Binate Duelist (5e Class)
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- 1 Binate Duelist
- 1.1 Creating a binate duelist
- 1.2 Class Features
- 1.2.1 Table: The Binate Duelist
- 1.2.2 Parrying Blades
- 1.2.3 Dual Wielding
- 1.2.4 Binate Mastery
- 1.2.5 Skillful Footwork
- 1.2.6 Dual Parry
- 1.2.7 Ability Score Improvement
- 1.2.8 Extra Attack
- 1.2.9 Tireless Warrior
- 1.2.10 Freedom of Movement
- 1.2.11 Daunting
- 1.2.12 Restoration
- 1.2.13 Advanced Dual Wielding
- 1.2.14 Improved Critical
- 1.2.15 Strong Body
- 1.2.16 Blade Wall
- 1.2.17 The Eclipse
- 1.2.18 Master Duelist
- 1.3 Berserker
- 1.4 Arcane Duelist
- 1.5 Twin Soul
- 1.6 Multiclassing
A human enters a battle arena wielding two katanas. His opponent sees both of the swords and laughs, charging the human with a greataxe. The human quickly blocks the attack and begins to repeatedly slash his opponent to bits.
An elf wandering in a forest encounters a goblin camp. Determined to eliminate these monsters, he draws his two longswords and walks into the camp. A goblin notices him and calls his fellow goblins to attack the intruder. As soon as a goblin attacks him, the goblin has two slashes in its chest, and it drops dead.
Any binate duelist is deadly in a battle, wielding two weapons as flawlessly as an experienced warrior can wield one.
Creating a binate duelist
Did you learn your skills from an experienced warrior or did you learn them yourself? Do you work as a mercenary? A soldier? Maybe you’re a gladiator. These are some important things to consider when you are designing a binate duelist.
- Quick Build
You can make a binate duelist quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the soldier background. Third, choose two longswords if you want to go for the Swordmaster subclass or two battleaxes if you want to choose the Berserker subclass.
As a Binate Duelist you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Dexterity
Skills: choose two from Athletics, Acrobatics, Intimidation, Perception, Performance and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two scimitars or (b) two martial weapons
- (a) leather armor or (b) scale mail
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- a hand crossbow and 20 bolts, a dagger
- If you are using starting wealth, you have 4d4 x 20 ep in funds.
|1st||+2||Dual Wielding, Cross Block|
|3rd||+2||Subclass Feature, Projectile Deflection|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Double Circular|
|6th||+3||Subclass Feature, Improved Critical|
|7th||+3||Freedom of Movement, Tireless Warrior|
|8th||+3||Ability Score Improvement|
|9th||+4||Subclass Feature, Daunting|
|11th||+4||Subclass Feature, Advanced Dual Wielding|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
Duelist save DC = 8 + your proficiency bonus + your Wisdom modifier
Beginning at 1st level, while you are wearing no armor and wielding a pair of weapon that you can use to engage in two-weapon fighting, your AC equals 10 + your Dexterity modifier + your proficiency bonus.
At 1st level, you have training with using two weapons at once. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Starting at 2nd level, you learn to use two weapons at the same time like no other warrior. You can use your Binate Mastery to activate certain features, described bellow.
- Binate Flurry
After you take the Attack action, you can use your bonus action to make two attacks, instead of one.
- Cross Block
You can use your bonus action to reduce the damage of the next attack you take for 1d10 + your proficiency bonus (minimum one).
- Double Circular
As an action, you can force all creatures within 5 feet of you to make a Dexterity saving throw. On a failed save, each creature take damage equal to the damage die of your weapon. You roll the damage of the weapon twice at 5th level, three times at 11th level and four times at 17th level.
You can use your Sword Mastery a number of times equal to your Dexterity modifier (minimum 1), and regain your uses after finishing a short or a long rest.
Starting at 2nd level, while you are engaged in two weapon fighting, if you hit your attack with the Attack action and your bonus action on the same turn, you can disengage and move 10 feet without taking an action.
Starting at 3rd level, you can use your reaction to block an imminent strike against you. When you do so, you can roll the damage die of one weapon you are wielding. You must roll the weapon that deals less damage. You then add the number rolled to your AC, potentially causing the attack to miss.
