Daredevil (5A)
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This is a Fighter subclass for 5A
Not all fighters prefer heavy weapons and armor. A daredevil challenges their foes with light weapons like rapiers and many even eschew armor.
Greyhawk A new type of warrior is starting to appear, first in mercenary circles in the City of Greyhawk, but gradually spreading over the subcontinent. The daredevil is often a nobleman or adventurer, someone who's need to fight pops up suddenly with no chance to properly arm yourself.
Subclass Features
Grace and Style
Beginning when you choose this archetype at 3rd level, you gain proficiency with two of the following: Athletics, Acrobatics, Deceit, Persuasion, Sleight of Hand, any musical instrument, any gaming set.
Flashing Blade
At 3rd level you learn how to defend yourself with a blade alone.
- While you are wearing no armor or light armor, you can add your Charisma modifier to your your Charisma modifier to your Armor Class.
- When you are not wielding a shield and armed with a melee weapon that lacks the two-handed and versatile properties, you gain a +1 bonus to armor class.
You can use both of these defenses at the same time.
Aggressive Defense
At 3rd level you can create an attack out of your defense. When you are armed with a melee weapon and hit by an attack from a creature in your reach, you can use a reaction to make an attack with a melee weapon against the initial attacker. The result of your attack roll also becomes your armor class against the triggering attack, possibly making the triggering attack miss.
Cunning Attack
Beginning at 7th level, when you use your action to take the Dodge action, you may make a single weapon attack as part of that action.
At 20th level, you can make two weapon attack as a part of a Dodge action.
Gentle Grip
At 7th level you gain several abilities.
- You cannot be disarmed or forced to drop a weapon or other hand-held object; you keep the object in hand until you deliberately release it.
- You can pick up a Tiny object from the ground within your reach without spending an action.
- At the start of your turn you can draw and stow any number of weapons without spending any action.
- You ignore the loading property of weapons.
Face-Off
At 10th level you can challenge an opponent, focusing you attacks on them but also opening yourself up to their counterattacks. When you make your first attack on your turn, you can decide to face-off against a specific opponent. Doing gain advantage on melee weapon attack rolls against that opponent, but that opponent has advantage on all attack rolls against you. Both effects last until the beginning of your next turn.
Hot Pursuit
At 15th level, when an opponent moves out of your reach, you can move 5 ft. to pursue the opponent. This movement does not trigger attacks of opportunity. You can do this again and again and even against several opponents in a round, but your total movement in one round cannot exceed your speed. At the start of your turn your ability to pursue resets and you can again move up to your speed using this ability.
Fleche
At 18th level, when you are wielding a melee weapon that lacks the reach, versatile, or two-handed properties, your reach increases by 5 ft.
Designer's Notes
A first attempt at a swashbuckling fighter. It is a bit of a mess with many minor abilities and abilities that are exclusive.