Base Class: Rogue
Duelist are people much like fencers as they specialize in the arts of rapiers and such, eventually they realized that they were only using one hand and the other was slacking so they produced a weapon that was easy to handle so they could both their rapier and their other weapon, the mana gun.
Silverguard
At Lvl 3 as an action you can stuff your armor with silver+ currencies to reduce incoming damage. for each coin your use you reduce the damage by 1d4 for every 4 coins and the maximum you can use per turn is 40 coins.
Rapier Training
At Lvl 3 whilst using a rapier every time you miss an attack you can choose to reroll it with disadvantage, you can use this 2 times per short rest, if you hit you deal your normal damage but your sneak attack crits, if you fail everyone that attacks you has advantage, and they deal extra damage equal to your prof bonus.
Needles Eye
At Lvl 9 you can take a bonus action twice per long rest to lunge at a target slashing everyone around them, if hit the attack does 6d8 + Dex Mod Slashing Damage. This move has a range of 20 Ft and a Line Aoe of 10 Ft
Mothers Meal
At Lvl 9 you can decide to choose a brand or a marking that "Mother" will provide you with, it's branded on your neck and each one gives you a specific power you can use at will. You can only select one and they cannot be changed.
The Wraith - You can teleport to any shadow you see within 180 ft, this takes an action.
The Shadow - While standing still for 4 rounds you become invisible only leaving behind your shadow, if you move whilst in it you appear but you still get a surprise attack if they didn't notice your shadow, if you move during the 2 rounds it's disrupted and the timer restarts, moving as in walking.
The Soul - At will you can take a fragment of your soul and you can send it flying somewhere, almost like an owl, this soul cannot be seen or hit, and it has a flying movement speed of 45 and can go through walls, whilst it is away only you can see through it and it has 40 Ft of dark vision, it cannot be farther then 250 Ft away from you.
Manarms
At Lvl 13 you have move passed your mother and you were found by a scientist who supposedly could increase your power by giving you a gun prototype, you can take a bonus action to fire off a Mana Gun which if hit does 2d10 Force Damage, this gun has a range of 60/120 Ft.
Duelist Dash
At Lvl 13 with your new and improved technology you learned how to utilize your mana gun to the fullest, as action twice per long rest you can attack a target with "Duelist Dash' they must make an 18 Dex Save or take 10d8 Force Damage.
Manabombs
At Lvl 17 you gain the use of mana bombs, mana bombs can be used for many things, you start with 2 mana bombs and every day you gain 1 at a maximum of 5.
Mana Grenade - You use one mana bomb, and you overcharge making it burst in a couple seconds, you can throw this bomb as a bonus action 30 Ft and it has a 15 by 15 Ft Sphere Aoe, anyone that is attacked must make a 17 Dex Save or take 8d6 Force Damage and disarmed, if succeeded they take half and are not disarmed.
Bomb Jump - You take one mana bomb, and you throw it beneath yourself charging it only a bit so you are unharmed, as a reaction once it explodes you are propelled 30 ft in any direction without provoking opportunity attack, everyone within 10 Ft must make a 16 Dex Save or be knocked prone and disarmed, succeeding causes you to only be knocked prone.
Final Experiment - You take all your bombs that you have, and you strap them all to yourself, As a full action you can choose to pull the pin on one of your bombs exploding everything within 50 Ft, You take half damage from these bombs but for every person with 50 Ft must make a 20 Dex Save or be blown up taking 5d6 Force Damage for every bomb you have, if succeeded they take half as much damage.
Previous Versions
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10/10/2023 11:28:00 PM
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Coming Soon
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