5e Martial Archetype: Dual Wielder - Revised (Katarina Subclass)

by CoffeeSorcerer69

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Dual Wielder

Through dedicated training, you are able to fight equally well with both hands. Your off-hand weapon strikes harder, faster, and you are able to execute blindingly fast combos to wear down your opponents.
You overpower your enemies not by brute force, but through death by a thousand cuts.

Bonus Proficiency

Starting at 3rd level, you are considered to be ambidextrous. You gain proficiency in two of the following skills of your choice: Performance, Deception, Sleight of Hand, or Acrobatics.

Better Two-Weapon Fighting

At 3rd level, when you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack. If you have the extra attack feature, then it applies to off hand attacks that you make as well.

Relentless Combo

Also at 3rd level, when you use an action surge, if you take the attack action as the extra action you may also take an extra bonus action that can only be used for two-weapon fighting.

Blouncing Blade

Starting at 7th level, whenever you take the attack action, you may teleport to another location within 30 feet of you.

Shunpo

Also at 7th level, as an action, you can cast the spell haste without concentration and without suffering lethargy at the end of its duration. You can do this a number of times per short or long rest equal to half your Fighter level.

Expert Parry

Starting at 10th level, you may spend a bonus action to prepare to deflect attacks directed at you. Until the start of your next turn, your AC increases by one for every attack granted by the extra attack feature.

Evasive Fighter

Also at 10th level, you gain proficiency in Dexterity Saving Throws.
And, 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.

Fluid Momentum

Starting at 15th level, as a reaction, you can give yourself advantage on all attacks you make for the next minute. Afterwards, you cannot do this again until the next time you roll initiative, or until you land a critical hit.

Guard Break

Finally at 18th level, for every critical hit you land on a target, the dice roll you need to score a critical hit on the same target is reduced by one until the end of your turn.

 

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