Gratia Duelist (5e Class)
Gratia Duelist
With the training of a Fighter, the cunning of a Rogue, and the grace of a Monk, Gratia Duelists rely on speed, agility, and intelligence to gracefully and tactically defeat their foes.
Creating a Gratia Duelist
Gratia Duelists can fill a variety of roles, but regardless of their focus, rely on grace to get by. They are similar to Monks, using a point-based system to enhance their fighting prowess. However, instead of focusing on being unarmed and unarmored, they use finesse weapons to make multiple quick strikes rather than a few powerful strikes such a Barbarian would.
- Quick Build
You can make a Gratia Duelist quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the <!-background name-> background. Third, choose a Rapier as your weapon of choice.
Class Features
As a Gratia Duelist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Gratia Duelist level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gratia Duelist level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Finesse Weapons, Longbows
Tools: One of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Investigation, History, Stealth, Arcana, and Nature
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One Simple Weapon or (b) One Finesse Weapon
- a Longbow and 20 arrows
- (a) a Scholar's Pack or (b) an Explorer's Pack
- Leather Armor
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus | Features | Gratia Points | Duelist Dance Uses |
---|---|---|---|---|
1st | +2 | Dueling Techniques, Sharp Reflexes | 1 | 1 |
2nd | +2 | Gratia, Dueling Dance | 1 | 1 |
3rd | +2 | Danger Sense, Sacred Weapon | 2 | 2 |
4th | +2 | Ability Score Improvement, Dueling Style | 2 | 2 |
5th | +3 | Extra Attack, Dodge | 3 | 2 |
6th | +3 | Deft Strike, Trained Recovery | 3 | 3 |
7th | +3 | Evasion | 4 | 3 |
8th | +3 | Ability Score Improvement | 4 | 3 |
9th | +4 | Dueling Style | 5 | 4 |
10th | +4 | — | 5 | 4 |
11th | +4 | Honed Skill | 5 | 4 |
12th | +4 | Ability Score Improvement | 6 | 5 |
13th | +5 | Dueling Style | 6 | 5 |
14th | +5 | Flower Flourish | 7 | 5 |
15th | +5 | — | 7 | 5 |
16th | +5 | Ability Score Improvement | 7 | 5 |
17th | +6 | Duelist's True Dance | 8 | 6 |
18th | +6 | Dueling Style | 8 | 6 |
19th | +6 | Ability Score Improvement | 9 | 6 |
20th | +6 | Integrum | 10 | 7 |
Dueling Techniques
• When you use the Attack action with a finesse weapon on your turn, you can make one additional attack as a bonus action, assuming you haven't already taken a bonus action this turn.
• If you make an attack with the Attack action using a finesse weapon on your turn, you can also use it to defend yourself. You can gain +1 bonus to AC until the start of your next turn by using you bonus action, while the weapon is in your hand and you aren’t incapacitated.
• When you are wielding a finesse weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.
Sharp Reflexes
At 1st Level, your speed increases by 5 feet, and you may add half of your Intelligence modifier (minimum +1) to your initiative rolls. At 3rd level, you learn how to twist and turn quickly as part of your Sword Flurry. Whenever you use Sword Flurry, you gain the benefit of the Disengage action. Additionally, when you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Gratia
Starting at 2nd Level. Your Gratia Duelist level determines the number of points you have, as shown in the Gratia Points column of the Gratia Duelist table.
You can spend these points to fuel various gratia features. You start knowing two such features: Sword Flurry and Step of the Wind. You learn more gratia features as you gain levels in this class.
When you spend a gratia point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended gratia back into yourself. You must spend at least 30 minutes of the rest meditating to regain your gratia points.
Some of your Gratia Duelist features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Gratia save DC = 8 + your Proficiency Bonus + your Intelligence modifier
- Sword Flurry
Immediately after you take the Attack action on Your Turn, you can spend 1 gratia point to make two strikes with a finesse weapon as a Bonus Action.
- Step of the Wind
You can spend 1 gratia point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.
