Fighter Subclass: Duellist

by CurlyFries

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Fighter Martial Archetype: Duellist

Perfected by fencers and men-at-arms, this archetype specialises in one-handed combat; keeping a blade in one hand and the other hand free for items and unique battle manoeuvres.



Off-Hand Combat

When you choose this archetype at 3rd level, you specialise in fighting with a free hand available. You learn two of the Off-Hand Techniques listed below, and you learn one more each at 7th, and 15th levels. When you gain a level in this class, you may replace one technique you know with one you do not.

To use an Off-Hand Technique, you must be wielding a melee weapon in one hand and nothing in your other hand.

Parry

From 3rd level, you learn to avoid and deflect attacks, rather than simply block them. You may use your reaction to increase your armour class by 2 against a single incoming attack roll made by an attacker that you can see.

You may use this feature after the roll has been made.

Disarm

From 10th level, when you successfully block a melee attack with your Parry feature, you may choose to make contested Athletics checks with the attacking creature. If you are successful, the creature drops its weapon in a space of your choice within 10 feet of it.

You may not use this feature at the same time as Riposte or the Kickback technique.

Riposte

From 10th level, when you successfully block a melee attack with your Parry feature, you may choose to make a single melee attack against the attacking creature as part of the reaction.

You may not use this feature at the same time as Disarm or the Kickback technique.

Run 'Em Through

At 18th level, when you reduce a creature to 0 hit points with a weapon attack, that attack does not count against the number of attacks you may make this turn as part of the Multiattack feature.

Off-Hand Techniques

These are specialised techniques you have learned to use in conjunction with your duelling.

Deft Hands

You may take the Help and Use an Object actions as bonus actions, as long as what you are attempting to do can be done with one hand, such as pulling a lever or yanking a shield.

En Garde!

As an action, you may make an Intimidation or Persuasion check, contested by the Insight check of a creature of your choice within 30 feet. If you are successful, that creature has disadvantage on attack rolls against all creatures other than you for one minute, or until you attack a different creature or use this ability again.

Flourish

You may use a bonus action to make a Performance check contested by the target’s Insight check. If you are successful, you gain advantage on weapon attacks against the creature until the end of your current turn.

Kickback

When you block a melee attack with your Parry feature, you may make a Shove attack against the attacking creature as part of the same reaction.

You may not use this technique at the same time as the Riposte or Disarm features.

Light Wounds

When you reduce a creature to 0 hit points, you may choose to instead reduce them to 1 hit point. When you do so, you make an Intimidation check contested by their Charisma saving throw; if you succeed, the creature becomes frightened of you for 24 hours.

Slash and Grab

When you hit a creature with a melee weapon attack, you may use a bonus action to attempt to Grapple them.

Throat Punch

When you use your action to make a melee attack, you may make an unarmed strike against the same target as a bonus action. You are considered proficient in this attack, and the attack deals 1d4 bludgeoning damage instead of the normal 1.

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