Difference between revisions of "Fencer (5A)"

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Man in Black and Inigo Montoya, Princess Bride (1987).   
 
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 represent the pinnacle of elegant swordplay. They move with unmatched grace, 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 precise thrusts of the blade.
 
Fencers fight using geometry.  
 
Fencers fight using geometry.  
Judging distance, viewing the patterns of the battlefield, and controlling distance is essential in fencing.
+
Judging and controlling distance, viewing the patterns of the battlefield, and finding the right angle is essential in fencing.
Fencers mainly as a line along which both opponents move, but circular geometric patterns are also used.
+
Fencers mainly as a line along which both opponents move, but circular geometric patterns are used sin some schools.
  
 
== Class Profile ==
 
== Class Profile ==
Line 26: Line 27:
 
:'''Tools:''' None
 
:'''Tools:''' None
 
:'''Saving Throws:''' Strength, Dexterity
 
:'''Saving Throws:''' Strength, Dexterity
:'''Skills:''' Choose two skills from Acrobatics, Animal Handling, Athletics, History, Nature, Insight, Intimidation, Perception, and Persuasion
+
:'''Skills:''' Choose two skills from Acrobatics, History, Insight, Intimidation, Perception, and Persuasion
  
 
=== Equipment ===
 
=== Equipment ===
: (a) a rapier or (b) scimitar, or (c) shortsword
+
: leather armor
: (a) three daggers or (b) scimitar, or (c) shortsword
+
: (a) a rapier or (b) a scimitar, or (c) a shortsword
: (a) a light crossbow and 20 bolts or (b) a pistol and 5 shots
+
: (a) three daggers or (b) a scimitar, or (c) a shortsword
 +
: (a) a hand crossbow and 20 bolts or (b) 10 daggers
 
: (a) a dungeoneer's pack or (b) an explorer's pack
 
: (a) a dungeoneer's pack or (b) an explorer's pack
  
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=== Multiclassing ===
 
=== Multiclassing ===
You must have a Strength or Dexterity of 13 to multiclass into or out of this class.
+
You must have a 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.
+
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 multiclassing gives no spellcasting progression, or one-third progression if you have a subclass with spell progression such as the Conjurer or Legate.
  
== Fighter Table ==
+
== Fencer Table ==
 
{| class="wikitable"
 
{| class="wikitable"
|valign="bottom"| ''' Level ''' ||valign="bottom" align=center | ''' Proficiency <br> Bonus ''' ||valign=" bottom "| ''' Features '''  
+
|valign="bottom"| ''' Level ''' ||valign="bottom" align=center | ''' Proficiency <br> Bonus ''' ||valign=" bottom "| ''' Features ''' ||valign=" bottom "| ''' Precision''' 
 
|-
 
|-
|valign="top"| 1st ||valign="top" align=center | +2 ||valign="top"| Guard, Precision
+
|valign="top"| 1st ||valign="top" align=center | +2 ||valign="top"| Fencing School, Guard ||valign="top" align=center | —
 
|-
 
|-
|valign="top"| 2nd ||valign="top" align=center | +2 ||valign="top"| Fencing school, Parry
+
|valign="top"| 2nd ||valign="top" align=center | +2 ||valign="top"| Parry, Precision ||valign="top" align=center | 1d4
 
|-
 
|-
|valign="top"| 3rd ||valign="top" align=center | +2 ||valign="top"| Subclass
+
|valign="top"| 3rd ||valign="top" align=center | +2 ||valign="top"| Fencing school, Subclass feature ||valign="top" align=center | 1d4
 
|-
 
|-
|valign="top"| 4th ||valign="top" align=center | +2 ||valign="top"| Ability Score Improvement  
+
|valign="top"| 4th ||valign="top" align=center | +2 ||valign="top"| Ability Score Improvement ||valign="top" align=center | 1d4
 
