Base Class: Fighter
The Master of Force Duels is a formidable subclass of the Fighter class in Dungeons & Dragons 5th edition. This subclass is focused on one-on-one combat, specializing in the use of swords and axes infused with the power of force. Masters of Force Duels excel at exploiting their opponents' weaknesses with finesse and tactical prowess, displaying deadly precision and grace in both honorable duels and deadly skirmishes.
At 3rd level, Masters of Force Duels gain access to the "Energetic Wave" ability. As an Attack Action, they can channel magical power into their weapon, unleashing a slashing wave of force energy towards a target. This Ranged Magic Attack has a range of 30 feet and deals 2d8 Force damage. The damage increases as the character progresses, gaining additional 1d8 at 7th, 10th, 15th, and 18th levels.
At 7th level, Masters of Force Duels unlock the "Magical Slayer Edge" ability. Their weapons become infused with powerful magic, allowing them to deal Force damage. They also gain the ability to use their Reaction to reduce the damage taken from Magic Melee Attacks and Magic Ranged Attacks. When successful, they can either absorb the magic used against them to deal extra damage on their next successful attack, or strike back with the same magical energy for additional Force damage.
Upon reaching 10th level, Masters of Force Duels gain the "Forceful Specialization" ability. When wielding specific weapons and not using a shield, their AC increases by 1, and they gain a +4 bonus to attack rolls. Additionally, their attacks gain an extended range of 5 feet, and they can use the "Edge Vortex" feature to damage all creatures within a 10-foot radius.
Finally, at 15th level, Masters of Force Duels acquire the "Unleash the Fury" ability. They can summon magical and spectral weapons instantly, each treated as a +2 magic weapon. They can have up to three weapons summoned at a time, and these weapons remain active for up to 1 hour. Furthermore, they can deal additional force damage with specific weapons, gain increased healing from the "Second Wind" feature, and use "Action Surge" to unleash the "Edge Vortex" feature twice without becoming Stunned.
With their mastery of force and formidable combat abilities, the Masters of Force Duels become near-divine beings at 18th level, possessing incredible powers. They can summon energy weapons, grow in size, deal extra force damage, and unleash a devastating energy beam that wreaks havoc on their foes.
In summary, the Master of Force Duels is a versatile and powerful subclass that harnesses the forces of energy and displays unmatched skill in one-on-one combat, making them a force to be reckoned with on the battlefield.
Bonus Agile Attack
At 3rd level, your agility and speed allow you to swiftly maneuver through the battlefield and launch rapid attacks. If you are wielding any of the following weapons: (Shortsword, Longsword, Scimitar, Dagger, Battleaxe, Handaxe, Rapier, Lance) and not using a shield, you can use your Bonus Action to make an additional attack with the weapon in your hand during this turn.
Furthermore, if you are wielding a Versatile weapon, when using your Bonus Agile Attack, you can choose to deal damage as if you were wielding the weapon in its two-handed mode, maximizing the potential force behind your strikes.
Energetic Wave
At 3rd level, as an Attack Action, you can channel magical power from within your body into your weapon, unleashing a slashing wave of energy towards a target. You can use this feature a number of times equal to your proficiency bonus per short rest.
This attack is considered a Ranged Magic Attack and utilizes the attack roll of the weapon in your hand. It has a range of 30 feet. On a successful hit, it deals 2d8 Force damage. At 7th, 10th, 15th, and 18th levels, the damage increases by an additional 1d8 and range increases by an additional 15 feet.
Magical Slayer Edge
At 7th level, your weapon becomes infused with potent magic, allowing you to deal with other magical forces. You gain the following abilities:
Forceful Edge: Your weapon can now deal Force damage instead of its usual damage type. You can choose to use this feature for each attack you make with the weapon.
