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 ==
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:'''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.
  
 
== Fencer Table ==
 
== Fencer Table ==
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|valign="bottom"| ''' Level ''' ||valign="bottom" align=center | ''' Proficiency <br> Bonus ''' ||valign=" bottom "| ''' Features '''  ||valign=" bottom "| ''' Precision'''   
 
|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"| Fencing School, Guard, Parry ||valign="top" align=center | —
+
|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"| Precision ||valign="top" align=center | 1d4
+
|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"| Fencing school, Subclass feature ||valign="top" align=center | 1d4
 
|valign="top"| 3rd ||valign="top" align=center | +2 ||valign="top"| Fencing school, Subclass feature ||valign="top" align=center | 1d4
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|valign="top"| 17th ||valign="top" align=center | +6 ||valign="top"| Fencing school ||valign="top" align=center | 1d10
 
|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"| XXX ||valign="top" align=center | 1d12
+
|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" align=center | 1d12
 
|valign="top"| 19th ||valign="top" align=center | +6 ||valign="top"| Ability Score Improvement  ||valign="top" align=center | 1d12
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=== 1st level: Fencing School ===
 
=== 1st level: Fencing School ===
 
Different fencing masters have developed fencing techniques that can be mastered by fencers as they advance in levels.  
 
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, 6, 9, 13, and 17.  
+
Each such technique gives the fencer certain abilities.  
The fencing school abilities to choose from are listed in their own section below.
+
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 ===
 
=== 1st level: Guard ===
When wearing no armor or light armor and not wielding a shield you add your Proficiency Bonus to your armor class.
+
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.
  
=== 1st Level: Parry ===
+
=== 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.
 
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 ===
 
=== 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.
 
To use this ability, you must wield a a precision weapon.
 
Precision weapons are the
 
Precision weapons are the
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The club used by fencers is long and light, often a practice sword, but a stick will do in a pinch.
 
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, 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 ===
 
=== 3rd Level: Fencer Subclass ===
 
{|class="wikitable" align=right
 
{|class="wikitable" align=right
|+'''Fencing Subclass
+
|+'''Fencer Subclasses
 
|-
 
|-
 
|{{ : Fencing Subclasses (5A) }}
 
|{{ : Fencing Subclasses (5A) }}
 
|}
 
|}
 
At 3rd level you choose a subclass, careers that add abilities outside the normal range of fencer skills.  
 
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.
+
You gain additional abilities from your chosen subclass at level 7, 13, and 15.
 
 
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.
 
  
 
=== 5th Level: Extra Attack ===
 
=== 5th Level: Extra Attack ===
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=== 10th Level: Aggressive Dodge ===
 
=== 10th Level: Aggressive Dodge ===
 
When taking the Dodge action, you can make a single melee attack.
 
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 ===
 
=== 20th Level: Fencing Mastery ===
At 20th level, you can use all fencing schools.
+
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 ===
 
=== 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.
+
You gain proficiency in light, medium, and heavy armor and with shields.
''Often combined with Armsmaster, but if you do so you might try the fighter class instead.
+
This does not change what armor you can use with the Guard ability.
 
 
You gain proficiency in medium and heavy armor and with shields.
 
  
 
=== Armsmaster ===
 
=== Armsmaster ===
''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.
 
''Often combined with Armored, but if you do so you might try the fighter class instead.
 
 
 
All melee weapons are precision weapons to you.
 
All melee weapons are precision weapons to you.
  
 
=== Audacity ===
 
=== 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.
+
You are immune to the Frightened condition.
See [https://en.wikipedia.org/wiki/Academic_fencing academic fencing] @ Wikipedia.
+
 
 +
=== Bind ===
 +
'''Prerequisite:
 +
Fencer level 2.
  
You are immune to the Frightened condition.
+
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 ===
 
=== Canne ===
''Sticks have been used as clubs since time immemorial, but [https://en.wikipedia.org/wiki/Stick-fighting Canne] develops it to its full potential as a formal martial art. The mace used in Canne is a walking stick such as can be carried as a support or fashion statement in almost any circumstance.
+
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 the mace gains the finesse property for you.
+
* 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 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 are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
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:* You can force an attack targeted at your mount to target you instead.
 
