Base Class: Fighter
Unyielding combative skill with a weapon, an unmatched intellect and eye for detail, and a wit as razor-sharp as a blade are all needed for a fighter to call himself a Duelist. Rare in the wilds, but often seen in cadres of Lords and Ladies, these sword fighters are often found combining charisma and combat: Wooing and amazing those friendly with them, and invoking the envy and disdain of those that meet them in combat.
Favored Weapon
"Some fighters consider themselves battle masters- A jack of all trades, able to pick up any weapon from the ground and use it with equal skill to all others. I consider that the art of a savage- An imbecile, too pitiful to learn the art of a weapon."
- Tasha Coldridge, Human Duelist
Beginning when you choose Duelist at 3rd level, a Fighter selects any type of one-handed Martial Weapon. Whenever they wield that weapon, they add their Proficiency Die to the damage rolled. They also gain proficiency with that weapon, if they do not already have it.
Tricky Maneuver
"A duelist is not simply a person who wins duels: Any brute with a sledge can take a man's life over a matter of honor. A duelist is someone who can make the crowd cheer while he does it."
- Fadud Mahra, On the Subject of Dueling, 1452 DR
Starting at 7th level, a Duelist begins to learn how to not just fight with skill, but with flare as well. They begin to learn Tricky Maneuvers, feats of skill in combat that far surpasses the common man's ability. They gain another Tricky Maneuver at 15th and 18th level.
Cape Flourish
By using their cape to temporarily veil the enemy's face, the Duelist may open the way for their ally to land powerful strikes.
Challenge
Few can resist a Duelist's challenge: Even the most dishonorable cur will find often find themselves drawn to prove their skill against the charming swashbuckler's call to battle.
Chambering
By striking the target's weapon just as the enemy swings, the Duelist can enter into a Chambered stance. Sparks fly as you engage in a deadly combination of strength and wit, and the audience gasps in awe as you force the foes blade away with sheer force of will.
Combat Acrobatics
A Duelist is not a still creature: They are commonly seen flipping, leaping, and bounding around the battlefield. Rolling beneath weapons, leapfrogging over targets, all with a grin and a coy attitude. When the Duelist would provoke an attack of opportunity from a target, they may roll a contesting Dexterity Saving Throw with a DC = to the target's total attack action. If they surpass the rolled attack, they may safely complete their action without suffering the Attack of Opportunity.
This feature may only be used once per turn, and does not protect against multiple Attacks of Opportunity in a single turn.
Deadly Dervish
Duelists specialize in leaping from foe to foe, never hesitating to continue the fight. This ability is only avaliable when you've scored the fatal blow on an enemy: Call out your next target. In doing so, you 'lock in' your intent to battle them. On your next turn, if you can reach them, you must attack this target. Make all attacks against that target on this turn with advantage, except for those granted by other class features. (i.e., a Fighter-Monk cannot use this ability to gain advantage on their Flurry of Blows class feature.)
Pistolero
Daggers, while useful for the sake of parrying, often lack the combative prowess of a firearm. These powerful devices can bring an end to a duel before it gets brutal: And as such, have found a fond place in the courts of nobility and, especially, in the left hands of duelists. When using a Pistol by using the Pistolero option of Tricky Maneuver, a Duelist can fire a single shot from the pistol in their offhand. The pistols range is reduced to fifteen feet, and it cannot be reloaded in combat. The pistol can be fired at a greater range, but the Duelist loses the benefits of this maneuver.
Relentless Blows
Once per day, by expending a burst of energy, the Duelist can make several artistic, skillful blows against a target, with such ferocity that the target simply can't keep up. They grow exhausted for every blow that hits them.
Run Through
Duelists specialize in making every action flashy, and the end of a duel is no exception: Running a target through to the hilt of one's blade to end a battle with dramatic, but brutal flare is common. When declaring an attack roll, but before making the roll, declare your intent to run the target through. Make your attack roll as normal: But if it hits, add damage to your attack equivalent to your Fighter level + your Charisma modifier. This damage is multiplied on a critical hit.
Stunning Cuff
The Duelist has learned to use the guard of his weapon with just as much proficiency as the edge. By striking the target about the ear and face, he can temporarily cause the target to recoil, stunning it.
Favored Off-Hand
"A dagger is an underestimated item. Mocked for being so tiny, referred to as a 'dinner knife' by brutes who carry around slabs of iron as a weapon. I find it just as capable of taking a life as any other blade."
- Aemaer, Master Elven Duelist
Few fighters choose to rely on an off-hand weapon: Most choose the might of a larger weapon over the finesse of two, or a shield to block their opponent's wrath. However, Duelists specialize in the use of such a thing, and they use it well. Often a foe has lunged for a fatal blow, only to find their strike parried by an unexpected flick of the wrist, or have performed a riposte upon a Duelist's rapier only to find a dirk buried in their side.
Upon reaching 10th level, select either a Shortsword or a Dagger. When wielding this type of weapon in your offhand, you treat the weapon as though it had the Favored Weapon feature, and gain +2 bonus AC. You must be wielding the weapon to gain the additional armor class benefit, and the feature does not apply to thrown daggers.
Diffusing Wit
"Wise men know when to keep a blade in the sheathe."
- Unknown
Though every duelist loves a good fight, the ones that live longest recognize that sometimes, words are a better weapon than any sword. When attempting to persuade a character (or group of characters) to not escalate a situation to violence, you gain advantage on persuasion checks relating to that objective. This does not include enemies that are already attacking (or attempting to attack) you.
Deadly Finesse
"For many, our battle will be the last thing they experience. It is our duty to make these experiences the most euphoric and wonderous ones of their lives."
- Easrola the Radiant, Aasimar Duelist
At 20th level, the Duelist has mastered the art of making every strike a beautiful work of art. They now add their Charisma modifier to all damage rolls made with their Favored Weapons.
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