Duelist (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Duelist[edit]

A slim human with blue and yellow hair charges with arcane electricity, her legs carrying her across the battlefield at inhuman speeds. She prepares to sweep the battlefield, her chrome tattoos glowing. The very fabric of reality tears open, and, out of the gaping blue void, a human steps forth, his face covered by a fanged mask. His mask is reclaimed by the tear, as he steps forward and readies his weapon. The sound of a human exclaiming, “Come on, let’s go!” fills the room. The sounds originator runs out before quickly being struck down, only to reappear again unscathed. The duelist is a self sufficient killer who their party expects through talents and skills to cause havoc and seek out engagements first.

First to See, First to Strike[edit]

Duelists are skirmishes built to get into tight spaces and clear them out for their less mobile party members. They either collect information and clear out obstacles or get knocked out trying, and are reliable for info gathering. All are capable warriors and ready to help if it’s the right thing to do, or if it’s in their best interest. They are from every part of the world and their personalities, abilities, and niches are all equally explorable. Some things to consider: Are you ok with being the first into an area? Why is your character a duelist? And are you prepared to deal and take a lot of damage?

Creating a Duelist[edit]

Duelists are very polarized, personality wise. They can be massive team players, creating space for their teams and making sure that they take more damage so their team doesn’t have to. However, they can also be lone wolves only in it for their interests, whether they be monetary or personal. Duelists are filled to the brim with conviction and will often leap for their goals head first.


What caused them to hold their powers? Motives? How will their personality affect their role as a duelist? How does their role reflect and impact their personality?

Quick Build

You can make a Duelist quickly by following these suggestions. First, Dex should be your highest ability score, followed by Wisdom. Second, choose the Haunted one background. Third, choose a Explorers’s pack

Class Features

As a Duelist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Duelist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Duelist level after 1st

Proficiencies

Armor: light
Weapons: Firearms, ranged weapons, simple martial wepons
Tools: Cartographer’s tools
Saving Throws: Dex, Wis
Skills: Pick two: Athletics, Acrobatics, Perception, Survival, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Pistol, Musket
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Leather armor
  • A basic map
  • If you are using starting wealth, you have 3 GP in funds.

Table: The Duelist

Level Proficiency
Bonus
Features
1st +2 Making Space, Specialized Training, Eco Round
2nd +2 Swing Out
3rd +2 Training Perk
4th +2 Ability Score Improvement
5th +3 Fleet Footed
6th +3 Improved Eco Round
7th +3 2nd Training Perk
8th +3 Ability Score Improvement
9th +4 Close Encounters
10th +4 Improved Fleet Footed
11th +4 3rd Training Perk
12th +4 Ability Score Improvement, 2nd Improved Eco Round
13th +5 4th Training Perk
14th +5
15th +5 2nd Improved Fleet Footed
16th +5 Ability Score Improvement, 3rd Improved Eco Round
17th +6 5th Training Perk
18th +6
19th +6 Ability Score Improvement
20th +6 Ult Round

Making Space[edit]

Duelist’s are all about moving the party forward, and as such they gain ability’s based around moving as a party. At first level as a Bonus action, you may give a willing creature 10 feet of your movement on your turn. This movement does not trigger an opportunity attack and can be stacked as long as you have movement to give. You can use the feature equal to your Proficiency score +2 times per short rest.

Specialized Training[edit]

For years you, for better or for worse, have been trained in a form of specialized combat. These training styles give you certin skills in a battle. At first level you may choose between First Contact, First Step, and First Strike as your Specialized training. You gain perks of these at 3rd, 7th, 11th, and 17th Level. This also allows you to Forgo disadvantage when in point blank range of an enemy with a ranged weapon, as you are used to getting up close and personal to the enemy.

Eco Round[edit]

A Duelist is only as strong as his firearm, but bullets aren’t cheap. As a Duelist you have 4 Different weapons, and each weapon costs a Different amount of “credits” to fire. At the start of every combat you begin with 300 Credits. Every gun requires an action to fire unless specified otherwise. Additionally, you can only fire at one target per action or bonus action unless specified otherwise. When you fire a weapon, you must make a ranged attack roll for each shot.

  • Every time a enemy creature is killed, you gain 200 credits.
  • At the start of every round, you gain 100 credits.

The following weapons can be used

  • Pistol*: This weapon costs no credits too fire, it is a simple firearm that can be used as a bonus action. It deals 1d4 damage with a range of 30 ft. If no other weapon is used, it can be used twice and the following round you gain a bonus 200 credits
  • Sheriff*: This weapon costs 100 credits per fire, it is a simple firearm that can be used as a bonus action. However, when used as a bonus action this weapon is fired with disadvantage. It deals 2d6 damage with a range of 60 ft.
  • Stinger*: This weapon costs 100 credits per fire, it is a simple firearm. This weapon can be fired up too 10 times per round as long as you have the credits to afford it. It deals 1d4 damage with a range of 15 ft.
  • Bucky*: This weapon costs 200 Credits per fire, it is a simple firearm. This weapon can be fired once per round. It deals 4d6 damage with a range of 10 ft. This weapon loses an additional damage die for every additional 5 feet you are from the target.

Swing Out[edit]

At Second level your duelist begins to understand the importance of angles. If you “swing” around from any form of cover, for the remainder of the turn you are considered disengaged, and you gain advantage on your next attack. However you cannot return to that space of cover until your next turn. If you activate “Make Space” With this ability, the target gains advantage on their next attack. Creatures Large or smaller are not considered “Cover” for the sake of this ability. You can use this ability 2 + your proficiency modifier times per long rest.

Training Perk[edit]

At 3rd level your Duelist begins to find a specific niece in combat that they excel in, pick between Movement, Reaction, and support. Your training gains ability’s at levels 7th, 11th, 13th and 17th.

Ability Score Improvement[edit]

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.

Fleet Footed[edit]

At 5th level your duelist begins to focus their energy a bit more on speed, gain 15 extra feet of movement. You also gain a medium armor proficiency.

Improved Eco Round[edit]

At this level, you gain access to 2 additional weapons, and your starting credits at the beginning of combat is raised to 500

The following additional weapons can now be used:

  • Guardian*: This weapon costs 200 credits to fire, it is a simple firearm. It can be fired as an action, and deals 2d10 damage on a hit. It’s range is 80 feet.
  • Judge*: This weapon costs 100 credits to fire, it is a simple firearm. It can be fired as an action 5 times. If, and only if, you used your action to fire the judge 5 times, you can sue a bonus action to fire an additional 2 times. Each hit deals 2d6 with a range of 5 ft. If the shot is taken from more than 5 feet away, each shot is taken at disadvantage.

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses


Home of user-generated,
homebrew pages!


Advertisements: