Duelist (Chainsaw Man Supplement)
Duelist[edit]
Deadly Show[edit]
While the majority of Duelists don't see themselves as people who are supposed to entertain, their elegancy while fighting sure doesn't go unnoticed. The Duelists fight with close quarter weapons, slashing through anything in their path while mantaining their cool.
Creating a Duelist[edit]
The strongest Duelist alive, [1] |
When creating a Duelist, ask yourself the following questions; Why did you became a Duelist? Was it to kill a certain person or devil? Was it simply because you needed money? Was it just for a school club?
- Quick Build
You can make a Duelist quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution.
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: None
Weapons: Simple Weapons, Melee Martial Weapons
Tools:
Saving Throws: Strength or Dexterity, Constitution or Charisma
Skills: Choose two from the following: Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Performance, Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 Katana or (b) 1 simple weapon
- (a) 1 Melee martial weapon or (b) 2 light weapons
- (a) Dungeoneer's pack or (b) Explorer's pack
Level | Proficiency Bonus |
Features | Martial Arts |
---|---|---|---|
1st | +2 | Devil’s Contract, Fighting Style, Unarmored Defense | - |
2nd | +2 | Martial Arts, Duelist Spectacle | 1d4 |
3rd | +2 | Duel Style | 1d4 |
4th | +2 | Ability Score Improvement | 1d4 |
5th | +3 | Extra Attack, Duel Style (2) | 1d6 |
6th | +3 | Ability Score Improvement | 1d6 |
7th | +3 | Resistant | 1d6 |
8th | +3 | Ability Score Improvement | 1d6 |
9th | +4 | The Show Won’t Stop | 1d6 |
10th | +4 | Unbreakable | 1d6 |
11th | +4 | Duel Style (3) | 1d8 |
12th | +4 | Ability Score Improvement | 1d8 |
13th | +5 | Fighter’s Spirit, Improved Fighting Style | 1d8 |
14th | +5 | Ability Score Improvement | 1d8 |
15th | +5 | Spectacle Master | 1d8 |
16th | +5 | Ability Score Improvement | 1d8 |
17th | +6 | Extra Attack (2) | 1d10 |
18th | +6 | Duel Style (4) | 1d10 |
19th | +6 | Ability Score Improvement | 1d10 |
20th | +6 | Perfect Combatant | 1d10 |
Devil’s Contract[edit]
Starting at 1st level, like many others, you can make contracts with devils. However, you know how to make them beneficial on an equal level. You start out with one devil contract of your choice, which you must discuss with your gm to organize its benefits and payments.
You can have a number of devil contracts up to your Duelist level + your Charisma modifier (minimum of 1).
Fighting Style[edit]
Starting at 1st level, you have grown accustomed to fighting in a certain way due to your training with weapons, acquiring your very own fighting style. You choose one of the following fighting styles:
Blind Warrior. You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and AC so long as you are not wearing Armor or wielding a Shield.
Dual Wielding. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.
Great Weapon Fighting. You add your proficiency bonus to damage rolls with Heavy Weapons.
Heavyweight Fighting. While you are wielding a heavy melee weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.
Improved Unarmored Defense. You gain a +1 bonus to your AC while not wearing any kind of armor or shield.
Lightfoot Fighter. While wielding a light melee weapon, you gain a +10 to your walking speed and do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.
Protector. When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a melee weapon.
Point Blank Shooter. When making a ranged attack with a ranged weapon while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks with ranged weapons ignore half cover and three-quarters cover against targets within 30 feet of you.
Deadeye. You gain a +2 bonus to attack rolls you make with ranged weapons.
Sharpened Shot. You gain a +2 bonus to damage rolls you make using ranged weapons.
Two-Weapon Fighting. When you engage in two-weapon fighting with at least one single-handed ranged weapon, you can add your ability modifier to the damage of the second attack.
Whenever you gain an ability score, you may change your fighting style for another one of your choice.