If you engage in two weapon fighting, you can choose to forgo your bonus action attack to parry with both weapons. When you do so, you roll two dies and choose the higher number.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 7th level, your body becomes resistant to exhaustion, due to your constant swinging of your pair of weapons. You gain proficiency in Constitution saving throws.
In addition, once a day during a short rest, you can eliminate one level of exhaustion you had suffered.
Freedom of Movement
Starting at 7th level, you have advantage on saving throws against any effects that impose the Paralyzed, Restrained or Grappled conditions.
At 9th level, you have an overpoweringly intimidating presence. You gain proficiency in intimidation checks. If you already have proficiency, your proficiency bonus is doubled. Additionally, you may choose to make (Charisma) Intimidation checks with Strength instead of Charisma.
After being in combat so many times, your body has learned to heal itself far more quickly. At 10th level, as a bonus action you regain a number of hit points equal to 1d8 + your proficiency bonus.
You can use this feature a number of times equal to your Constitution modifier, and regain your uses on a long rest.
Advanced Dual Wielding
At 11th level, your dual wielding skills have increased further. You can engage in two-weapon fighting with one handed melee weapons that lack the light property.
At 17th level, whenever you engage in two-weapon fighting with a weapon that have the versatile property, you deal damage as if you were using the weapon with two hands.
Starting at 13th level, you score critical hits on a roll of 19-20 on the d20.
Your remarkable physical ability makes you stronger than most others. At 14th level, you have advantage on saving throws you are proficient with.
At 15th level, you can be harmed by common weapons. Whenever you are engaged in two weapon fighting, you have resistance to bludgeoning, piercing and slashing damage from non-magical weapons.
Beginning at 18th level, you have learned your ultimate attack combo. As an action, when you activate this feature, you can move up to your movement speed as part of the same action (without spending your movement) and make six attacks against the same target.
In addition, for the next 10 minutes or until you are incapacitated, you gain the following benefits:
- At the start of each turn, without taking an action, you can give yourself resistance to slashing, piercing or bludgeoning damage (choose one) until the start of your next turn.
- You have blind-sight up to a range of 10 feet
- Whenever a creature within 5 feet hits you with a melee attack, you can make one attack against that creature, with advantage. This attack doesn't need a reaction.
You can use this feature once, regaining all uses of it after finishing a long rest.
When you reach the 20th level, you become the paragon of two weapon fighting. Choose two of your Binate Mastery features. You can use these features without spending your uses.
In addition, you increase your Strength and Dexterity by 2, to a maximum of 22.
At 3rd level, you can use your bonus action to unleash a powerful wave of attacks with your axes, that lasts for 10 minutes. On the turn you enter in this state, you can make two attack against each creature within reach.
While frenzy is active, you gain the following benefits:
- You can use your Dexterity, instead of your Strength, for your attacks and damage rolls with any type of axe.
- The range of your thrown axes doubles.
- You have advantage on all your Strength checks and saving throws.
You can use this feature a number of times equal to your Constitution modifier, and you regain your uses after finishing a short or a long rest.
When you reach the 6th level, as a bonus action , or as part of the bonus action you take to activate Adrenaline, you can invoke your pure wrath, by spending one additional use of your Adrenaline, lasting for 10 minutes.
While wrath is active, you gain blindsight up to a range of 60 feet and you can't be surprised. In addition, you have advantage on all your Wisdom saving throws and Charisma (Intimidation) checks.
Starting at 11th level, whenever you activate both Adrenaline and Wrath in the same turn, you gain a number of temporary hit points in each of your turns equal to your proficiency bonus + your Constitution modifier. These points are not cummulative.
In addition, the first successful attack on your turn is always a critical while sturdy is active.
- Axe Mastery
At 17th level, you can use your bonus action to activate Adrenaline, Wrath and Sturdy at the same time for 10 minutes. When you do so, you gain all the previous benefits for the duration.
In addition, you gain a +2 to attack rolls with axes and, on a hit, you deal additional damage equal to your proficiency bonus.
