Base Class: Fighter
The Daredevil Fighter is flying through life by the seat of his pants. A master of reactionary fighting, the Daredevil trades powerful blows for agility and versatility. With cunning wit, snappy swordplay, and a little bit of arrogance, the Daredevil is the perfect fit for an adventure on the high seas or deep into the mainland. The Daredevil rarely ever wears armor out of sheer confidence, and focuses on the more subtle aspects of fighting: intelligence, charisma, and dexterity. While infuriatingly arrogant, the Daredevil finds himself bound by the moral rules of combat and always likes to level the playing field, whether that be tossing back a disarmed weapon or pulling up an opponent dangling off a ledge. Think of characters like Inigo Montoya, Will Turner, or Wesley (The Dread Pirate Roberts).
Swagger
The Daredevil is a supremely confident and arrogant character. Starting at level 3, he can draw from a pool of his swagger to muster flashy reactions and precise moves. The Daredevil starts with 6 swagger points, and regains one every time he kills a creature that is currently hostile towards him, and regains all expended swagger points on a short rest. He gains an extra swagger point at levels 7, 10, 15, and 18.
At level 18, the Daredevil also now regains 2 swagger points upon killing an actively hostile creature.
Reactionary fighting
The Daredevil fights just as much with his opponent as he does against him. As his fighting style is so nimble, the Daredevil prefers to respond to and exploit every attack made against him.
Starting at level 3, the Daredevil may take an extra reaction during each round of combat (provided that both reactions are on different turns). This extra reaction may only be used to expend a swagger point.
At level 10, this increases to one reaction on the turn of each enemy that either rolls an attack against you or takes an action that forces you to make a saving throw (again, only one reaction per turn).
Whenever an opponent makes an attack against the daredevil or casts a spell with the discernable intent to affect the Daredevil, he may spend a swagger point to take a reaction from the list as long as none of the following requirements are met:
- You are encumbered.
- You are holding a shield or wearing armor.
- You are wielding a weapon with the heavy or two-handed property (or other weapons determined by your DM).
- You are prone, grappled, incapacitated, paralyzed, petrified, restrained, stunned, unconscious, or in any other way unable to react.
- You are unable to see or hear your assailant well enough to discern their location and the fact that they are attacking you.
Reactions
- Evade. All attack rolls made against the Daredevil this turn have disadvantage. You gain advantage on all DEX and INT saves this turn.
- Shove. The Daredevil pushes his assailant to the ground. The attacker must make a DEX save or fall prone. This reaction cannot be used if the attacker is more than one size tier larger than the Daredevil or if they are more than 5 feet away.
- Disarm. The attacker must succeed on a DEX save or have one weapon knocked out of their hand to a random point within 10 feet. If the attack being reacted to was by a successfully disarmed weapon, the attack automatically misses. The DM may decide that a weapon is too heavy to be disarmed, in which case, the disarming automatically fails. This reaction may only be used against melee attacks, but your DM may allow you to use it against projectiles such as arrows.
- Maneuver. You may move up to 10 feet. This movement does not provoke opportunity attacks.
- Parry. Before the DM reveals to you the result of an attack roll against you, you may parry as a reaction. You roll an attack with one of your weapons, and contest the result of the attacker's roll. If your roll is higher by 3 or more, you deflect their attack and may roll damage on a counterattack (which automatically hits on a successful parry). If you roll is within 2 of the opponent's roll, you deflect the attack and it misses. If your roll is at least 3 lower, the attack automatically hits you and the opponent rolls damage. This reaction may not be used unless an opponent makes a melee attack against you.
- Duck. You fall prone. If an enemy is currently making a melee, ranged, or spell attack roll against you, it misses. This does not affect any action that would cause you to make a saving throw.
Duelist
The Daredevil excels in single combat. As such, he prefers to only fight one enemy at a time. Starting at level 7, you may choose to add your proficiency bonus to the first attack roll you make each turn. If you do, you may not willingly take the disengage action or attack a different enemy on this turn. This effect only applies during your turn.
Nimble
Starting at level 10, your agility makes it very difficult to knock you over. You may now spend your reaction and a swagger point to move 5 feet away from the attacker and stand back up when you would be knocked prone. This movement does not provoke opportunity attacks.
Taunting
By level 10, the Daredevil has become a master of the sword, but also a master of insults. You may now expend a swagger point as well as a bonus action or reaction to taunt an opponent into a reckless attack. You must choose to make either a CHA or DEX check as part of this taunt.
If you make a CHA check, you hurl a witty insult directed at an enemy within 30 feet that can hear and understand you. If that creature has a sense of pride and the check is successful, that creature becomes enraged and must move toward you and attack you on its next turn if able. All attacks made by that creature against you on its next turn are made with disadvantage.
If you make a DEX check, you perform some tomfoolery that belittles the opponent. That may be stealing his hat, slicing his buttons off his coat, tapping him on the nose, or something else of your own imagination. If check is successful and the creature is within 10 feet of you and has a sense of pride, that creature becomes enraged and must move toward you and attack you on its next turn if able. All attacks made by that creature against you on its next turn are made with disadvantage.
