Base Class: Rogue
The Fairy Fencer gains a number of martial abilities on top of sneak attacks to overwhelm their opponent. In addition, utilizing the superior agility from their training allows them to outwit attacks from their opponents. That makes the Fairy Fencer a prime choice for 1 on 1 combat as well as hold a strong position in the front.
Martial Utilization
You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
This ability may be used a number of times up to your Proficiency Modifier.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Maneuvers
The maneuvers are presented in alphabetical order.
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, add your proficiency to that roll, provided you aren’t incapacitated.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can 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.
Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to your proficiency modifier.
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 make one attack against the creature, using that weapon. If the attack hits, add your proficiency modifier.
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can add your proficiency modifier to the ability check.
Disarming Attack
When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. 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.
Evasive Footwork
When you move, you can add your proficiency modifier to your AC until you stop moving.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Goading Attack
When you hit a creature with a weapon attack, you can to attempt to goad the target into attacking you. 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.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add your proficiency to your Strength (Athletics) check.
Lunging Attack
When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet. If you hit, add your proficiency to your attack’s damage roll.
Maneuvering Attack
When you hit a creature with a weapon attack, you can maneuver one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
When you hit a creature with a weapon attack, you can attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can add your proficiency bonus to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can to drive the target back. You add your proficiency 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 push the target up to 15 feet away from you.
Quick Toss
As a bonus action, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add your proficiency bonus to the weapon’s damage roll.
Rally
On your turn, you can use a bonus action 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 your proficiency modifier + your Charisma modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can 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 weapon damage dealt. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can roll a 1d6 and add to the ability check.
Trip Attack
When you hit a creature with a weapon attack, you can attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Advantageous Tactics
If the Fairy Fencer succeeds on a attack against a target, if the Fairy Fencers Dexterity is higher than the targets Dexterity the target is unable to perform a multiattack against it. This effect is suppressed if the Fairy Fencer receives damage from the target, is prone, restrained, paralyzed, unconscious or unable to see the target.
Advantageous Tactics lasts until the targets next turn.
Astute Observation
The Fairy Fencer knows the CR of all creatures up to his Rogue Level.
Fated Lucky Strike
Roll a d100. If you roll less than your class level, deal an additional sneak attack damage.
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