Duelist
Duelists are fighters who prefer style over brutality. Any fool can swing a stick around like a caveman. True combat prowess unites the body, mind, and soul to a singular purpose.
The duelist is a melee specialist who masters a mixture of offensive and defensive combat tricks, allowing them to react to the situation at hand. A duelist who wants to focus on combat performance should have a strong Dexterity score.
PROFICIENCIES
Saving Throws: Dexterity and Charisma
Skills: Choose two from Acrobatics, Athletics, Deception, Endurance, Intimidation, and Performance
Equipment: Basic Equipment And Historical Equipment
EQUIPMENT RECOMMENDATIONS
Equipment Pack: Duelist Pack
Weapons: Rapier
DUELIST TALENTS
Precision (Level 1). While wielding a finesse weapon, you can roll one additional weapon damage die when determining the damage for a melee attack. This does not apply to attacks you make as a bonus action.
In addition, while wielding a weapon with the finesse property, your Defense bonus is increased by 1.
En Garde (Level 3). You can add your Charisma modifier to your initiative rolls.
Advanced Combat Training (Level 5). Once during your turn, when you take the Attack action, you can make two attacks as part of that action.
Fancy Footwork (Level 7). Opportunity attacks made against you have disadvantage.
Panache (Level 9). Whenever you add influence dice to an attack’s damage or to reduce damage dealt to you, double the result of the influence dice rolled.
DUELIST TRICKS
Your Charming Hero level determines the number of duelist tricks you know, as shown in the Tricks column of the Charming Hero table.
Disarming Strike. When you hit with a melee attack, you can attempt to disarm your opponent. Roll one influence die and add the result to the damage dealt. In addition, the target must make a Strength saving throw against your trick DC. On a failed save, the target drops one object of your choice that they are holding. The object falls at their feet.
Flèche. When you make an attack roll with a melee weapon, you can roll one influence die to add it to your result. You can do this after making the attack roll, but before determining the result. The target of your attack, hit or miss, is Distracted by you until the end of its next turn.
Lunge. When you make a melee attack, you can expend one influence die to make a lunge. If you hit, roll the influence die twice and add the total result to the attack’s damage. (You spend one die, but roll twice.)
Parry. When an opponent damages you with a melee attack and you are wielding a melee weapon, you can use your reaction and expend an influence die to reduce the damage you take by the number you roll on your influence die + your Charisma modifier.
Riposte. When an opponent misses you with a melee attack, you can use your reaction and expend one influence die to make a melee attack against that opponent. If you hit, add the influence die roll result to the attack’s damage roll.
Tripping Strike. When you hit with a melee attack, you can attempt to trip your opponent. Roll one influence die and add the result to the damage dealt, and the target must make a Strength saving throw against your trick DC. On a failed save, the target falls Prone.
Duelist Table
Level | Talents |
---|---|
1 | Precision |
3 | En Garde |
5 | Advanced Combat Training |
7 | Fancy Footwork |
9 | Panache |
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