|-
 
|-
|valign="top"| 5th ||valign="top" align=center | +3 ||valign="top"| Extra Attack (x1)
+
|valign="top"| 5th ||valign="top" align=center | +3 ||valign="top"| Extra Attack ||valign="top" align=center | 1d4
 
|-
 
|-
|valign="top"| 6th ||valign="top" align=center | +3 ||valign="top"| Aggressive Defense
+
|valign="top"| 6th ||valign="top" align=center | +3 ||valign="top"| Fencing school ||valign="top" align=center | 1d6
 
|-
 
|-
|valign="top"| 7th ||valign="top" align=center | +3 ||valign="top"| Subclass feature
+
|valign="top"| 7th ||valign="top" align=center | +3 ||valign="top"| Subclass feature ||valign="top" align=center | 1d6
 
|-
 
|-
|valign="top"| 8th ||valign="top" align=center | +3 ||valign="top"| Ability Score Improvement  
+
|valign="top"| 8th ||valign="top" align=center | +3 ||valign="top"| Ability Score Improvement ||valign="top" align=center | 1d6
 
|-
 
|-
|valign="top"| 9th ||valign="top" align=center | +4 ||valign="top"| Fencing school (x2)
+
|valign="top"| 9th ||valign="top" align=center | +4 ||valign="top"| Fencing school ||valign="top" align=center | 1d6
 
|-
 
|-
|valign="top"| 10th ||valign="top" align=center | +4 ||valign="top"| Martial Archetype feature
+
|valign="top"| 10th ||valign="top" align=center | +4 ||valign="top"| Aggressive Dodge ||valign="top" align=center | 1d8
 
|-
 
|-
|valign="top"| 11th ||valign="top" align=center | +4 ||valign="top"| Extra Attack (x2)
+
|valign="top"| 11th ||valign="top" align=center | +4 ||valign="top"| Subclass feature||valign="top" align=center | 1d8
 
|-
 
|-
|valign="top"| 12th ||valign="top" align=center | +4 ||valign="top"| Ability Score Improvement  
+
|valign="top"| 12th ||valign="top" align=center | +4 ||valign="top"| Ability Score Improvement ||valign="top" align=center | 1d8
 
|-
 
|-
|valign="top"| 13th ||valign="top" align=center | +5 ||valign="top"| Fencing school (x3)
+
|valign="top"| 13th ||valign="top" align=center | +5 ||valign="top"| Fencing school ||valign="top" align=center | 1d8
 
|-
 
|-
|valign="top"| 14th ||valign="top" align=center | +5 ||valign="top"| Ability Score Improvement  
+
|valign="top"| 14th ||valign="top" align=center | +5 ||valign="top"| Ability Score Improvement ||valign="top" align=center | 1d10
 
|-
 
|-
|valign="top"| 15th ||valign="top" align=center | +5 ||valign="top"| Subclass feature
+
|valign="top"| 15th ||valign="top" align=center | +5 ||valign="top"| Subclass feature ||valign="top" align=center | 1d10
 
|-
 
|-
|valign="top"| 16th ||valign="top" align=center | +5 ||valign="top"| Ability Score Improvement  
+
|valign="top"| 16th ||valign="top" align=center | +5 ||valign="top"| Ability Score Improvement ||valign="top" align=center | 1d10
 
|-
 
|-
|valign="top"| 17th ||valign="top" align=center | +6 ||valign="top"| Fencing school (x4)
+
|valign="top"| 17th ||valign="top" align=center | +6 ||valign="top"| Fencing school ||valign="top" align=center | 1d10
 
|-
 
|-
|valign="top"| 18th ||valign="top" align=center | +6 ||valign="top"| Subclass feature
+
|valign="top"| 18th ||valign="top" align=center | +6 ||valign="top"| Flexible Fencing ||valign="top" align=center | 1d12
 
|-
 
|-
|valign="top"| 19th ||valign="top" align=center | +6 ||valign="top"| Ability Score Improvement  
+
|valign="top"| 19th ||valign="top" align=center | +6 ||valign="top"| Ability Score Improvement ||valign="top" align=center | 1d12
 
|-
 
|-
|valign="top"| 20th ||valign="top" align=center | +6 ||valign="top"| Extra Attack (x3), Fencing school (x5)
+
|valign="top"| 20th ||valign="top" align=center | +6 ||valign="top"| Fencing Mastery ||valign="top" align=center | 1d12
 
|}
 
|}
  
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As a fighter, you gain the following class features.
 