:* 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.
 
:* 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 ===
 
=== 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 [https://en.wikipedia.org/wiki/Camillo_Agrippa Camillio Agrippa] and [https://en.wikipedia.org/wiki/Bolognese_Swordsmanship Bolongese Swordsmanship] @ 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.
  
When not wielding a shield and armed with a melee weapon you can use Precision with, you gain a +1 bonus to AC.
+
=== Fencing Posture ===
You can still use your other hand normally.
+
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 ===
 
=== Fleche ===
''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 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.
 
 
Your fencing attacks score a critical hit on a roll of 19 to 20.
 
During your turn, your reach increases by 5 feet.
 
  
 
=== Footwork ===
 
=== Footwork ===
''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 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. Your unarmed attacks count as weapons that do 1d4 bludgeoning weapons with the finesse and light properties and can be used with the Precision class feature.
+
=== 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.
=== Main Gauche ===
 
''Focusing on two-weapon fighting, the Marozzo school 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.
 
*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 ===
 
=== 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.  
=== 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 [https://en.wikipedia.org/wiki/Destreza Destreza] @ Wikipedia.
 
 
 
To use Rondear , you must first move at least 5 feet.  
 
 
This uses your normal Speed and can trigger attacks of opportunity.  
 
This uses your normal Speed and can trigger attacks of opportunity.  
 
After moving you can take the Dodge action as a bonus action.
 
After moving you can take the Dodge action as a bonus action.
 
This does not allow you to use Aggressive Dodge.
 
This does not allow you to use Aggressive Dodge.
  
=== Staff ===
+
=== Staff Flourish ===
''A precursor to modern fencing, staff fighting style developed among civilian free men.
 
''See [https://en.wikipedia.org/wiki/Quarterstaff Quarterstaff] @ Wikipedia.
 
 
 
 
You can use the quarterstaff as a precision weapon and it gains the finesse quality in your hands.
 
You can use the quarterstaff as a precision weapon and it gains the finesse quality in your hands.
  
 
=== Swashbuckler ===
 
=== Swashbuckler ===
''Swashbuckling is the sound made when you carry a sword and buckler shield together and they clash, making a cocky metallic sound.
+
''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.
''See [https://en.wikipedia.org/wiki/Rodeleros Rodeleros] and also [https://en.wikipedia.org/wiki/Swashbuckler Swashbuckler] @ Wikipedia.
 
  
 
You gain proficiency with shields and can use the Guard ability when wielding a shield.
 
You gain proficiency with shields and can use the Guard ability when wielding a shield.
  
= Fencer Subclasses =
+
=== 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.  
== Academic ==
+
As long as the opponent is grappled this way, they may only do one attack on their turn.
Some scholars become fencers, being able to defend their ideas with steel if debate fails.
 
An academic has a formal education, and later gains the prestige that comes with such great knowledge.
 
 
 
=== Graduate ===
 
When you choose this archetype at 3rd level, you learn two languages and two of these skills: Arcana, History, Investigation, Nature, and Religion plus any one other skill.
 
When you hear another creature talking and understand what they say, you can spend an action to determine which of Arcana, History, Investigation, Nature, and Religion they are skilled in.
 
 
 
=== Professor ===
 
At 7th level select one of these skills: Arcana, History, Investigation, Nature, or Religion. When you make skill checks for this skill, and when making Charisma checks against a creatures skilled in the selected skill, you can treat a d20 roll of 9 or lower as a 10.
 
 
 
=== Authority ===
 
At 11th level, you can use your Professor ability with Arcana, History, Investigation, Nature, and Religion.
 
 
 
=== Sage ===
 
At 15th level you gain proficiency with Intelligence and Charisma saving throws.
 
 
 
== Agent ==
 
Looking into matters and representing are tasks given to trustworthy fencers.
 
You may be an agent for an agency, inquisitor, or law enforcement.
 
 
 
=== Training ===
 
When you choose this archetype at 3rd level, you learn the Insight and Persuasion skills and a language. For each skill you already have, pick another skill of your choice.
 
 
 
=== Insight ===
 
At 7th level you become skilled at investigating people and to know who to turn to in your investigations.
 
