Figther Martial Archetype: Fencer
Fencer
The archetypal Fancer focus on movment and quick decisive action. the art of the Fencing seem to other a waste of time, but only a true master of the battlefield and to turn the battle to their and their allies favor, with the right strike of the moment.
Class Name
| Level | Features | Flair Point Max |
|---|---|---|
| 3rd | Flair | 1 |
| 7th | True Balance | 2 |
| 10th | Additional Figthing Style | 3 |
| 15th | Cunning Movement | 4 |
| 18th | Heart Stopper | 5 |
Flair
Beginning at 3rd level, you learn flair's that you you can use in combat by spending flair points that you gain when you successful lend a hit to a creature.
Flair's.
You Learn two Flairs of your choice which is detailed under "Flairs" below. Many flairs assist you in many different ways either by making you faster or by becoming a interferences to your enemy. You learn one more flair at 7th, 10th and 15th level.
All flair points disappear at the end of the battle.
Flair points.
Flair points is accumulated by lending a hit to your target, you can accumulated as much flair points as the maximum for your current level listed in the table above.
Saving throw.
Some of your Flair's require your target to make a saving throw to resist the flair's effect. The saving throw DC is calculated as follows:
Flair Save DC
True Balance
starting at 7th level, your understanding the effect of a balanced gear and what it can do for you.
- Light weapon count as if they have Finesse property.
- when you have a Light or Finesse weapon together with a light or medium armor with no shield your speed increases by 10 feet.
- while you are wearing a Light or medium armor you gain a +1 bonus to AC.
- While wearing a light or finesse weapon your critical hit goes from a 20 to a 19.
Additional Figthing Style
At 10th level, you can choose a second option from the Figther Stlye class feature.
Cunning movement
Starting at 15th level, when you attack a target and hit you can move away from that target as if you used the Disengage action, this works for all attack you make.
Heart Stopper
Starting at 18th level, as an action you can strike at your enemy to attempt to stop their heart. the target must make a Dextirity Saving Throw against Flair save DC and for every Flair point you use you add a +1 to the save DC. if fail the strike kills the target if the save is successful the target take the weapon die as damage. if target is Huge or bigger the target take 2 weapon die extra to weapon damage instead of killing them.
Once you used this feature twice, you can't use it again until after a long rest.
Flairs
Destroying strike. When you hit a target you can spend 3 flair point to destroy their equipment if possible.
Target must make a Dextirity Saving Throw agains the Flair DC or equipment is destroyed.
Destroying Strike (Dm note)
If an equipment can be destroyed the dm can make a table to determine damage of item or have that item destroyed out right by that feature ability.
Quicken strike. When you hit a target you can spend a flair point to make a quick attack that don't use the Weapon modifier and don't earn Flair point.
Dancing Danger. as a reaction you can spend 2 flair points to add +2 to AC for attack made by Melee or Range weapon attack. until you'r next turn.
Verbal Strike. When you attack you can spend 4 Flair point to silence a target if they fail a Constitution saving throw against Flair DC, making them unable to speak until the start of your next turn.
if a spell caster use a concentration spell that use the Verbal component and they fail the save they lose concentration on said spell.
Quicken Momentum. After you hit a target you can spend a Flair point to give you 10 feet extra movement.
Pressure Strike. when attack you can spend 2 Flair point to give the target disadvantage on attack rolls until the end of their next turn.
Aimed Strike. You can spend 3 Flair point making the Target make a Constitution saving throw against Flair DC Save on a fail their movement speed is helved.
don't work on a target that is huge or larger.
Disarming strike. you can spend 1 flair point which makes your target do a Dextirity Saving Throw against your Flair DC or they drop their weapon.
Focused Mind. as a reaction you can spend 2 flair points to add +2 to saving throws until the start of your next turn.