Heavy Duelist (5e Subclass)
From D&D Wiki
Heavy Duelist[edit]
Fighter Subclass
In the various courts and castles of intrigue across any land, there are liable to be at least few nobles that make a sport out of dueling each other with fine weapons in minimal armor. You are not their peer. You take such contests of skill as serious business and train yourself to counter them, perhaps to the detriment of other modes of combat. Unlike such amateur fops, your muscles have been hardened and joints loosened for an ideal combination of grace and power while wielding far greater weapons than they could lift and armor that offers as much protection as you can get without sacrificing your movement. You don’t even need to bother learning any fancy techniques to distract you from more consistent power. And yet your journey toward the pinnacle of martial mastery has only just begun for you have only just begun to bloom your potential.
- Bonus Proficiencies
Starting at 3rd level, you have proficiency in the Athletics or Acrobatics skill and Dexterity saving throws. If you are already proficient in both skills, you can add double your proficiency bonus to checks you make with one of them.
- Force and Finesse
Starting at 3rd level, you discover a happy medium between the overbearing but slow strikes of heavy shells and weaponry and nimble but dangerous dodges of light arms and armor. Just use the best of both!
All melee weapons you wield have the Light and Finesse property. You can add your full Dexterity modifier to the AC of any medium armor you wear instead of a maximum of 2. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Triathlete
Starting at 7th level, your mobility options expand the dimensions you can operate in.
Your movement speed increases by 10 feet and you gain a climbing and swimming speed equal to your walking speed. Difficult terrain also only reduces your movement speed by a third, so moving 2 feet in difficult terrain costs 3 feet of speed instead of 1 foot costing 2 feet.
If you already have a climbing speed, you gain advantage on Strength (Athletics) checks while climbing. If you already have a swimming speed, you gain advantage on Dexterity (Acrobatics) checks while swimming.
- Push and Pull
Starting at 11th level, you can count on your agility to reinforce your strength, and vice-versa, when one method fails.
Whenever you make an attack of opportunity, you can add a bonus equal to your Dexterity modifier to the attack roll and the damage roll if the attack is successful (minimum of 0). When you make a Strength saving throw, you can add a bonus equal to your Dexterity modifier to the saving throw (minimum of 0).
Whenever a creature makes an attack of opportunity against you, you can reduce their attack roll by your Strength modifier and reduce the damage you take from the attack by the same amount if it is successful (minimum of 0). When you make a Strength saving throw, you can add a bonus equal to your Strength modifier to the saving throw (minimum of 0).
- Infallible
Starting at 15th level, your balanced musculature lets you completely avoid falls and follies.
Whenever you make a Strength (Athletics) check, you can add a bonus equal to your Dexterity modifier to the ability check (minimum of 0). When you are subjected to an effect that allows you to make a Strength saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Your maximum Strength score increases by 2, to a maximum of 30.
Whenever you make a Dexterity (Acrobatics) check, you can add a bonus equal to your Strength modifier to the ability check (minimum of 0). When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Your maximum Dexterity score increases by 2, to a maximum of 30.
- Perfect Form
Starting at 18th level, you marry your dual gifts into a glorious union of unstoppable offense and impenetrable defense in dueling. Whenever you make an attack with a Finesse weapon, you can use your combined Strength and Dexterity modifiers for your attack and damage rolls. As long as you are not wearing heavy armor or using a shield, you can add your Strength modifier to your AC and initiative rolls. You can also add your Dexterity score to your long jump distance and your Dexterity modifier to your high jump height.
Back to Main Page → 5e Homebrew → Character Options → Subclasses