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Fighter Archetype - Duelist

Connorsrpg

Adventurer
Here is one archetype I have been working on.

Yes, it did appear as a link on this thread: http://www.enworld.org/forum/showthread.php?452131-5-Fighter-Archetypes&p=6621102#post6621102.

I am posting here b/c:

1. It was a link (and I have learnt not a lot of people follow those ;)).
2. It was alongside 4 other archetypes, making specific feedback hard to sift through.
3. I have altered some of these archetypes since gaining some feedback.
4. That thread devolved into an analysis on 'my style of gaming' and 'what 5E is or is not about'.

Given there has been the big discussion re fighter archetypes (http://www.enworld.org/forum/showth...mments-on-Fighter-Subclasses-Lacking-Identity), hopefully now there is wider recognition that the fighter 'archetypes' are rules-based. I don't mind this, but i also don't mind more concept-based PCs. I think there is room for both, and even archetypes that combine the two.

I have developed 5 subclasses. Some rely on mechanics similar to or as complicated as the Battlemaster (on purpose). This is one of those - the Duelist. It is a combination of mechanic and concept. Very similar to the battlemaster, but removes the dice rolling aspect and plays off other attributes.

Please read. Specific feedback (other than "you can do this with a battlemaster" to which I refer you to the links above) welcome. Thanks.

Edits made 9th & 10th Dec, 2015

DUELIST

Whereas the blade dancer is a flurry of movement in a battle, the duelist is a lightly armored fighter that maintains composure, form and balance. Stances and precise attacks are the duelist's forte. You may refer to yourself as a duelist or fencer or as a member of a particular fighting academy.

The feats Defensive Duelist, Dual Wielder and Mobile are popular with duelists.

A duelist uses a mechanic similar to the monk's ki feature, but instead uses Panache Points. Many techniques are similar to the Battle Master's maneuvers, but the mechanics used for accessing and using them is simpler. Instead of rolling extra dice, the duelist plays off their proficiency bonus or secondary ability modifiers. The duelist typically has fewer maneuvers, but more opportunities to use their signature moves.

PANACHE
Starting at 3rd level, you can tap into a pool of Panache Points that allow you to perform daring feats and employ specific combat moves called techniques. Techniques chosen could be used to reflect individual styles taught at fighting academies.

You begin with 4 panache points. You gain a another 2 panache points at 7th, 10th, 15th and 18th level. This pool of panache replenishes after you take a short or long rest.

You can spend these points to initiate various panache features called techniques. You cannot spend panache points to perform techniques if you are wearing heavy armor or wielding a shield (though you may use a buckler), or encumbered in any way.

You start knowing 3 techniques at 3rd level, chosen from the following:

TECHNIQUES
Canny Defense. Whilst you have at least one panache point, your AC equals 10 (or the value of your light armor) + your Dexterity modifier + your Intelligence modifier. You cannot wield shields with this class feature, though bucklers are allowed (if you have them in your game). This counts as a version of Unarmored Defense.
Composure. You add your Charisma bonus to Initiative rolls. In addition, when attacking a creature with a weapon with the finesse or light property in the first round of combat and you have a higher initiative roll than the target, you can spend a panache point to gain advantage on the first attack roll you make that turn.
Deadly Precision. As long as you have at least one panache point, you score critical hit on a roll of 19 or 20 when wielding weapons with the finesse or light properties. This was removed from a general 3rd level feature. Now it must be chosen and requires having a PP pool).
Deft. You can spend a panache point to take the Dash, Disengage, or Dodge action as a bonus action on your turn.
Reflex Parry. When another creature damages you with a melee attack, you can use your reaction and expend one panache point to reduce the damage by a number equal to your Initiative modifier.
Riposte. When a creature misses you with a melee attack roll, you can spend 1 panache point and use your reaction to make a melee weapon attack against that creature. If you hit, you add your proficiency bonus to the damage. You must be able to reach the target to use this technique.
Unexpected Strike. When wielding a light weapon in your off-hand, you can spend a panache point to make an attack with this weapon as part of a regular Attack action. All normal rules for fighting with two weapons apply (such as not gaining ability bonuses to damage). This can be combined with the ability to use a bonus action with your off-hand weapon.

