Duelists trace back to the legendary Blademaster Serathis, a figure shrouded in both myth and mystery. It is said that Serathis discovered an ancient tome of swordsmanship, containing secrets of the blade passed down from a forgotten age. This tome, infused with arcane knowledge, transformed him into an invincible force on the battlefield. Determined to pass on this legacy, Serathis founded the Order of the Blade, a guild dedicated to training the finest Duelists in Alavir. These warriors are bound by a code of honor, valor, and the unyielding spirit of the duel, each seeking to carve their own legend in the annals of history.
Duelists are renowned for their distinctive fighting style, characterized by swift, precise strikes and an almost supernatural agility. They engage foes in close combat, using their keen reflexes to anticipate and counter attacks with unparalleled grace. Their mastery of the blade is complemented by a deep understanding of their opponents, allowing them to exploit weaknesses and turn the tide of battle with a single, decisive blow. In the grand tournaments and on the battlefields of Alavir, Duelists are both feared and respected, their prowess inspiring tales of heroism and awe. They embody the essence of personal combat, standing as paragons of skill and determination in a world where strength alone is not enough to prevail.
Tier 1 is the features you will receive from levels 1-5
At 1st level, Always on the lookout for danger, you gain the following benefits:
At 2nd level, You can roll up to 3 of your recharge features at the start of your turn. In addition, you can roll recharge features with advantage.
At 4th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 5th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Skill Increase:
You gain proficiency 1 levels of proficiency in 3 skills.
At 7th level, When you hit a creature with a critical strike they take additional damage equal to 3 + PM and are paralyzed until the start of their turn.
At 9th level,
(Recharge 3-6)
You can impose disadvantage on one attack roll on yourself. If the attack misses, you heal for (PM)d4 + CON. Roll your recharge after each Parry.
At 10th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 12th level, you gain a bonus to attack rolls equal to your Will saving throw modifier when you are below 50% life.
At 14th level, you have expertise in every skill you are proficient in. In addition, you can roll an extra d4 on these skill checks.
At 15th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 17th level, you can enter a fighting stance at the start of your turn. You remain in this fighting stance until the start of your next turn.
Offensive: You gain one additional attack when you take the attack action on your turn. You have advantage on attack rolls.
Defensive:
You gain +3 AC and saving throws. You also reduce damage equal to your fighting modifier.
At 19th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 20th level,
(Recharge 6) You can take one additional action.
You can roll all of your Recharge mechanics at the start of your turn, treat any 1's as 2.