As an action you can make a Wisdom (Insight) opposed by the target's Charisma (Deception) to quickly determine if the target has certain knowledge you seek.
 
You can use this only once against a particular creature, regaining the ability when you finish a long rest.
 
 
 
=== Clout ===
 
At 11th level you give of an aura of confidence. Others rarely question your right to investigate.
 
As an action you can make a Charisma (Persuasion) opposed by the target's Wisdom (Insight) to charm a creature and convey to them that you are working in their general interest. As long as they remain charmed, they will continue to talk to you and guide you into areas they have access to. This charm is broken if they see you act against their interests or break a rule or restriction or if they are warned against you.
 
You can use this only once against a particular creature, regaining the ability when you finish a long rest.
 
 
 
=== Integrity ===
 
At 15th level you gain proficiency with Intelligence and Wisdom saving throws.
 
 
 
== Conjurer ==
 
This is a [[Fencer (5A)|Fencer]] subclass for [[5A]].
 
 
 
''Fencers don't think magic is alien or even exotic, but only a select few actually learn to use such abilities themselves.
 
 
 
'' '''Greyhawk:''' ''
 
''Universities often house fencing schools, combining magical studies with arms is just one path among many.
 
 
 
Source: Original.
 
 
 
=== Spellcasting ===
 
 
 
{| class="wikitable" align=right
 
|+ ''' Conjurer Spellcasting
 
| rowspan="2" valign="bottom" | '''Fighter <br> Level'''|| rowspan="2" valign="bottom" | ''' Cantrips  <br>  Known '''|| rowspan="2" valign="bottom" | ''' Spells  <br>  Known ''' ||colspan=4 align="center" |'''Spells per Day'''
 
|-
 
| '''1'''||| '''2'''||| '''3'''||| '''4'''
 
|-
 
|  valign="top" | 3rd || align=center valign="top" | 2 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 
|-
 
|  valign="top" | 4th || align=center valign="top" | 2 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 
|-
 
|  valign="top" | 5th || align=center valign="top" | 2 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 
|-
 
|  valign="top" | 6th || align=center valign="top" | 2 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 
|-
 
|  valign="top" | 7th || align=center valign="top" | 2 || align=center valign="top" | 5 || align=center valign="top" | 4 || align=center valign="top" | 2 || align=center valign="top" | — || align=center valign="top" | —
 
|-
 
|  valign="top" | 8th || align=center valign="top" | 2 || align=center valign="top" | 6 || align=center valign="top" | 4 || align=center valign="top" | 2 || align=center valign="top" | — || align=center valign="top" | —
 
|-
 
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|-
 
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|-
 
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|-
 
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|-
 
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|-
 
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|-
 
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|-
 
|  valign="top" | 16th || align=center valign="top" | 3 || align=center valign="top" | 11 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | —
 
|-
 
|  valign="top" | 17th || align=center valign="top" | 3 || align=center valign="top" | 11 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | —
 
|-
 
|  valign="top" | 18th || align=center valign="top" | 3 || align=center valign="top" | 11 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | —
 
|-
 
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|}
 
 
 
==== Cantrips ====
 
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
 
 
 
==== Spell Slots ====
 
The Conjurer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
 
 
 
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
 
 
 
==== Spells Known of 1st Level and Higher ====
 
You know three 1st-level wizard spells of your choice, two of which you must choose from the divination, necromancy, and transmutation spells on the wizard spell list.
 
 
 
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a divination, necromancy, or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
 
 
 
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
 
 
 
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination, necromancy, or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
 
 
 
==== Spellcasting Ability ====
 
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
 
 
 
'''Spell save DC
 
= 8 + your proficiency bonus + your Intelligence modifier
 
 
 
'''Spell attack modifier
 
= your proficiency bonus + your Intelligence modifier
 
 
 
==== Weapon Bond ====
 
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
 
 
 
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
 
 
 
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
 
 
 
=== War Magic ===
 
At 7th level, when you cast a wizard spell that causes damage, add your precision bonus to the damage of that spell.
 
