Fighter
Base Class: Fighter

The Fencer is a highly mobile, precise warrior with unlimited versatility. They use stances and flourishes to control the battlefield, combining dexterous attacks, tactical mobility, and reactive defenses.

Préparez-vous

Beginning at 3rd level, you learn to adopt special combat stances that merge agility, discipline, and precision.
You can enter a stance or switch to a different one as a bonus action.

To enter or maintain a stance, you must be wielding a one-handed melee weapon in one hand and have your other hand empty. If you no longer meet these requirements, the stance immediately ends. You may use versatile weapons but must use their one-handed damage dice when calculating damage.

You can only be in one stance at a time.

Each stance grants a passive benefit as long as you are in it.
(Some subclass abilities and Flourishes will reference your current stance later.)

Bladepoint Stance: 

In this stance, you may add your dexterity modifier once more to your damage rolls of your melee weapon attacks.

When you score a critical hit with a melee weapon attack, you roll your damage dice 3 times instead of 2

Aegis Stance:

While in this stance, you gain +1 to AC and saving throws

You also reduce piercing, bludgeoning, and slashing damage equal to your proficiency bonus.

Windstep Stance: 

While in this stance, your speed increases by 10ft and opportunity attacks against you have disadvantage. Any enemy you successfully hit while in this stance cannot make an opportunity attack against you.

Fleuret Fury

Starting at level 3 you may choose 3 flourishes; each will have a standard effect but if you'd like to bring out the technique's full potential you will have to be in the correct stance. 

You learn additional flourishes at level 7, 10, 15, and 18

Each time you level you may switch one flourish for another.

Checkmate

You expend 1 Fencing Die to manipulate your foe’s attention.

Effect: You make a melee weapon attack against a creature within range. On hit you deal additional damage equal to your Fencer Die and the target becomes Taunted: The creature has disadvantage on attack rolls against targets other than you.

Aegis Stance Bonus: If the taunted creature leaves your melee range either forcefully or its own will, you may make an opportunity attack against it with advantage and deal an additional 1d6 of your weapons damage type.

Featherblow

You expend 1 Fencing Die to create an opening with a precise feint.

Effect: The next melee weapon attack you make before the end of this turn is made with advantage. If the attack hits, it deals extra damage equal to your Fencing Die.

Bladepoint Stance Effect: The attack also scores a critical hit on a roll of 19-20

Nighthawk

You expend 1 Fencing Die to strike with precision from a distance.

Effect: Imbue your blade with dark energy and unleash it to hunt down your foe, you may make a melee weapon attack against a creature within 30 feet of you and that you can see. On hit you deal additional damage equal to your Fencing Die.

Windstep Stance Bonus: You may use your bonus action to immediately after the attack has hit, to teleport to an unoccupied space within 5 feet of the target and within their line of sight.

Piercethrough

You expend 1 Fencing Die to make a fierce piercing attack

Effect: You empower your weapon with deadly force, emanating it far beyond its normal reach. You make a melee weapon attack against a creature within range, on hit you deal additional damage based on your Fencer Die. Your attack extends beyond your initial target piercing through it and targeting all creatures within 10ft beyond it in a straight line. All creatures hit by this attack take the same damage as your initial target.

Bladepoint Stance Bonus: Instead of only piercing 10ft beyond your initial target, you extend it to 20ft skewering all that stand before you. 

Queen's Gambit

You expend 1 Fencing Die to become the ruler of the battlefield.

Effect: No matter your current movement you may charge in a straight line up to 30 feet toward a target creature that you can see and make one melee weapon attack against it. On hit you deal additional damage equal to your Fencer Die.

Windtsep Stance Bonus: As a bonus action, you may lunge back 30 feet within your line of sight, without accruing an opportunity attack against any foes and expend an additional Fencer Die to use Nighthawk against the same target. (You must have Nighthawk prepared to use this attack)

Shadowstick

You expend 1 Fencing Die to strike with precise agility, slowing your foe’s movements.

Effect: You make an attack action against a creature within melee range. On hit the target takes additional damage equal to your Fencer Die, and their speed is reduced by 10 feet until the end of its next turn.

Windstep Stance Bonus: On hit the targets movement is reduced to 0 until the end of its next turn and loses its reaction.

Swallowtail

You expend 1 Fencing Die to unleash a sweeping, precise cut.