Unarmored Defense[edit]
Also at 1st level, you have learned how to use your pure physical prowess to endure hits. While not wearing armor or wielding a shield, your AC is 10 + your Strength modifier + your Dexterity modifier.
Martial Arts[edit]
At 2nd level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Duelist levels, as shown in the Martial Arts column of the Duelist table.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or attack with a one handed weapon as a bonus action.
- Whenever you are wielding a weapon you are proficient in, you may use your martial arts damage die instead of the weapon damage die if you choose so.
Duelist Spectacles[edit]
At 2nd level, fighting for duelists is like a performance, with them having certain spectacles they can perform.
Spectacles. You learn two spectacles of your choice. You can only use one spectacle per attack. You can use more than one spectacle per turn, however you cannot use more than one spectacle on one attack. You gain two additional spectacles at 5th, 9th, 11th and 17th level.
Every time you gain a level in the Duelist class, you can change one spectacle you know for another you meet the requirements of.
Spectacle Dice. You have a number of spectacle dice equal to your duelist level, which are d6s. A spectacle dice is expended when you use it. You regain all expended spectacle dice when you finish a short or long rest. At 5th level, the dice becomes a d8. At 11th level, the dice becomes a d10. At 17th level, the dice becomes a d12.
Saving Throws. Some of your spectacles require your target to make saving throws against the spectacle’s effects. The saving throw DC is calculated as it follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Duel Style[edit]
At 3rd level, being a duelist, you have discovered a unique style that you have chosen to follow. You choose one of the styles detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 5th, 11th and 18th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 17th level.
Resistant[edit]
At 7th level, training your body has allowed yourself to become able to resist certain area effects. Choose one of the following ability scores to receive a benefit:
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Intelligence
- Intuition - Wisdom
- Repulsion - Charisma
You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can choose another saving throw at 20th level.
The Show Won’t Stop[edit]
At 9th level, even when you are at your worst, the show can’t stop. Whenever you roll initiative with 0 spectacle dice remaining, you regain a number of spectacle dice equal to your proficiency bonus.
At 17th level, you also gain the benefits of this feature if you start a combat with half your spectacle dice (rounded down) remaining.
Unbreakable[edit]
At 10th level, you can overcome obstacles with sheer force of will. Whenever you fail a saving throw, you can reroll the dice with a +5 bonus. You must use the new roll, even if it's a failure.
You can use this feature a number of times equal to your proficiency bonus before you need to take a long rest.
Fighter’s Spirit[edit]
At 13th level, you can go much beyond your limits just for a moment. On your turn, you can take one additional action.
You can use this feature an amount of times equal to half your proficiency bonus (rounded down), though only once per turn. You regain all uses after taking a long rest.
Improved Fighting Style[edit]
At 13th level, you have mastered your fighting style, creating a new personal improved version.
Perfected Blind Warrior. You have blindsight with a range in feet equal to 10 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Perfected Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and AC so long as you are not wearing Armor or wielding a Shield.
Perfected Dual Wielding. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. This attack is made with advantage.
Perfected Great Weapon Fighting. You add your proficiency bonus twice to damage rolls with Heavy melee Weapons.
Perfected Heavyweight Fighting. While you are wielding a heavy melee weapon, you gain a +2 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.
Perfected Improved Unarmored Defense. You gain a +2 bonus to your AC while not wearing any kind of armor or shield.
Perfected Lightfoot Fighter. While wielding a light melee weapon, you gain a +20 to your walking speed and do not take opportunity attacks from the two last creatures you attacked on your turn as long as it was made with a light weapon.
Perfected Protector. When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus +1 to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
Perfected Point Blank Shooter. When making a ranged attack with a ranged weapon while you are within 5 feet of a hostile creature, you cannot have disadvantage on the attack roll. Your ranged attacks with ranged weapons ignore half cover and three-quarters cover against targets within 60 feet of you.
Perfected Deadeye. You gain a +3 bonus to attack rolls you make with ranged weapons.
Perfected Sharpened Shot. When attacking with ranged weapons, you may add an additional damage die when calculating damage.
