Grand Duelist

Martial Archetype

“I have come to kill you for the sake of honor. And though you possess none, still you die.”

-Fiora

When most people take up the blade, they do it out of necesity, to defend themselves and their homes. But duelists refuse to be like most people, instead finding thrill in battle. The thud as a hammer slams into where they were a moment ago, dodging through waves of spells to hold the caster at the edge on their rapier, the delicate dance on the line between life and death. They fight with honour, though it is rarely a truly fair fight.

One thing drives all duelists, ze long for a wurzy upponunt

Credit: popokupingupop90 and Riot Games

Lunge

At 3rd level, your agility lets you dance through the battlefield, less sprightly opponents left chasing you. Whenever you make an finesse weapon attack, you may move 5 feet as part of the attack. This movement may happen before or after the attack. Any atacks of opportunity made against you due to this movement have disadvantage.

Duelist's Dance

At 3rd level, you realise it is better to avoid harm than to attempt to shrug it off. You may choose to replace your proficiency in constitution saving throws with proficiency in dexterity saving throws. This cannot be changed again.

Riposte

You find that enough finesse allows you to overcome any challenge. At 7th level, when making a saving throw, you may use your reaction to riposte. In doing so, you make a dexterity saving throw to resist regardless of what attribute the effect calls for. On a successful saving throw, if the effect would have subjected you to the prone, stunned, or paralyzed conditions or would have pushed you, the creature that subjected you to the saving throw is stunned until the beginning of its next turn. You may not riposte again until you complete a short or long rest.

Bladework

The beauty of your duelists dance distracts your foes, allowing you to slip in some deadly flourishes. From 10th level, at the end of each of your turns roll a number of d6s equal to the number of successful finesse weapon attacks made on that turn. If any of these d6s lands on a 6, a bead of light appears on the edge of your blade. If your first finesse weapon attack made on the next turn hits, it is a critical strike. This effect lasts until the end of this following turn, when you again roll the relevant d6s.

Grand Challenge

At 15th level, your skill is renown and a challenge from you is not to be taken lightly. As an action, you call out a challenge at a creature that you can see. The creature is made aware of your location if they were not already. At the end of their following turn, they take magical piercing damage. The number of dice rolled to determine this damage is equal to that creatures constitution modifier. The damage dice is determined by the amount of successful finesse weapon attacks you have made on them since challenging them, as shown below. You may only use this feature once per long rest.

Grand Challenge Damage dice