As a fighter, you gain the following class features.
  
=== Fencing Weapons ===
+
=== 1st level: Fencing School ===
Many fencer abilities can only be used with fencing weapons.
+
Different fencing masters have developed fencing techniques that can be mastered by fencers as they advance in levels.
Fencing weapons are the
+
Each such technique gives the fencer certain abilities.
 +
You can choose a fencing school ability at 1st level and again at level 3, 6, 9, 13, and 17.
 +
Each time you gain a new level, you can exchange one fencing school ability you know with another one.
 +
The [[#Fencing School Abilities|fencing school abilitie]]s to choose from are listed in their own section [[#Fencing School Abilities|below]].
 +
 
 +
=== 1st level: Guard ===
 +
When wearing no armor or light armor and not wielding a shield you add your Intelligence or Charisma bonus (your choice) to your base Armor Class.
 +
Using intelligence means you rely on positioning and geometry to defend yourself, while Charisma uses presence and posture.
 +
 
 +
=== 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.
 +
When you use Parry and the attack misses, you can immediately make a melee attack against the attacker.
 +
 
 +
=== 2nd Level: Precision ===
 +
To use this ability, you must wield a a precision weapon.
 +
Precision weapons are the
 
club,
 
club,
 
dagger,
 
dagger,
 
rapier,
 
rapier,
 
scimitar, and short sword.
 
scimitar, and short sword.
Fencing schools can add to the allowable weapons.
+
This also allows you to use the club as if it had the finesse property.
 +
Fencing schools can add to your choice of precision weapons.
 +
 
 +
The club used by fencers is long and light, often a practice sword, but a stick will do in a pinch.
 +
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.
  
The short sword used by fencers has a thin blade and is often called a foil or smallsword by fencers.
+
When you hit with a precision 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.
  
=== Guard ===
+
=== 3rd Level: Fencer Subclass ===
When wearing no armor or light armor and not wielding a shield you add your Proficiency Bonus to your armor class.
+
{|class="wikitable" align=right
 +
|+'''Fencer Subclasses
 +
|-
 +
|{{ : Fencing Subclasses (5A) }}
 +
|}
 +
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 15.
  
=== Parry ===
+
=== 5th Level: Extra Attack ===
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.
+
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  
  
=== Precision ===
+
=== 10th Level: Aggressive Dodge ===
When wielding a rapier, scimitar, or short sword, add +2 to your damage.
+
When taking the Dodge action, you can make a single melee attack.
  
=== Extra Attack ===
+
=== 18th Level: Flexible Fencing ===
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
As a bonus action you can learn a Fencing School ability of your choice. You keep this ability for one hour. You can use this ability once, regaining the use at a long or short rest.
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 Dodge ===
+
=== 20th Level: Fencing Mastery ===
When taking the Dodge action, you can make a single melee attack.
+
At 20th level, you can use all fencing school abilities.
  
== Fencing Schools ==
+
== Fencing School Abilities ==
These are the fighting schools available to fencers.  
+
These are the abilities taught by fighting schools and available to fencers.
 +
Some of these, like Sword Catcher, are based around variant weapons that allow special maneuvers. These are ignored here, a swordcatcher is just a normal dagger in game terms.
  
 
=== Acuity ===
 
=== 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 [https://en.wikipedia.org/wiki/Frederico_Ghisliero Frederico Ghisliero] @ Wikipedia.
+
Add +3 to your Armor Class when you are not wearing armor.
  
