Base Class: Fighter
Duel Virtuoso are unorthodox fighters who fight with a predictable sharpness. They train in form and repetition that makes even their predictable strike hard to handle.
Ispired by Arquire's Ace.
Acquired Unorthodoxy
When you first become a Duel Virtuoso you learn how to wield weapons you are proficient with in an unusual way. You learn two of the following options that you can apply to any weapon that you are wielding:
Acquired Finesse
If the weapon doesn’t have the “heavy” property, you can treat it as if it has the “finesse” property.
Acquired Weight
If the weapon has the “versatile” or “two-handed” feature, you can treat it as if it has the “heavy” property as long as you are wielding it with two hands.
Acquired Balance
You can give any weapon the “Thrown” property. If it is has the “light” property, the range is 30/120. If it has the “heavy” property, the range is 5/15. If it has neither properties, the range is 20/60.
Acquired Wieldiness
If the weapon has the “heavy” property, you can ignore the effect of the “heavy” property.
Acquired Maneuvrability
If the weapon has the “reach” property, you do not have to apply the increased reach for determining your reach for Opportunity Attacks with it.
Acquired Resilience
If you make a melee attack with a weapon with the “Ammunition” property, it is not treated as an improvised weapon but still deals a base 1d4 bludgeoning damage.
Acquired Lethality
You can treat your unarmed strike as a weapon. You can replace the base unarmed strike damage with 1d4.
Stance of Style
Starting at 3rd level, you learn a set of technics, forms and way of thinking of the battlefield that make up the backbone of a combat style. Collectively theses are referred to by Duel Virtuoso as a stance.
Wrath Stance
When wielding a weapon with the “Two-handed” feature, you add your str bonus 1-1/2 times (rounded up) to the damage rolls of attacks made as part of an Action.
Lighting Stance
When using a weapon with the “Versatile” feature, you add both your STR and DEX modifiers to the damage rolls of attacks made as part of an Action.
Stinging Stance
When only wielding weapons with the “Light” property, if you hit a target with an attack as part of an action you gain advantage on all attacks made against that target with attacks not made as part of the same action until the beginning of your next turn.
Floating Stance
When only wielding weapons with the “light” property, if you hit a target with an attack as part of an action they gain disadvantage on all attacks made against you until the start of your next turn.
Thunder Stance
When wielding a shield and a weapon with the “Versatile” feature, you can make your weapon attacks made as part of an action with both hands but you only gains half the AC bonus (rounded down) your shield would normally grant you until the beginning of your next turn. You can use your reaction to regain your full AC bonus from your shield.
Current Stance
When wielding a weapon with the “finesse” property, if you hit a target with an attack as part of an action you can mark them until the beginning of your next turn. If a marked target misses an attack against you, you can use your reaction to make an attack against them.
Rain Stance
When wielding a weapon with the “ammunition” property, if you hit a target with an attack as part of an action you can mark them until the beginning of your next turn. If a marked target moves more than 10 feet continuously without cover with in the first range of your weapon or more than 30 feet continuously without cover with in the second range of your weapon, you can use your reaction to make a ranged weapon attack against them. You can only have one target marked in this way at a time.
Sunday Strike
Duel Virtuoso refer to their favorite and most refined technics as their Sunday Strike. All Duel Virtuoso have their own names for their Sunday Strike and most would argue day and night as too why their Sunday Strike is fundamentally different from the Sunday Strike of another Duel Virtuoso regardless of how meaningless those differences seem to most fighters.
At 7th level, you may chose one Sunday Strike feature.
If that feature includes a DC it is calculated as follows:
DC= 8+prof+Str or Dex
Evolved Stance
You gain the features of a Stance you did not previously know. (Both features are active at the same time.) This Sunday Strike can be taken multiple times.
Dagger Mastery
Prerequisite: Dagger
Once per Action, you can threat a target’s AC as being 10+DEX. You cannot use this feature if the target has a natural armour or an unarmored defence feature.
Trident Mastery
Prerequisite: Trident
Once per Action, you can forgo a trident attack to make a net attack.
Whip Mastery
Prerequisite: Whip
Once per Action, if you miss an attack you can re-roll the attack against a another target adjacent to the original and within your whip’s reach.
Mastery of Cleave
Once per Action, you can replace one of your attacks with one attack roll against two adjacent creatures that are also adjacent to one another. This attack roll is made with a -5 penalty. Roll the damage independently. You must must declare this feature before rolling the attack.
Mastery of Momentum
Once per Action, for one attack you can have it deal an additional weapon dice of damage on a critical hit. You must declare this feature before rolling the attack.
Mastery of Horizon
Once per Action, you can treat your weapon’s reach for one attack as being 5 feet greater. You must declare this feature before rolling the attack.
Mastery of Balance
Once per Action, for one attack your weapon damage becomes 1d6 (versatile 1d8) bludgeoning and if that attack hits the target must make a Str Saving Throw or be knocked prone. You must declare this feature before rolling the attack.
Mastery of Smoll
Prerequisite: A weapon with a damage dice of d6 or smaller.
Once per Action, for one attack you can treat an 18-20 as a critical hit. You must declare this feature before rolling the attack.
Mastery of Hold Break
Once per Action, if you hit a target and they fail a Str Saving Throw they drop their shield. You must declare this feature before rolling the attack.
Mastery of Grasp Break
Once per Action, you can forgo one of your attacks to have an adjacent target make a Str Saving Throw. On a failure, they are disarmed. You must declare this feature before rolling the attack.
Mastery of Ballistics
Once per Action, for one attack with a weapon with the “range” or “ammunition” property you can consider your first range as being half its normal range longer (rounded down) and you gain advantage on this attack if it’s made with in half its normal first range (rounded down). You must declare this feature before rolling the attack.
Battlefield Showmanship
You gain proficiency in acrobatics.
You can use disengage or Dodge as a bonus action.
As long as you meet your armour’s STR requirement, you do not have disadvantage on stealth checks.
Improved Sunday Strike
You may pick another Sunday Strike feature.
Supreme Virtuoso
When you first reach 18th level as a Duel Virtuoso, you chose one of three capstone feature.
Dominant Sunday Strike
Prerequisite: Having a Sunday Strike that can be used once per action.
You chose one of your Sunday Strike features that can only be used once per action. You can now use it twice per Action.
Invisible Sunday Strike
You gain Evolved Stance twice times. You may retrain a previous Evolved Stance into another Sunday Strike.
Polyvalent Sunday Strike
After a long rest you can spend one hour training to learn a new Sunday Strike feature. You can retrain this Sunday Strike after finishing a long rest.
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Posted Jul 2, 2021This sub-classe is a taught experiment on a customizable fighter with mostly passive abilities.
Our table's experience is that players who like passive fighters really prefer the Champion or the Echo Knight and people who like customizable fighter still prefer the Battle Master.
So I would call this project of mine a failure.