Difference between revisions of "Fencer (5A)"

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''Often combined with Armored, but if you do so you might try the fighter class instead.
 
''Often combined with Armored, but if you do so you might try the fighter class instead.
  
All melee weapons are fencing weapons to you.
+
All melee weapons are precision weapons to you.
  
 
=== Audacity ===
 
=== Audacity ===
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''The school of life teaches harsh tricks focused on street survival. See [https://en.wikipedia.org/wiki/Savate savate] @ wikipedia for a tradition developed from street-fighting roots.
 
''The school of life teaches harsh tricks focused on street survival. See [https://en.wikipedia.org/wiki/Savate savate] @ wikipedia for a tradition developed from street-fighting roots.
  
You can make a Shove as a bonus action. You can use fencing with unarmed attacks, and your unarmed attacks do 1d4 damage.
+
You can make a Shove as a bonus action. Your unarmed attacks are precision weapons, and your unarmed attacks do 1d4 damage.
  
 
=== Main Gauche ===
 
=== Main Gauche ===
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''See [https://en.wikipedia.org/wiki/Quarterstaff Quarterstaff] @ Wikipedia.
 
''See [https://en.wikipedia.org/wiki/Quarterstaff Quarterstaff] @ Wikipedia.
  
You can fence using a quarterstaff, and the quarterstaff gains the finesse quality in your hands.
+
You can use the quarterstaff as a precision weapon gains the finesse quality in your hands.
  
 
=== Swashbuckler ===
 
=== Swashbuckler ===

Revision as of 23:03, 20 December 2023

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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, hand crossbows, rapiers, scimitars, short swords. If firearms are in use, a fencer is proficient with all one-handed firearms.
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.

Fencer Table

Level Proficiency
Bonus
Features Precision
1st +2 Fencing School, Guard -
2nd +2 Parry, Precision 1d4
3rd +2 Fencing school, Subclass feature 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d4
6th +3 Riposte 1d6
7th +3 Subclass feature 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Fencing school 1d6
10th +4 Aggressive Dodge 1d8
11th +4 XXX 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Subclass feature 1d8
14th +5 Ability Score Improvement 1d10
15th +5 Fencing school 1d10
16th +5 Ability Score Improvement 1d10
17th +6 XXX 1d10
18th +6 Subclass feature 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Fencing Mastery 1d12

Class Features

As a fighter, you gain the following class features.

1st level: Fencing School

Different fencing masters have developed fencing techniques that can be mastered by fencers as they advance in levels. Each such technique gives the fencer certain advantages. You gain a fencing school ability at 1st level and again at level 3, 9, and 15. The fencing school abilities to choose from are listed in their own section below.

1st level: Guard

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

2nd Level: Parry

You can use a reaction 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.

2nd Level: Precision

When you hit with a fencing weapon add 1d4 to your damage. This damage is of the same type as the damage the weapon inflicts and increases as you increase in level, see the Fencer table.

To use this ability, you must wield a a precision weapon. Precision weapons are the club, dagger, rapier, scimitar, and short sword. The short sword used by fencers has a thin blade and is often called a foil or smallsword, but is identical to the normal short sword in game terms.

Fencing schools can add to your choice of precision weapons.

3rd Level: Fencer Subclass

Fencing Subclass
  1. Academic
  2. Agent
  3. Conjurer
  4. Courtier
  5. Duelist
  6. Engineer
  7. Fencing Master
  8. Legate
  9. Medico
  10. Officer
  11. Scaramouch
  12. Scoundrel

At 3rd level you choose a subclass, careers that add abilities outside the normal range of fencer skills. You gain additional abilities from your chosen subclass at level 7. 13, and 18.

5th Level: Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

6th Level: Riposte

When you successfully use Parry, you can make a melee attack against the original attacker, even if the attacker is out of your reach.

10th Level: Aggressive Dodge

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

20th Level: Fencing Mastery

At 20th level, you can use all fencing schools.

Fencing Schools

These are the fighting schools available to fencers.

Acuity

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.

Add +2 to your AC when you are within 5 feet of two or more enemies.

Armored

This is a school taught in the military, that incorporates more armor and basic fighting drill. Military fencers usually put more emphasis on Strength than Dexterity. Often combined with Armsmaster, but if you do so you might try the fighter class instead.

You gain proficiency in medium and heavy armor and with shields.

Armsmaster

This school claims to be universal, a combat technique applicable to all melee weapons. Many armsmasters focus on Strength over Dexterity. See Emanuelle Grazzi @ Wikipedia. Often combined with Armored, but if you do so you might try the fighter class instead.

All melee weapons are precision weapons to you.

Audacity

This is both a fighting style and a sport popular at universities. Called academic fencers, such students often have facial scars that they show off with pride as a demonstration of bravery. The school focuses on facing peril unflinchingly and sudden moves at the opportune time. See academic fencing @ Wikipedia.

You are immune to the Frightened condition.

Capers

You love acrobatic tricks like wide jumps, swinging on ropes and chandeliers, and fighting in the rigging of a ship. See Jack Sparrow @ Wikipedia, but also a host of other swashbuckling books and films.

You can use a bonus action to take the Escape action. When you do so, you can move through the space of enemies. Occupied spaces still count as difficult ground to you. The DM may allow you to ignore such difficult ground if you describe an interesting stunt, but may call for Dexterity (Acrobatics) checks to succeed at particularly daring maneuvers.

Cavalry

A school focused on mounted fencing. See George Patton @ Wikipedia.

You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

En Garde

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, but a hand crossbow, pistol, or another melee weapon can be used in the off hand. See Camillio Agrippa and Bolongese Swordsmanship @ Wikipedia.

When not wielding a shield and armed with a melee weapon that lacks the two-handed or versatile properties, you gain a +2 bonus to AC. You can still use your other hand normally.

Fleche

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

Your fencing attacks score a critical hit on a roll of 19 to 20. During your turn, your reach increases by 5 feet.

Footwork - Bonetti

A school stressing being alert to positioning and terrain, to be able to lunge and retreat safely.

You ignore difficult ground when in combat. You are still affected by difficult terrain when traveling.

Hard Knocks

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

You can make a Shove as a bonus action. Your unarmed attacks are precision weapons, and your unarmed attacks do 1d4 damage.

Main Gauche

Focusing on two-weapon fighting, Marozzo offers great rewards to the dedicated student. See Achille Marozzo @ Wikipedia.

  • You can use two-weapon fighting even when one of the melee weapons you are wielding isn'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.

Riposte

This school encourages the opponent to attack recklessly, which is then immediately punished with a deft riposte. See France Dacine @ Wikipedia.

When you use Parry and the attack misses, you can immediately make a melee attack against the attacker.

Rodear

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

To use Rondear , you must first move at least 5 feet. This uses your normal Speed and can trigger attacks of opportunity. After moving you can take the Dodge action as a bonus action.

Staff

A precursor to modern fencing, the yeoman style was developed among civilian free men. See Quarterstaff @ Wikipedia.

You can use the quarterstaff as a precision weapon gains the finesse quality in your hands.

Swashbuckler

Swashbuckling is the sound made when you carry a sword and shield together, and they clash against each other, making a cocky metallic sound. See Rodeleros and also Swashbuckler @ Wikipedia.

You gain proficiency with shields and can get the benefit of the Guard ability when wielding a shield.

See Also