Fighter
Base Class: Fighter

Masters of the blade, they outmaneuver opponents with deft footwork and calculated strikes, turning combat into an elegant dance of steel. The fencing master archetype represents fighters who favor finesse and technique over raw might, excelling in one-on-one engagements.

Flourishing Strikes

3rd-level feature

Your elegant combat style allows you to execute signature flourishes:

  • Lunging Strike. When you take the Attack action on your turn, your reach increases by 5 feet for that attack dealing an extra d8.
  • Defensive Flourish. When you hit a creature with a melee attack, you can roll one d6 and add the result to your damage and AC until the start of your next turn.
  • Feinting Flourish. As a bonus action, you can make a Charisma (Deception) check contested by a creature’s Wisdom (Insight) check. If you win, you have advantage on your next melee attack against that creature before the end of your turn. If the attack hits, it deals an additional d8 damage.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

Two Weapon Mastery

7th-level feature

Your expertise with two weapons allows you to counter with precision and speed. When you are fighting with Finesse weapons in both hands, you add your ability modifier to hit and damage to both attacks. If the offhand attack hits, it deals an additional 1d6 damage. This counts as one attack. If you have a second attack, it will be with only one weapon and deal normal damage giving you a total of three attacks and a bonus action.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. You can use this feature one per turn.

Master Duelist

10th-level feature

Your skill in combat against multiple foes is unparalleled. When you make an attack roll against a creature, you can choose to reroll the attack before knowing if it hits, but you must use the new roll. You can use this feature a number of times equal to your Dexterity modifier (minimum of once) per short or long rest.

Additionally, when fighting multiple creature within 5 feet of you:

  • Your attacks with Finesse weapons score a critical hit on a roll of 18-20.
  • When a creature misses you with an attack roll, you can use your reaction to use a Flourish (even if you expended all your uses) and choose which creature within 5 feet of you takes the Flourish damage.

Riposte Mastery

15th-level feature

Your defensive techniques reach their pinnacle, enabling you to seamlessly counter attacks while maintaining a strong defensive posture.

  • Riposte Defense: When a creature misses you with a melee attack, you can use your reaction to make a melee attack against that creature. If you hit, you deal an additional 1d6 damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
  • Fluid Defense: Your agility allows you to anticipate incoming strikes. When you use your reaction to parry an attack, you can also move up to 15 feet without provoking opportunity attacks.
  • Perfect Timing: Your experience in fencing grants you unparalleled timing. Once per turn, when you are targeted by an attack, you can choose to add your proficiency bonus to your AC against that attack as a reaction. If the attack misses, you can immediately make a melee weapon attack against the attacker.

 

Grand Flourish

18th-level feature

You have perfected the art of overwhelming a single opponent with a flurry of precise strikes. When you hit a creature with a melee weapon attack, you can unleash a Grand Flourish, delivering a devastating sequence of blows.

  • You can immediately make an additional melee weapon attack against the same creature as part of the same action.

  • If both attacks hit, you roll an additional 2d10 damage of the weapon’s type.

  • If you score a critical hit with a Grand Flourish attack, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be stunned until the end of your next turn.

  • You can use this feature a number of times equal to your Dexterity modifier (minimum of once) per long rest.

Additionally, when a creature within your melee reach makes an attack against you, you can use your reaction to impose disadvantage on the attack roll before the outcome is determined. If the attack still hits, you reduce the damage taken by an amount equal to double your Dexterity modifier + your Fighter level.

Previous Versions

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