Class: Duelist

*(Return To Class List)*

Dueling Styles:

* Arcane Duelist
* Captain Or Something (Out of combat DC Thing)
* Cunning Combatant
* Duel Wielder

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**Hit Points**

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***Hit Dice:** 1d10*

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***Hit Points at 1st Level:** 10+Constitution Modifier*

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***Hit Points at Higher Levels:** 1d10 (or 6) + Constitution Modifier*

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**Proficiencies**

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**Armor:** *Light Armor*

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 **Weapons:** Simple Weapons, Martial Weapons

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**Tools:** None

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**Saving Throws:** Dexterity and Charisma

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**Superior Stats:** Dexterity or Charisma

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**Skills:** 3 From, Acrobatics, Athletics, Deception, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth

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**Starting Equipment**

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You start with the following items, plus anything provided by your background.

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(A) Scale Mail or (B) Leather Armor

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(A) 2 Simple Weapons or (B) Martial Weapon

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(A) A Light Crossbow, 20 Bolts or (B) Short Bow, 20 Arrows

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(A) Dungeoneer’s pack or (B) Explorer’s pack

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*Uncommon magic Item*

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**Alternately, you may start with 4d4 x 10 Gp to buy and an uncommon magic item**

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*(Level 1)* **Strikes:**

When you make an attack and hit you can choose to Strike your opponent in a crucial spot causing all sorts of effects. You can only spend a strike once per round and regain all uses at the end of a short rest. Check the Duelist class table above for your known strikes and you're uses of strikes.

* **Advantageous Strike :** The damage you deal against an opponent hinders their ability to dodge. They gain a -2 to AC until the start of your next turn and the next attack against them gains advantage.
* **Arrogant Strike :** You can Strike with great power but leaving yourself open for attacks. The next attack against you gains advantage but you can roll one of the weapon's damage dice an additional time and add it as extra damage.
* **Defensive Strike :** When you damage your opponent you do so in a defensive manner. You gain an extra +2 AC until the start of your next turn and can spend your reaction to give a hitting attack disadvantage.
* **Paralyzing Strike :** When you damage your opponent you're targeting to hinder their movement. Once you hit you can expend a strike to lower the opponents movement by half and make them stumble, losing their reactions.
* **Patient Strike :** While striking you are patiently waiting for your opponent to make a move. If they make a weapon attack against you, you can use your reaction to make one weapon attack against them in return.
* **Piercing Strike :** Your weapon piercises a creature's body, breaking its defenses and hitting a target behind it. You target the weakest point of a creature allowing your weapon to hit a target 5ft behind it. (This can be behind the target to the left, middle or right)

*(Level 1)* **Quicken Combatant:**

* If you have any remaining movement you haven't spent you can choose to use it after a creature has ended its turn as a reaction.

*(Level 2)* **Advanced Technique:**

* You deal extra damage on all your weapon attacks. The extra damage you deal can be found on the Duelist class table and increases as you take levels in duelist. This bonus can only be applied to weapons with the Light, Finesse, Thrown, Ammunition, and Loading property.

*(Level 2)* **Priority:**

* You have advantage on initiative rolls.

*(Level 3)* **Dueling Styles:**

* At 3rd level, you choose a style of combat that shapes the techniques you use. Your choice of style grants you features at level 3 and again at levels 7, 13, and 17.

*(Level 4)* **Ability Score Improvement:**

* *When you reach 4th level, you can increase one ability score of your 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. If your DM allows the use of feats, you may instead take a feat.*

(Level 5) **Extra Attack:**

* *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 at levels 11.*

(Level 6) **Consecutive Strikes:**

* *If you hit a weapon attack your next attack gains an additional damage dice. This can stack to a maximum of 2 additional damage dice. If you fail to hit a attack against an opponent all additional damage dices are lost. In addition you loss all additional damage dice once you end your turn. This ability only applies to weapon attacks made with the attack action.*

*(Level 7)* **Dueling Styles:**

* At 7th level, you gain a *feature from your dueling style.*

*(Level 8)* ***Ability Score Improvement:***

* *When you reach 8th level, you can increase one ability score of your 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. If your DM allows the use of feats, you may instead take a feat.*

*(Level 9)* ***Fast Action:***

* *When you take the dash action you can make a single attack using your weapon.*

*(Level 9)* **Sheer Skill:**

* *You can pick two skills of your choice. When rolling skill checks for those skills you can never roll below a 8 and anything lower will be brought up to a 8.*

*(Level 10)* **Evasion:**

* Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 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.

*(Level 11)* **Extra Attack (2)**

* At 11th level, you can attack three times whenever you take the Attack action on your turn.

*(Level 12)* ***Ability Score Improvement:***

* *When you reach 12th level, you can increase one ability score of your 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. If your DM allows the use of feats, you may instead take a feat.*

*(Level 13)* ***Dueling Styles:***

* *At 13th level, you gain a feature from your dueling style.*

*(Level 14)* **Superior Movement:**

* You can no longer take fall damage. Along with this swimming and climbing no longer take extra movement.

*(Level 14)* **Sheer Skill Improvement:**

* *You can pick one more skill of your choice and add it to your* Sheer Skill ability.

*(Level 15)* **Advanced Reflexes:**

* You can spend half your regular movement to ignore opportunity attacks.

*(Level 16)* ***Ability Score Improvement:***

* *When you reach 16th level, you can increase one ability score of your 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. If your DM allows the use of feats, you may instead take a feat.*

*(Level 17)* ***Dueling Styles:***

* *At 17th level, you gain a feature from your dueling style.*

*(Level 18)* **Moment of Opportunity:**

* *If an enemy misses an attack against you, you can use your reaction to make an attack against them.*

*(Level 19)* ***Ability Score Improvement:***

* *When you reach 19th level, you can increase one ability score of your 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. If your DM allows the use of feats, you may instead take a feat.*

*(Level 20)* **Superior Strikes:**

* Once per turn you can use one of your strikes without expending a strike point. Also you can now apply strikes on all attacks you make but you can't use the same strike you already used that round.