 
 
=== Conjurer's Improvisation ===
 
At 11th level, you learn how to improvise your spellcasting. You can cast any one wizard spell from the divination, necromancy, or transmutation schools as long as you have a spells slot of that level.
 
You can use this ability once, and regain the ability when you take a long rest.
 
 
 
=== Conjurer's Dodge ===
 
Beginning at 15th level, when you use your action to Dodge, you can cast a cantrip at the same time.
 
You cannot use this and Aggressive Dodge on the same turn.
 
 
 
=== Option: Alternate Magic School ===
 
As an option, the DM may allow you to exchange the transmutation school for another school of magic.
 
 
 
=== Designer's Notes ===
 
Eldritch Knight with filed off serial numbers.
 
 
 
== Courtier ==
 
A courtier is a diplomat, persuader, and instigator.
 
At home in courts and councils,
 
 
 
=== Flattery ===
 
When you choose this archetype at 3rd level, you learn the Persuasion and History skills as well as two languages. For each of these skills you already know, pick any other skill instead.
 
 
 
=== Social Butterfly ===
 
Starting at 3rd level, you are a master at etiquette and protocol.
 
Starting at 3rd level, you are a master at saying the right thing at the right time.
 
When you make a Charisma check, you can treat a d20 roll of 9 or lower as a 10 as long as the creature you are talking to is a humanoid or dragon.
 
At 7th level this ability works against a celestial, fey, fiend, and undead.
 
At 11th level this ability works against a construct, giant, or monstrosity.
 
At 15th level you can use this against any creature that understands a language.
 
 
 
=== Words on the Wind ===
 
At 7th level you can communicate with gestures and bits of shared language or when out of hearing but not out of sight, as long as that creature understands any language.
 
You can communicate in such circumstances but it takes twice as long.
 
 
 
=== Carousing ===
 
At 11th level your partying has rendered you immune to intoxication.
 
You have resistance to poison damage and immunity to the poisoned condition.
 
 
 
=== Worldly ===
 
At 15th level you gain proficiency with Constitution and Charisma saving throws.
 
 
 
== Duelist ==
 
All fencers are good at single combat, but the duelist takes this to extremes.
 
 
 
=== Combat Banter ===
 
When you choose this archetype at 3rd level, you learn the Intimidation skill. If you already know this skill, pick any other skill to learn instead.
 
 
 
As a bonus action you can challenge a single creature within 30 feet you share a language with.
 
Until the end of your next turn, that creature suffers disadvantage on attacks against any creature other than you.
 
The challenged creature does not trigger attacks of opportunity when moving closer to you.
 
 
 
=== Light Touch ===
 
At 7th level you have perfected your stance and grip on your weapon.
 
You cannot be disarmed or knocked prone.
 
When you are forced to move, the distance you are moved is not changed, but you decide how you move. You cannot move back into a square you previously left because of the current knockback event.
 
When you have challenged a creature using Combat Banter, you do not trigger attacks of opportunity when moving closer to that creature
 
 
 
=== Repartee ===
 
At 11th level you have mastered the art of posturing.
 
You can use Combat Banter against any creature with an Intelligence of 2 or more, regardless of language.
 
You gain advantage when you use Parry or the Riposte fencing school ability against a creature affected by your Combat Banter.
 
 
 
=== Confidence ===
 
At 15th level you gain proficiency with Wisdom and Charisma saving throws.
 
 
 
== Engineer ==
 
An engineer is a technologically educated fencer, focused on building fortifications and fieldworks.
 
This in contrast to the [[Sapper (5A)|Sapper]], a similar [[Rogue (5A)|Rogue]] subclassed focused on destroying things.
 
 
 
=== Siege Weapons ===
 
When you choose this archetype at 3rd level, you learn Investigation and gain proficiency with all crossbows, all firearms, and all siege engines. If you already know Investigation, pick another skill of your choice instead.
 
 
 
=== Engineering ===
 
At 3rd level you gain proficiency with
 
all vehicles,
 
carpenter's tools,
 
cartographer’s tools, and
 
mason's tools.
 
 
 
You are a master of constructions, which is any Large or larger object not carried by a creature.
 
You and any creature within 30 feet of you works three times as fast when building or repairing constructions.
 
