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 fencer 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
6th +3 Posture Improvement
7th +3 Fencing Way Feature
8th +3 Ability Score Improvement
9th +4 Precision Bonus (+2)
10th +4 Mortal Strikes
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Recompose
14th +5 Fencing Way Feature
15th +5 Fencing Way Feature
16th +5 Ability Score Improvement
17th +6 Fencing Way Feature
18th +6 Precision Bonus (+4)
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 strike twice, rolling for the weapon's damage an additional time and adding both for the total. You can use this feature a number of times per long rest equal to your proficiency bonus.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. 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 bonus 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.
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons, and you gain an increase of 10 to the range of all ranged weapons.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die or attack roll 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 +1 to attack rolls with piercing weapons you are proficient with.

This bonus increases to +2 when you reach 9th level and to +4 when you reach 18th level.

Lightning Reflexes[edit]

At level 2, you learn that being nimble comes with an advantage. When being attacked, if the target misses, then 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 1 level (Levels go as follows: d6 to d8, d8 to d10, and so on. you may wish to refer to this page). 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 your melee attack roll. If the attack hits, any damage you cause further against the target is increased by an amount equal to your proficiency bonus. This effect lasts for 4 rounds.

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.

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.

Posture Improvement[edit]

At 6th you level gain advantage on initiative rolls. Additionally, as a reaction when you roll initiative you can adjust your posture, gaining a +2 bonus to a Saving Throw of your choosing until you finish a Long or Short Rest.

Fencing Way[edit]

One day you have to choose the path you'll trace with your Fencing abilities. At 7th level, 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 14th, 15th and 17th levels.

Mortal Strikes[edit]

From 10th level onwards, once per round, as an action you can make a Wisdom (insight) check with a DC equal to the AC of an enemy, if you succeed, the next attack you hit with that creature is considered critical.. This damage cannot be reduced, and after a creature is affected by this feature or if you fail at the Wisdom (Insight) check, it turns immune to it. You can use this ability a number of times equal to your proficiency bonus per long rest.

Recompose[edit]

At 13th level, you start to learn how to stop and think and try to change the way the fight goes. As a bonus action you may change your Posture and pick another Saving Throw in which to get your +2 bonus. Once per Long or Short rest, when you use this ability you may also gain Temporary Hit Points equal to your Fencer Level + your Constitution modifier.

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 Slashing Weapons you can deal Piercing Damage instead. You additionally gain the benefit of being able to used One-Handed weapon Features while wielding a Two-Handed Weapon.

Estoc

At level 14, your speed and taunting presence are overwhelming. If you move at least 10 feet in a straight line before taking the Attack action, you can make an extra attack as part of your action, not counted against your normal limit. As part of making this attack, you can cast Compelled Duel, using a versatile weapon as your spellcasting focus. The Saving Throw DC for this ability is 8 + Your Proficiency + Your Charisma Modifier. You can cast Compelled Duel this way once per Long or Short rest.

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 Piercing or Slashing damage. The number of creatures you can mark is equivalent to 1+ Your Charisma modifier per long rest.

Adrenaline Rush

At level 17, after you successfully hit a target with a melee weapon attack, you can leap boldly forwards with renewed impulse. You then gain the effects of the Haste spell for a number of rounds equal to your Charisma modifier. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Parrier[edit]

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

Deflector Blade

You have learned how to guide incoming attacks along the length of your blade to deflect them. 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 17

Absorption

Your long hours of practice have made you able to absorb incoming blows without being injured. 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

Further practice has made you adept at redirecting incoming attacks. 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 your proficiency bonus number of 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 it misses. Make an attack roll to hit with their weapon, which does normal damage.

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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