Roguish Archetypes
At 3rd level, a rogue gains the Roguish Archetype feature. The following option is available to a rogue, in addition to those offered in the Player’s Handbook: the Fencer.
Fencer
Fencing rogues take on a philosophy of fighting normally adopted as a sport and a method of dueling. They imitate the balanced stance of classic fencers, allowing them to adapt techniques once used by these fighters to their own unique style.
Fencer Features
Rogue Level | Feature |
---|---|
3rd | Fencing Technique, