Fighter
Base Class: Fighter

Duelist get their training from the dock of Pearl-creek or the sea near it.

Panache

When you choose this archetype at 3rd level, the artful display of your skill gives you the upper hand in battle. You start each battle with a point of panache. Panache points last for 10 minutes and then the number resets to 0. Maximum number of panache points is equal to half your fighter level plus your charisma modifier.

Gaining panache: You can get panache points in multiple ways but only while having Evasive body language active. Either by succeeding on a saving throw, scoring a critical strike. Defeating the enemy, that you damaged (two points if you land the final blow) or as a bonus action performing a taunt (performance) or acrobatic trick (acrobatics) against enemy insight or intelligence check.

Spending panache. You can spend one or multiple panache points on selection of combat techniques.

Saving Throws. Some of your combat technique require your target to make a saving throw to resist the combat technique’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + Dexterity modifier (your choice)

 

Evasive body language

At level 3, while you are wearing no armor or shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Parrying dagger and buckler does not count against this bonus.You can also use panache while this is active.

Combat techniques

The Combat techniques are presented in alphabetical order.

Defensive stance

If you are wearing a buckler and or parrying dagger as an off hand you can spend one point of panache and a bonus action to ad half of your proficiency bonus to your AC for parrying dagger and your proficiency bonus to your AC for buckler until the beginning of your next turn.

Duck and roll

Gain evasion until beginning of your next turn. Spend two points of panache 

Fancy footwork

You can take the dodge action by spending two panache points.

Flesh wound

You taunt your enemy's by sowing your weak spots. As a action all attacks against you have advantage and you have disadvantage against dexterity saving throws. But you gain 1 panache point plus one for each attack you receive.

Foul play

You use environment to your advantage (spitting, kicking the sand, etc.) and distract the opponent giving the next attack against the target advantage. Costs one panache.

Lunge

You spend one point of panache, while attacking with a melee piercing weapon you and the target move 10 ft  forward, not provoking opportunity attacks. You also do bonus damage equal to your charisma modifier.

Nimble feet

You can spend one panache point as a bonus action to disengage and increase walking speed by your dexterity modifier times 5 until beginning of your next turn.

Pommel strike

Make extra attack with your pommel or buckler as a bonus action. This attack costs one panache point and deal 1d4 bludgeoning damage + your dexterity modifier. Target must succeed on strength saving throw or be knocked prone

Precision Attack

When you make a weapon attack roll add your charisma modifier to your attack rolls until the end of your turn.

Redirect

While equipped with a buckler you can use your reaction and two panache points to redirect one melee attack to different target 5 ft of you.

Riposte

When a creature misses you with a melee attack, you can use your reaction and spent one panache point to make a melee weapon attack against the creature.

Roguish charm

You try to charm the enemy with you dashing looks. As a action you can spend two panache points to try to charm humanoid target. Target has to make wisdom save against your save DC or it is charmed for 10 minutes.

Spacial awareness

If you use your action to prepare a melee attack, you can spend one panache point to make a attack with your of hand as well, but you have state that as you prepare your action.

Storm of blades

You rain your strikes on the enemy. Spending two panache points you can make two attacks against with your off hand as an bonus action.

Three point landing

When you lump from at least 10 ft you can use your action and spend 1 panache point to deliver devastating attack dealing 4d12. And ignoring half the fall damage. If you kill the target you gain 3 panache points.

Grand enterance

Your martial prowess is honed to near perfection. You gain proficiency in acrobatics and performance if you are not proficient yet and you also get expertise in these skills.

Supportful audience

If there is at least 3 other creatures 40  of you, your action surge also resets your bonus action. The number of creatures is increased by your charisma modifier as your ego inflates.

Quick wits

Starting at 15th level, When you roll initiative you can add your charisma modifier as a bonus. Furthermore you can swap your initiative with one of your allies.

Perfect lunge

Once per short rest, when you hit an melee attack you can spend all your panache points to target enemy's weak spot. Dealing 1 extra weapon die per point spend. To maximum of 10 panache points.

Duelist Image

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