Base Class: Fighter
The Duelist Fighter is an honorable fighter that prefers to fight a target alone or in single combat so that they may prove their prowess over the creature. To win epic battles and have bards tell their tales across the world is a fine goal for a Duelist.
As a Duelist you will be soloing out key targets and engaging them while your party mops up any additional prey, you become a monster in single combat to be feared by even the greatest foe. The Duelist will relentlessly go through each opponent until none remain.
Bonus Proficiency
At 3rd level, you gain proficiency in one of the following skills of your choice: Intimidation, Persuasion or Insight. Becoming proficient in your own particular ways of forcing a duel.
The Duel
At level 3, as a bonus action you can attempt to force a creature within 10 ft into focusing solely on yourself, they must make a Wisdom saving throw with a DC equal to 8 + DEX modifier + proficiency bonus or be compelled to duel you, they will move 10 ft towards you as long as terrain allows it. A dueled creature has disadvantage on any attacks against creatures other than you, provoke an attack of opportunity if they attempt to make such an attack, and must repeat the saving throw and succeed in order to move away from you. Alternatively you may request a duel from a creature, not requiring a save but also not using one of your uses, some honorable foes or cocky opponents may take you up on this. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses on a short or long rest. This feature lasts for 1 minute and can be moved to a different target with a bonus action if your current target dies or is knocked unconscious.
Thrill of the Duel
Also at level 3, you gain a rush of adrenaline from being in a duel, it surges through your body and drives you to excel. Whilst in a Duel with a target you gain 1d4 bonus weapon damage on each attack action. Additionally you gain advantage on the first attack in each new Duel.
The bonus damage from this feature increases based on level, increasing to 2d4 at 7th level, 3d4 at 10th level and 4d4 at 15th level.
Perfected Duel
At level 7, you have mastered the art of soloing out a target and picking them apart, all who try to interfere are knocked to the wayside. When a creature attempts to interrupt a duel by moving within 5 ft of you or your opponent, you may use a reaction to make a special melee attack against them with your body, this has a +5 to hit. Upon hitting a creature with your special melee attack, knocking the target back 10 ft and taking their position. In addition, all attacks made against you or your target that come from outside the duel have disadvantage regardless of range.
A Fearsome Warrior
At level 10, all who are in your party admire your courage and bravery, this cannot be said for your enemies who see you as some ungodly death machine that will come for them next. Upon defeating a creature in a duel, all creatures of your choice that can see you must make a Wisdom saving throw with a DC equal to your duel, becoming frightened on a failure, they may repeat the saving throw at the end of each of their turns. Creatures that are compelled to duel but frightened will still move towards you but take 4d6 Psychic damage as the horror sets in that they are next.
A Coward Flees
At level 15, you are shocked and enraged that an opponent may attempt to run away from you, regardless of a duel situation, a true warrior never retreats. When an opponent moves out of your attack range, you may use your reaction to make two attacks of opportunity against that target. Each hit you land on a pathetic fleeing target decreases their speed by 10 ft and causes the opponent to stagger, giving the next attack made against them advantage.
Finishing Blow
At level 18, you can go from one duel to the next after finishing an opponent, swiftly dealing with weaker combatants. The last attack you make each round becomes an attempted finishing blow. So long as you are engaging the target in a duel, the creature takes an additional 2d10 bonus weapon damage. If you kill a creature on your turn, you can move an additional half your movement towards another hostile creature in range, instantly forcing them to duel you if you get within range and granting you an extra attack.
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