![]() You can only trigger this once per target per turn. ![]() At 5th level, this increases 1d6, at 10th level, 1d8, at 15th, 1d10, and at 20th, 1d12. Starting at 2nd level, any weapon you use that has the Finesse property deals an added 1d4 Force damage. In addition, you gain advantage on all Strength checks. Wolf Stance adds your dexterity or strength modifier, depending on which is higher, a second time to your damage roll. Surprise round, then Priority, then Turn order on initiative.)īeginning at 2nd level, for one dueling point, you can use your bonus action to go into Wolf Stance for 1 minute or until you change stances/dispel it. In addition, this also comes into effect after a surprise round. (This does not count towards your turn or actions on your initiative roll. If you kill a target this way, you gain one Dueling Point. ![]() As a personal surprise action, you can move up to half of your walk speed or use a bonus action and attack a target if one is close enough. Naturally, starting at 1st level, when you roll initiative. (You can only use Balestra after an attack action)įor one Dueling Point, when a target attacks you, as a reaction you can add your dexterity or strength modifier (depends on which is higher) to your Armor Class, for that attack.įor one Dueling Point, When a creature misses you with a melee attack, you can use your reaction to make a melee attack against the creature who missed you. This hop must be calculated in your movement action, and while you "hop" you are under the effects of a disengage action for the "hop". You start off with three skills that use Dueling Points: Balestra, Parry, and Riposte.įor one Dueling Point, you can make an additional strike to the same target or a target that's within 10 ft. (Dm's discretion) In doing so will restore 1 of your Dueling Points. Another way to restore them is to get a critical hit with a weapon or dealing a killing blow to a creature of significant threat. You can restore them from either taking a short or long rest and spending at least 30 minutes of that time strategizing about blade work. Your level reflects how much of these you have, shown on the Duelist table. Improved Riposte, Finesse Bonus Increase, Bear StanceĪbility Score Improvement, Style Feature, Extra attackĪs a Duelist, you use your sheer energy, willpower, and knowledge of the blade itself to allow you to overpower your opponent. Or you may start with 6d4x10 (121) gold and no equipment (a) a second rapier or (b) a hand crossbow.( a) a Gaming Set or ( b) a set of Artisan's Tools.You start with the following equipment, in addition to the equipment granted by your background: ![]() Skills: Choose 3 from Acrobatics, Athletics, Intimidation, Perception, Performance, Persuasion. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Duelist level after 1st Hit Points at 1st Level: 8 + Constitution modifier ![]() However, they might be able to anyways, in rare occurrences, such as if they meet a swordmaster willing to teach them.Īs a Duelist, you gain the following class features. Race: As it's very hard to learn proper swordplay without some sort of society, most Duelists come from races with society. "I challenge you, to a duel, my good sir!" Requirements Your stance that you choose affects how your fighting style will be, either defensive, offensive, or insanely agile, but your stance does not change one fact: You are one of the scariest forces on the battlefield, and each and every one of your opponents should realize that. As a Duelist, you are a swift master of the blade and multiple stances. ![]()
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