Fencer, Variant (5e Class)
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Creating a fencer
Dexterity should be your highest ability score followed by Intelligence and Strength.
As a Fencer you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple and Martial Melee Weapons which deal Piercing or Slashing damage
Saving Throws: Dexterity, Strength
Skills: Perception, Acrobatics, Athletics, Investigation, Persuasion, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor or (b) padded armor
- (a) rapier or (b) long sword
- (a) short sword or (b) 2 daggers
- (a) Explorer's pack or (b) dungeoneer's pack
|Attrition Bonus Dice||Features|
|1st||+2||N/A||Nimble Attack, Fighting Style|
|2nd||+2||N/A||Precision Bonus (+2)|
|3rd||+2||N/A||Weapon Expertise, Lunging Strikes|
|4th||+2||N/A||Ability Score Improvement|
|8th||+3||2||Ability Score Improvement|
|9th||+4||2||Precision Bonus (+4)|
|11th||+4||3||Extra Attack (3), Attrition Bonus (2)|
|12th||+4||3||Ability Score Improvement|
|13th||+5||3||Weapon Expertise (1d12)|
|15th||+5||4||Attrition Bonus (3)|
|16th||+5||4||Ability Score Improvement|
|18th||+6||4||Precision Bonus (+6)|
|19th||+6||5||Ability Score Improvement, Attrition Bonus (4)|
|20th||+6||5||Extra Attack (4)|
Starting at 1st level, you have trained yourself to make swift attacks. When wielding a weapon with only one hand, the first melee weapon attack you make each round strikes twice, adding a bonus die to its damage (if the attack has multiple damage dice, only add one). This bonus is applied after any additional dice for a critical hit. Rather than apply this bonus to the first attack you make, you may instead choose to attack another creature within 5 feet of you. If the attack would hit, it deals damage equal to the bonus damage.
You adopt a particular style of fighting as your speciality. 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.
- Defense: While wearing armour, you gain a +1 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.
- Mobility: When you attack a creature, you don't provoke opportunity attacks from it for the rest of the turn.
At 2nd level, you have trained yourself to attack with the precision of a surgeon. When attacking with a melee weapon that you are proficient with, you gain a bonus +2 attack rolls made with that weapon.
This bonus increases to +3 when you reach 9th level in this class, and to +4 when you reach 18th level in this class.
Starting at 3rd level, your expertise with your weapons improves their lethality. When making a melee weapon attack, you may replace the damage dice of that weapon with a d10 instead. Additionally, melee weapons you are proficient with are treated as if they have Finesse when you wield them. At 13th level, you can choose to apply both your Strength and Dexterity modifiers rather than only one to the damage of attacks made with a melee weapon you are proficient with.
Starting at 3rd level, you can attack with blinding speed. After moving at least 10 feet in a straight line before attacking you may use your bonus action to give the first attack you make a +3 bonus to hit. Until the start of your next turn after doing so, if you have moved at least 10 feet in a straight line before your last attack this round, you gain +1 bonus to hit.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class, and to four when you reach 20th level in this class.
At 6th level and again at 14th and 17th level, you can choose to gain one of the following:
- +5 ft. speed
- proficiency in one skill
- +1 to either STR, DEX, or INT. You can't increase an ability score above 20 using this feature.
At 7th level, you overwhelm your foes with a hail of blows. When you hit a melee attack against the same target consecutively, you add a number of bonus d6's to the damage dice of your weapon equal to the number of times you have hit that target with a maximum of 2 bonus dice. The maximum number of bonus dice increases by 1 at 11th, 14th, and 19th level. This bonus is applied after any additional dice for a critical hit. If you end your turn without attacking or attack another target, the bonus is lost.
At 10th level, you can observe your foes for weaknesses to exploit. Once per round when you make an attack, you can make an Intelligence check (investigation) with a DC equal to the AC of the target, if you succeed, you can double the number of dice added by Attrition Bonus on that attack (possibly exceeding the normal maximum). This bonus is applied after any additional dice for a critical hit.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Prerequisites. To qualify for multiclassing into the "old school" fencer class, you must meet these prerequisites: 13 DEX
Proficiencies. When you multiclass into the "old school" fencer class, you gain the following proficiencies: rapiers; light armor