Fencer (5A)
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Inigo Montoya: You are using Bonetti's Defense against me, ah?
Man in Black: I thought it fitting considering the rocky terrain.
Inigo Montoya: Naturally, you must expect me to attack with Capo Ferro?
Man in Black: Naturally, but I find that Thibault cancels out Capo Ferro. Don't you?
Inigo Montoya: Unless the enemy has studied his Agrippa... which I have!
Man in Black and Inigo Montoya, Princess Bride (1987).
Fencers represent the pinnacle of elegant swordplay. They move with a grace unmatched by most, parrying blows and countering attacks with swift thrusts of their blades. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with thrusts of the blade. Fencers fight using geometry. Judging distance, viewing the patterns of the battlefield, and controlling distance is essential in fencing. Fencers mainly as a line along which both opponents move, but circular geometric patterns are also used.
Class Profile
Hit Points
- Hit Dice: 1d10 per fighter level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, rapiers, scimitars, short swords. If firearms are in use, a fencer is proficient with all one-handed firearms.
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Nature, Insight, Intimidation, Perception, and Persuasion
Equipment
- (a) a rapier or (b) scimitar, or (c) shortsword
- (a) three daggers or (b) scimitar, or (c) shortsword
- (a) a light crossbow and 20 bolts or (b) a pistol and 5 shots
- (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively you can start with 3d4 x 10 gp or 75 gp.
Multiclassing
You must have a Strength or Dexterity of 13 to multiclass into or out of this class.
Multiclassing into the class gives you proficiency with simple weapons, and the rapier, scimitar, and shortsword.
Fencer multiclassing gives no spellcasing progression, or one-third progression if you have a subclass with spell progression such as the Eldritch Knight.
Fencer Table
Level | Proficiency Bonus |
Features | Precision |
1st | +2 | Fencing School, Guard, 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 | XXX | 1d10 |
16th | +5 | Ability Score Improvement | 1d10 |
17th | +6 | Fencing school | 1d10 |
18th | +6 | Subclass feature | 1d12 |
19th | +6 | Ability Score Improvement | 1d12 |
20th | +6 | Fencing Mastery | 1d12 |
Class Features
As a fighter, you gain the following class features.
1st level: Fencing School
Different fencing masters have developed fencing techniques that can be mastered by fencers as they advance in levels. Each such technique gives the fencer certain advantages. You gain a fencing school ability at 1st level and again at level 3, 9, and 15. The fencing school abilities to choose from are listed in their own section below.
1st level: Guard
When wearing no armor or light armor and not wielding a shield you add your Proficiency Bonus to your armor class.
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. The short sword used by fencers has a thin blade and is often called a foil or smallsword, but is identical to the normal short sword in game terms.
Fencing schools can add to your choice of precision weapons.
3rd Level: Fencer Subclass
At 3rd level you choose a subclass, careers that add abilities outside the normal range of fencer skills. You gain additional abilities from your chosen subclass at level 7. 13, and 18.
5th Level: Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
6th Level: Riposte
When you successfully use Parry, you can make a melee attack against the original attacker, even if the attacker is out of your reach.
10th Level: Aggressive Dodge
When taking the Dodge action, you can make a single melee attack.
20th Level: Fencing Mastery
At 20th level, you can use all fencing schools.
Fencing Schools
These are the fighting schools available to fencers.
Acuity
The Ghisliero or concentric school views the battlefield as a series of concentric circles around the fencer. It focuses on situation awareness and combating many opponents simultaneously. See Frederico Ghisliero @ Wikipedia.
Add +2 to your AC when you are within 5 feet of two or more enemies.
Armored
This is a school taught in the military, that incorporates more armor and basic fighting drill. Military fencers usually put more emphasis on Strength than Dexterity. Often combined with Armsmaster, but if you do so you might try the fighter class instead.
You gain proficiency in medium and heavy armor and with shields.
Armsmaster
This school claims to be universal, a combat technique applicable to all melee weapons. Many armsmasters focus on Strength over Dexterity. See Emanuelle Grazzi @ Wikipedia. Often combined with Armored, but if you do so you might try the fighter class instead.
All melee weapons are precision weapons to you.
Audacity
This is both a fighting style and a sport popular at universities. Called academic fencers, such students often have facial scars that they show off with pride as a demonstration of bravery. The school focuses on facing peril unflinchingly and sudden moves at the opportune time. See academic fencing @ Wikipedia.
You are immune to the Frightened condition.
Capers
You love acrobatic tricks like wide jumps, swinging on ropes and chandeliers, and fighting in the rigging of a ship. See Jack Sparrow @ Wikipedia, but also a host of other swashbuckling books and films.
You can use a bonus action to take the Escape action. When you do so, you can move through the space of enemies. Occupied spaces still count as difficult ground to you. The DM may allow you to ignore such difficult ground if you describe an interesting stunt, but may call for Dexterity (Acrobatics) checks to succeed at particularly daring maneuvers.
Cavalry
A school focused on mounted fencing. See George Patton @ Wikipedia.
You 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 that lacks the two-handed or versatile properties, 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 are precision weapons, and your unarmed attacks do 1d4 damage.
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.
xxRiposte
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, the yeoman style was developed among civilian free men. See Quarterstaff @ Wikipedia.
You can use the quarterstaff as a precision weapon gains the finesse quality in your hands.
Swashbuckler
Swashbuckling is the sound made when you carry a sword and shield together, and they clash against each other, making a cocky metallic sound. See Rodeleros and also Swashbuckler @ Wikipedia.
You gain proficiency with shields and can use the Guard ability when wielding a shield.
Fencer Subclasses
Agent
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
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
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.
Conjurer's Improvisation
At 7th 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.
War Magic
Beginning at 13th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Conjurer's Dodge
Beginning at 18th 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
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Don Juan
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Duelist
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
Ecclesiastic
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Engineer
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Erudite
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
XXX
At 18th level
Gentleman
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Officer
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Hoofer
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Instigator
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Medico
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Piercing Eye
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Rake
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Scoundrel
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Tom Fool
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level
Weapon Master
Not all fencers are gentlemen.
XXX
When you choose this archetype at 3rd level, you learn
XXX
At 7th level
XXX
At 13th level
XXX
At 18th level