Base Class: Fighter
The Aincrad Duelist is a master of dual-wielding, specifically with the prowess to handle two greatswords simultaneously—a feat most would deem impossible. This Fighter subclass takes inspiration from the virtual battles of Aincrad, where agility, focus, and rapid reflexes are paramount. At the heart of their training is the "Dual Blade Mastery," allowing them the unique capability to use Dexterity for their greatsword attacks and maintain a defensive stance without the encumbrance of armor. Their journey through the levels hones their evasion techniques, letting them mitigate incoming harm with ease. But it's not all about defense; the Aincrad Duelist can single out adversaries, honing in on their movements and patterns to gain a significant advantage in combat. Their connection to the digital realm has sharpened their instincts to a razor's edge, making them formidable foes in any skirmish. Whether dancing through the battlefield with a blade in each hand or focusing intently on a single opponent, the Aincrad Duelist is a testament to the fusion of virtual prowess with real-world martial skill.
Dual Blade Mastery
- You can dual-wield greatswords. When you take the Attack action and attack with a greatsword that you're holding in one hand, you can use a bonus action to attack with a different greatsword that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack unless that modifier is negative.
- When wielding two greatswords, you can use Dexterity instead of Strength for the attack and damage rolls of your greatsword attacks.
- While you are not wearing armor or a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Aincrad Evasion
- When an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Blade Dance
- When you take the Attack action on your turn, you can forgo one of your attacks to take the Dodge action as a bonus action.
Aincrad Insight
- As a bonus action, you can focus on one creature you can see within 30 feet of you. For the next minute, you have advantage on attack rolls against that creature, and your attacks against it score a critical hit on a roll of 19 or 20.
- Once you use this feature, you must finish a short or long rest before you can use it again.
- When you take the Attack action on your turn, you can forgo one of your attacks to take the Dodge action as a bonus action.
Last Stand Rapid Reaction
- Starting at 18th level, you’re fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have zero hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throws can still kill you. When the extra turn ends, you fall unconscious if you still have zero hit points. Once you use this feature, you can't use it again until you finish a long rest.

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