Add +2 to your AC when you are within 5 feet of two or more enemies.
+
=== Armored ===
 +
You gain proficiency in light, medium, and heavy armor and with shields.
 +
This does not change what armor you can use with the Guard ability.
  
=== Armored ===
+
=== Armsmaster ===
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.
+
All melee weapons are precision weapons to you.
  
You gain proficiency in medium and heavy armor and with shields.
+
=== Audacity ===
 +
You are immune to the Frightened condition.
  
=== Armsamaster - Grazzi  ===
+
=== Bind ===
''This school claims to be universal, a combat technique applicable to all melee weapons. Many armsmasters focus on Strength over Dexterity.  See [https://en.wikipedia.org/wiki/Emanuele_Grazzi Emanuelle Grazzi] @ Wikipedia.
+
'''Prerequisite:
 +
Fencer level 2.
  
All melee weapons are fencing weapons to you.
+
When you use Parry to make a melee weapon attack while wielding two melee weapons, and use a weapon that has the light property to make this attack, you gain advantage on the attack roll.
  
=== Audacity - Mensur ===
+
=== Canne ===
''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. 
+
All fencers use blunt practice swords, but Canne develops both to their full potential. The mace used in Canne is a walking stick such as can be carried as a support or fashion statement in almost any circumstance.
See [https://en.wikipedia.org/wiki/Academic_fencing academic fencing] @ Wikipedia.
 
  
You are immune to the Frightened condition.
+
* You can use Precision with the mace and it gains the finesse property in your hands.
 +
* You gain proficiency with unarmed attacks, they gain the finesse property, can use Precision, and do 1d4 bludgeoning damage.
  
 
=== Capers ===
 
=== Capers ===
''You love acrobatic tricks like wide jumps, swinging on ropes and chandeliers, and fighting in the rigging of a ship. See [https://en.wikipedia.org/wiki/Jack_Sparrow Jack Sparrow] @ Wikipedia, but also a host of other swashbuckling books and films.
+
You can use a bonus action to take the Disengage 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.
 
 
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 ===
 
=== Cavalry ===
A school focused on mounted fencing. See [https://en.wikipedia.org/wiki/George_S._Patton George Patton] @ Wikipedia.
+
You gain the [http://dnd5e.wikidot.com/feat:mounted-combatant Mounted Combatant] feat:
 +
:You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
 +
:* You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
 +
:* 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.
  
You can force an attack targeted at your mount to target you instead.
+
=== Case of Swords ===
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.
+
* You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.
 +
* When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  
=== En Garde ===
+
=== Cloak ===
''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 [https://en.wikipedia.org/wiki/Camillo_Agrippa Camillio Agrippa] and [https://en.wikipedia.org/wiki/Bolognese_Swordsmanship Bolongese Swordsmanship] @ Wikipedia.
+
You can wield a cloak, hat, net, or similar soft obstruction in one hand for defense and to snare attacks.  
 +
This counts as a weapon for Fencing School maneuvers that depend on weapons but cannot be used to attack.
 +
When you or an ally adjacent to you is attacked, you can use a reaction to impose disadvantage on that attack.
 +
The object used will be torn and won't serve it former purpose, but it can continue to be used with this Fencing School ability.
  
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.
+
=== Dual Parry ===
You can still use your other hand normally.
+
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
 +
* You can use two-weapon fighting as long as one of the weapons you are wielding is light, even when the other melee weapon you are wielding isn't.
 +
* You gain a +1 bonus to Armor Class while you are wielding a separate melee weapon in each hand.
  
=== Fleche - Capo Ferro  ===
+
=== En Garde ===
''In many ways the "standard" fencing school, Capo Ferro focuses on attack speed and devastating thrusts. See [https://en.wikipedia.org/wiki/Ridolfo_Capo_Ferro Ridolfo Capo Ferro] @ Wikipedia.
+
When not wielding a shield and armed with a melee weapon that lacks the versatile and two-handed properties you can use Precision with, you gain a +1 bonus to Armor Class.
 +
This does not work on weapons that have a special rule that gives them either of these properties under special circumstances, like the lance.
  
