Fighter
Base Class: Fighter

Dual Wielders have mastered the use of two blades in tandem. Those who master the use of dual blades are equipped with inhuman speed and reaction. Finesse and speed power the strikes of a Dual Wilder. Many consider the use of two swords unrefined, but when mastered, the results speak for themselves. Dual Wielders aren't respected by the wider knight orders at play in the realms, but their skill with a blade matches any other knight.

Mastery of dual blades

Beginning when you choose this archetype at the 3rd level, you can make a second attack with a weapon in your second hand per attack made with your main hand. You can't add your ability score to the extra attack. Any extra attack made against the same enemy as the main hand attack uses the role from your main hand. You gain the dual wielder feat, but instead of adding 1 to your AC, you add your dexterity modifier (minimum of one, maximum of three) to your AC while dual-wielding. When dual-wielding your weapons deal a maximum of 1d6 even if your weapon deals greater damage die. You can choose to use your dexterity modifier rather than strength for melee attacks.

Show of Force

Starting at 3rd level, you can use your finesse with two swords combined with your strength to put more weight into your strikes. You can add your ability score to damage rolls for your second weapon. This can be used a number of times equal to your Strength modifier (minimum one) times per short or long rest.

Quick retaliation

Starting at 7th level, you can focus your agility into retaliation. When you are attacked you can use your reaction to make an attack against the creature who attacked you, with both of your weapons. This can only be used once per short or long rest. You can choose to use the show of Force feature for this attack.

Agile Escape

At 10th level, your dexterity can be focused into a sprint. As a reaction, you can use half your full movement in any direction. You must choose to use this feature before any role is revealed. Any creature within attacking distance, besides one who attacked you initially, can make an opportunity attack against you. This can only be used once per long rest, and your speed is halved for 1 minute.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Recklessly Fast

Starting at 15th level, you can go faster than normal in exchange for some defense. As a bonus action, you can lower your AC by one (per target) to gain advantage against up to three creatures within 30 feet of you. When you use this feature your speed is doubled until you exit initiative, are incapacitated, or are reduced to 0 hit points. Advantage lasts until the end of your next turn, and your AC returns to normal after a long rest. This feature can be used on up to 5 creatures per day.

Agile under pressure

At 18th level, your agility increases as your health get lower. When your health is lower than half of its maximum your dexterity score increases by 2, and your maximum dexterity increases to 22. When your health is lower than one-fourth of it's maximum, your dexterity increases by an extra two, and your maximum dexterity increases to 24. You lose 2 dexterity, and 2from your maximum dexterity when you go above one-fourth health, and one-half health. Bringing your dexterity to your regular score. ( Any other things affected by your dexterity are affected as they would normally be affected by an increased dexterity score.)

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