Perfected Two-Weapon Fighting. When you engage in two-weapon fighting with at least one single-handed ranged weapon, you can attack twice for the action cost of one attack with the ranged weapon.
Even if you change or gain a new fighting style, you can only have a single perfect fighting style. In the case you change, the improved fighting style will become the new one.
Spectacle Master[edit]
At 15th level, you always make a good show, no matter what. Whenever you roll a spectacle dice, you can treat a roll that was lower than your proficiency bonus as your proficiency bonus.
Perfect Combatant[edit]
Finally at 20th level, you have become a perfect combatant, utilizing your body to the maximum. Your Strength or Dexterity scores increase by 4, and their maximums increase to 24.
Additionally, you gain proficiency in a saving throw you are not proficient in.
Duelist Spectacles List[edit]
Novice Spectacles[edit]
- Block
Duration: Until the beginning of your next turn.
When a creature targets you with a weapon attack, you can spend 1 spectacle dice as a reaction. You add half of the result (rounded down, minimum of 1) to your Ac for the duration.
- Counter
Duration: Instantaneous
Whenever a creature misses a melee attack against you, as a reaction you can spend 1 spectacle dice to make a melee weapon attack against them. On a hit, they take additional damage equal to the result.
- Deafening Strike
Duration: Instantaneous
As part of hitting a melee weapon attack, you can spend 1 spectacle dice to force the target to make a Constitution saving throw. On a failure, they take additional damage equal to the result and are deafened until the beginning of your next turn. On a success, they take half as much damage and are not deafened.
- Disarming Attack
Duration: Instantaneous
When you hit a creature with a melee weapon attack, you can spend 1 spectacle dice to force them to make a Strength saving throw. On a failure, they drop one item that they’re currently holding of your choice on the ground at their feet.
- Opportunist
Duration: Instantaneous
When you make an opportunity attack with a melee weapon attack, you can spend 1 spectacle dice. You add half of the result (rounded down, minimum of 1) to the attack roll.
- Pushing Hit
Duration: Instantaneous
When you hit a creature with a melee weapon attack, you can spend 1 spectacle dice to force them to make a Strength saving throw. On a failure, they are pushed a number of feets equal to 5 times the result. On a success, they are pushed half as much. If they fail by 5 or more, they are pushed twice as much.
- Quick Sweep
Duration: Instantaneous
As a bonus action before making a melee weapon attack, you can spend 1 spectacle dice. On a hit, the target takes additional damage equal to the result and must make a Strength saving throw. On a failure, they are knocked prone.
- Devil Seducer
Prerequisites: Contract Collector Style
Duration: Instantaneous
As part of making a Charisma (Persuasion) check against a creature that you know is a Devil or Fiend, you can spend 1 spectacle dice to add the result to the total roll.
- Sprint
Prerequisites: Speedster Style
Duration: Instantaneous
You can take the dash or disengage action as a bonus action by spending 1 spectacle dice. If you hit a melee weapon attack after taking the dash action, it deals additional damage equal to the result.
If you already can take the dash or disengage action as a bonus action, by using this Spectacle you can take it as a free action instead.
- Kote Strike
Prerequisites: Traditionalist Style
Duration: Instantaneous
When making a melee weapon attack, you can spend 1 Spectacle Die to force a target to make a Strength saving throw. On a failure, the target takes additional damage equal to your Spectacle Dice. The target's weapon and unarmed attacks damage dice are reduced by 1 step until the beginning of your next turn. On a success, the target only takes additional damage equal to your Spectacle Dice.
If the target is using a modern weapon, they make their saving throw with disadvantage.
Adept Spectacles[edit]
- Attack Flurry
Prerequisites: 5th level
Duration: Instantaneous
When making the attack action, you may spend spectacle dice up to your proficiency bonus (minimum of 2) to make extra attacks for every 2 spectacle dice spent. For each extra attack made this way, your attack rolls will receive a -1 penalty.