Your fencing attacks score a critical hit on a roll of 19 to 20.
+
=== Fencing Posture ===
During your turn, your reach increases by 5 feet.
+
When not wielding a shield and armed with a single melee weapon that lacks the versatile and two-handed properties you can use Precision with, you gain a +1 bonus to Armor Class.
 +
This does not work on weapons that have a special rule that gives them either of these properties under special circumstances, like the lance.
 +
Not that this is similar but more strict than En Garde, as it requires the other hand to be empty. The two abilities stack, but you should pick En Garde before Fencing Posture.
  
=== Footwork - Bonetti  ===
+
=== Fleche ===
''A school stressing being alert to positioning and terrain, to be able to lunge and retreat safely.''
+
When not wielding a shield and armed with a single melee weapon that lacks the versatile and two-handed properties your melee attacks score a critical hit on a die roll of 19 to 20 and your reach increases by 5 feet but only on your turn.
  
 +
=== Footwork ===
 
You ignore difficult ground when in combat.
 
You ignore difficult ground when in combat.
 
You are still affected by difficult terrain when traveling.
 
You are still affected by difficult terrain when traveling.
  
=== Hard Knocks ===
+
=== Montante ===
''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 gain proficiency with the greatsword and a greatsword gains the finesse and reach properties in your hands.  
 
+
You can use Precision with a greatsword.
You can make a Shove as a bonus action. You can use fencing with unarmed attacks, and your unarmed attacks do 1d4 damage.
 
 
 
=== Madcap ===
 
''Fencing needs exact footwork. Not you tough, you can jump and caper and still maintain your gard.
 
 
 
=== Main Gauche - Marozzo  ===
 
Focusing on two-weapon fighting, Marozzo offers great rewards to the dedicated student. See [https://en.wikipedia.org/wiki/Achille_Marozzo Achille Marozzo] @ Wikipedia.
 
  
*You can use two-weapon fighting even when one of the melee weapons you are wielding isn't light.
+
=== Precision Shot ===
*You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
+
When a creature takes damage from one of your crossbow or firearm attacks, you can add Precision damage to that attack. Once you deal this damage, you can't use this feature again until the start of your next turn.
*When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  
 
  
 
=== Riposte ===
 
=== Riposte ===
''This school encourages the opponent to attack recklessly, which is then immediately punished with a deft riposte. See [https://en.wikipedia.org/wiki/Fran%C3%A7ois_Dancie France Dacine] @ Wikipedia.
+
After you use a reaction to either make an opportunity attack or to use the Parry ability, until the start of your next turn you can continue to perform opportunity attacks and use the Parry ability until you have used them a total number of times equal to your Proficiency Bonus.
  
When you use Parry and the attack misses, you can immediately make a melee attack against the attacker.
+
=== Sidestep ===
 +
To use Sidestep, 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.
 +
This does not allow you to use Aggressive Dodge.
  
=== Rodear ===
+
=== Staff Flourish ===
''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 [https://en.wikipedia.org/wiki/Destreza Destreza] @ Wikipedia.
+
You can use the quarterstaff as a precision weapon and it gains the finesse quality in your hands.
  
To do this, you must first move at least 5 feet.  
+
=== Swashbuckler ===
This movement can trigger attacks of opportunity.
+
''Swashbuckling is the sound made when you carry a sword and buckler shield together and they clash, making a cocky metallic sound. This has inspired an entire genre of stories about fencers and adventurers of all kinds, but here it is used for a fencer with a shield.
After moving you can take the Dodge action as a bonus action.  
 
  
=== Staff - Yeoman ===
+
You gain proficiency with shields and can use the Guard ability when wielding a shield.
''A precursor to modern fencing, the yeoman style was developed among civilian free men.  
 
