Martial Archetype - Fencer

The fencer spends their time training in light armor with agile weaponry. They rely on their skill and fast movement to place attacks and defend themselves instead of heavy armor. As you train further as a fencer, your skill and finesse with sword become unmatched by any other.


Cloak Defense (level 3)

Your training has taught you to turn capes and cloaks into a defensive tool. While wielding nothing or a finesse weapon, you can use a cape or cloak defensively. This grants +1 to your AC. This item and your weapon can be readied together as a single item interaction.

Deceptive Flourish (level 3)

You may spend a bonus action to flourish the cape, hiding your next movement. Making a successful deception check against your opponents perception grants you advantage on your next attack, but negates your AC bonus from the cloak until the start of your next turn.

Rapier Wit (level 3)

You are quick on your feet, but even quicker with you tongue. You become proficient in one of the following skills: Persuasion, Deception, Intimidation.

Insult Fighter (level 7)

Your tongue has become as sharp as your sword, enough so that your insults can hurt people. You gain access to the Vicious Mockery cantrip and can cast it as a bonus action when you use an attack action. You spell casting stat is your charisma.

Improved Offhand Defense (level 10)

Your skill with the cape or cloak defense has increased, it now grants you +2 to your AC instead of +1. Using the deceptive flourish with your cape or cloak no longer negates your AC bonus.

Disarming Defense (level 15)

You've learned to wrap your cape or cloak around the opponents weapon during combat. As such, you when your opponent makes an attack against you, you may use your reaction to catch the blade in your cape or cloak and attempt to pull their weapon out of their hand. They must make a dexterity save of DC 8 + your proficiency bonus + your Dexterity modifier. If they fail, they are disarmed. Even if they succeed they have disadvantage on their attack against you.

You may use this ability up to your dexterity modifer times per long rest (minimum 1).


Dance of Death (level 18)

For one minute you enter the stance: Dance of Death. Your blade flashes and strikes everyone around you, and your cape blocks all incoming strikes. You gain an additional +2 to your AC. While in the stance you may use an action to make a melee attack against all creatures within reach. You may end the stance as a free action. The stance ends automatically if you are knocked unconscious.

Once you have used this feature your cannot use it again until you complete a short or long rest