Duelist, Variant (5e Subclass)
The Duelist
Archetype for the Fighter class.
"A Duelist understands that the mastery of the sword is a matter of patience and agility. You must become more than just a man with a weapon in the mind of your opponent."
The archetypal Duelist focuses on the development of their dueling skills with a sword, striking with elegance and poise. To a Duelist, a sword is an extension of their own self, learning to use the weapon with a smooth flow and deadly grace.
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Count Dreues |
- En Guarde
Upon choosing this archetype at 3rd level, you gain a +2 to your AC as long as you are holding any type of sword and nothing else.
- Swordsman
Also at 3rd level, you gain a +2 to attack rolls with any type of sword.
- Footwork
Additionally at 3rd level, while you are wielding a sword, you gain a +10ft to your movement.
- Lethality
When you reach 7th level, you gain a number of Lethality Points equal to your dexterity modifier, to a minimum of 1. You may use these points to make certain types of strikes. You may only use these strikes when holding any type of sword. You regain spent Lethality points by killing a creature with any type of sword. Lethality points refresh after you have taken a short or long rest.
- Vicious Strike
Also at 7th level, you can spend one lethality point to add 1d4 to the damage roll of any sword. The added damage increases to 1d6 at 15th level and 1d8 at 18th level.
- Make Haste
Additionally, at 7th level, you gain advantage on initiative rolls.
- Alpha Strike
Starting at 10th level, you may spend 1 Lethality point to attempt to disarm an enemy. On a successful hit, the target must make a dexterity saving throw. On a failed save, the target drops the weapon they are holding to their feet. Additionally, on a failed save, you may add 1d4 to the damage roll, the added damage increases to 1d6 at 15th level. On a successful save, the target does not drop their weapon and do not take the extra damage.
- Disarming Strike DC = 8 + your proficiency bonus + your Dexterity modifier.
- Defensive Strike
Also at 10th level, when a creature successfully hits you with a melee attack, you may spend one Lethality point to strike the attacker once, adding 1d4 to the damage roll. The added damage increases to 1d6 at level 15. If the creature attacks you with a melee weapon but misses, you have advantage on the defensive strike.
- Moderate Swordsman
Additionally, at 10th level, you may add a +1 to attack rolls with a sword.
- Expose Weakness
Starting at 15th level, you may spend 2 lethality points to attack a creature. On a successful hit, the creature must make a Dexterity saving throw. On a failed save, the creature's AC minuses by 2 (cannot be used more than once on the same creature). The creature's AC is restored after a short rest.
- Alpha Strike DC = 8 + your proficiency bonus + your dexterity modifier.
- Relentless Lethality
Also at 15th level, you may add your proficiency bonus to the number of lethality points you have.
- Brave, but Foolish
Additionally at 15th level, as long as you are wielding a sword, attacks of opportunity towards you when leaving a creature's melee zone are done with disadvantage.
- Telling the Odds
At level 18, when you roll a natural 19 or 20 with a sword, it counts as a critical. Additionally, now you regain Lethality points when you roll a critical.
- Master Swordsman
Also at 18th level, you naturally have advantage on attack rolls with a sword.
- Unforgiving Blow
Additionally at level 18, while a creature is below 25% health, your damage with a sword has another dice roll. At level 20, you can use this when the creature is under 35% health.
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