  
You can fence using a quarterstaff, and the quarterstaff gains the finesse quality in your hands.
+
=== Sword Catcher ===
 +
When you use Parry with a weapon with the light property and the attack misses, instead of doing a counterattack, you can use that weapon to grapple the opponent. You do not need a free hand to do this, but if you attack with or drop the light weapon you parried with or use this ability again, the grapple ends.
 +
As long as the opponent is grappled this way, they may only do one attack on their turn.
  
=== Swashbuckler ===
+
== Designer's Notes ==
Swashbuckling is the sound made when you carry a sword and shield together, and they clash against each other, making a cocky metallic sound.
+
The fencer has a role similar to the fighter, but does not break the rule that only the fighter can have more than two attacks. A lot of the abilities are there to work around this.
  
You gain proficiency with a shield and can get the benefit of the Guard ability when wielding a shield.
+
Fencer subclasses are not so much about fighting, fencers have school abilities for this.
 +
Instead they are about engaging with the world, often social abilities.
 +
This means that the subclasses are less important than those of many other classes, and more of the fighting ability is in the base class.
  
== See Also ==
+
= See Also =
 
* [[Fencer_(Apath)|Fencer class for Pathfinder 1]]
 
* [[Fencer_(Apath)|Fencer class for Pathfinder 1]]

Latest revision as of 12:38, 20 January 2024

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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 unmatched grace, 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 precise thrusts of the blade. Fencers fight using geometry. Judging and controlling distance, viewing the patterns of the battlefield, and finding the right angle is essential in fencing. Fencers mainly as a line along which both opponents move, but circular geometric patterns are used sin some schools.

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, History, Insight, Intimidation, Perception, and Persuasion

Equipment

leather armor
(a) a rapier or (b) a scimitar, or (c) a shortsword
(a) three daggers or (b) a scimitar, or (c) a shortsword
(a) a hand crossbow and 20 bolts or (b) 10 daggers
(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 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 spellcasting progression, or one-third progression if you have a subclass with spell progression such as the Conjurer or Legate.

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 Fencing school 1d6
7th +3 Subclass feature 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Fencing school 1d6
10th +4 Aggressive Dodge 1d8
11th +4 Subclass feature 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Fencing school 1d8
14th +5 Ability Score Improvement 1d10
15th +5 Subclass feature 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Fencing school 1d10
18th +6 Flexible Fencing 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 abilities. You can choose a fencing school ability at 1st level and again at level 3, 6, 9, 13, and 17. Each time you gain a new level, you can exchange one fencing school ability you know with another one. 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 Intelligence or Charisma bonus (your choice) to your base Armor Class. Using intelligence means you rely on positioning and geometry to defend yourself, while Charisma uses presence and posture.

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

2nd Level: Precision

To use this ability, you must wield a a precision weapon. Precision weapons are the club, dagger, rapier, scimitar, and short sword. This also allows you to use the club as if it had the finesse property. Fencing schools can add to your choice of precision weapons.

The club used by fencers is long and light, often a practice sword, but a stick will do in a pinch. 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.

When you hit with a precision 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.

3rd Level: Fencer Subclass

Fencer Subclasses
  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 15.

5th Level: Extra Attack

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

10th Level: Aggressive Dodge

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

18th Level: Flexible Fencing

As a bonus action you can learn a Fencing School ability of your choice. You keep this ability for one hour. You can use this ability once, regaining the use at a long or short rest.

20th Level: Fencing Mastery

At 20th level, you can use all fencing school abilities.

Fencing School Abilities

These are the abilities taught by fighting schools and available to fencers. Some of these, like Sword Catcher, are based around variant weapons that allow special maneuvers. These are ignored here, a swordcatcher is just a normal dagger in game terms.

Acuity

Add +3 to your Armor Class when you are not wearing armor.

Armored

You gain proficiency in light, medium, and heavy armor and with shields. This does not change what armor you can use with the Guard ability.

Armsmaster

All melee weapons are precision weapons to you.