- Brute Slam
Prerequisites: 5th level
Duration: Instantaneous
As an action, you can spend up to 2 spectacle dice (minimum of 1) and strike the ground at your feet, forcing all creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failure, they take one damage roll of your weapon or martial arts die + the result of your spectacle dice + your Strength modifier and are knocked prone. On a success, they take half as much damage and don't fall prone. Objects in this area take the maximum amount of damage.
The area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.
If you spend 2 spectacle dice on this spectacle, the objects take twice as much damage and this ignores Evasion if they fail by 5 or more.
- Disorienting Blow
Prerequisites: 5th level
Duration: Instantaneous
Once per turn when you hit a creature with a melee weapon attack, you can spend up to 2 spectacle dice (minimum of 1) to force them to make a Constitution saving throw. On a failure, the creature takes additional damage equal to your spectacle dice and has disadvantage on ability checks and attack rolls until the end of their turn. On a success, they take half as much damage and don’t have disadvantage.
If you spend 2 spectacle dice on this spectacle, this ignores Endurance if they fail by 5 or more.
- Heavy Strike
Prerequisites: 5th level
Duration: Instantaneous
As part of making a melee weapon attack, you can spend up to 2 spectacle dice (minimum of 1) to make said attack have disadvantage. On a hit, the creature takes damage equal to your spectacle dice times two.
If you spend 2 spectacle dice in this spectacle, the creature takes half as much damage on a miss unless they have Endurance.
- Last Minute Defense
Prerequisites: 5th level
Duration: Until the beginning of your next turn
As a reaction to an attack roll or saving throw targeting you while you’re wielding a melee weapon, you can spend up to 2 spectacle dice (minimum of 1). You gain a damage reduction to all damage but psychic equal to the result for the duration.
If you spend 2 spectacle dice in this spectacle, the damage reduction is increased by your proficiency bonus.
- Murderous Jump
Prerequisites: 5th level
Duration: Instantaneous
As an action for up to 2 spectacle dice (minimum of 1), you can make a running high jump without the need to run. If you fall on a creature, you can make a melee weapon attack against them. On a hit, they take additional damage from the amount of fall damage you would have taken (before any reductions) + your spectacle dice.
If you spend 2 spectacle dice on this spectacle, your jumping distance is doubled for its duration.
- Pocket Sand
Prerequisites: 5th level
Duration: Instantaneous
As a bonus action, you can spend up to 2 spectacle dice (minimum of 1) to attempt to blind a creature with debris. A creature you can see within 10 feet of you must make a Constitution saving throw. On a failure, they take piercing damage equal to the result and are blinded until the beginning of your next turn. On a success, they take half as much damage and are not blinded.
If you spent 2 spectacle dice on this Spectacle, if the creature fails by 5 or more they will be blinded for 1 minute instead, remaking the Constitution saving throw at the beginning of their turns to try to end the condition.
- Devil’s Strike
Prerequisites: Contract Collector, 5th level
Duration: Instantaneous
As part of making a melee weapon attack, you can spend up to 2 spectacle dice (minimum of 1) to make a Charisma (Persuasion) check against your devil. On a success, the devil aids you. On a hit, the attack will be considered magical and deal additional damage equal to your spectacle dice.
If you spent 2 spectacle dice on this spectacle, you’ll have advantage on the check.
- Uncontrollable Charge
Prerequisites: Speedster Style, 5th level
Duration: Instantaneous
As an action, you can spend up to 2 spectacle dice (minimum of 1) to move up to your walking speed, and choose any number of creatures that were within your reach for the move. Make one weapon attack, and compare it to the ACs of all of the creatures within the range. They take damage as normal if they would be hit, adding your spectacle dice to the total damage roll. A creature can take damage only once per use of this Spectacle.
If you spend 2 spectacle dice in this spectacle, the attack will have advantage if all creatures had passive perceptions lower than your spectacle dc. Also, your walking speed will be doubled for the purpose of this spectacle.