Dueling Dance
Starting at 2nd level, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to spend 2 gratia points and start the Duelist Dance, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Duelist Dance at any time you choose (no action required).
While your Duelist Dance is active, you gain the following benefits:
• You gain a bonus to your AC equal to half of your Intelligence modifier rounded down (minimum of +1).
• Your speed increases by 10 feet.
• You have advantage on Dexterity (Acobatics).
The amount of times you can use this feature is shown on the Gratia Duelist table above. You regain all expended uses of it when you finish a long rest.
Danger Sense
At 3rd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
By 7th level, your instincts are so honed that you have advantage on Initiative rolls.
Sacred Weapon
As an action, you can imbue one weapon that you are holding with positive energy. For 1 minute, you add half of your Intelligence modifier (rounded down) to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. You can use this feature a number of times equal to your Intelligence modifier and you recharge all of them after a long rest.
Duelist Archetype
Starting at 4th level, you choose your Dueling Archetype, which grants you features at 4th, 9th, 13th, and 18th level.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 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.
Dodge
Starting at 5th Level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you, you can use this 2 times after a long rest.
Deft Strike
At 6th level, you extend your gratia into your finesse weapons:
When you hit a target with a finesse weapon, you can spend 1 gratia point to cause the weapon to deal extra damage d4 of damage. This increases to d6 at level 9, d8 at level 12, d10 at level 15, and d12 at level 18. You can use this feature only once on each of your turns.
Trained Recovery
At 6th level, you gain the ability to heal yourself. As an action, you can regain Hit Points equal to two times your gratia duelist level. You must finish a long rest before you can use this feature again.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Honed Skill
Starting at 11th level, when you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 gratia points to cancel the disadvantage for that roll.
Flower Flourish
Beginning at 14th level, whenever you take the Attack action on your turn and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use one of them twice before a long rest.
Steel Sunflower: You can roll a d6 to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the die. You also add the number rolled to your AC until the start of your next turn.
Cutting Rose. You can roll a d6 to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the die.
Wind Leaf. You can roll a d6 to cause the weapon to deal extra damage to the target you hit. Then you can push that target 10 feet in any direccion you are facing.
At 19th Level, the die size increases to a d8 and you can use them a third time before a long rest
Duelist's True Dance
By 17th level, you have acquired a more skilled Dueling Dance:
- Your Duelist Dance now lasts for 2 minutes.
- When you you use your Extra Attack as part of your Attack action, you know may make a third attack as part of that same action.
- When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain gratia points equal to half of your Intelligence modifier rounded down (minimum 1).
Integrum
When you roll initiative and have no gratia points or superiority die remaining, you regain 4 points and 1 superiority die. Additionally, it no longer costs gratia points to expend a superiority die, though you are still limited by the number of die. You can also use your Dueling Dance an indefinite amount of times.
Dueling Styles
Fulcum Duelist
Intelligence-Based
Intellect Superiority
Starting at 4th level, you are able to increases your strength of mind by utilizing Intellect Maneuvers.
Intellect Maneuvers: You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver turn. You learn one additional maneuver 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 intelligence superiority dice, which are d8s. it costs 1 gratia point to expend an intellect superiority die. 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 Intelligence modifier
- Intellect Manuever List
- Studious Eye
When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
- Fixed Gaze
When a creature attempts to hit you with an attack roll, you can spend one superiority die as a reaction. By quickly reading the movements of your enemy, you can add the roll of your superiority die and subtract that number from the attack roll.
- Mental Fortitude
Whenever a creature forces you to make an Intelligence, Wisdom, or Charisma saving throw, you may choose to bolster your mental fortitude by expending one superiority die and adding it to your roll.
- Natural Knowledge
When you make a Wisdom (Survival), Intelligence (Nature), or Intelligence (History) check, you can expend one superiority die, and add the superiority die to the ability check.
- Passive Empowerment
You may expend one superiority die and add the roll to your passive Perception, Investigation, or insight for 1 hour.
