Fighter Subclass: Duelist

The Fight is a Dance, and you are the Music.” Vahns’ face distorted into a grimace. They had been fighting for nearly half an hour. “How is she still on her feet?” The half-orc wondered, yet both of the combatants showed nary a sign of exhaustion. “Look.” Vahn’s elven companion motions over to the combatant on the left. “He’s been fighting at his best ever since the fight started.” The elf explained- “But Lyra? Her stance has changed. She adapted. He is dead on his feet, and he doesn’t even know it.”

Learning the Dance

Learning the Dance Beginning when you choose this archetype at 3rd level, you focus your skill and effort against a single foe, striking it down with powerful blows and practiced techniques, represented by a pool of Focus that accumulates as you fight.

Whenever you hit a creature with a weapon attack, your Focus against it increases by 1 for each such hit after the first. Any Focus you have against a creature is lost after 1 minute or once you make a weapon attack against another creature you don't have Focus against. If a creature you have Focus against reaches 0 hit points, falls unconscious, or dies, you can use a reaction to switch your accumulated Focus against that creature to another creature you can see.

In addition, whenever you hit an enemy with an attack, you can expend an amount of accumulated Focus against a creature in order to use one Focus ability on it. The Focus abilities, and the amount of Focus you must expend to use them, are shown in the list at the end of this archetype description.

If a Focus Ability requires a saving throw, the saving throw DC is 8 + your choice of your Strength or Dexterity modifier + your proficiency bonus.

Leading the Dance

At level 7, The Duelist can flourish and demonstrate their skill for a minute. If they are not interrupted, any creature they choose that can see them for the full duration is charmed for an hour, or until you or an ally take hostile action against it.

Battlefield Duelist

At 10th level, whenever you first gain Focus against a creature and don't already have Focus on any other creature, choose two other creatures you can see. You have Focus against these other creatures as well. You share Focus against all three creatures at once: you don't track Focus against each one individually.

In addition, whenever you would lose Focus against a creature because you make a weapon attack against a creature you don't already have Focus against, you instead transfer your Focus from one creature of your choice that you have Focus against to the target of your weapon attack.

Finally, your weapon attacks against creatures you have Focus against deal additional damage equal to your current Focus.

Battlefield Dancer

At level 15, you begin to understand the movements of enemies you have Focus on. Against attacks by these creatures, your AC is increased by 2.

Everlasting Dance

At level 18, For every 3 attacks that you land on the same creature without attacking others in between on your turn, you regain hit points equal to 1d8 + half your current Focus. When a creature you have Focus on dies, you may choose a different target they can see to be affected by Focus requiring no action.

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Focus Abilities

Cost Effect
1 Disarm - You disarm a foe you have Focus on. Their weapon (or one held item) falls to the ground if they fail a dexterity saving throw.
2 Slap Wrist - You use the flat of your weapon in a quick maneuver to impose disadvantage on attacks against you by one creature you have Focus on until the end of their next turn. You may expend 1 additional focus for each creature you also hace Focus on, in which case they are also affected.
3 Painful Slice - You cause your enemy pain- they must succeed on a dexterity saving throw or be frightened. They may attempt to save at the end of their turns, the effect lasts for a minute.
3 Feint - Until the beginning of your next turn, you are considered to be taking the dodge action against enemies you have Focus on. Unless they succeed on a Wisdom saving throw, you have advantage on attacks against them until the end of their next turn.
4 Disrupt - unless your opponent succeeds on a dexterity saving throw, they cannot cast spells until the end of their turn. If you spend 3 additional focus, all creatures you have Focus on are affected.
4 Outlast - One creature affected by Focus gains a level of exhaustion.
4 Face Slash - Until the end of their next turn, one enemy you choose that you have Focus on is considered blinded.
4 Knee Kick - You knock one foe you have Focus on prone and push them 15 feet away from yourself, they must be within 5 feet of you to use this ability.
5 Stunning Blow - One foe you have Focus on is Stunned. At the end of their turns, they may roll a constitution saving throw. On a success, they are no longer stunned.

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Made by Leo Willenberg using "The Homebrewery" Editor | With help from GalacticAxekick and Composer99