Fighter
Base Class: Fighter

Graceful, daring, and dangerously precise, the Musketeer is a warrior who wields finesse weapons with an artistry that borders on the supernatural. Unlike the heavily armored knights or brutish mercenaries who rely on sheer might, Musketeers are duelists, tacticians, and performers of war, blending combat expertise with unparalleled agility. With a rapier in hand and a confident smirk, they weave through the battlefield, striking with pinpoint accuracy and evading blows with effortless elegance. But beyond their steel lies something more—a mastery of deception so seamless it blurs the line between reality and illusion.

To face a Musketeer is to question what is real. A well-placed feint becomes a vanishing act; a swift lunge, an afterimage that lingers a moment too long. Their footwork defies logic, their presence flickering just out of reach, leaving foes swinging at nothing but empty air. They are at their deadliest in single combat, where a duel becomes a spectacle of impossible movements, their every strike guided by both skill and unseen trickery. Those who challenge them find themselves second-guessing—was that their blade, or merely a phantom of the fight?

Some Musketeers are noble duelists, champions of honor who dazzle their opponents before delivering the final blow. Others are cunning swashbucklers, weaving illusions into their swordplay to disorient, humiliate, and outmaneuver. Whether serving a lord, commanding a battlefield, or walking the path of a wandering rogue, a Musketeer does not simply fight—they bewilder, they enthrall, they dominate.

To a Musketeer, combat is not just survival; it is an art form. Every strike is a brushstroke on the canvas of war, every dodge a calculated dance, and every duel a performance to be remembered. With steel and shadow at their command, they do not merely win—they make legends of the battle itself.

Level 3: Spellcasting

Illusory Duelist (Spellcasting Feature)

At 3rd level, you have learned to weave illusion magic into your combat style, using trickery and misdirection to gain an edge over your foes.

  • Spellcasting Ability: Intelligence is your spellcasting ability for these spells.
  • Spellcasting Focus: You can use a finesse weapon as a spellcasting focus.
  • You gain access to the following spells at certain fighter levels. Once you gain a spell from this feature, you can cast it once per long rest without using a spell slot. If you have spell slots from another source, you may also cast these spells using them.
Fighter Level Spell Gained
3rd Minor Illusion, Disguise Self
5th Illusory Script, Nystul's Magic Aura
10th Phantasmal Killer, Greater Invisibility
13th Mental Prison, Mirage Arcane
17th Illusory Dragon, Weird

This addition makes the Musketeer not just a master duelist but a combat trickster, using illusion magic to outmaneuver and deceive enemies in battle while keeping all of your original subclass features intact. Let me know if you want to tweak anything further!

Level 3: Dueling Expertise

Your mastery of finesse weapons makes your strikes swift and deadly. When wielding a finesse weapon in one hand and nothing in the other, you gain the following benefits:

  • You can add your Dexterity modifier to damage rolls twice instead of once.
  • When you hit a creature with an attack of opportunity, you can move up to 10 feet immediately without provoking attacks of opportunity.

Level 7: Riposte Specialist

You excel at punishing those who leave themselves open.

  • When a creature within your reach misses you with a melee attack, you can use your reaction to make an attack against them. If this attack hits, it deals additional damage equal to half your Fighter level.
  • Additionally, if an enemy provokes an opportunity attack from you, you can make the attack with advantage.

Level 10: Elegant Footwork

Your movements are precise and hard to predict.

  • You gain proficiency in Dexterity saving throws.
  • When you take the Attack action, you can Disengage as a bonus action.
  • When you successfully Disengage, you can move an additional 10 feet.

Level 15: Master of the Duel

You dominate one-on-one combat, striking with lethal precision.

  • When you hit a creature with a finesse weapon, you can choose to make it a Dueling Strike, dealing an additional 2d6 damage. You can use this ability a number of times equal to your Dexterity modifier (minimum of 1), regaining all expended uses after a long rest.
  • If you are the only creature within 5 feet of your target, your weapon attacks critically hit on a roll of 19 or 20.

Level 18: Grand Flourish

Your combat style is the epitome of perfection, blending speed, grace, and devastating power.

  • When you hit a creature with a finesse weapon, you can immediately make another attack against a different creature within reach.
  • If you critically hit with a finesse weapon, you regain a use of Dueling Strike and can immediately move 15 feet without provoking opportunity attacks.

Previous Versions

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2/3/2025 1:12:26 AM
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