Audacity

You are immune to the Frightened condition.

Bind

Prerequisite: Fencer level 2.

When you use Parry to make a melee weapon attack while wielding two melee weapons, and use a weapon that has the light property to make this attack, you gain advantage on the attack roll.

Canne

All fencers use blunt practice swords, but Canne develops both to their full potential. The mace used in Canne is a walking stick such as can be carried as a support or fashion statement in almost any circumstance.

  • You can use Precision with the mace and it gains the finesse property in your hands.
  • You gain proficiency with unarmed attacks, they gain the finesse property, can use Precision, and do 1d4 bludgeoning damage.

Capers

You can use a bonus action to take the Disengage 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

You gain the Mounted Combatant feat:

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • 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.

Case of Swords

  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.
  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Cloak

You can wield a cloak, hat, net, or similar soft obstruction in one hand for defense and to snare attacks. This counts as a weapon for Fencing School maneuvers that depend on weapons but cannot be used to attack. When you or an ally adjacent to you is attacked, you can use a reaction to impose disadvantage on that attack. The object used will be torn and won't serve it former purpose, but it can continue to be used with this Fencing School ability.

Dual Parry

  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • You can use two-weapon fighting as long as one of the weapons you are wielding is light, even when the other melee weapon you are wielding isn't.
  • You gain a +1 bonus to Armor Class while you are wielding a separate melee weapon in each hand.

En Garde

When not wielding a shield and armed with a melee weapon that lacks the versatile and two-handed properties you can use Precision with, you gain a +1 bonus to Armor Class. This does not work on weapons that have a special rule that gives them either of these properties under special circumstances, like the lance.

Fencing Posture

When not wielding a shield and armed with a single melee weapon that lacks the versatile and two-handed properties you can use Precision with, you gain a +1 bonus to Armor Class. This does not work on weapons that have a special rule that gives them either of these properties under special circumstances, like the lance. Not that this is similar but more strict than En Garde, as it requires the other hand to be empty. The two abilities stack, but you should pick En Garde before Fencing Posture.

Fleche

When not wielding a shield and armed with a single melee weapon that lacks the versatile and two-handed properties your melee attacks score a critical hit on a die roll of 19 to 20 and your reach increases by 5 feet but only on your turn.

Footwork

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

Montante

You gain proficiency with the greatsword and a greatsword gains the finesse and reach properties in your hands. You can use Precision with a greatsword.

Precision Shot

When a creature takes damage from one of your crossbow or firearm attacks, you can add Precision damage to that attack. Once you deal this damage, you can't use this feature again until the start of your next turn.

Riposte

After you use a reaction to either make an opportunity attack or to use the Parry ability, until the start of your next turn you can continue to perform opportunity attacks and use the Parry ability until you have used them a total number of times equal to your Proficiency Bonus.

Sidestep

To use Sidestep, 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. This does not allow you to use Aggressive Dodge.

Staff Flourish

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

Swashbuckler

Swashbuckling is the sound made when you carry a sword and buckler shield together and they clash, making a cocky metallic sound. This has inspired an entire genre of stories about fencers and adventurers of all kinds, but here it is used for a fencer with a shield.

You gain proficiency with shields and can use the Guard ability when wielding a shield.

Sword Catcher

When you use Parry with a weapon with the light property and the attack misses, instead of doing a counterattack, you can use that weapon to grapple the opponent. You do not need a free hand to do this, but if you attack with or drop the light weapon you parried with or use this ability again, the grapple ends. As long as the opponent is grappled this way, they may only do one attack on their turn.

Designer's Notes

The fencer has a role similar to the fighter, but does not break the rule that only the fighter can have more than two attacks. A lot of the abilities are there to work around this.

Fencer subclasses are not so much about fighting, fencers have school abilities for this. Instead they are about engaging with the world, often social abilities. This means that the subclasses are less important than those of many other classes, and more of the fighting ability is in the base class.

See Also