User:The bluez in the dungeon/Fencer

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Author: the bluez in the dungeon (talk)
Date Created: 25/3/2023
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Dragondancer

A mix of physical power and dexterous technique with arcane abilities, the dragondancer brings magical strikes in the form of dragon attacks to tear and destroy its opponents.

Through dance they summon aspects of dragons, in both strength and magic, and use them to hit opponents with mystical arts. They long for the power of dragons and thanks to the imitation of their movements they achieve similar results to those of a sorcerer. Despite this, dragondancers are not born but made through rigorous study and training, such as monks, though a drop of draconic blood helps a long way in the learning of dragondance, as its expression comes more from the strength of conviction rather than peace of the mind.

Making a Sword Saint

Dragondancers are martial characters at heart, with some additional tools to help in other roles. They excel at melee combat, have some field-control abilities and some ranged options.

Abilities: Beside using Strength, Constitution and some Dexterity, dragondancers appreciate having an high Charisma score.

Races: Almost any race may become a dragondancer, but those that value physical prowess and mental fortitude are more often found among the dragondancers, this includes humans, elves, orcs and their half-breed.

Alignment: Any

Starting Gold: 4d4 x 10 (100 gp).

Starting Age: Moderate.

Table: The Fencer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +0 +0 Duelist, Martial Training, Stance
2nd +2 +0 +0 +0 Combat Defense
3rd +3 +1 +1 +1
4th +4 +1 +1 +1
5th +5 +1 +1 +1
6th +6/+1 +2 +2 +2 Swordplay
7th +7/+2 +2 +2 +2 Multiduel
8th +8/+3 +2 +2 +2
9th +9/+4 +3 +3 +3
10th +10/+5 +3 +3 +3
11th +11/+6/+1 +3 +3 +3
12th +12/+7/+2 +4 +4 +4
13th +13/+8/+3 +4 +4 +4
14th +14/+9/+4 +4 +4 +4
15th +15/+10/+5 +5 +5 +5
16th +16/+11/+6/+1 +5 +5 +5
17th +17/+12/+7/+2 +5 +5 +5
18th +18/+13/+8/+3 +6 +6 +6
19th +19/+14/+9/+4 +6 +6 +6
20th +20/+15/+10/+5 +6 +6 +6 Eternal Duel

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcane) (Int), Knowledge (Dungeon) (Int), Knowledge (History) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the fencer.

Weapon and Armor Proficiency: Fencers are proficient with all sword-like weapons, regardless of their type. They are proficient in the use of all armors and shields.

Variable Saves: A fencer may choose two of its saves to have a good progression instead of poor. Once this choice has been made it can't be changed.

Duelist (Ex): A fencer fights best against an opponent it has challenged to a duel. As a swift action it may challenge an opponent in sight to a duel. It gains a +2 dodge bonus to AC against that opponent and it inflicts +1d6 of damage (called the duelist's die, which is not multiplied on a critical hit, but it's not precision damage) per round with its sword (not with other weapons), while suffering -2 to AC and to attacks against other opponents. The effects of the duel go on on until one of the participants is dead, unconscious or the combat otherwise ends, or the fencer may change its target buy expending another duel use. It may use this feature once per day per level of fencer it has. This effect always activates with no expenditure if the fencer fights a single opponent.

The extra damage increases by +1d6 at each odd level in this class. Duelist dice may be rolled once per turn, and are expended for that turn. If, due to some effects, duelist dice are rolled out of the fencer's turn, the dice are expended until the end of the fencer's next turn.

Martial Training (Sp): All fencers have received a deep formal training the art of swordmanship and so they can apply their class features only to swords, not other weapons. They are also treated as if having the feats Combat Expertise, Improved Disarm, Improved Disarm, Improved Feint, Improved Trip, Combat Reflexes, Power Attack, Improved Bull Rush, Improved Overrun, Improved Sunder, Quick Draw, Two-Weapon Fighting, and Weapon Finesse and gain their benefits.

Fencer levels also count as fighter levels for the purpose of meeting requirements.

Stance: The base for any fight is the footwork (and blade position) and fencers know it well. When in combat, as a move action, they may enter, or change, a stance to gain various benefits:

  • Defensive: When in this stance, a fencer may choose to either fight defensively or perform a total defense. It rolls duelist dice, at least one, and adds the result (if using the total defense it gains also a fixed +4 or +6 if it has 5 or more ranks in Tumble) to the AC as a dodge bonus, keeping it until the end of its next turn. In the next turn, all the other effects of the chosen maneuver apply normally. It works even if the duel isn't active, but it may prevent the use of some or all duelist dice in the next round.
  • Offensive: This kind of stance is bold, with the sword raised high, or directly pointed to the opponent's face. The fencer increases the weapon critical range by one point (after any other similar effects) and may roll duelist dice as a bonus to the roll for confirming the critical hit. It works even if the duel isn't active, but it may prevent the use of some or all duelist dice in the next round.
  • Open: Even bolder than an offensive stance, this guard leaves the fencer purposefully open to attacks to gain the upper hand. When the opponents attacks, the fencer may roll duelist dice, one per attack. The enemy gains a bonus to the attack and the damage equal to the result, but the fencer may strike in retaliation immediately after the attack. If the enemy strikes successfully the fencer exits this stance. It works even if the duel isn't active, but it may prevent the use of some or all duelist dice in the next round.
  • Tricky: This stance allows the fencer to use its special maneuvers more effectively. In this stance the fencer may add one or more of its duelist dice for the round to a combat maneuver. It works even if the duel isn't active, but it may prevent the use of some or all duelist dice in the next round.

Combat Defense (Ex): Starting at 2nd level

Swordplay (Ex): From level 6, when the fencer becomes able to make an additional strike when using a full-attack, it can choose to perform combat maneuvers that expend an attack from the routine using any of its attacks with its bonus, even if it would be technically after the first attack (essentially being able to move the bonuses on its attack routine as it wants. For example, at this level, it may use the +1 bonus to perform a bull-rush, and only then attack with its +6 bonus.

Multiduel (Ex): At 7th level and higher, a fencer may choose additional targets for its duel ability. It may apply its duel effects to two targets (but the number of duel dice per round it has access to doesn't change), chosen when expending the use. At level 10th it may target three, three at level 13th, four at level 16th and a maximum of five at level 19th.


Eternal Duel: By level 20, the fencer isn't limited by its duel uses anymore and it's always considered under the effect of a duel.

Additional Options

Feats