Master of Tactics
Starting at 4th level, your sharp intellect gives you the edge in battle. You receive the following benefits:
- When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
- When you take the Help action this way, you can help two allies targeting the same creature within range,
- As a bonus action, you can make a special Intelligence (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, a creature you designate within 30ft of you deals bonus damage equal to your level once per turn to that creature. This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Additionally, you gain proficiency in the Investigation, Perception, and Insight skills. If you already have proficiency in these skills, you instead add twice your proficiency bonus to those checks. At level 9, you gain expertise if you would not otherwise have it, and at level 18, as well as advantage on those checks. You may also also use your Intelligence modifier instead of your Wisdom modifier for checks made with those skills.
Plan Before The War
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Intelligence score
- Wisdom score
- Charisma score
- Armor Class
- Current hit points
- Total class levels, if any
At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
Supernatural Eyes
Starting at 13th level, you gain the following benefits:
- You gain advantage against being blinded
- You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
- When you make a Wisdom (Perception) check in this way, you gain advantage on the check.
God Eyes
Starting at 18th level, your eyes can become as a god's eyes are. You gain the following benefits:
- You are immune to being Blinded
- When you use your Plan Before The War feature, you can learn a number of pieces of information equal to your Intelligence modifier. In addition, the information you can extract is expanded. You can now learn the creature's type, its vulnerabilities, resistances, and immunities, if it can cast spells, what class it is (if it has one), and if the creature is Legendary or Mythical.
- As an action, you can grant yourself truesight for 1 minute, out to a range of 30ft. You can use this feature a number of times equal to your Intelligence modifier.
- As a bonus action, you can bestow the benefits your eyes posses to a number of allies equal to your Intelligence modifier. This effect lasts 1 minute. You may use this feature a number of times equal to your Intelligence modifier, with one use being consumed per ally that receives these benefits.
Ferox Duelist
Group Attacker
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Solus Duelist
Solo Attacker
One on One
Starting at 4th level, as a bonus action, you can mark a creature you can see within 60 feet of you. While the creature is marked, the following effects occur:
- You gain advantage on attack rolls against the creature
- You deal an additional 1d4 to the creature
- If the creature marked by you is prone, you can attack it with a ranged weapon without disadvantage
- If the creature marked by you deals damage to anyone other than you, you can make a melee weapon attack as a reaction. If it hits, the attack's weapon deals the normal weapon damage to the target.
This mark lasts until you have a long rest or until you dimiss it (no action required).
There is no escape
Starting at 4th level, as a reaction, if an enemy tries to escape from your melee weapon range, you can use your reaction to chase that enemy until it's defeated.
- If you have an attack of oportunnity with a creature you have marked, you can use your reaction for making the reaction attack against it and chase it, moving
with them until they stop their movement
Let no one interfere
Starting at 9th level, if any other creature that you have attack tries to attack you with a melee weapon, you can use your reaction and 1 gratia point to try to reflect it back to the enemy, if your attack roll is higher than the enemy's, the hit will redirect the enemy to melee range that you attacked on your turn, you will not take damage if the ability takes effect and you succeed (This ability can also reflect ranged attacks with a ranged weapon, although it cannot redirect the damage to a creature, it cannot be used by a magical ranged attack like fire ball, magic missel, etc).
Solo Revenge
Starting at 13th level, if a creature you've marked makes you unconscious, you can make one last attack first, you can use this attack if you have atleast 1 gratia point left that you will need to use, this attack has the advantage and is always a critical hit. After that you fall unconscious. You can only use this ability once per day.
All or nothing
Starting at 18th level, you can make an attack using all your gratia point left, for each gratia point you use, you make the weapon attack increase 1dx (Being "x" the damage of your weapon, if your weapon use 2dx for the attack, you multiply them as well for each gratia point you have left), this attack always hits and and is considered a magical attack when it comes to bypassing resistances and immunities.
Praesidium Duelist
Defender
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Exponentia Duelist
Magician
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes