Fighter
Base Class: Fighter

“ A city has been under siege for 6 months. Causalities on both sides are rapidly rising. Two duelist’s from the opposite sides of each army step forward in a already pre disclosed location. One from the invading Human army and the other from the defending Elf city. After a few courtesies the duel begins. The larger Human  dominates the smaller Elf . And with one stab of of the humans rapier the siege had ended”

Most Duelist come from well established noble families who wanted to train one or multiple of there offspring in the art of dueling. A few come from not so noble families. These poorer folk were able to prove there willingness and skill to a master swordsmen. One thing all of duelist share is the ambition to beat the best and win glory through victory.

 

Dueling Die

When you reach 3rd level and choose this subclass you learn actions that you  can take that expend die called dueling die.

Dueling Action-You first learn three dueling actions you can take at 3rd level. You choose three of them at 3rd level and then you choose two of them at 7th,10th,15th, and level. You can choose to replace one maneuver with another when you are choosing new maneuvers at those certain levels.

Dueling Die- You have four dueling die which are d8's. A dueling die is expend after you use it. You gain all dueling die back after a short or long rest. You gain another dueling die at 7th and 15th level.

Saving Throws Caused By Dueling Actions- Some of your dueling actions that you make require your opponents to make saving throws. The saving throw is 8 + your proficiency bonus + you're Dex modifier. 

Balestra

You can expand one dueling die to make an  attack on someone who is 10 ft away from you. You make a guarded finesse hop 5 ft closer to the target. You must have  5ft of movement speed left to make this move. You are not vulnerable to any opportunity  attacks while making the hop.

 

 

Disarm

If you hit a creature with a melee attack you can choose to expend one dueling die and attempt to disarm the creature. The creature must make a strength saving throw. You roll your dueling die then half it. If it land on a odd number round down. Then add that number to the DC of the saving throw. If you succeed the weapon or one of the weapons of your choice  that your opponent is holding is tossed 5 feet in the direction of your choice.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one dueling die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

 

Double Strike

If you hit an attack you can spend one dueling die in order to make a two attack rolls.

Evasive Footwork

Before you take your movement action you can choose to expend one dueling die. You then roll the die and add the number to your AC until you stop moving.

Feint

You can expend one dueling die and use a bonus action on your turn to feint an opponent within 5 feet of you. This gives you advantage on your attack. If the attack hits use the dueling die you expended to add damage to the attack

Goading Attack

When you hit a creature with a weapon attack, you can expend dueling die to attempt to goad the target into attacking you. You add the superiority 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.

 

Lunging Attack

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

Precision Strike

When you make a weapon attack roll against a creature, you can expend one dueling die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Riposite

If a creature uses a melee attack against you and misses. You can expand one dueling die to roll for attack. If you hit roll for damage.

Trip Attack

When you hit a creature with a weapon attack, you can expend one dueling die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Triple Strike

When you land an attack you can expend 2 dueling die to roll 3 damage attack

Challenge

At 3rd level as a bonus action you can challenge any creature within a 30 ft radius of you to a duel. They have to make a Wisdom Saving throw with a DC 8 + your Charisma modifier + your proficiency bonus. If they fail the saving throw then they will move15 ft towards you. They get disadvantage on any attack that is not on you until the duel has ended. The duel ends if one of the combatants dies, surrenders, or is wounded too grievously to continue the fight. If they succeed on the saving throw then you can not challenge them again until after that combat ends. You also have to wait 1 extra turn of combat to recover your dignity before you ca challenge again. You can also only challenge during combat three times. You recover your three challenges after a short or long rest. You have the option to challenge any foe to a duel outside of combat as some honorable or cocky foes might accept. While challenging outside of combat it is up to the DM's discretion on if the opponent accepts or if you roll some ability check.

Parry

At 7th level you learn how to parry using your lighting fast reflexes. You then start to use reflex die. 

Reflex Die- Reflex die are d8 dies that you can use to parry an attack and reduce the amount of damage taken.You roll the d8 and then subtract the amount of damage taken with the number you rolled.  You start out with three reflex die and you gain one more at level 15.

Improved Dueling Die

When you reach level 10 your dueling die turns from a d8 into a d10. It turns into a d12 at level 18.

Never Ending Ferocity

At 15th level, if you roll initiative and you have no dueling die left you regain one.

Renowned Far And Wide

At 18th level due to your skill and popularity with your dueling you have become quite famous. Whenever you enter a city or town you are bound to be recognized. This is a curse and a blessing. If you are talking to someone who recognizes  you you get advantage on all persuasion checks but disadvantage on all deception checks. 

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