IMPROVED CRITICAL
Also when you choose this archetype at 3rd level, your attacks with weapons that have the finesse and light qualities gain the Disarm property if they do not already have it. (See the En5ider article As Good As His Blade for the disarm property). (Removed crits on a 19-20 with all finesse or light weapons - actually it is a technique that can be chosen now.

CONFIDENCE
Beginning at 7th level, you can spend 2 panache points to gain advantage on any Intelligence, Wisdom or Charisma saving throw or any Charisma ability check. Added INT and WIS to this feature. Removed adding CHA to panache pool and pool replenishing on a crit.

ADDITIONAL FIGHTING STYLE & ADVANCED TECHNIQUES
At 10th level, you can choose a second option from the Fighting Style class feature or you can choose 2 advanced techniques from the list below. (You may also choose from the techniques gained at 3rd level if you wish). (Added the choice here - removed the combo idea.)
ADVANCED TECHNIQUES
Advanced Dueling. You can spend one panache point to add half of your proficiency bonus to the damage dealt for all melee weapon attacks made this round with weapons from the Short Blades Weapon Group. (This damage stacks with the Dueling Fighting Style if you have chosen that). (We use weapon groups in our game. For others just apply this to blades with the light or finesse quality).
Deadly Deflection. If an enemy within 5 feet of you misses you with a melee weapon attack, you can spend one panache point and your reaction to make them reroll their attack against any other creature of your choice within 5 feet of the enemy re-rolling the attack.
Defensive Fighter. As long as you have at least 1 panache point in your pool, all light and finesse weapons you wield gain the defensive property. (Their bonus does not increase if they already have this property). Furthermore, you do not lose the bonus gained from weapons with the defensive property when you attack with them. (See the En5ider article As Good As His Blade for the defensive property).
Feint. You can expend one panache point and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as the target. You have advantage on your next attack roll this turn against that creature. If the attack hits you add your proficiency bonus to your damage roll and the next attack made by another creature versus the target also has advantage on the attack roll. This advantage is lost if no other creature has attacked the target by the start of your next turn.
Painful Strike. When you hit with a weapon attack that deals piercing damage, you can spend one panache point to attempt to stun the target. The target must make a Constitution saving throw or be stunned until the end of your next turn. (The DC for this save = 8 + your proficiency bonus + your Dexterity modifier).
Sure Strike. On your turn, you can spend one panache point and use a bonus action to add double your proficiency bonus or your Dexterity modifier (in place of using it once) to one attack roll when using a finesse weapon.

MASTER TECHNIQUES
At 15th level, you can choose a second (or third) option from the Fighting Style class feature or you can choose 2 techniques from the following master techniques or any technique from earlier levels: (Added the choice here)
MASTER TECHNIQUES
Crippling Strike. When you score a hit with a finesse weapon, you can spend one panache point to deal a partial critical. (This feature relies upon our House Rule Critical Charts. It basically means you could increase damage and determines a hit location. Ignore for most games or just penalise the target 10 feet of movement until the start of the duelist's next turn).
Daring-Do. You can spend one point of panache to gain advantage on one Dexterity (Acrobatics), Dexterity (Quickness) or Strength (Athletics) roll.
Difficult Target. As long as you have at least 1 panache point in your pool, you gain the benefits of the Evasion feature (as the monk ability, PHB p79). You also gain the Deflect Missile feature (as the monk ability, PHB p78), but you must be wielding a weapon with the defensive quality and spend a panache point to use this feature. You cannot catch the missile if you reduce the damage to 0 hit points, but you can spend another panache point to redirect the attack at a target within 5 feet of you. You make an attack roll as if you were using the weapon you used to deflect the missile. The damage from the original attack is now applied to the new target.
Ultimate Dueling. You can spend one panache point to add your proficiency bonus to the damage dealt for all melee weapon attacks made this round with weapons from the Short Blades Weapon Group. (You must have the Advanced Duelling technique to gain and use this technique).

ELUSIVE
At 18th level you gain the elusive feature, as the rogue ability, (PHB p96).
 
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[MENTION=57845]AverageCitizen[/MENTION]. Oh, you are so right. ;) That is why I had to put these out there individually. On its own there is nothing to enforce this is there? Thanks for picking up.

Further clarification. On our Fighter Page, I have a feature called Canny Defense that allows you to add Intelligence to AC (like other Unarmed Defenses).