You can spend an action to stabilize construction within 30 feet of you, giving that construction resistance to all damage until the end of your next turn.
 
 
 
=== Punch Code ===
 
At 7th level, when you inflict damage on a creature of the construct type, the construct must make an Intelligence saving throw (DC 10 + your Dexterity modifier + your proficiency bonus) or come under your control. 
 
Until the start of your next turn the construct becomes friendly to you and your companions, and obeys your commands. 
 
It will ignore its earlier instructions and instead take instructions from you.
 
In combat, the construct keeps its own initiative count and can take an action in its stat block or some other action.
 
 
 
=== Architectural Secrets ===
 
At 11th level you are immediately aware of any trap, secret door, compartment, trap door, or other unusual feature within 20 feet.
 
If you cannot see the location, you only get a sense of direction of each device.
 
As an action you can detect such devices at a range of 10 feet times your Proficiency Bonus.
 
 
 
=== Fieldworks ===
 
At 15th level you can spend an action to create field works in your space and within 5 feet of you.
 
This counts as difficult ground to your enemies.
 
Allies in this area gain half cover (+2 to AC and Dexterity saving throws).
 
This stacks with the bonus of any other cover they may have.
 
The fieldworks last until destroyed or worn away by weather, but never less than an hour.
 
 
 
== Legate ==
 
This is a [[Fencer_(5A)|Fencer]] subclass for [[5A]].
 
 
 
A legate is connected to the church, often a representative for a larger church, but sometimes working for their own personal faith.
 
 
 
''' ''Greyhawk'' '''
 
''With the new religious conflicts rising and fencers the wave of the future, a religious fencer is like a fish in water.
 
 
 
=== Divine Classes ===
 
{{ : Divine Classes (5A) }}
 
 
 
=== Spellcasting ===
 
When you reach 3rd level, you augment your martial prowess with the ability to cast cleric spells.
 
{| class="wikitable" align=right
 
|+ '''Legate Spellcasting'''
 
|rowspan=2 valign=bottom align="center" | '''Fencer<br>Level'''||rowspan=2 valign=bottom align="center" | '''Spells<br>Known''' ||colspan=4 align="center" |'''Spell Slots per Spell Level '''
 
|-
 
| align="center" |'''1|| align="center" |'''2|| align="center" |'''3|| align="center" |'''4
 
|-
 
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|-
 
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|-
 
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|-
 
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|-
 
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|-
 
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|-
 
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|-
 
| valign=top | 20th|| align=center | 13 || align=center | 4 || align=center | 3 || align=center | 3 || align=center | 1
 
|}
 
 
 
'''Spell Slots
 
The Legate Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
 
For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
 
 
 
'''Spells Known of 1st Level and Higher
 
You know three 1st-level cleric spells of your choice from your spell list.
 
Your spell list is made up of all cleric spells as well as any spells gained from the Legate Domain feature, below.
 
The Spells Known column of the Legate Spellcasting table shows when you learn more cleric spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
 
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
 
 
 
'''Spellcasting Ability 
 
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
 
 
 
'''Spell save DC =
 
8 + your proficiency bonus + your Wisdom modifier
 
 
 
'''Spell attack modifier =
 
your proficiency bonus + your Wisdom modifier
 
 
 
=== Legate Domain  ===
 
Beginning when you become a Legate at 3rd level, you choose a domain.
 
Your choice grants you domain spells and other features when you choose it at 3rd level.
 
It also grants you additional ways to use Channel Divinity and additional benefits at 7th level.
 
Replace any mention of heavy armor in a domain description by medium armor.
 
 
 
'''Domain Spells
 
Each domain has a list of spells-its domain spells that you gain and the level a cleric would gain these domain spells. You add all these spells to your spell list at level 3, but you cannot cast them until you can cast spells of the appropriate level and pick them as known spells.
 
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
 
 
 
* At 3rd level, you gain your chosen domain’s 1st-level benefits. 
 
* At 7th level, you gain your chosen domain’s 6th-level benefits. 
 
 
 
When a domain feature mentions your cleric level, use your fencer level instead.
 
