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Duelist

Duelist

The law of the duel; a mutual understanding between two disputing parties that they may fight to settle any dispute, often to the death. This law, and similar laws, have remained in favor across most of the nations of Ainor for centuries. A duelist is an expert in such confrontations, either through experience or extensive training. They excel in one-on-one fights, able to thoroughly pick apart any opponent in a matter of moments.
LevelTechnique DiceFeaturesBase SpellsBase Resource
1 1d10 Duelist Techniques, Duelist’s Focus 0 0
2 2d10 Parry Expertise 0 1
3 2d10 Interpose, Duelist Technique 1 2
4 3d10 Careful Extrication 1 2
5 3d10 Sharpened Focus, Duelist Technique 1 3
6 4d10 Showdown 2 3

Class Features

Hit Points

  • Hit Dice: 1d8 per duelist level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per duelist leveI

Multi-Classing Proficiencies

  • Armor: Light armor
  • Weapons: Dagger, firearms (pistol), rapier, spear
  • Tools: None
  • Saving Throws: None
  • Skills: None
[Singled Out:A singled out creature is a creature without any friendly creatures within 5 feet of it]

Duelist Techniques

At 1st level, you learn techniques that give you the edge in single combat. At 1st level, you know two duelist techniques of your choice. You learn an additional duelist technique at 3rd and 5th levels. Duelist techniques can be applied to each attack you make, but must be called before the attack roll is made. Only one duelist technique can be applied to each attack.

Duelist’s Focus

At 1st level, you learn how to hone your perceptions down to a single opponent, allowing you to better read their defenses and exploit any weaknesses therein. As a bonus action, you can use Duelist’s Focus on a creature you can see within 30 feet. For 1 minute, whenever this creature is singled out (not within 5 feet of a creature friendly to it,) you deal an extra 1d8 damage each time you damage this creature. You can use this feature a number of times equal to your Duelist level, after which you cannot use this feature again until finishing a short or long rest.

Parry Expertise

At 2nd level, you have learned that weapons need not always be offensive. Whenever you are holding a melee weapon in one hand and are not holding a shield, you gain +2 AC.

Interpose

At 3rd level, you learn the art of cutting enemies off from their allies to better utilize your duelist skills. Creatures that move from one space you are threatening to another provoke attacks of opportunity as if they had left your attack range. Additionally, any creature you strike with an opportunity attack has its speed reduced to 0 until the start of your next turn.

Careful Extrication

At 4th level, you have become adept at avoiding situations where your duelist prowess does not shine. You can take the Disengage action as a bonus action.

Sharpened Focus

At 5th level, your Duelist’s Focus has been honed to a fine edge. You score a critical hit on a 19 or 20 on all creatures affected by your Duelist’s Focus that are singled out.

Duelist Techniques

[Singled Out: A singled out creature is a creature without any friendly creatures within 5 feet of it]
  • Flurry: After successfully hitting a singled out creature with a melee attack, you can roll your technique dice. If any Dice lands on a 9 or 10 you can make an additional attack.
  • Blitz: After successfully scoring a critical strike on an attack, you can roll your technique dice. If any dice lands on a 9 or 10, you can make an additional attack against the same target. This second attack is automatically critical if it hits.
  • Feint: When you make a melee attack against a singled out creature, you can roll your technique dice. For each dice that rolls a 5 or higher, reduce the target’s AC by 1 until the end of your current turn.
  • Riposte: When you are the target of a melee attack from a singled out creature and the attack misses, you can use your reaction to riposte, making an attack against the target creature. If this attack hits, roll your technique dice. You deal either your attack’s normal damage or the total of your technique dice, whichever is higher.
  • Flourish: When you miss a creature with an attack, you can roll your technique dice. If any dice lands on an 8 or higher, you can reroll the attack
  • Precision Strike: When you make an attack against a singled out creature, you can roll your technique dice. For each dice that lands on a 9 or higher, your critical range for this attack is increased by 1.
  • Disarm: When you hit a singled out creature with an attack, you can roll your technique dice. For each dice that lands on a 7 or higher, the target of your attack must make a DC 13 Dexterity saving throw. If the creature fails at least one save it is disarmed of a single weapon of your choice. If it fails more than one of these saves, the weapon flies 10 feet in a direction of your choice.
  • Wound: When you hit a singled out creature with an attack, you can roll your technique dice. For each dice that lands on a 6 or higher, add 5 to the damage of your attack
  • Finisher: When you hit a singled out creature with an attack, you can roll your technique dice. If the target creature’s current hit points are lower than the total rolled, it dies instantly, and you can choose one creature within 30 feet to grant 1d6 of inspiration. This inspiration lasts for one minute and can be added to any attack roll, saving throw, or skill check.

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