Fencer (5e Class)

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Fencer[edit]

This is a reimagined version of Fencer with some new flavors and adjustments for simple but fun play.

Creating a fencer[edit]

How did your character come to specialize in fencing? Were they taught by a school? Was it something they learned on their own? Are they a competitive duelist or a mercenary for hire? How did they come to start adventuring? Were they cast away from their family? Did they grow weary of living within the predictable boundaries of competition?

Quick Build

You can make a fencer quickly by following these suggestions. First, dexterity should be your highest ability score, followed by constitution. Second, choose the noble or the soldier background. Third, choose leather armor, a rapier, 2 daggers, and an explorer's pack as your starting equipment.

Class Features

As a Fencer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Fencer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fencer level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose 2 from Acrobatics, Athletics, Investigation, Perception, Persuasion, and Stealth

Equipment

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

Table: The Fencer

Level Proficiency
Bonus
Features
1st +2 Nimble Attack, Fighting Style
2nd +2 Precision Bonus (+2), Lightning Reflexes
3rd +2 Weapon Expertise (1x), Lunging Strike
4th +2 Ability Score Improvement
5th +3 Extra Attack, Attrition Bonus
6th +3 Posture Improvement
7th +3 Fencing Way Feature
8th +3 Ability Score Improvement
9th +4 Precision Bonus (+4)
10th +4 Mortal Strikes
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Weapon Expertise (2x)
14th +5 Fencing Way Feature
15th +5 Fencing Way Feature
16th +5 Ability Score Improvement
17th +6 Fencing Way Feature
18th +6 Precision Bonus (+6)
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Nimble Attack[edit]

Starting at 1st level, attacks you make with your first attack action each round may strikes twice, dealing its damage twice. Roll only once for the attack roll but roll damage separately. You can use this feature twice per long rest.

Fighting Style[edit]

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.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Weapon and Shield: While armed with both a one handed or versatile melee weapon and a shield, you gain +1 bonus to damage rolls made with the weapon and +1 to AC against Melee attacks.

Precision Bonus[edit]

From 2nd level onwards, you gain a +2 to attack rolls with piercing weapons you are proficient with.

This bonus increases to +3 when you reach 9th level in this class, and to +5 when you reach 18th level in this class.

Lightning Reflexes[edit]

At level 2, you learn that being nimble comes with an advantage. When being attacked, if target misses you may use your reaction to make a melee weapon attack against the attacker.

Weapon Expertise[edit]

Starting at 3rd level, upgrade the damage dice of weapons you are proficient with by 2 levels (Levels go as follows: d6 to d8, d8 to d10, and so on. you may wish to refer to this page). Upgrade the damage dice twice more at 13th level. If you are proficient in a melee weapon, treat it as if it has Finesse if it doesn't already have it whilst you wield it.

Lunging Strike[edit]

Starting at 3rd level, you make a strike at blinding speed. Moving at least 10 feet in a straight line increases your accuracy, adding +3 to all attack rolls and increases damage target takes for 30 seconds by +3 from all sources. This counts as the first attack of Nimble Attack.

Extra Attack[edit]

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.

Attrition Bonus[edit]

At 5th level, you gain additional damage bonus of 1 damage for each attack that hits after the first (stacks up to +4). After your 5th hit, you may perform a Mighty Lunge as a bonus action against any target within 10 feet. Causing you to move next to the target and a Lunging Strike to trigger, regardless of distance traveled. Causing normal effects as if you were wielding a piercing weapon, but if wielding a piercing weapon, the effect is doubled. Additionally, all bonus damage gained from this ability is transferred to the target affected by Lunging Strike.

Posture Improvement[edit]

At 6th level you can choose to gain one of the following:

  • Gain immunity to one condition of your choice
  • Gain advantage on one saving throw type of your choice
  • Gain advantage on initiative rolls

Fencing Way[edit]

One day you have to choose the path you'll trace with your Fencing abillities. At level 7, choose between the Penetrator and the Parrier Fencing Ways. You'll find the features for both at the end of the class. You gain other features at level 14, 15 and 17.

Mortal Strikes[edit]

From 10th level onwards, once per round you can make a Wisdom check (insight) with a DC equal to the AC of an enemy, if you succeed, you can add a number of that creature's hit dice (maximum 15 stacks) to the damage of an attack made against that same enemy. This damage cannot be reduced, and after a creature is affected by this feature, it turns immune to it.

Ability Score Increase[edit]

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.

Fencing Ways[edit]

Penetrator[edit]

The penetrator is a fencer who is tired of using only Rapiers, then he learned a way to use other weapons as piercing weapons and how to fence with two-handed weapons

Piercing Weapons

At level 7, you discover a better way to use swords. When you deal damage with Longswords or Shortswords you can deal Piercing Damage instead. You also gain benefit that say you need only one weapon in one hand while wielding a weapon with both hands.

Estoc

At level 14, when you run a straigth up 10 ft line you gain an extra especial attack. This attack can only be applied you are wielding a weapon with both hands. You also can now cast Compelled Duel without needing components once per long rest. You Saving Throw DC is 8 + Your Proficiency + Your Inteligence Modifier

Deep Wounds

At level 15, when you hit a target with a two-handed piercing weapon, you may choose to carve a wound mark at the enemy. Every time that you hit the marked target, you deal an extra 1d10 of bleeding damage. The number of creatures you can mark is equivalent to 1+your inteligence modifier.

Concussion Strike

At level 17, you may use your bonus action to shove the enemy with the grapple of your weapon if you hit your last weapon attack at the same creature. If the target is hit, it takes 1d4 of bludgeoning damage and must do a Dexterity test against you Inteligence DC. If the target fails it is shoved 5ft. You may also stun the target, although you can only do it a certain amount of times, equal to your Inteligence Modifier.

Parrier[edit]

You learned how to be unharmed in a formal combat, in a way that your equilibrum turned into your best defense method.

Deflector Blade

You use you fuel weapon in a way that incoming attacks are guided by your blade. At level 7 you gain +1 AC while holding one weapon in one hand and nothing in the other. This increase to +2 at level 16

Absorption

You start avoiding being hurt when hit, leaving just nothing but scratches at your body. At level 14 as a bonus action, you may gain 20% of your total health as Temporary hit-points. You can only use this feature one time per Long Rest.

Duel Tactics

You guide a blade that could be directed to your heart, direct to the ground. At level 15, you can use your reaction to when be hit, make the attacker miss even if the attack is critical. You can use this feature three times per long rest.

Right Back to Your Face!

When an attack misses you, you may redirect it at the attacker as a reaction. At level 17, you can hit a attacker with it's own attacks when he misses. The redirection always hit, and does the same damage it would normally.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the fencer class, you must meet these prerequisites: 13 DEX or 13 STR

Proficiencies. When you multiclass into the fencer class, you gain the following proficiencies: rapiers; light armor


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