Fighter
Base Class: Fighter

Fencing traces its roots to the development of swordsmanship for duels and self defence. Fencing is believed to have originated in the Nine Realms; some of the most significant books on fencing were written by Tieradyn and Velcan fencers. Treatise on Arms was written by Diego de Valera between 1458 and 1471 and is one of the oldest surviving manuals on fencing (in spite of the title, the book of Diego Valera was on heraldry, not about fencing) shortly before duelling came under official ban by the Golden Empire. In conquest, the Golden Empire's forces carried fencing around the world, particularly to northern kingdoms, one of it's most famous exports.

The mechanics of modern fencing originated in Tieradyn and Velca and under their influence, were improved by the Algossi school of fencing. The Tieradyn schools of fencing stagnated and was replaced by the Algossi schools.

The Fencer subclass focuses on the art of defence, counter attacking, and attacking with lightning precision. Techniques can be divided into two categories, however some techniques will fall into both categories. Defence and offence. Fencing is an art, a dance, a game. This subclass uses score points to make use of the fencing techniques - these are a list of moves that the fencer has at their arsenal.

Artisan's Technique

When you choose this archetype at 3rd level, you learn techniques that are fuelled by special dice called score dice.

Techniques. You learn three techniques of your choice, which are detailed under “Techniques” below. Many techniques enhance an attack in some way. You can use only one technique per attack.

You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.

Score Dice. You have ten score dice, which are d8s. A score die is expended when you use it. You regain all of your expended score dice when you finish a short or long rest.

You gain another score die at 7th level and one more at 15th level.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of Balance

At 3rd level, you gain proficiency with persuasion and acrobatics.

Techniques

The techniques are presented in alphabetical order.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one score die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the score die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one score die and make one attack against the creature, using that weapon. If the attack hits, add the score die to the weapon’s damage roll.

Cheer

On your turn, you can use a bonus action and expend one score die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the score die roll + your Charisma modifier.

Circular Parry

When another creature attacks you with a melee attack, you can use your reaction and expend one score die to increase your AC by the number you roll on your score die.

Counter & Swipe

Expend one score die as your action. In doing so, you forgo your action - not taking any attacks on your turn. Until the start of your next turn, whenever a melee attack is made against you, you must roll your own attack. If your attack exceeds your opponents', their attacks miss and your attacks hit. This technique does not use your reaction.

If the fencer is engaged with multiple opponents, the counter & swipe attacks are rolled with disadvantage.

Disarm

When you hit a creature with a weapon attack, you can expend one score die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the score die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Feint

You can expend one score die and fake an attack with one of your attack actions. For the rest of your attacks made this turn, they are made with advantage.

Fleche

When you hit with a weapon attack you can expend one score die, adding the total to the damage roll. You lunge at your opponent, leaning towards them to the point where you almost fall over. If you strike your target, you may move away from the target without triggering an attack of opportunity.

Flick

The flexibility of your blade can be used to your advantage. When you make a weapon attack roll, you can expend one score die to add it to the roll, potentially turning a miss into a hit.

Flunge

When you make a weapon attack, you can expend one score die to benefit from the following. You make your attack with disadvantage, however if you succeed in hitting your opponent, you gain one extra damage die from your weapon and your score die is doubled. 

Gentleman's Charm

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one score die and add the score die to the ability check.

Goad

When you hit a creature with a weapon attack, you can expend one score die to attempt to goad the target into attacking you. You add the score die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Jump & Rush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one score die and add the die to the roll, provided you aren’t incapacitated.

Lunge

When you make a melee weapon attack on your turn, you can expend one score die to increase your reach for that attack by 5 feet. If you hit, you add the score die to the attack’s damage roll.

Musketeer

As a bonus action, you can expend one score die and make a ranged attack with an off-hand ranged weapon. You can draw the weapon as part of making this attack. If you hit, you deal the maximum damage for the weapon damage dice and the score damage die.

Quick Feet

When you move, you can expend one score die, rolling the die and adding the number rolled to your AC until you stop moving.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one score die to make a melee weapon attack against the creature. If you hit, you add the score die to the attack’s damage roll.

Student of Academia

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one score die and add the score die to the ability check.

Sweeping Cut

When you hit a creature with a melee weapon attack, you can expend one score die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your score die. The damage is of the same type dealt by the original attack.

Thrust

When you make a melee attack you can expend one score die to thrust with your blade, adding one score die to the damage total. This damage is considered piercing and ignores resistance.

Tranquil Mind

When you are made to roll a saving throw, you may use your reaction and expend one score die, the value rolled is added to your saving throw.

Vicious Cut

When you hit a creature with a melee weapon attack, you may expend score dice up to your proficiency bonus. The expended dice are rolled, and the sum of the rolled dice is added to your damage against that creature.

Favoured Sword

Starting at 7th, a fencer has the ability with all one-handed swords (must be a one-handed sword and not a versatile weapon or two handed weapon), to add their proficiency bonus to the damage of one any one handed sword.

Improved Point Scoring

At 10th level, your score dice turn into d10s. At 18th level, they turn into d12s.

Refocus

Starting at 15th level, when you make a weapon attack and roll a natural 20 you regain one score die.

Improved Point Scoring

At 18th level, your score dice turn into d12s.

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