Master ranking.
Keep it going!
Thanks for the advice. It was exactly what I was looking for.
No problemo.