Difference between revisions of "Fencer (5A)"

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'''En Garde:
 
'''En Garde:
When wielding a one-handed weapon with one hand not wielding a melee weapon, you gain a +2 bonus to AC.  
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When not wielding a shield and armed with a single melee weapon that lacks the two-handed or versatile properties, you gain a +2 bonus to AC.
  
 
=== Bonetti  ===
 
=== Bonetti  ===

Revision as of 13:30, 9 November 2023

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Starfox's 5th Edition Fan Page

Inigo Montoya: You are using Bonetti's Defense against me, ah?
Man in Black: I thought it fitting considering the rocky terrain.
Inigo Montoya: Naturally, you must expect me to attack with Capo Ferro?
Man in Black: Naturally, but I find that Thibault cancels out Capo Ferro. Don't you?
Inigo Montoya: Unless the enemy has studied his Agrippa... which I have!

Man in Black and Inigo Montoya, Princess Bride (1987).

Fencers represent the pinnacle of elegant swordplay. They move with a grace unmatched by most, parrying blows and countering attacks with swift thrusts of their blades. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with thrusts of the blade. Fencers fight using geometry. Judging distance, viewing the patterns of the battlefield, and controlling distance is essential in fencing. Fencers mainly as a line along which both opponents move, but circular geometric patterns are also used.

Class Profile

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Nature, Insight, Intimidation, Perception, and Persuasion

Equipment

(a) a rapier or (b) scimitar, or (c) shortsword
(a) three daggers or (b) scimitar, or (c) shortsword
(a) a light crossbow and 20 bolts or (b) a pistol and 5 shots
(a) a dungeoneer's pack or (b) an explorer's pack

Alternatively you can start with 3d4 x 10 gp or 75 gp.

Multiclassing

You must have a Strength or Dexterity of 13 to multiclass into or out of this class.

Multiclassing into the class gives you proficiency with simple weapons, and the rapier, scimitar, and shortsword.

Fencer multiclassing gives no spellcasing progression, or one-third progression if you have a subclass with spell progression such as the Eldritch Knight.

Fighter Table

Level Proficiency
Bonus
Features
1st +2 Guard, Precision
2nd +2 Fencing school, Parry
3rd +2 Subclass
4th +2 Ability Score Improvement
5th +3 Extra Attack (x1)
6th +3 Aggressive Defense
7th +3 Subclass feature
8th +3 Ability Score Improvement
9th +4 Fencing school (x2)
10th +4 Martial Archetype feature
11th +4 Extra Attack (x2)
12th +4 Ability Score Improvement
13th +5 Fencing school (x3)
14th +5 Ability Score Improvement
15th +5 Subclass feature
16th +5 Ability Score Improvement
17th +6 Fencing school (x4)
18th +6 Subclass feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (x3), Fencing school (x5)

Class Features

As a fighter, you gain the following class features.

Guard

When wearing no armor and not wielding a shield you add your Proficiency Bonus to your armor class.

Parry

A fencer learns to parry the melee attacks of other creatures. To parry an attack, the fencer makes an attack roll. If this roll is greater than the attack roll of the attacking creature, the parry succeeds and the original attack misses.

Precision

When wielding a rapier, scimitar, or short sword, add +2 to your damage.

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 to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Aggressive Defense

When taking the Dodge action, you can make a single melee attack.

Fencing Schools

These are the fighting schools available to fencers. Each has requirements for use, along with a series of abilities as the fencer advances in level. See the fencing school class feature.

Agrippa

This school has an easy and relaxed style, using a one-handed weapon to attack and parry while keeping one hand free for tricks, feints, and flourishes. The free hand is often used to hold a cloak, hat, or other accessory that is further used to distract the opponent. See Camillio Agrippa and Bolongese Swordsmanship @ Wikipedia.

En Garde: When not wielding a shield and armed with a single melee weapon that lacks the two-handed or versatile properties, you gain a +2 bonus to AC.

Bonetti

A school based on evasion, positioning, and always keeping your options open, the Bonetti school views the battle as a round stage as opposed to the more linear approach of most styles. As a result, Bonetti fencers move sideways more than back and forward and need more space to excel. See Destreza @ Wikipedia.

Sidestep: As a reaction, you must move 5 feet. This movement can trigger attacks of opportunity. After doing this (and surviving any attacks of opportunity), you gain the benefit of the Dodge action until the start of your next turn.

Capo Ferro

In many ways the "standard" fencing school, Capo Ferro focuses on attack speed and devastating thrusts. See Ridolfo Capo Ferro @ Wikipedia.

Fleche: Your reach increases by 5 feet. You can combine several attacks into one. When you hit with a melee attack, you can forego any additional attacks you can make this round and add the damage dice of those attacks to the damage of the attack you just made. This is particularly devastating on a critical hit.

Ghisliero

The Ghisliero or concentric school views the battlefield as a series of concentric circles around the fencer. It focuses on situation awareness and combating many opponents simultaneously. See Frederico Ghisliero @ Wikipedia.

Impenetrable Defense: Opponents cannot attack you with advantage. If enemies would have advantage and also has disadvantage, the two still cancel each other out.

Grazzi

This school claims to be universal, a combat technique applicable to all melee weapons. It is less aristocratic than many other styles. Grazzi relies on strength rather than the lunge. See Giacomo di Grassi @ Wikipedia.

You can use fencing with any melee weapon.

Hard Knocks

The school of life teaches harsh tricks focused on street survival. See savate @ wikipedia for a tradition developed from street-fighting roots.

Dirty Fighting: You can make a Grab or Shove as a bonus action. Your unarmed attacks do 1d4 damage. You are proficient with improvised weapons.

Marozzo

A old style focusing on two-weapon fighting, Marozzo is considered something of a dead end by fencers wishing to study multiple schools, but offers great rewards to the dedicated student. See Achille Marozzo @ Wikipedia.

Case of Weapons:

  • You can draw or sheathe two melee weapons each turn.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Academic Fencing

This is both a fighting style and a sport popular at universities. Academic fencers often have facial scars that they show off with pride. The school focuses on facing peril unflinchingly and sudden moves at the opportune time to score a hit, break through a line, or steal a flag. See academic fencing @ Wikipedia.

Mensur: You are immune to the Frightened condition.

Military

This is a school taught in the military, that incorporates more armor and basic fighting drill. It is seen as rigid and dull by civilian fencers, but the combination of canny defense and heavy armor can become nigh invulnerable. Military fencers usually put more emphasis on Strength than Dexterity.

Armor Training You gain proficiency in medium and heavy armor.

Panzerfaust

Panzerfaust is a fencing style incorporating the gauntlet. The gauntlet is worn on the off-hand and used defensively, like a buckler, and to grab the opponent's weapon in weapon bind and disarm maneuvers.

Steel Grip: You can use the panzerfaust, an armored gauntlet. This can attack as Brass Knuckles, but the main use is defensive. You gain a +1 bonus to AC, and when an opponent misses you with a melee attack, you can catch a hold of his weapon. The opponent must make a Strength save with a DC of 8 + your Proficiency Bonus + your Dexterity modifier. On a failure they cannot use their weapon until the hold is broken. You can release the hold at any time, the opponent can spend an action to make an additional saving throw to end the effect.