- Exploit Weakness
Prerequisites: Traditionalist Style, 5th level
Duration: 1 minute
As a bonus action, you can spend up to 2 spectacle dice (minimum of 1) to analyze an opponent’s weakness. A creature you can see within 15 feet of you must make a Charisma (Performance) check against your Spectacle dc. If they fail, your attacks score a critical on a 19-20 and deal additional damage equal to your spectacle dice against that creature for 1 minute.
If you spend 2 spectacle dice on this spectacle, the creature has disadvantage on the check.
Expert Spectacles[edit]
- Arm Break
Prerequisites: 11th level
Duration: Instantaneous
Once per turn as part of making a melee weapon attack, you can spend up to 3 spectacle dice (minimum of 1) to add immense force to the attack, trying to break the creature’s arm. On a hit, the creature takes additional damage equal to your spectacle dice, half of which (rounded down) also goes directly into one of their arms. If this reduces the arm’s hit points to 0, it instantly sends them to the broken state, unless it was going to be removed.
If you spend 3 spectacle dice on this spectacle, the creature’s arm takes the entire damage.
- Debilitating Strike
Prerequisites: 11th level
Duration: Instantaneous
Once per turn as part of making a melee weapon attack, you can spend up to 3 spectacle dice (minimum of 1) to aim it for the creature’s head. On a hit, the creature takes additional damage equal to 3 spectacle dice and must succeed a Constitution saving throw or be Confused until the beginning of your next turn.
If you spend 3 spectacle dice on this spectacle, in the case they fail by 5 or more, they are Confused by 1 minute instead, being able to remake the Constitution saving throw at the beginning of their turns to leave early.
- Deep Wound
Prerequisites: 11th level
Duration: Instantaneous
Whenever you hit a creature with a melee weapon that deals slashing or piercing damage, you can spend up to 3 spectacle dice (minimum of 1) to force them to make a Constitution saving throw. On a failure, they take your spectacle dice in additional damage and are now Bleeding. On a success, they take half as much additional damage and are not Bleeding.
If you spend 3 spectacle dice on this spectacle, in the case they fail by 5 or more this ignores Endurance.
- Knock Down
Prerequisites: 11th level
Duration: Instantaneous
Once per turn as part of making a melee weapon attack, you can spend up to 3 spectacle dice (minimum of 1) to knock a person to the ground. On a hit, the creature takes additional damage equal to your spectacle dice and must succeed a Strength saving throw or be knocked prone and have their movement speed reduced to 0 until the beginning of your next turn.
If you spend 3 spectacle dice on this spectacle, in the case they fail by 5 or more, the creature automatically fails Dexterity saving throws for the duration.
- Surprise Attack
Prerequisites: 11th level
Duration: Instantaneous
After taking the attack action and using all of your attacks against a single creature, you can spend up to 3 spectacle dice (minimum of 1) to make a surprise attack a few seconds later. When your turn ends, you can make a melee weapon attack with advantage against that creature at the beginning of the next turn in initiative. On a hit, they take additional damage equal to your spectacle dice.
Creatures that have already seen this Spectacle will not be attacked with advantage.
If you spend 3 spectacle dice on this spectacle, you can make two attacks, both with advantage.
- Perfect Block and Counter
Prerequisites: 11th level
Duration: Instantaneous
As a reaction to being targeted by a melee attack while holding a melee weapon, you can spend up to 3 spectacle dice (minimum of 1) to add your Dexterity modifier to your AC an additional time. If a creature misses you with the attack, you can immediately make a melee weapon attack roll against the creature. On a hit, they take additional damage equal to your spectacle dice.
If you spend 3 spectacle dice on this spectacle, your attack is made with advantage in case the creature misses.
- Whirlwind
Prerequisites: 11th level
Duration: Instantaneous
As an action, you can spend up to 3 spectacle dice (minimum of 1) to spin your body alongside your weapon, generating a great force of wind. Make a melee weapon attack roll. Compare that roll to all creatures’ AC of the creatures within 5 feet of you. If the attack is equal or lower, they take one damage roll of your weapon + your spectacle dice bludgeoning damage and are pushed 10 times the amount of dice spent back.
