Difference between revisions of "Fencer (5A)"

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=== Graduate ===
 
=== Graduate ===
 
When you choose this archetype at 3rd level, you learn two languages and one of these skills: Arcana, History, Investigation, Nature, and Religion, plus any one other skill of your choice.
 
When you choose this archetype at 3rd level, you learn two languages and one of these skills: Arcana, History, Investigation, Nature, and Religion, plus any one other skill of your choice.
When you hear another creature talking a language you understand, you can spend a reaction to determine which of Arcana, History, Investigation, Nature, and Religion they are skilled in.
+
When you hear another creature talking a in language you understand, you can spend a reaction to determine if they are skilled in each of these skills: Arcana, History, Investigation, Nature, and Religion.
  
 
=== Professor ===
 
=== 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.
+
At 7th level select one of these skills: When you make skill checks for this skill, and when making Charisma checks against a creatures skilled in the selected skill, you have advantage.
  
 
=== Authority ===
 
=== Authority ===

Revision as of 09:10, 27 December 2023

5A5A logo
Starfox's 5th Edition Fan Page

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

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

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

Class Profile

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, rapiers, scimitars, short swords. If firearms are in use, a fencer is proficient with all one-handed firearms.
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Nature, Insight, Intimidation, Perception, and Persuasion

Equipment

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

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

Multiclassing

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

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

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

Fencer Table

Level Proficiency
Bonus
Features Precision
1st +2 Fencing School, Guard, Parry
2nd +2 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 XXX 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Fencing Mastery 1d12

Class Features

As a fighter, you gain the following class features.

1st level: Fencing School

Different fencing masters have developed fencing techniques that can be mastered by fencers as they advance in levels. Each such technique gives the fencer certain advantages. You gain a fencing school ability at 1st level and again at level 3, 6, 9, 13, and 17. The fencing school abilities to choose from are listed in their own section below.

1st level: Guard

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

1st Level: Parry

You can use a reaction to parry the melee attacks of other creatures. To parry an attack, the fencer makes an attack roll. If this roll is greater than the attack roll of the attacking creature, the parry succeeds and the original attack misses.

2nd Level: Precision

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

To use this ability, you must wield a a precision weapon. Precision weapons are the club, dagger, rapier, scimitar, and short sword. 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.

3rd Level: Fencer Subclass

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

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

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.

20th Level: Fencing Mastery

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

Fencing Schools

These are the fighting schools available to fencers.

Acuity

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

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

Armored

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

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

Armsmaster

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

All melee weapons are precision weapons to you.

Audacity

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

You are immune to the Frightened condition.

Canne

Sticks have been used as clubs since time immemorial, but 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.

You can use Precision with the mace and the mace gains the finesse property for you.

Capers

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

You can use a bonus action to take the 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

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

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.

En Garde

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

When not wielding a shield and armed with a melee weapon you can use Precision with, you gain a +1 bonus to AC. You can still use your other hand normally.

Fleche

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

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

Footwork

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

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

Hard Knocks

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

You can make a Shove as a bonus action. Your unarmed attacks count as weapons that do 1d4 bludgeoning weapons with the finesse and light properties and can be used with the Precision class feature.

Main Gauche

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

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

Riposte

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

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

Rodear

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

To use Rondear , you must first move at least 5 feet. This uses your normal Speed and can trigger attacks of opportunity. After moving you can take the Dodge action as a bonus action. This does not allow you to use Aggressive Dodge.

Staff

A precursor to modern fencing, staff fighting style developed among civilian free men. See Quarterstaff @ Wikipedia.

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. See Rodeleros and also Swashbuckler @ Wikipedia.

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

Fencer Subclasses

Academic

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 one of these skills: Arcana, History, Investigation, Nature, and Religion, plus any one other skill of your choice. When you hear another creature talking a in language you understand, you can spend a reaction to determine if they are skilled in each of these skills: Arcana, History, Investigation, Nature, and Religion.

Professor

At 7th level select one of these skills: When you make skill checks for this skill, and when making Charisma checks against a creatures skilled in the selected skill, you have advantage.

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 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

Conjurer Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
Spells per Day
1 2 3 4
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

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, a similar Rogue subclassed focused on destroying things.

Siege Weapons

When you choose this archetype at 3rd level, you gain proficiency with all crossbows, all firearms, and all siege engines.

Engineering

At 3rd level you gain proficiency with 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 all allies 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 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

There are many sources of power in all the many worlds, but the most well-known and most respected is that of the divine. Some call this miracles, some say its astral magic, everyone agrees the healing and enhancements are nice. Clerics and Paladins are the masters of this magic, but others practice it as well in certain subclasses such as the barbarian Zealot, bard Chanter, fencer Legate, rogue Holy Slayer and Saint of Sinners, sorcerer Divine Soul, warlock Celestial Patron, and wizard Astral Magic and Theurgist.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast cleric spells.

Legate Spellcasting
Fencer
Level
Spells
Known
Spell Slots per Spell Level
1 2 3 4
3rd 3 2
4th 4 3
5th 4 3
6th 4 3
7th 5 4 2
8th 6 4 2
9th 6 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 10 4 3 2
15th 10 4 3 2
16th 11 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 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.

Cleric Domains
  1. Animist5A
  2. Arcana
  3. Cold5A
  4. Darkness5A
  5. Death
  6. Earth5A
  7. Forge
  8. Grave
  9. Insidious5A
  10. Knowledge
  11. LabyrinthEN
  12. Liberation5A
  13. Life
  14. Light
  15. Luck5A
  16. Masks5A
  17. Nature
  18. Order
  19. Peace
  20. Prophecy5A
  21. ProtectionEN
  22. Relic Weapon5A
  23. Spiritualism5A
  24. Tempest
  25. Travel5A
  26. Trickery
  27. Twilight
  28. War
  29. Water5A

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

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 in the Game

Magical healing in the game is cheap and effective, and to compete mundane healing needs to be the same. The two main branches of mundane healing is the exemplar Physic and the rogue Chirurgeon. To merit having two branches, they have to be different, which is expressed in the different classes they belong to. The Physic is focused on medicaments and the balance of the humors. From the Savant, it inherits stunts, and defense. The Chirurgeon is focused on the healing power of the knife, surgery. From the rogue it inherits sneak attack, cutting enemies with a surgeon's precision. The fencer Medico is a less proficient mix of the two styles.

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 a 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 hero when the occasion demands. Scaramouch is named for a stage character, and many who have this subclass play up to that stereotype.

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 Sanctuary and Compelled Duel. The Save DC of these spells is DC 8 + your Proficiency Bonus + your Charisma modifier. You can cast either spell once, and regain the ability on a long rest.

Exit Stage Left

At 7th level you can spend an action to take both the Dash the Disengage actions. The movement of allies who are within 30 feet when you take this action do not trigger opportunity attacks until the start of your next turn. 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. You can use this ability repeatedly, but it does not work on a helpless or surrendered creature.

Ovation

At 15th level you gain proficiency with Wisdom and Charisma saving throws.

Scoundrel

A scoundrel is a happy-go lucky fencer, meeting 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.

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, 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 forgo one of your attacks and 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

When you or a friendly creature 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

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 the superiority die to the attack’s damage roll. Source: Ensider 22, heavily modified.

See Also