Rogue
Base Class: Rogue

Fencers are extremely rare fighters that focus on defense and use their agility and natural abilities to evade attacks and spells and then respond to them with deadly counter-attacks.

Defensive Stance

Starting at 3rd level you can invoke a special technique only known to fencers that allows them to combine the mystic nature of magic with the natural abilities of your body allowing you to enter a defensive stance that lasts for 10 minutes.  It ends early if you are incapacitated or if you don medium or heavy armor or a shield. You can also dismiss the Stance at any time you choose (no action required).

You can enter the stance as a bonus action while the stance remains active you gain the following benefits. 

  •  You gain a bonus to your Armor Class and Saving throws equal to your charisma modifier 
  • You gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
  • • Your walking speed increases by 10 feet.

You can use this feature a number of times equal to your charisma modifier and you regain all expended uses after a short or long rest. 

Deadly Focus

Starting at 3rd level your Fencer training has given you access to a special magical ability that is known as the Focus. This ability allows them to slow down the world around them giving them a chance to react quicker to events and prepare sudden and deadly attacks against their enemies. 

You have a number of Focus points equal to half of your rogue level and you can regain them whenever you do one of the following. 

  • Succeed on a saving throw.
  • When a hostile creature misses you with an attack roll. 
  • When you finish a short or long rest. 

 

Any focus points above the maximum amount you can have are lost at the end of a short or long rest, Focus points can be spent to use one of the following abilities.

 

Counter-Strike.

At the cost of 1 Focus point, you can use your reaction to make a melee weapon attack against a creature within range.

Evasive Maneuver.

You spend 2 focus points to give a disadvantage on a single attack roll to a creature that you can see. 

Graceful Cut.

You spend 3 focus to analyze your opponent preparing your next strike, the next attack you make against a creature will crit if it hits. 

Butterly Cut.

You use a great deal of energy to prepare a perfect strike at the cost of 6 focus you can max out the damage of all dice rolled on your next weapon attack. 

 

 

 

Duel Accepted

starting at 9th level you gain the ability to challenge a creature into a duel using your magic to compel them to accept it. You can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. This feature fails if the target is immune to being charmed. If the creature success in this check they are immune to the effect for 24 hours. 

While the challenge the following effects are in place. 

  • The fencer has a bonus to AC equal to half their proficiency bonus rounded down. 
  • The Challenged creature has disadvantage on all attacks against creatures other than the fencer. 

The fencer can only have 1 creature challenged this way at the time and can challenge a new one once the previous one has been defeated. 

 

Weapon Mastery and Combination.

starting at 13th level Fencers reach the peak abilities of their bodies pretty early on and those who are foolish would perceive them as weak for this but in reality, this is used as an advantage by them allowing them to focus on their magical side, first, they learn to use tools and other magic artifacts to their advantage. You gain the following benefits. 

  1. You gain proficiency in longswords and they have the finesse property for the Fencer. 
  2. You gain the ability to use wands regardless of their class requirements. 
  3. You Learn a secret fencer ritual that allows you to bond with a weapon and a wand of your choice combining them into a mystical weapon special to the user. 

The ritual can be performed over a long rest and it requires you to be holding both objects and the true owner of these, when the retail is performed both the weapon and the wand are fused to create a special longsword that has the combined features of both items, for example, you can combine a longsword and a wand of magic missiles this will allow you to use the sword as normal on top of using it as if it were the wand. You can dismiss or summon the weapon at will no action is required and the weapon disappears if it ever leaves your hand or you go unconscious. Only 1 weapon can be made through this ritual and it can be released making all objects used to go back to their original forms and allowing for a new weapon to be created.

Fecers Might

At 17th level, you have reached the peak that your body can go to and learn to push it even further allowing for your body to perform things even faster than before giving you the following benefits.

  • You increase all of your speeds by 10ft
  • You can cast spells from your Combined Weapon that would normally cost action as a bonus action at the costs of 1 focus point. 
  • You no longer have a limit to how many times you can enter your Defensive Stance. 

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