If you spend 3 spectacle dice on this spectacle, small or smaller sized creatures are pushed twice as much.
- Devil’s Aid
Prerequisites: Contract Collector, 11th level
Duration: Until the end of your turn
As part of making an ability check or saving throw, you can spend up to 3 spectacle dice (minimum of 1) to make a Charisma (Persuasion) check against your devil. On a success, the devil aids you. You add ¼ of the total result (rounded down) to the ability check.
If you spend 3 spectacle dice on this spectacle, you add half as much instead.
- Hole on the Defenses
Prerequisites: Traditionalist Style, 11th level
Duration: Until the end of your turn
As a bonus action, you can spend up to 3 spectacle dice (minimum of 1) to enhance your tactical skills, analyzing an enemy. Your critical hit radius is reduced by the amount of dice spent against one creature you can see within 10 feet of you for the duration.
If you spend 3 spectacle dice on this spectacle, on critical hits you deal one additional damage die.
- Instant Multi-Strike
Prerequisites: Speedster Style, 11th level
Duration: Instantaneous
When you take the attack action, you can spend up to 3 spectacle dice (minimum of 1) to replace an attack and flourish a melee weapon then vanish. Choose a number of targets up to the amount of dice spent that you can see within your walking speed range and make one melee weapon attack against each one.
On a hit, they take your one damage roll of your weapon + your spectacle dice.
You then appear in an unoccupied space of your choice you can see within 5 feet of one of the targets of this Spectacle.
If you spend 3 spectacle dice on this spectacle, if a target is hit they must succeed a Constitution saving throw or be blinded until the beginning of your next turn.
Master Spectacles[edit]
- Allied Tactics
Prerequisites: 17th level
Duration: 1 minute
As a bonus action for up to 4 spectacle dice (minimum of 1), you can choose a number of allied creatures up to your Charisma modifier (minimum of 1) to become completely connected to. For the duration, whenever one of these creatures hits an attack against a creature within your reach you can use your reaction to make a melee weapon attack against that creature that deals your spectacle dice in additional damage on a hit. If the attack was a critical, you can make two melee weapon attacks against that creature.
If you spend 4 spectacle dice on this spectacle, the amount of allies you can choose are doubled.
- Building Breaker
Prerequisites: 17th level
Duration: Instantaneous
As an action for up to 4 spectacle dice (minimum of 1), you can give an attack so powerful it might even be capable of destroying buildings. Make a melee weapon attack roll against an object or structure. On a hit, the object takes additional damage equal to your spectacle dice and the damage is multiplied by your Strength modifier (minimum of 1).
If you spend 4 spectacle dice on this spectacle, they take twice as much damage.
- Careless Assault
Prerequisites: 17th level
Duration: Until the end of your turn
As a bonus action, you can spend up to 4 spectacle dice (minimum of 1) to throw precision out of the window in exchange for extra attack power. All of your melee weapon attack rolls are made with advantage, however they deal half as much damage.
If you spend 4 spectacle dice on this spectacle, they also receive a +1 to hit.
- Clean Strike
Prerequisites: 17th level
Duration: Instantaneous
Once per round when you make a melee weapon attack, you can spend up to 4 spectacle dice (minimum of 1) to target one of the creature’s limbs. The attack roll penalty will be reduced by half (rounded up). On a hit, the creature takes additional damage equal to your spectacle dice and receives twice as much damage to the targeted limb.
If you spend 4 spectacle dice on this spectacle, the penalty is now reduced by half (rounded down).
- Executioner’s Blow
Prerequisites: 17th level
Duration: Instantaneous
Once per round as part of making a melee weapon attack against a creature below ¼ of their maximum hit points that is currently prone, you can spend up to 4 spectacle dice (minimum of 1) to deliver a finishing blow. On a hit, they take additional damage equal to your spectacle dice and must make a Constitution saving throw. On a failure, they are knocked unconscious. On a success, they are not knocked unconscious. If a creature has Endurance, they are incapacitated and their movement speed is reduced to 0 for 1 minute instead.