Once you use this feature, you can't do it again until you finish a short or a long rest.
- Blade Dancer
Starting at 3rd level, you gain proficiency in the Intimidation and Performance skills. In addition, whenever you use those skills, you can use your Dexterity modifier, instead of your Charisma.
- Fencing Mastery
At 3rd level, you can use your fast blade maneuvers to distract your opponents. Whenever you use your duelist mastery feature, all creatures within 5 feet of you can't take reactions until the start of your next turn.
Starting at 6th level, whenever a creature misses you with an attack roll, you can use your reaction to make an attack against that creature.
You can use this feature three times, and regain your uses after finishing a short or a long rest.
- Focused Reflexes
Starting at 11th level, you can give yourself advantage on any Dexterity check, saving throw or any melee weapon attack you make. If you already have advantage on the roll, you can roll an additional die with this feature.
You can use this feature twice, regaining your uses after a short or a long rest.
- Binate Rage
At 17th level, you can hack trough your enemies with a powerful flurry of attacks. Whenever you use your Binate Mastery feature, you can make a single attack against each creature within 5 feet of you.
- Pole Mastery
When you choose this archetype at 3rd level, you develop an incredible talent when fighting with polearms. Polearms here are the spear, quarterstaff, glaive, halberd, trident and pike. Any feature that requires you to be engaged in two weapon fighting work with polearms.
Whenever you make an attack with these weapons as part of your Attack action, while wielding it with two hands, you can make an attack with the other extremity of the weapon, dealing 1d4 + your ability score modifier damage. The damage increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.
In addition, you can choose to forgo this bonus action attack to instead protect yourself with the polearm, gaining a bonus of +2 to your AC.
obs. If you have the Polearm Mastery feat, you gain +1 in your damage rolls on your bonus action attack with a polearm.
- Vaulting Technique
At 3rd level, you can use your polearms to give you an extra lift on jumps. You gain proficiency in the Athletics skill. In addition, whenever you make an Strength (Athletics) check to jump while wielding a polearm, you have advantage on the check. If the polearm have the reach property, you double the distance jumped.
- Massive Strike
Starting at 6th level, your attacks with polearms are considered magical for the purpose of overcoming resistance and immunity to nonmagical damage.
In addition, once in each of your turns when you hit a creature with a polearm, you can increase the strength you put on the strike, dealing additional damage equal to the weapon damage die. You can use this feature twice, and regain all your uses after finishing a short or a long rest.
- Twisting Staff
At 11th level, you can twist your polearm, using the momentum to increase the power of the strikes, using your bonus action. For 1 minute, you add a d6 to any attack roll, damage roll or Dexterity saving throw you make.
You can use this feature once, being unable to do it again until you finish a short or long rest.
- Uncanny Aim
At 17th level, you have an unnerving accuracy with your polearm attacks. Once in each of your turns, you can give yourself advantage on an attack roll you make with a polearm.
- Akimbo Style
At 3rd level, you can wield a pair of crossbows and shoot with them at the same time. You ignore the loading property of crossbows and can recharge them even while wielding one in each hand. While wielding a pair of crossbows, you can't shoot at long range, and the short range of this weapon is reduced to half.
You can engage in two weapon fighting with crossbows. All other rules for two-weapon fighting still apply as normal. Any Binate Duelist class features related to two weapon fighting can be used with these crossbows.
- Target Seeking
At 6th level, whenever you hit a creature with an attack from your crossbow, you can use your reaction to mark that creature. This attack and in each successful attack with a crossbow from now on, you deal additional 1d6 damage on a hit.
In addition, all attacks that creature makes against you are made at disadvantage.
If the target drops to 0 hit points while marked, you can use your bonus action on a subsequent turn to mark a new creature. The mark remains active for 10 minutes.
You can use this feature twice, regaining your uses after finishing a short or a long rest.
- Dual Volley
You can shoot and recharge bolts from your crossbow at an inhuman speed. At 11th level, you can use your action to target all creatures in a 60-foot cone. Any creature in the area must succeed on a Dexterity saving throw, or takes damage equal to the damage of your crossbow, or half as much on a success. You can't use your bonus action to make an attack when using this feature.