Magic Parry: You can use your Reaction when targeted by a Magic Melee Attack or a Magic Ranged Attack to reduce the damage dealt to you. Roll 2d6 and add twice your fighter level to determine the reduction in damage. If the damage reach 0, then:
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Magic Melee Attack: If the attack is a Magic Melee Attack, you can absorb the magical energy used against you. On your next successful attack, you deal extra damage equal to the dice damage of the absorbed magic, but in Force damage.
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Magic Ranged Attack: If the attack is a Magic Ranged Attack, you can instantly strike back at the caster. You deal an additional 2d8 Force damage, plus an extra 2d8 Force damage for each level of the spell above 1st.
At 10th, 15th, and 18th levels, the reduction in damage from Magic Parry increases by an additional 2d6.
Forceful Expertize
Forceful Expertize
At 10th level, your mastery of dueling with the designated weapons enhances your combat prowess. If you are wielding any of the following weapons: (Shortsword, Longsword, Scimitar, Dagger, Battleaxe, Handaxe, Rapier, Lance), and you are not using a shield, you gain the following benefits:
Dueling Mastery: Your extensive training in the art of dueling enables you to strike with deadly precision. Your AC increases by 1, and you gain a +4 bonus to attack rolls with the designated weapons.
Forceful Extension: Your reach in combat becomes an advantage, allowing you to strike from a greater distance using force waves. The range of your attacks with the designated weapons is extended by 5 feet.
Edge Vortex: As part of your Attack Action, you can unleash an Edge Vortex. Each creature within a 10-foot radius centered on you must make a Dexterity saving throw against your (Dexterity or Strength) MOD + Proficiency + 10. On a failed save, the target takes damage based on your weapon's damage. However, if you use this feature more than once per turn, you become Stunned until the start of your next turn due to the intense exertion required to unleash the vortex.
Energy Flow
Energy Flow
At 15th level, you gain the ability to summon a magical and spectral weapon instantly. You can choose one of the following weapons to summon: (Shortsword, Longsword, Scimitar, Dagger, Battleaxe, Handaxe, Rapier, Lance). The summoned weapon is treated as a +2 magic weapon and can take solid form, even though it is made of energy. Each summoned weapon remains for up to 1 hour. You can have a maximum of three weapons summoned at a time. It takes at least 1 minute to summon a magical weapon in this way.
Additionally, while wielding any of the following weapons: (Shortsword, Longsword, Scimitar, Dagger, Battleaxe, Handaxe, Rapier, Lance), you can deal an extra 2d4 force damage with your attacks. The extra damage increases to 2d8 force damage if the weapon was summoned by you.
Furthermore, when you use the Second Wind feature, the magical energy flowing within your body aids in your healing. You regain an additional 2d12 hit points when using Second Wind.
Lastly, when you use the Action Surge feature, you can unleash the Edge Vortex feature twice without becoming Stunned.
Energy Deity
Energy Deity
At 18th level, you have ascended to the realm of energy divinity. You gain the following abilities:
Unleashed Fury: As a bonus action, when you are wielding any of the following weapons: (Shortsword, Longsword, Scimitar, Dagger, Battleaxe, Handaxe, Rapier, Lance) and not using a shield, you can make two additional attacks. Your mastery of energy allows you to unleash a flurry of strikes.
Energy Embodiment: You can extend your energy to grow and envelop yourself, becoming a towering body of pure energy. Your size increases by two stages, and all the damage you deal with your attacks includes an additional 2d12 force damage. Furthermore, you can reduce any damage you take by rolling 1d12, mitigating its impact. You can use this feature for up to one minute, and you regain its use after a long rest.
Ultimate Energy Beam: Once per long rest, you can unleash the immense energy contained within you. You make a Ranged Magic Attack using your weapon's attack roll. A colossal beam of energy erupts from your being, extending in a line up to 240 feet long and 15 feet wide. All creatures within the range must make a Dexterity saving throw against your (Dexterity or Strength)MOD + Proficiencry + 10. On a hit, the beam deals an incredible 12d12+20 force damage. If a creature succeeds on the saving throw, it takes half damage from the beam's devastating power.
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