When a domain feature mentions heavy armor, replace that mention by medium armor, but does not grant the ability to use that armor along with the Guard feature.
 
When a domain feature allows a saving throw, use your spell saving throw DC.
 
When a domain feature requires Channel Divinity to be used, you can power these abilities one, regaining the ability when you finish a long or short rest.
 
 
 
{|class="wikitable" align=right
 
|+'''Cleric Domains
 
|-
 
|{{ : Cleric Domains (5A) }}
 
|}
 
 
 
=== Divine Displeasure ===
 
At 11th level, when you cast a cleric spell that causes damage, add your precision bonus to the damage of that spell.
 
 
 
=== Devotion ===
 
At 15th level you gain proficiency with Wisdom and Charisma saving throws.
 
 
 
=== Designer's Notes ===
 
A simple variant of the arcane trickster that uses cleric and domain spell and powers.
 
 
 
== Medico ==
 
''This is copy-pasted from the rogue archetype.
 
 
 
A medico is an educated medical doctor, trained in formal arts of mundane healing.
 
 
 
'' '''Greyhawk''' ''
 
Medicine is slowly taking off, but still in the shadow of magic.
 
{{ : Mundane Healing Include (5A) }}
 
 
 
=== Bonus Proficiencies===
 
At 3rd level when you pick this archetype, you have already faced your share of death, and are now set on fighting plague and illness. You gain proficiency in the Medicine skill, the herbalism kit, the poisoner’s kit, a languages of your choice (usually an ancient language), and with Constitution saving throws.
 
If you are already proficient with the Medicine skill you can replace this with another skill. If you are already proficient with the herbalism kit or poisoner’s kit, you can replace each with another language.
 
You can use Intelligence (Medicine) instead of Wisdom (Medicine).
 
 
 
=== First Aid ===
 
At 3rd level you can use the Stabilizing a Creature action as a bonus action.
 
 
 
=== Field Medicine ===
 
At 7th level during a short rest when you or an ally spend Hit Dice to recover Hit Points, you can add your Proficiency Bonus to the result of each Hit Dice you and up to 6 allies spend.
 
Any saving throws made during a long or short rest may use your Intelligence (Medicine) bonus instead of their normal save bonus.
 
Undead and constructs cannot benefit from this ability.
 
 
 
=== Lesser Surgery ===
 
At 11th level you can use surgery to cure minor ailments during a long or short rest.
 
Undead and constructs cannot benefit from this ability.
 
The patient is cured of any one effect or condition that is not permanent.
 
This includes the effects of spells and magical abilities, but not curses.
 
Lost limbs can be replaced if a limb is available, either the creature's own or that of another similar creature.
 
Body parts must be no more than one day old to be used.
 
Each use of surgery takes 10 minutes, allowing you to use this ability up to six times during one short rest.
 
The patient has to be restrained during the procedure.
 
 
 
=== Immunity ===
 
At 15th level you gain proficiency with Wisdom and Intelligence saving throws.
 
 
 
== Officer ==
 
An officer flourishes in battles and skirmishes, fighting and leading a number of warriors. 
 
 
 
=== Command ===
 
When you choose this archetype at 3rd level, you learn the intimidation skill. If you already know this skill, you learn any skill of your choice. You can make your voice heard over the din of battle and rally those who despair.
 
 
 
As an action you can make a Charisma (Intimidation) check. You and all allies within a number of feet equal to the result (on a battle map round down to the closest increment of 5 feet) lose the frightened condition.
 
If you are not frightened, you have advantage on this check.
 
 
 
=== Incite ===
 
At 7th level, when you use Command, you can remove both the charmed and frightened conditions.
 
 
 
=== Resolve ===
 
At 11th level, when you use Command, you can remove both the charmed, frightened, and stunned conditions.
 
 
 
=== Confidence ===
 
At 15th level you gain proficiency with Wisdom and Charisma saving throws.
 
 
 
== Scaramouch ==
 
Not all fencers are gentlemen that stand and fight honorably.
 
As a scaramouch, you are quite able to run away or surrender to avoid and fight, and to convince your surroundings that you are a coward - or you can play the role of a bully or even a hero when the occasion demands.
 
