Fighter
Base Class: Fighter

A Duelist is a nimble, intelligent fighter who proves that agility and precision are viable alternatives to brute force. Rather than slow themselves down with heavy armor and shields, most Duelists figure that the best way to protect themselves is not to get hit in the first place. Some Duelists are simply nimble fighters, while many others are those with noble backgrounds who live in a culture where dueling is a large part of one's honor and reputation. Many work in tandem with rogue Swashbucklers. In any case, the circumstances in which a Duelist truly shines are in honorable duels or other situations where it is only them and their opponent

Canny Defense

When you choose this archetype at 3rd level, you learn techniques that allow you to better protect yourself. While you aren't wearing armor or using a shield, your Armor Class equals 10 + double your Dexterity modifier. While you are wearing light or medium armor, but not using a shield, you gain a bonus to your Armor Class equal to your Dexterity modifier, to a maximum of +2.

Precise Strike

At 7th level, you learn to strike with precision that makes your attacks more deadly. You can use a bonus action on your turn to line up a precise strike. When you hit with a melee weapon attack before the start of your next turn, the attack deals an extra 1d8 damage. This extra damage increases to 2d8 when you reach 15th level in this class.

Attack from Defensive

At 10th level, you learn even more effective defensive techniques. If you take the Dodge action on your turn, you can make a melee weapon attack as a bonus action on the same turn, and you gain a bonus to AC that lasts until the start of your next turn. This bonus is equal to half your proficiency bonus (rounded down).

Precise Strike

At 15th level, you learn to strike with precision that makes your attacks more deadly. This extra damage increases to 2d6.

Master Duelist

Beginning at 18th level, your mastery of dueling lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

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