
Fighter: Duelist
Duelist
Duelist
Fighters who take on the Duelist archetype specialize in one-on-one combat, preferring the elegance and focus of single combat to the chaos of the battlefield. Whether with a rapier, a longsword, or a custom-made dueling weapon, Duelists are masters of precision and control, turning each duel into a deadly dance.
Subclass (Martial Archetype) of Fighter
Fighters are skilled and disciplined warriors who have honed their combat prowess through rigorous training and experience on the battlefield. Masters of a wide range of weapons and armor, they excel in both offense and defense. Fighters can specialize in various fighting styles, granting them unique bonuses, such as improved accuracy or the ability to wield two weapons simultaneously. As they advance, fighters gain Extra Attacks, allowing them to strike multiple times in a single turn, making them formidable combatants.
Class Features
As a duelist, you gain the following features.
Hit Points
Proficiencies
Armor: Heavy Armor, Light Armor, Medium Armor, Shield
Weapon: Martial Weapon, Simple Weapon
Saving Throw: Strength, Constitution
Skills: You have 2 of the following skills: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.
Starting Gold
You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor
- longbow
- (a) any martial weapon
- (a) shield or (b) any martial weapon
- (a) dungeoneer's pack or (b) explorer's pack
Duelist Features Table
LVL | Pro+ | Features |
---|---|---|
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge (one use) |
3rd | +2 | Precision Strike, Combat Readiness, Martial Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement |
7th | +3 | Counterattack |
8th | +3 | Ability Score Improvement |
9th | +4 | Indomitable (one use) |
10th | +4 | Perfect Defense |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Indomitable (two uses) |
14th | +5 | Ability Score Improvement |
15th | +5 | Elegant Maneuver |
16th | +5 | Ability Score Improvement |
17th | +6 | Indomitable (three uses), Action Surge (two uses) |
18th | +6 | Master Duelist |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack (3) |
Class Features at Level
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two‑handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge (one use)
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Precision Strike
Starting at 3rd level, you can use your bonus action to focus on a single target within 5 feet. Until the start of your next turn, any attack roll you make against the target has advantage, and if you hit, you add your Dexterity modifier to the damage roll.
Combat Readiness
Also at 3rd level, your intense focus and quick reflexes allow you to add your Dexterity modifier to your Initiative rolls.
Martial Archetype
You choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Ability Score Improvement
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.
Counterattack
At 7th level, when a creature within 5 feet of you makes an attack against you and misses, you can use your reaction to make a melee attack against that creature. This attack has advantage if you are using your dueling weapon.
Ability Score Improvement
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Indomitable (one use)
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
Perfect Defense
At 10th level, when you are hit with a melee attack, you can use your reaction to add your Dexterity modifier (minimum of +1) to your AC, potentially causing the attack to miss. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses after a long rest.
Extra Attack (2)
You can attack three times, instead of once, whenever you take the Attack action on your turn.
Ability Score Improvement
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Indomitable (two uses)
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can use this feature twice between long rests.
Ability Score Improvement
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.
Elegant Maneuver
At 15th level, whenever you use your Precision Strike feature, you can also choose one creature within 5 feet of your target. That creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or be unable to make attacks of opportunity until the start of your next turn.
Ability Score Improvement
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Indomitable (three uses)
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can use this feature three times between long rests.
Action Surge (two uses)
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
You can use it twice before a short or long rest, but only once on the same turn.
Master Duelist
At 18th level, you become a master of single combat. Whenever you use your Precision Strike feature and hit, your target is subjected to disadvantage on all attack rolls against creatures other than you until the start of your next turn. Additionally, when you hit a creature with your Counterattack feature, the damage is automatically a critical hit.
Ability Score Improvement
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Extra Attack (3)
You can attack four times, instead of once, whenever you take the Attack action on your turn.
Martial Archetype
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Spellblade
Credits: Squire 5