Standard Effect: Choose up to 2 creatures within melee range of you. You make a separate melee weapon attack against each of them. Each attack deal additional damage equal to your Fencing Die on a hit.

Bladepoint Stance Effect: Target all creatures of your choice withing melee range of you. You make one attack roll per target. Each hit deals extra damage equal to your Fencing Die.

Swarmstrike

You expend 1 Fencing Die to deliver a precise flurry meant to disrupt the foe’s balance.

Effect: You make a melee weapon attack against a target within range dealing additional damage equal to your Fencer Die, the target then must succeed on a Constitution saving throw or become poisoned until the end of its next turn.

The DC for this saving throw equals:

8 + your proficiency bonus + your Dexterity Modifier

While poisoned this way, the creature has disadvantage on all attack rolls.

Aegis Stance Bonus: If an ally is within melee range of the target, they may use their reaction to make one melee attack against the same creature.

Virtuose Strike

You may expend 1Fencer Die to create an illusory duplicate of yourself.

Effect: You create 1 illusory duplicate of yourself. When a creature targets you with an attack, roll a d20 to determine whether the attack instead targets your duplicate. You must roil an 11 or higher. Your duplicate's AC equals 10 + your Dexterity Modifier.

Aegis Stance Effect: You instead create 3 illusory duplicates. Each time a creature targets you with an attack, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. Your duplicate's AC equals 10 + your Dexterity Modifier. You may expend a duplicate as a bonus action to make a single weapon attack against a creature within range. Each duplicate attack deals your weapon damage in addition to your Fencer Die.

Duelliste Suprême

Starting at level 3 when you choose this subclass, you may change your Fighting Style to Dueling. When you choose this subclass and have the Dueling Fighting Style, you gain an additional bonus.

Upgraded Dueling Style: While you are wielding a one-handed weapon and nothing in your offhand, you gain +1 Armor Class and +1 to Dexterity Saving Throws. You maintain any bonuses you receive from the original Dueling Fighting Style. 

You may receive this bonus with versatile weapons, but you must use their one-handed damage die when calculating damage.

Reflex

When a creature you can see misses a melee or ranged attack against you, you can use your reaction to make a single melee weapon attack against the creature, provided you are within reach.

You may use this feature equal to your Proficiency modifier (minimum 1)

You regain all expended uses when you finish a short or long rest.

Bladepoint Stance Effect: You make the counterattack with advantage

Aegis Stance Effect: The attacker has disadvantage on all attack throws until their next turn

Windstep Stance Effect: You may choose to do a standard melee counterattack or expend a Fencing Die to use Nighthawk as a ranged counterattack against enemies within 30ft of you that you can see. (You must have Nighthawk prepared in order to counterattack with it)

Perfectionist

Beginning at 15th level you become a perfectionist of your craft, improving your stances

Bladepoint Stance: Standard weapon attacks and flourishes crit when you roll a 19-20. The Featherblow flourish now crits when you roll an 18-20.

Aegis Stance: Armor class and saving throws increase to +2 instead of +1. You reduce piercing, slashing, and bludgeoning damage equal to your proficiency bonus + dexterity modifier.

Windstep Stance: When you reduce a creature to 0 HP, you regain all remaining movement for that turn.

Fencing Protégé

Starting at level 10, your Fencing Die increase to 1d8

Sword Ballet

Once per long rest, you may use your action to attack as many targets within 30 feet that you can see, as you choose, up to the number of Fencing Die you expend. You must make a separate attack roll per attack made.

On each successful hit, you deal additional damage equal to your Fencer Die.

You may distribute each attack as you wish per Fencer Die expended.

Bladepoint Stance Effect: Your attacks during this action, critically hit on 18-20

Aegis Stance Effect: Each creature you successfully hit, has disadvantage on their next attack 

Windstep Stance Effect: After your attacks, you may teleport to an unoccupied space within 5ft of a creature you successfully hit, all creatures you successfully hit are forcefully dragged 20ft in your direction. (DM's choice if unclear of path they should take)

 

Unstoppable Duelist

Starting at level 18, your Fencing Die increase to 1d10

Fencer Dice

Starting at level 3, you gain 6 Fencing Dice, representing the precision and flair of your blade arts.

Your Fencing Die is a 1d6

At higher level your Fencing Die increases to 1d8 at level 10, and 1d10 at level 18

You regain all expended dice when you finish a short or long rest

You gain another Fencer die at 7th level and one more at 15th level.

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

Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier