Base Class: Fighter
The Duelist is a fighter who seeks the mastery over the art of fencing. They are masters on the use of swords and daggers, relying on quick footwork and swift wrist moves to simultaneously attack and parry. To the duelist, armors and shields are detrimental to their style, that relies on agility and cunning to defend themselves in a fight. More than warriors, duelists are scholars, often writing treatises on the use of the sword, so the swordplay for them is both a physical and a mental skill. Duelists are often proud, fighting to protect their honor or just to prove a point. A fight between Duelists is most of the times more than mere combat, but an argument, where the debaters exchange blade strokes instead of words.
Canny defense
At 3rd level, your practicing of fencing gives you mastery over the use of finesse weapons. While wielding a finesse weapon and not wearing armor or using a shield, your AC is equal to 10 + Intelligence modifier + Dexterity modifier. In addition, you can add your Intelligence modifier to your initiative and to your Strength (Athletics) skill checks.
Precise swordplay
At 3rd level, you begin to develop a particular fighting style, based on lunging with your thrusts and parrying with your weapon. You gain access a special bonus die called precision die, which is a d4. While wielding a finesse weapon, you can use your bonus action to assume one of the following styles bellow.
- Precise Strike.You can add your precision die to the damage of your successful attacks with a finesse weapon.
- Parrying Blade.You can reduce the damage of any weapon attack you receive by your precision die + your proficiency bonus.
- Balanced Fighting.You gain a pool of precision dices equal to your Dexteritymodifier. You can chose between adding the precision die to the damage of your attack, or to reduce the damage of an weapon attack.
The size of the die increases at 5th level (d6), 16th level (d8), and 20th level (d10
Feline reflexes
At 7th level, When an attack is made against you, you can spend a reaction to make an attack against the attacking creature. You can do this a number of time equal to your Dexterity modifier (minimum of one).
You have advantage on any dexterity saving throws as long as you can perceive the cause of the dexterity saving throw. If not proficient in Dexterity saves then you are now.
Exquisite technique
At 10 level, if you make a successful attack you can t as a bonus action.
If your opponent misses an attack against you or a friendly creature within range. You can use your reaction to choose to have advantage on your next attack against that opponent or have them make a DC (8+ intelligence mod+ proficiency) to gain disadvantage on their next action
Lethal elegance
At 15 level you get to add half of your proficiency modifier to your damage rolls.
once per turn you may double your damage dice. This must be decided before the hit is determined you can use this feature up to your intelligence modifier per long rest
The kiss of death
At 18 lvl if you have advantage against a target and they are not at full hit points. You can forgo all your attacks to impose a save or die roll. The target must make a dexterity or constitution check against a dc of (8 + dexterity mod/Intelligence mod + proficiency mod) if they fail they must proceed into the dying condition, if they succeed they take half of the damage they would have normally taken if regular attacks were make. This can be done an amount of time equal to you dexterity modifier or intelligence modifier (which ever is higher) per long rest
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