You can choose to increase the speed in which you shoot with the crossbows. When doing so, you roll the damage of weapon three times.
You can use this feature twice, and regain your uses after finishing a long rest.
- Crossbow Master
Starting at 11th level, you can engage in two weapon fighting with light crossbows. At 17th level, you can engage in two weapon fighting with heavy crossbows.
At 17th level, you have always your fingers ready on the trigger of your crossbow. Whenever a creature within 30 feet hits you with an attack, you can use your reaction to deal damage to that creature. The damage equals your crossbow damage + your Dexterity modifier. You don't need to make an attack roll for this attack.
- Dual Cantrip
Starting at 3rd level, you learn two cantrips. The cantrips can be from any spell list, as long as they are from the evocation school. Whenever you cast one Binate Duelist cantrip as an action, you can cast another as a bonus action. At 13th level, you gain a third cantrip.
Dexterity is your spellcasting ability for these cantrips.
- Binate Arcana
Starting at 3rd level, you can choose two spells from any spell list. All spells you choose must be from the evocation school. You can choose more spells as you levels in this class, gaining more two at 6th, 11th and 17th levels.
You gain a number of mana points equal to your Constitution modifier (minimum of one). Whenever you want to use your binate arcana, you need to spend 1 point of mana per level of the spell. You regain all spent mana points when you finish a short or a long rest.
- Binate Casting
At 6th level, you can spend one use of your Binate Mastery and choose one 1st-level spell from your list that targets only one creature and doesn't have a range of self, and cause it to target a second creature. You can choose higher level spells, by spending a number of uses of your Binate Mastery equal to the spell level.
- Combo Casting
At 11th level, you can choose to cast one spell you know that has the time of one action as a bonus action, by spending one additional point of mana.
- Draining Magic
At 17th level, you can choose to reduce temporarily your maximum amount of hit points by a number equal to your proficiency bonus and spend 1 hit die as a bonus action to regain 2 points of mana.
- Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in the Insight skill. If you are already proficient in this skill, you can add twice your proficiency bonus on checks with it.
- Soul Mate
Also at 3rd level, you have the company of a soul mate, a warrior that accompanies you on your battles and who shares your style of training. You and your companion fight as one.
You can choose any humanoid creature without the spellcasting trait, with a CR of 1/4 or lower. You add your proficiency bonus to your hound’s AC, saving throws, attack rolls, and damage rolls.
For each level you gain after 3rd, your soul mate gains an additional d8 hit die and increases its hit points accordingly.
You can use your action on your turn to allow your soul mate to take one of the following actions as a bonus action: Attack, Dash, Disengage, Dodge, or Help.
If you are incapacitated or absent, your soul mate acts on its own (continuing to act on your turn, if you are incapacitated), focusing on protecting you and itself. The soul mate never requires your command to use its reaction, such as when making an opportunity attack.
If your soul mate dies, you can perform a ritual to resurrect him by all your hit die, over the course of a long rest. You need to make a Charisma check with a DC of 12, or suffer 1 level of exhaustion on a failed save. You can also resurrect it by normal means, trough a spell.
- Combined Tactics
Starting at 3rd level, whenever you use your Binate Flurry or your Double Circular, you can choose to cause that feature to be used by you or by your soul mate.
In addition, whenever you use your Cross Block, it affects both you and the soul mate.
- Soul Linked Strike
At 6th level, your soul mate attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical damage.
- Coordinated Attack
Also at 6th level, when you use the Attack action on your turn, if your hound can see you, it can use its reaction to make a melee attack.
- Brother's Keeper
At 11th level, when a creature deals damage to your soul mate with an attack, you can use your reaction to make an opportunity attack against that creature if you are within range.
- Life Bond
At 17th level, your soul mate can take actions on your turn, without spending your bonus action. Whenever you engage in two weapon fighting on your turn, so can the soul mate, attacking with its action and bonus action. Your soul mate it is bound by the two-weapon fighting rules on the DMG.
Proficiencies. When you multiclass into the Binate Duelist class, you gain the following proficiencies: simple weapons, longswords, battleaxes