Base Class: Rogue
While most warriors focus on overcoming their foes through strength of arms or brute force, the archetypal Fencer does so through precise strikes and superior martial abilities. What they lack in overwhelming strength and stamina, they make up for with their finesse, skill,and technique.
Classical Training & Fencer's Exploits
Martial Exploits. You learn two Exploits of your choice from the list at the end of this Archetype. You can only use one Exploit per ability check or attack. When you gain a level, you can replace one Exploit you know with another of your choice. You learn another Exploit at 9th, 13th, and 17th level.
Exploit Dice. You have three d6 Exploit Dice. To use an Exploit you must expend one of these dice, and you regain all expended Exploit Dice when you finish a short or long rest.
As you gain levels in this class your Exploit Dice grow in size and number. At 9th level you gain a fourth Exploit Die, and your dice become d8s. When you reach 17 level, you gain a fifth Exploit Die and all of your Exploit Dice become d10s.
Saving Throws. Some of your Exploits require your target to make a saving throw to resist your Marital Exploit's effects. The saving throw DC is calculated as follows:
Crippling Strike
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, the creature takes additional damage equal to your Exploit Die and its speed is reduced to 0 until the start of your next turn.
Disarm
When you hit a creature with a weapon attack, you can expend an Exploit Die to force it to make a Strength saving throw. On a failure, it takes extra damage equal to your Exploit Die, and it to drops an item of your choice.
Feint
As a bonus action, you can expend an Exploit Die and force a creature that can see you within 30 feet to make a Wisdom saving throw. On a failure, you add your Exploit Die to both your attack and damage roll for the first attack you make against that creature before the end of your next turn.
Fluid Grace
When you make a Dexterity (Acrobatics) or a Charisma (Performance) check you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.
Martial Focus
When you make a weapon attack, you can expend an Exploit Die as part of the attack to grant yourself advantage on your attack roll. You can use this Exploit after you roll, but before you know if your attack hits or misses.
Riposte
As a reaction when a creature you can see targets you with a melee attack, you can expend an Exploit Die and add it to your Armor Class against the attack. If the triggering attack misses you, you can immediately make one weapon attack against the attacker as part of the same reaction.
Sharp Reflexes
Your training has honed your reflexes. Starting at 9th level, you add your proficiency bonus to your initiative rolls.
CounterAttack
Starting at 13th level, when a creature hits you with a melee attack, you can Counterattack as a reaction. You gain an extra Exploit Die and make a weapon attack against the attacker. The extra Exploit Die is lost if it is not used to Counterattack.
Fencer's Exploits Mastery
You have mastered exploiting the weakness of others and to reflect that you increase the number and potency of your exploit dice to 5 and D10.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/30/2023 10:27:11 PM
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5
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1
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GMBinder by laserllama
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Coming Soon
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