If you spend 4 spectacle dice on this spectacle, it ignores Endurance if the creature fails by 5 or more.
- Penetrate
Prerequisites: 17th level
Duration: Instantaneous
As part of making a melee weapon attack, you can spend up to 4 spectacle dice (minimum of 1) to focus on the opponent’s weak spots. On a hit, it deals additional damage equal to your spectacle dice and ignores the target’s damage reduction or threshold.
If you spend 4 spectacle dice on this spectacle, it also ignores resistance but not immunity.
- Perfect Redirection
Prerequisites: 17th level
Duration: Instantaneous
Whenever you are targeted by a line saving throw or a ranged attack while wielding a melee weapon, you can spend up to 4 spectacle dice (minimum of 1) to redirect it as a reaction. You reduce the total damage by the spectacle dice. If you reduce it to 0 or less, you may make a melee weapon attack roll against a creature within range. On a hit, they take additional damage equal to the saving throw or ranged attack’s damage.
If you spend 4 spectacle dice on this spectacle, the reduction is doubled.
- Devil’s Hunt
Prerequisite: Contract Collector, 17th level
Duration: 1 minute
As a bonus action for up to 4 spectacle dice (minimum of 1), you can fill your body with a devilish bloodlust that can only be filled by hunting down your target. You gain the Bloodlusted condition against a creature you can see, and you gain the following benefits against said target for the duration:
- You deal additional damage equal to a number of rolls of your spectacle dice you have spent.
- You have a +2 to attack rolls.
- Your critical hits deal one additional damage die.
To end this early, you can make a Wisdom saving throw against your Spectacle DC at the beginning of your turns, ending it early on a success.
If you spend 4 spectacle dice on this spectacle, you have a +3 to attack rolls and deal two additional damage die on criticals.
- Comet Velocity
Prerequisites: Speedster Style, 17th level
Duration: Until the end of your turn
As a bonus action, you can spend up to 4 spectacle dice (minimum of 1) to increase your speed to astronomical heights. Your walking speed increases by the amount of dice spent times your Dexterity score or the amount rolled (whichever is higher) times 5, and your attack rolls made against creatures which passive perception is lower than your Dexterity score or the amount rolled (whichever is higher) are made with advantage. On a hit, they take additional damage equal to the spectacle dice spent. Also, you take no opportunity attacks while moving in this manner.
If you spend 4 spectacle dice on this spectacle, if you hit above a creature’s AC by 2 or higher, the attack is considered a critical.
- Maximum Damage
Prerequisites: Traditionalist Style, 17th level
Duration: Instantaneous
As part of hitting a melee weapon attack against a creature, you can spend up to 4 spectacle dice (minimum of 1) to maximize the damage dealt to the creature. The attack’s damage is increased to its total damage + your spectacle dice.
If you spend 4 spectacle dice on this spectacle, your spectacle dice will also be maximized.
Duel Styles[edit]
Contract Collector[edit]
A contract collecter with his devil behind him, source [2] |
“The contract collectors are a unique type of Duelist, they search for contracts with devils that enhance their own fighting style. Essentially, they are very close with devils at least in battle.”
- Contract Affinity
You have an easier time to maintain multiple contracts at once. You now add your proficiency bonus when calculating your contract amount.
- Weapons’ Interest
At 3rd level, you have an easier time when making a contract to enhance or grant you a weapon. Whenever you make a contract that would either enhance your combat prowess with simple or martial weapons, or that would grant you a weapon, you count as having proficiency in the Persuasion skill for the check.
If you already had proficiency, you count as if you had expertise instead.
- Devil Fighter
At 5th level, you extract the maximum out of the combat enhancing contracts. Whenever you make a melee weapon attack with a weapon granted by one of your contracts or with a weapon that benefits from one of your contracts, you make said attack roll with advantage.
If you already had advantage for any kind of reason, you add your Charisma modifier (minimum of 1) to the attack roll.