Scaramouch is a stage character, and many who have this subclass play up to that stereotype.
 
 
 
The '''Save DC''' of your scaramouche spells and abilities is DC 8 + your Proficiency Bonus + your Charisma modifier.
 
 
 
=== Set the Stage ===
 
When you choose this archetype at 3rd level, you learn the Perform skill and proficiency with a musical instrument.
 
If you already know this skill pick another skill to learn.
 
 
 
=== A Beggar or a King ===
 
At 3rd level you can put on an act of bravado or harmlessness.
 
You can cast [http://dnd5e.wikidot.com/spell:sanctuary Sanctuary] and [http://dnd5e.wikidot.com/spell:compelled-duel Compelled Duel].
 
The '''Save DC''' of these spells  is DC 8 + your Proficiency Bonus + your Charisma modifier. You have three uses shared between these spells, and regain them on a long rest.
 
 
 
=== Stage Directions ===
 
At 7th level you can take the Disengage action as a bonus action.
 
Your A Beggar or a King ability now recharges on a long or short rest.
 
 
 
=== Director's Cut ===
 
At 11th level, you can take an action to make a single melee attack against a creature. If you hit and inflict damage you can  ask a question of the target, who must make a Wisdom saving throw, DC  8 + your Proficiency Bonus + your Charisma modifier, or give a true answer of up to three words.
 
You must be able to communicate with the target for this to work.
 
 
 
=== Ovation ===
 
At 15th level you gain proficiency with Wisdom and Charisma saving throws.
 
 
 
== Scoundrel ==
 
A scoundrel is a happy-go lucky fencer, spending their days as they come.
 
 
 
=== Make Your Luck ===
 
When you choose this archetype at 3rd level, you learn the Deception and Stealth skills and gain proficiency with thieves’ tools.
 
For each skill you already know, pick another skill of your choice.
 
If you are already proficient with thieves’ tools, pick a language, tool, or vehicle of your choice instead.
 
 
 
=== Catch the Moment ===
 
Starting at 7th level, you can use a bonus action on your turn to gain advantage on the next  Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
 
 
 
=== Charge Back ===
 
At 11th level your quick thinking allows you to run forward or back, as your luck requires.
 
You can use a bonus action to take both the Dash and Disengage actions.
 
 
 
=== Street Savvy ===
 
At 15th level you gain proficiency with Intelligence and Charisma saving throws.
 
 
 
== Weapon Master ==
 
Some fencers seek weapon mastery beyond their peers.
 
They study all sources of fighting lore, including that of Battle Master Fighters.
 
 
 
'' '''Greyhawk:''' ''
 
''Fencing is new and fresh, but not above incorporating the wisdom of ages into their fighting style.
 
 
 
=== Combat Superiority ===
 
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
 
 
 
'''Maneuvers.
 
You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 11th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
 
 
 
'''Superiority Dice.
 
You have six superiority dice, which are d4s. As you advance in level, your superiority dice improve to match your Precision damage die. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and 11th level.
 
 
 
'''Saving Throws.
 
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
 
 
 
'''Maneuver save DC
 
= 8 + your proficiency bonus + your Dexterity modifier
 
 
 
=== Know Your Enemy ===
 
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
 
 
 
* Strength score
 
* Dexterity score
 
* Constitution score
 
* Armor Class
 
* Current hit points
 
* Total class levels, if any
 
* Fencer class levels, if any
 
 
 
=== Relentless ===
 
At 11th level, when you roll initiative, you regain 1 superiority die.
 
 
 
=== Learned ===
 
Starting at 15th level you gain proficiency with Intelligence and Wisdom saving throws.
 
 
 
=== Battle Master Maneuvers ===
 
These are from the [[Battle_Master_(5A)#Battle_Master_Maneuvers|Battle Master]], with any modifications noted.
 
