Duelist (Berserk Supplement)

Duelist

Duelists are combatants who focus on dexterously wielding weapons in a single hand, rather than the brute strength of champions. From armor-clad knights to flashy acrobats, charismatic leaders, and even stealthy assassins, duelists come in many different forms.

Class Features

As a Duelist you gain the following class features.

Hit Points

Hit Dice: 1d10 per Duelist level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Duelist level after 1st

Proficiencies

Armor: 1 armor tier
Weapons: 1 one-handed melee weapon tier
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose any two skills not including Arcana, and potentially including Riding

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Duelist

LevelProficiency
Bonus
Features
1st+2Fighting Style
2nd+2Action Surge (one use)
3rd+2Fighting Styles feature
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Extra Feat
7th+3Fighting Styles feature
8th+3Ability Score Improvement
9th+4Dexterous
10th+4Fighting Styles feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Second Wind
14th+5Extra Feat
15th+5Fighting Styles feature
16th+5Ability Score Improvement
17th+6Action Surge (two uses)
18th+6Fighting Styles feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

Fighting Style

At 1st level, you determine in what direction your one-handed prowess develops. You may choose between Knight, Acrobat, Leader, or Assassin. You gain additional features at 3rd, 7th, 10th, 15th, and 18th level.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Extra Feat

At 6th level, you may gain a feat of your choice, or take a level in another class, counting both this level and this class and that level in that class as the same level but only gaining the other class's hit die and any multiclassing proficiencies. You may do this again at 14th.

Dexterous

Beginning at 9th level, you can reroll any Dexterity or Strength saving throw, or Dexterity, Strength, or Wisdom skill check that you fail. If you do so, you must use the new roll. You may do this a number of times equal to your Dexterity or Strength modifier, whichever is higher, regaining all uses at the end of a long rest.

Second Wind

At 13th level, your time in combat has unlocked a deeper well of stamina. On your turn, you can use a bonus action to regain hit points equal to 2d8 + your duelist level. Once you use this feature, you must finish a short or long rest before you can use it again.

Knight

Protection

At 1st level, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Mount Master

At 3rd level, you master your training in mounted combat. You have advantage on saving throws made to avoid falling off your mount, and armor does not grant disadvantage on Stealth checks while mounted. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Additionally, while mounted and wearing a shield, you may count any weapon without the heavy property as one-handed.

Refined Warrior

Starting at 7th level, you gain proficiency in one additional armor and weapon tier.

Double Edged

At 10th level, you are trained in both attacking as and against mounted units. As a bonus action, you gain advantage on melee attack rolls against mounted creatures with mounts that are larger than you, your movement speed is halved, and you have advantage against any effects that would move you against your will or cause you to become prone.

Hold the Line

Starting at 15th level, as a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your duelist level, and the target’s speed is reduced to 0 until the end of this turn.

Defender's Blade

At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. In addition, you gain a +1 bonus to AC while wearing heavy armor.

Acrobat

Two-Weapon Fighting

At 1st level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Improved Two-Weapon Fighting

At 3rd level, you improve your skill in fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • You can not take the Dual Wielder feat.
Nimble

Starting at 7th level, you may take the Dodge Action as a bonus action a number of times equal to your Dexterity modifier, regaining all uses at the end of a long rest.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Quick

At 10th level, as part of a successful attack, you may roll an additional 1d4 as a bonus action, dealing an equal number of additional damage. This additional damage counts as part of the original roll for the sake of incurring the bleeding condition (i.e. on a d8 roll of 4 and a d4 roll of 4, the target would begin bleeding). You may do this a number of times equal to your Strength modifier, regaining all uses at the end of a long rest.

Superior Two-Weapon Fighting

Starting at 15th level,

  • You gain +1 on your attack rolls when you take the attack roll while wielding two weapons.
  • Whenever you hit a creature with two different weapons in the same turn, while wielding two melee weapons, you can make an additional attack using your reaction on your turn.
  • When fighting with two weapons, you can forgo your attack with the bonus action to add +2 to your AC until the start of your next turn.
Scout

At 18th level, you are particularly familiar with three types of environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, sea, cavern, or urban. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Leader

Dueling

At 1st level, when you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Combat Superiority

At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Rallying Cry

Starting at 7th level, you learn how to inspire your allies to fight on past their injuries. As an action for 1 superiority die, up to 4 creatures within 60 feet of you that are allied with you regains hit points equal to your superiority die + duelist level, provided that the creature can see or hear you.

Leadership

At 10th level, as a reaction, you may grant a creature that can see or hear you the ability to use a Maneuver as a lengthy action. They gain 1 superiority die of the same size as yours. The target loses these benefits at the end of their turn. You may do this once per creature, regaining use at the end of a long rest.

Undying Battalion

Starting at 15th level, your superiority dice become d10s, Second Wind counts as a Maneuver for the sake of Leadership, number of uses, and size of the die rolled.

Superior

At 18th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. Additionally, your superiority dice become d12s.

Assassin

Sneak Attack

At 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal twice as much damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse melee weapon.

Improved Critical

At 3rd level, your attacks with finesse melee weapons score a critical hit on a roll of 19 or 20.

Twisting Blade

Starting at 7th level, you know how to capitalize on your strikes. As part of a successful attack, you may either reroll the attack roll or damage roll, taking the higher result in either case, thus allowing for a greater opportunity to score a critical hit or incur bleeding. You may do this a number of times equal to your Strength modifier, regaining all uses at the end of a long rest.

Dirty Fighter

At 10th level, your agility and strength allow you to unbalance your opponents in ways some may find dishonorable. While you are wearing only light armor and do not have a shield, as a bonus action, you may force 1 creature within 15 ft. to attempt a DC 8 + your Strength modifier + your proficiency bonus Wisdom saving throw. On a failure, they have disadvantage on attack rolls and Wisdom saving throws, and attacks against them have advantage until they end this effect as a bonus action.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Master Assassin

At 18th level, any amount of your attacks on your turns that have advantage benefit from Sneak Attack. As a bonus action before you take an action, you may choose to make only 1 attack on your turn benefit from Sneak Attack, but deal its initial damage an additional time. You may use this any number of times on a single bonus action. You may use this up to half your Dexterity modifier, regaining all uses at the end of a long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the Duelist class, you must meet these prerequisites: 15 Dexterity, proficiency in at least 1 tier of one-handed melee weapons if you do not gain it from multiclassing proficiencies.

Proficiencies. When you multiclass into the Duelist class, you gain the following proficiencies: choose two from Acrobatics, Animal Handling, Riding, History, Insight, Persuasion, Perception, Survival, or 1 one-handed melee weapon tier.


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