- Quick Contract
At 11th level, you have learned how to utilize your contracts mid battle in a more efficient manner. As part of taking the attack action, you can replace one of your attacks with the use of one of your contracts.
- Devilish Tactics
At 18th level, your contracts with many devils made you learn some… rather inhumane tactics. Once per turn when you hit a creature that’s Bleeding, you can choose to make that attack a critical.
If this critical was made with a weapon created or enhanced by one of your contracts, you can roll a number of additional damage die on the critical equal to the devil’s Charisma modifier (minimum of 1).
Speedster[edit]
A speedster with her blades drawn out, source [3] |
“The Speedsters are Duelists who prefer to finish fights as quickly as possible, destroying their targets in the matter of seconds. Reports about them stated that when they move it appears as if a blur quickly passed by.”
- Always First
Speed has always played an important factor for you, with you never being last. You add your proficiency bonus to initiative rolls.
- Unarmored Movement
At 3rd level, your movement speed increases by 10 feet while you are not wearing armor or wielding a shield.
At 5th level, this bonus increases to 15 feet. To 20 feet at 9th, 25 feet at 13th and to 30 feet at 17th levels.
Also, at 9th level you gain the ability to move along vertical surfaces and across liquids on your turn without falling.
- Blitzer
At 5th level, while running, there’s not a single creature who can catch you. If you take the dash action, your movement triples instead of doubling.
Additionally, you don’t generate opportunity attacks while dashing.
- Unstoppable
At 11th level, you cannot be stopped by any means, as you need to go faster and faster. You have advantage on saving throws against being Grappled or Restrained. Also, anything that reduces your speed reduces it half as much(rounded down to the nearest 5) unless it reduces it to 0.
Additionally, you ignore difficult terrain while dashing.
- Untraceable Speed
At 18th level, not even devils can be compared to yourself when it comes to raw speed prowess. You have advantage on all Dexterity checks and saving throws and can now take the dash action as a bonus action.
Additionally, you gain one additional reaction.
Traditionalist[edit]
A traditionalist wielding a katana, source [4] |
“The Traditionalists are Duelists who fight with weapons from ancient times. They prefer to fight using old tactics, preserving them for future generations.”
- Old Fashioned
You have never taken a liking to modern weaponry, being much more old fashioned. Whenever you are attacking with a melee simple or martial weapon that is not a Bat or a Machete, you gain a +1 bonus to attack and damage rolls with it.
You only gain the benefits of your subclass features that involve wielding or attacking with weapons if they are “Old Fashioned” weapons.
- Fighting Knowledge
At 3rd level, you have more fighting knowledge than other duelists. You have additional Spectacle Dice equal to your proficiency bonus. Also, you gain one additional fighting style.
- Weapon Style
At 5th level, you have developed an affinity to a certain style of weapon. You must choose one of the following weapon styles:
Heavy. Whenever you hit a creature with a heavy weapon, you may add your ability modifier one additional time in the damage.
Light. Whenever you make an additional attack with two-weapon fighting, you add your Dexterity modifier to the attack roll.
Reach. Whenever you take the attack action while wielding a reach weapon, the first attack you make has its reach increased by 5 feet (10 feet of reach would become 15 feet).
Thrown. Whenever you make a ranged attack with a thrown weapon, your total range is doubled.
Versatile. Whenever you attack with a versatile weapon, you gain the benefits of the versatile weapon with or without wielding it with two hands.
Whenever you gain an ability score, you may change your weapon style.
- Traditional Spectacle
At 11th level, you are performing at your best when using old fashioned weapons. Whenever you roll a spectacle dice for a duelist spectacle that involves the use of weapons, you can roll two dice instead, picking the highest result.
- Master of Combat
At 18th level, you have reached the pinnacle of your old weapons, being able to fully utilize the teachings you follow. You can now pick one additional Weapon Style.
Additionally, you can benefit from multiple Improved Fighting styles.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Duelist class, you must meet these prerequisites: 13 or higher Strength or Dexterity score
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