 
 
==== Ambush ====
 
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
 
 
 
==== Bait and Switch ====
 
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
 
 
 
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
 
 
 
==== Brace ====
 
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
 
 
 
==== Commander's Strike ====
 
When you take the Attack action on your turn, you can <span style="text-decoration: line-through;background-color:coral">forgo one of your attacks and</span> use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
 
 
 
==== Commanding Presence ====
 
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
 
 
 
==== Disarming Attack ====
 
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
 
 
 
==== Defensive Shove ====
 
As a bonus action, you can expend
 
a superiority die to shove an adjacent friendly
 
creature out of harm’s way. It moves 10 feet in
 
the direction of your choice, and until the start of
 
your next turn, it can add the superiority die to
 
either its AC or a save the next time it is targeted
 
by an attack or spell.
 
''Source: Ensider 22.
 
 
 
==== Distracting Strike ====
 
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
 
 
 
==== Double Time ====
 
When you move, you can expend
 
one superiority die. Until the end of your turn, you can move an additional distance equal to the result times 5 feet. You still cannot move more than twice your speed on your turn.
 
''Source: Ensider 22.
 
 
 
==== Evasive Footwork ====
 
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
 
 
 
==== Feinting Attack ====
 
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
 
 
 
==== Glancing Blow ====
 
Source: En5ider 48.
 
 
 
When you miss an enemy with an attack, you may spend a superiority die and inflict weapon damage to that opponent equal to the roll of the superiority die.
 
 
 
==== Goading Attack ====
 
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
 
 
 
==== Grappling Strike ====
 
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
 
 
 
==== Hamstring Attack ====
 
Source: En5ider 48.
 
 
 
When you deal slashing
 
damage to a creature, you may expend a
 
superiority die to slow its movement. You
 
add the superiority die to the attack’s
 
damage roll and the target must make a
 
Constitution saving throw. On a failure, the
 
target’s speed is reduced to 10 feet until the
 
end of your next turn.
 
 
 
==== Inner Calm ====
 
When you fail a saving throw to
 
end an ongoing effect, you can expend one superiority
 
die to add the result to your roll.
 
''Source: Ensider 22.
 
 
 
==== Living Shield ====
 
When an adjacent friendly creature
 
you can see takes damage, you can expend one superiority
 
die as a reaction. The damage the friendly
 
creature takes is reduced by twice the superiority
 
die result, and you take half that damage.
 
''Source: Ensider 22.
 
 
 
==== Lunging Attack ====
 
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
 
 
 
==== Maneuvering Attack ====
 
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
 
 
 
==== Menacing Attack ====
 
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
 
 
 
==== Parry ====
 
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
 
 
 
==== Perimeter Scan ====
 
You can expend a superiority die
 
as a bonus action to make a Perception roll, adding
 
the superiority die to the result. Until the start of your next turn, can also add the superiority die to
 
the next damage roll you make against a creature
 
you detect in this way.
 
''Source: Ensider 22.
 
 
 
==== Pinning Shot ====
 
When you hit or miss a creature with a ranged weapon attack, you expend one superiority die to pin the target, who it must make a Strength saving throw.
 
On a failed save, a flying target moves downward a distance equal to its speed while a target on the ground target is immobilized until the end of your next turn.
 
''Source: Ensider 22.
 
 
 
==== Precision Attack ====
 
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
 
 
 
==== Pushing Attack ====
 
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
 
 
 
==== Quick Toss ====
 
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
 
 
 
==== Rally ====
 
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
 
 
 
==== Riposte ====
 
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
 
 
 
==== Sweeping Attack ====
 
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
 
 
 
==== Tactical Assessment ====
 
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
 
 
 
==== Trip Attack ====
 
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
 
  
==== Watchful Gaze ====
+
== Designer's Notes ==
When you or a friendly creature
+
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.
that can see and hear you roll for initiative, you can
 
expend one superiority die to add the result to one
 
such creature’s initiative roll. You may do so after
 
you see the roll result, but before turn order is determined.
 
You may expend multiple superiority dice in
 
this way, but only one per character.
 
''Source: Ensider 22.
 
  
==== Watchful Strike ====
+
Fencer subclasses are not so much about fighting, fencers have school abilities for this.
When you ready an action to attack and have made the attack you readied, you can expend a superiority die to make another attack the next time the conditions of your readied attack occurs. You add
+
Instead they are about engaging with the world, often social abilities.
the superiority die to the attack’s damage roll.
+
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.
''Source: Ensider 22, heavily modified.
 
  
 
= 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