If the creature that was successfully taunted was holding concentration on a spell, they must make the associated save or drop concentration.
It should be noted that the DC on the CHA checks will usually be higher because insults are less infuriating than being downright disrespected in an embarrassing way.
Agile
By level 15, you have become remarkably quick and agile, and can now confuse enemies with your speed. You may now take the disengage action as a free action. You also gain advantage on all acrobatics checks.
Armor Mastery
At level 15, your agility has reached the point that you can operate to the same level of reactiveness while wearing light armor. You now receive unarmored defense while wearing light armor and may also take Daredevil reactions while wearing it. Your sharp mind also allows you to plan escape routes, contributing to your AC. Your new AC is (light armor base AC) + INT modifier + DEX modifier.
Reactionary Fighting Improvement
By level 18, your reactionary skills have reached their peak form. You have mastered new reactions and improved on older ones.
This is your new reactionary fighting list of reactions:
- Evade. All attack rolls made against the Daredevil this turn have disadvantage. You gain advantage on all DEX and INT saves this turn.
- Shove. The Daredevil pushes his assailant to the ground. The attacker must make a DEX save or fall prone and be pushed up to 10 feet in a direction of your choice. This reaction cannot be used if the attacker is more than one size tier larger than the Daredevil or if they are more than 5 feet away.
- Disarm. The attacker must succeed on a DEX save or have one weapon knocked out of their hand to a point of your choice within 10 feet. If you chose that point to be yourself, you may expend an extra swagger point to catch the weapon (provided you have an available hand and the DM determines the weapon is light enough to be caught). If the attack being reacted to was by a successfully disarmed weapon, the attack automatically misses. The DM may decide that a weapon is too heavy to be disarmed, in which case, the disarming automatically fails. You may only disarm melee attacks, although you may also use this reaction to stop a projectile like an arrow, at the DM's discretion.
- Maneuver. You may move up to 20 feet. This movement does not provoke opportunity attacks.
- Parry. Before the DM reveals to you the result of an attack roll against you, you may parry as a reaction. You roll an attack with one of your weapons, and contest the result of the attacker's roll. If your roll is higher, you successfully parry the attack and hit a counter. Roll damage with the parrying weapon. If your roll is equal or lower, you deflect their attack and it misses. (The DM may decide that an attack is impossible to parry, in which case the parry attempt fails).
- Duck. You fall prone. If an enemy is currently making a melee, ranged, or spell attack roll against you, it misses. This does not affect anything that would force you to make a saving throw.
- Riposte. Whenever an enemy misses a melee attack roll against you, you may expend a swagger point to make an opportunity attack against them with advantage.
- Taunt. You may expend a bonus action or reaction to taunt an opponent into a reckless attack. You must choose to make either a CHA or DEX check as part of this taunt.
If you make a CHA check, you hurl a witty insult directed at an enemy within 30 feet that can hear and understand you. If that creature has a sense of pride and the check is successful, that creature becomes enraged and must move toward you and attack you on its next turn if able. All attacks made by that creature against you on its next turn are made with disadvantage.
If you make a DEX check, you perform some tomfoolery that belittles the opponent. That may be stealing his hat, slicing his buttons off his coat, tapping him on the nose, or something else of your own imagination. If check is successful and the creature is within 10 feet of you and has a sense of pride, that creature becomes enraged and must move toward you and attack you on its next turn if able. All attacks made by that creature against you on its next turn are made with disadvantage.
If the creature that was successfully taunted was holding concentration on a spell, they must make the associated save or drop concentration.
It should be noted that the DC on the CHA checks will usually be higher because insults are less infuriating than being downright disrespected in an embarrassing way.
You may not take any of these reactions if you are:
- Encumbered
- Holding a shield or wearing armor other than light armor
- Wielding a weapon with the heavy or two-handed property (or other weapons determined by your DM)
- Prone, grappled, incapacitated, paralyzed, petrified, restrained, stunned, unconscious, or in any other way unable to react.
- Unable to see or hear your assailant well enough to discern their location and the fact that they are attacking you.
You may take one of these reactions when:
- You expend a swagger point, AND
- An opponent either makes an attack roll against you or takes an action that causes you to make a saving throw, thus giving you a reaction.
Inspiring Swagger
At level 18, your supreme confidence starts to give off an aura of hope. Your party members are now bolstered by your successful reactions. Whenever you successfully take the taunt reaction/bonus action, each member of your party gains heroic inspiration if:
- You flung an insult (CHA check), and that party member could clearly hear the insult, OR
- You made a fool of an opponent (DEX check), and that party member could clearly see the action.
Unarmored defense
Your sharp mind assists your quick reactions in your defense. Starting at level 3, your unarmored AC is equal to 10 + INT modifier + DEX modifier.







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