Fighter
Base Class: Fighter

 

The duelist specializes in the one-on-one fight. Utilizing a combination of clever words, quiet observation and quick reflexes to gain the upper hand. Focussing its attention on a single, the duelist can read the movements of the enemy. With precise strikes the enemy is weakened and eventually eliminated.

Most duelists see this way of fighting as the most honorable way of combat, although some just like to humiliate others.

Challenge

Starting at 3rd level, you can use your charismatic presence to convince others to focus their attention on you. As a bonus action you can make a Charisma (Deception, Persuasion or Intimidation) check contested by the targets Wisdom (Insight) check, which its makes with advantage if it was attacked or damaged by a different creature then you or if you attacked a different creature, since the start of your last turn (or the start of the encounter). If you win the target is charmed by you until the start of your next turn. Whilst it is charmed like this the creature targets you with its attacks and can’t move further away from you. The charm ends early if you are unconscious. On subsequent turns you can use your minor action instead of your bonus action if you target a creature that was charmed by you during your last turn.

Counter Riposte

Also at 3rd level, you gain a special extra reaction that you can use to counter a creature you are dueling. When a creature, that is charmed by your Challenge feature, misses you with an attack whilst within your melee attack range, you can make an melee attack with advantage against this creature. On a hit, instead of rolling for damage, you can set your damage dice to any number you wish and you can choose not to apply any modifiers to the damage.

This counter attack does not use your reaction and can be used only once until the start of your next turn.

Focussed Awareness

Starting at 7th level, you can focus your awareness on the target of your challenge to read their attacks. If you have a creature that is charmed by your Challenge feature, you can use  a bonus action to make an Wisdom (Insight) check (DC= 8+on hit modifier of charmed creature). If you succeed, you gain the following benefits until the start of your next turn:

  • +1 on attack rolls against the charmed creature.
  • +1 AC against attacks from the charmed creature.
  • +2 on saving throws against attacks or effects that come from the charmed creature.

By focussing your attention on one enemy, you do make yourself less aware of other creatures. This results in the following:

  • You can’t attack creatures that aren’t charmed by you.
  • -2 AC against attacks from creatures that aren’t charmed by you.
  • -3 on saving throws against attacks or effects that come from creatures that aren’t charmed by you.

Specialized Strikes

Starting at 10th level, you can focus your attacks at specific point on your enemy’s body to weaken them for a moment. Once during your attack action and/or during your Counter Riposte, after you hit an creature that is charmed by you Challenge feature, you can strike at one of the following points:

Leg strike: The creature’s walking speed is halved and it can’t jump, until the end of your next turn. During this time it makes Dexterity saves and checks with disadvantage.

Hand strike: Until the end of your next turn, whenever the creature attacks, it must make an DC 15 Constitution saving throw or drop its weapon (if its is holding any). During this time it makes Strength saves and checks with disadvantage.

Shield arm strike: If the creature is wielding a shield, it can’t wield it properly until the start of your next turn, giving it -2 to AC until then.

Head strike: Until the end of your next turn, the creature makes all Charisma, Wisdom and Intelligence saving throws and checks with disadvantage.

Heightened Awareness

At 15th level, the benefits from your Focussed Awareness are increased by 1, while the negative effects remain the same.

Precise Strikes

Starting at 18th level, your quick reflexes and precision allow your hits to be more deadly. Attacks you make against a creature that is charmed by your Challenge feature score a critical hit on a roll of 19-20.

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