That feature got most of the attention initially and I don't think many people read further, hence the separate threads for each archetype.

So, this mechanic is likely to be taken by Duelists, but is not necessary, and therefore currently (as you pointed out), there is not much limiting armor, other that using the Deft technique.

What do people think. Should Deulist maneuvers be restricted somewhat? egs: when in heavy armor you:
1. Cannot perform duelist maneuvers.
2. Suffer disadvantage on duelist maneuvers
3. Do not get to add Proficiency bonus.
4. Or just single out some maneuvers like Deft above? Others would certainly include Elusive, Daring-Do, Difficult Target.

I think you are right - there needs to be something to support this idea. I don't want to go too far, as I picture many swashbuckler types with breatplates etc. There is also the the fact that many techniques require light/finesse weapons. Not many fighters that use finesse weapons deck themselves in heavy armor (as they lose Dex bonus to AC obviously).

OR

Do, I simply need to reword that phrase referring to lightly armored. And/or expand to state it is more about being a weapon expert.
 
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I'm facing the same problem with this that I see a lot with archetypes: When writing homebrew for 5e, you want it to be as streamlined, concise, and straightforward as possible. Not only that, but this gets way too much as an archetype. If you added in a few more features, this could make its own class.
 

Too much, how so? You don't get ALL of those features. It is more like the Battle Master - you need to choose your maneuvers. I am pretty sure it ends up with less than the BM in total, but more specific in focus.
 

Well, unless I missed something, this archetype gets the benefits of both the Champion and the Battlemaster. At level 3, Improved Critical AND the new maneuvers from Panache?

On top of that, it happens again at level 10 with gaining a second fighting style and additional maneuvers.

Seems way too much.
 

3rd Level Comparison

[MENTION=6762655]transcendantviewer[/MENTION] & [MENTION=6801700]UnadvisedGoose445[/MENTION] (what a name ;)), thanks for taking a look. I am more than willing to adjust things here to make this a viable and hopefully fun subclass. Thanks for your input. Specifics help. Yes, I have combined a little of the Chamion options and Battle Master here, but there are also restrictions and a a lesser amount of powers/options.

For eg: Level 3. This is the main combo, but if you line it up vs the 2 subclasses mentioned, is it really too much? The champion gets imp crits on all weapons; the duelist only with weapons that have finesse & light properties, which of course, generally do not deal high damage ranges.

The duelist also gets 2 panache points to spend on 2 maneuvers. Some of these maneuvers allow to add CHA (+1 to +4, but not likely to be main stat for one maneuver) mod or Prof bonus (+2 at this stage).

A battle master gets 4 superiority dice (twice as many) to spend on 3 maneuvers (1 more). These add +1d8 (ave of +4, double the prof bonus above. Also, these maneuvers pretty much always add this to damage as well as do something else).

BM also get 'Student of War', which doesn't really add power, but it is something else.

When directly compared, I actually felt they stack up. Not to forget what can actually be achieved with the techniques vs maneuvers - the techniques don't get an average of +4 damage AND an effect. I was actually worried they were a little under-powered.

How do people feel with this direct comparison. Any holes still in it?
 
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10th level comparison

@10th level, yep, the duelist might have the champion covered, but really its choice of fighting style is limited. And adding a further technique simply adds another option to spend their panache points on. Is this a huge leap? Champions have these benefits with a larger variety of weapons and esp those that deal a lot of damage.

I could state simply choose a fighting style OR 2 techniques, but I did not think combining was too beneficial.

At this stage a duelist has 6 panache points (could be more with current 7th level feature, but see post below); knows 4 techniques (or 3 with a 2nd fighting style); proficiency bonus is +4, CHA might be up around that too.

A BM has 5 superiority dice; knows 7 maneuvers; adds ave of +5 dam (1d10) as well extra effects of maneuvers.
 
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7th level feature

It was actually the 7th level feature that I was worried about.

I have a feeling, even though I love the idea of it, that I should remove the adding CHA bonus to Panache Points. This could be a big bonus, or not enough for those without CHA. Meaning too swingy?

Furthermore, 7th level should not really be about combat. Adding to panache pool, certainly improves combat capabilities.

Would it help to remove this part of the 7th level feature? There are actually 3 benefits there anyway.
 

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