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# Roguish Archetype: Fencer Graceful, composed, economic with their movements… these are traits found among many warriors, but are commonly used to describe Fencers. Elevating single combat into an artform, these rogues are tacticians on their own personal battlefields, developing an array of techniques to turn the tide in their favour. The most famous fencers go on to become legends, and it is not uncommon for unique combinations of weapons and techniques to be named after them. | Rogue Level | Fencer Feature | |:---:|:-----------:| | 3rd | Fencer's Honour, Proper Technique (2) | | 9th | Call to Honour, Proper Technique (3) | | 13th | Mastery of Form, Proper Technique (4) | | 17th | Grace and Brutality, Proper Technique (5) | ### Fencer's Honour *3rd-level Fencer feature* Your attacks are also eligible for Sneak Attack damage if you do not have disadvantage on the attack roll, and there are no hostile creatures within 5 feet of you or your opponent. ### Proper Technique *3rd-level Fencer feature* You learn advanced forms of melee combat, trading raw damage for skill and guile. Choose two proper techniques from the list at the end of this class description to learn now, and you may choose one additional technique to learn at 9th, 13th, and 17th levels. When you gain a level in this class, you may choose to replace one technique you know for a different one. Each proper technique has a cost to activate it. When you perform a successful melee attack against a creature and are eligible to add your Sneak Attack dice, you may choose to subtract a number of Sneak Attack dice equal to the cost from the total damage in order to activate the technique; when scoring a critical hit, you subtract these dice after doubling your available pool. If you have Sneak Attack dice left over, you may spend them to activate more techniques (to a minimum of 0) or add them to the damage as normal. You may not use a technique more than once per turn, unless it specifies otherwise. If a technique has a cost of “X” you may spend any number of dice, gaining additional benefit for each. If any of your proper techniques require a saving throw, the DC is equal to 8 + your proficiency bonus + your Dexterity modifier. \columnbreak ### Call to Honour *9th-level Fencer feature* Your skill as a duellist draws others in to test themselves against you. You may cast *compelled duel* as a 1st-level spell, requiring no spell slot; the DC is the same as that of your Proper Techniques. You may cast the spell with this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Mastery of Form *13th-level Fencer feature* You are considered a master with your preferred weapon. Choose a type of weapon with which you are proficient, such as daggers or rapiers. You may add your proficiency bonus to the damage rolls you make with those weapons, and you may add it twice to the weapons’ attack rolls. ### Grace and Brutality *17th-level Fencer feature* You have perfected the fencer’s art. After spending Sneak Attack dice to activate your Proper Techniques, you may add half that number of dice back to the attack’s damage.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ## Proper Techniques #### Disarm **Cost:** 2 You strike at your opponent’s grasp, leaving them at a disadvantage. The target of your attack must succeed on a Strength saving throw or drop one item or weapon it is holding; the dropped object lands on the floor in a space of your choice within 10 feet of the target. You may activate this technique multiple times as part of the same attack, choosing a different held object each time you do so. #### Expose **Cost:** 5 Your attack reveals vulnerabilities in your adversary’s defence. The target of your attack has its armour class reduced by 2 (to a minimum of 1) until the end of your next turn. #### Flurry **Cost:** 3 You strike with both speed and control. You may make a second weapon attack as part of the same Attack action; you may not generate Sneak Attack from this second attack, as normal. #### Outmanoeuvre **Cost:** 3 Your strikes leave your opponent off balance, forcing them to retreat. After resolving your attack, the target must immediately use its reaction to move up to 15 feet to an unoccupied space of your choice; this movement cannot take them through obviously hostile spaces, such as a pit of lava. \columnbreak #### Parry **Cost:** X You swiftly transition from offence to defence. Your armour class increases by X until the start of your next turn, or until you are incapacitated or disarmed of your weapon. #### Reposition **Cost:** X You blend swordsmanship with unpredictable footwork. After making the attack, you may immediately move up to a number of feet equal to 5 times X; this movement does not provoke attacks of opportunity from the target of your attack. #### Trip **Cost:** 2 You strike out at your opponent’s legs. The target of your attack must succeed on a Dexterity saving throw or fall prone. #### Unsettle **Cost:** 5 Your talent impresses and unnerves your foe. The target of your attack must succeed on a Charisma saving throw or become frightened of you for 1 minute; it may repeat the saving throw at the end of each of its turns, ending the effect on a success. #### Wound **Cost:** 2 You aim to injure, maximising superficial pain over actual damage. The target of your attack must succeed on a Constitution saving throw or suffer disadvantage on ability checks until the start of your next turn, and its speed is halved for the same duration.
Design by Lexi Abbey | Made with GM Binder