Kelus Duelist

Prerequisite: Must be born in Kelus to start with this class.

Class Description

The Kelus Duelist is a very versatile class designed over many years to be a ruthless opponent in combat. The Duelist can come in many forms capable of adapting to a wide verity of weapons making them hard to predict and even harder to avoid. A good Duelist discovers what is needed to win a fight and masters it.

Class Features

Hit Points & Dice

Hit Dice: 1d10 per Duelist level

Hp at 1st level: 10+Con Modifier

Hp after 1st level: 1d10+Con Modifier

Proficiency

Armour: Light Armour, Medium Armour, Heavy Armour, Shields

Weapons: Simple Melee Weapons, Simple Ranged Weapons, Martial Melee Weapons, Martial Ranged Weapons, Simple Firearms, Hidden Weapons, Thread Weapons

Tools: None

Saving Throws: Constitution

Skills: Choose two skills from the following: Acrobatics, Animal Handling, Athletics, History, Insight, Performance or Religion

Equipment

Leveling Table

Level Proficiency Bonus Features
1 +2 First Strike
2 +2 Harbinger of Glory
3 +2 Duelist Archetype
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Frenzy
7 +3 Ability Score Improvement
8 +3 Duelist Archetype Feature
9 +4 Harbinger of Glory
10 +4 Adrenaline Rush, First Strike
11 +4 Extra Attack
12 +4 Ability Score Improvement
13 +5 Duelist Archetype
14 +5 Adrenaline Rush
15 +5 Gaintsbane or Overbearing
16 +5 Ability Score Improvement
17 +6 Extra Attack
18 +6 Duelist Archetype
19 +6 Ability Score Improvement
20 +6 Masterful Movement, First Strike

Features


First Strike

Always be the first to strike your target dead.

You gain advantage to your initiative roll.

At level 10 you add your dexterity modifier to your initiative twice (the second dexterity modifier added is capped at +5)

At level 20 the second dexterity modifier cap is increased from +5 to +10

Harbinger of Glory

Defeating an opponent in the midst of combat is a glorious thing. It drives your forward far beyond your normal limits.

After you have killed/defeated your first opponent this turn you gain the following benefits till the end of the current round:

  • +2 Temporary AC
  • +25 Temporary HP
  • +20ft Movement

At level 9 you can also choose one of the following benefits:

  • 1 additional reaction
  • +5 damage reduction
  • proficiency in a saving throw you currently are not proficient in.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

(These effects also apply to frenzy actions)

Frenzy

Once per long rest you are able to evoke a frenzy action after making your standard action. A frenzy action is equivalent to an attack action.

Adrenaline Rush

The edge of life is the most embracing.

While your current health is below or equal to 20, gain an extra 1d6 to your damage, 10 damage reduction and 10ft to your movement speed.

At level 14 you gain Adrenaline Rush's effects after being damaged below 40 health.

Gaintsbane

The smaller they are, the faster they strike.

When attacking with a frenzy action, deal double damage to opponents that are large.

Using a frenzy action resets your movement.

Gain 1d6 damage reduction for the duration of the frenzy action.

Overbearing

The larger they stand, the harder they hit.

When attacking with a frenzy action, deal double damage to opponents that are small.

Regenerate 2d20 health when entering a frenzy action.

Critical damage dealt deals an additional 2d6 damage when in a frenzy action.

Masterful Movement

Gain three Masterful Charges that recharge every long rest.

A Masterful Charge can be used to add 1d4 to a hit roll or can be used to reroll a failed hit with disadvantage (must take new roll).

The effects can be combines with each other (re-roll with disadvantage with an extra 2d4 bonus would cost 3 charges)

Duelist Archetypes

Choose one Archetype to follow from below:


Daring Duelist

Style of the Sword and Gun

At 3rd level:

Choose an extra skill to be proficient in: Perception or Survival

You become proficient in Strength Saving throws

Longswords, Shortswords, Rapiers, Other long bladed weapons that are not heavy and All guns gain a +1d4 base damage increase.

At 8th level:

At 13th level:

At 18th level:

Dexterous Duelist

Style of the Hook and Claw

At 3rd level:

Choose an extra skill to be proficient in: Deception or Stealth

You become proficient in Dexterity Saving throws

All Claw, Dagger, Whip and Hook weapons gain a +1d4 base damage increase.

At 8th level:

At 13th level:

At 18th level:

Distant Duelist

Style of the Glaive and Spear

At 3rd level:

Choose an extra skill to be proficient in: Crafting or Investigation

You gain 4 damage reduction

Spears, Halberds, Pikes, Glaive and other Weapons with the Reach modifier gain a +1d4 base damage increase.

At 8th level:

At 13th level:

At 18th level:

Deceiving Duelist

Style of the Needle and Thread

At 3rd level:

Choose an extra skill to be proficient in: Deception or Sleight of Hand

You become proficient in Wisdom Saving throws

All Hidden and Thread weapons gain a +1d4 base damage increase.

At 8th level:

At 13th level:

At 18th level:

Dominating Duelist

Style of the Greatsword and Warhammer

At 3rd level:
Choose an extra skill to be proficient in: Forging or Intimidation

You become proficient in Strength Saving throws

Greataxes, Greateswords, Warhammers and other Weapons with the Heavy modifier gain a +1d4 base damage increase.

At 8th level:

At 13th level:

At 18th level:

Defensive Duelist

Style of the Shield and Bow

At 3rd level:

Choose an extra skill to be proficient in: Medicine or Persuasion

You become proficient in Dexterity Saving throws

Bows you use gain a +1d4 base damage increase. Shields you use gain +2 Temporary AC

At 8th level:

You master the art of dancing between two large pieces of equipment.

You are able to wield both and Bow and Shield as if they where one handed.

At 13th level:

At 18th level: