Roguish Archetype: Stylish duelist (draft)
Roguish Archetype: Stylish duelist
yada yada lore, lore random shit go.
Quickdraw
Your reliance on changing your weapons frequently in order to keep the variety has mad your draw time on weapons quicker. You can draw, stow, sheath, or change the weapons in your hands as a free action an extra number of times equal to your dexterity modifier (minimum of +1).
Roguish styles
When you start your path as a Stylish duelist you learn the styles that take the form of the fighting styles that are often taken by other who use a more, "Traditional" fighting style. You gain the following fighting styles: Archery, Classical Swordplay, Dual Wielding, Thrown Weapon Fighting, and Feather Weight Fighting. All fighting styles are given more detail at the end of the doc. You can activate one of your chosen fighting styles as a bonus action, the fighting style is then active until the start of your next turn in which case you cannot activate that style again until you activate a different fighting style first. You can only have one fighting style active at a time.
In addition each fighting style allows you to land your sneak attack without advantage or an ally within 5 feet of the target, but instead have an extra condition depending on the fighting style and so long as the attack meets the other conditions of sneak attack. The additional conditions are as follows:
Archery: The attack lands while you are at least 30 feet away from the target.
Classical Swordplay: If you are within 5 feet of the target, and no other creatures are within 5 feet of you.
Dual Wielding: You land either your main and offhand attack.
Thrown Weapon Fighting: Landing a thrown weapon attack.
Feather Weight Fighting: Landing an attack with a light weapon on a turn you moved.
Style points
At level 9 your ability to "Style on your enemies" allows you to use your cunning more frequently. When you land a sneak attack conditional from a fighting style you get 1 style point, each fighting style can only give you one point at a time and each point can be used as a point for cunning strike. However if you use a cunning strike you cannot gain any style points on the turn you used the cunning strike.
Furioso/Improved styles
Once you have reached level 13 you can unleash your power in a display of your ability to use all the styles and weapons you have. As an action you are able to spend 1-7 style points to activate Furioso.
When you activate furioso you create a circle around you with a radius equal to 5 times the number of points put into the Furioso for each creature of your choice in the circle they make a Con save against your cunning strike DC on a fail they take damage as if they had been hit by a number of weapons that you have of your choice equal to the number of points you expended they also take any on hit effects those weapons have, if you used 4 points on furioso they also take sneak attack damage, on a success they take half damage do not activate on hit effects of weapons and never take sneak attack damage.
You also gain access to the unarmed and great weapon fighting style.
Master Duelist
At 17th level your ability to use your styles has improved to the point where you can now change fighting styles as a object interaction(same one that is affected by quickdraw) instead of only as a bonus action, you can also have 2 styles active at the same time benefiting from both in all ways but you can't use either fighting style the next time you activate a fighting style.
Fighting styles:
Classical Swordplay:
While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield
Dual Wielding:
When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.
Featherweight Fighting:
While you are wielding only light weapons, and nothing else, your speed increases by 10 feet. You also gain a +1 bonus to damage rolls with light weapons, so long as you are not wearing medium or heavy armor, or wielding a shield.
Thrown Weapon Fighting:
When you land an attack with a thrown weapon you deal +2 damage.
Archery:
You gain a +1 bonus to ranged weapon attack rolls,
and your attacks with ranged weapons ignore half-cover
and treat three-quarter's cover as half cover.
Unarmed fighting:
Your unarmed strikes now count as simple weapons you are proficient with the light and finesse properties and deal 1d4 damage.
Great weapon fighting:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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