Base Class: Fighter
All about honor and fancy but practiced swordplay, A duelist has a high sense of honor either for oneself or others.
As a duelist you are all about single combat. you pick one person or entity and make them your target, attempting to force them into a one on one duel. In a party you are likely going to be the one too single out the biggest and baddest enemy and go after them in single combat. Most duelists have a high sense of honor.
Bonus proficiency's
At 3rd level you gain proficiency with acrobatics and smith's tools for the purpose of repairing your sword and armor. and dexterity saving throws
Honorable duel
Starting at 3rd level you may issue someone a duel or force them into a duel. if they are forced into a duel they must make a wisdom save of 10+wisdom mod. if they succeed the save they are immune to the effects for 24 hours. If they fail the save or accept the duel they are compelled to duel you and you alone, they have disadvantage to attack anyone other than you. This does not mean they are compelled to stay however, they are free to flee if they so choose.
Fencing flourishes
At 3rd level you have, through hard training, learned a few flourish's. you may take one flourish as a bonus action. you may take up to your dexterity modifier per long rest.
Flourish dice is a d6 and upgrades at certain levels
1d6(3rd level) d8(5th level) d10(10th level) d12(15th level)
Defensive flourish: before an enemy attack or after your own roll a flourish dice. Add the roll to your armor class until the end of your next turn.
Offensive flourish: As part of your attack if you hit roll a flourish dice and add the rolled number to the damage you do.
counter attack
As a bonus action starting at 7th level, you may prepare for a counter attack. If someone were to attack you before the start of your next turn you may make one attack action against them as long as they are in range regardless of whether they hit or miss.
this may only be done up to your dex modifier per long rest (minimum 1)
unarmored defense
At 3rd level you are free of movement without armor. when without armor or a sheild your armor class equals 10+dexterity mod+half proficiency mod(round down)
aura of honor
At 10th level while in a duel you exude an aura of honor. If somebody should want to attack you or the person you are dueling they must make a wisdom save of 12+wis mod+proficency mod. On a failure the target can not interrupt the duel. on a success they can interrupt the duel
perfect parry
At 15th level when you take the parry bonus action you may instead tey to make a perfect parry. to do this give yourself disadvantage to attack. on a hit you do max damage (if you should get a critical hit max out both damage dice).
the disadvantage can be canceled out by a spell that would grant advantage. you may do this a number of times equal to your dexterity modifier per long rest
Ultimate duel
Starting at 18th level you may enter an ultimate duel.
they get no save and have disadvantage to hit you while you get advantage to hit them.
Nobody but the person you are dueling may fight you or the person you are dueling
if you kill someone you may force another creature into a duel and move towards them with your remaining movement.
you gain resistance to piercing, slashing and bludgeoning damage for the duration
this mode lasts for 1 minuet and can only be done once per long rest
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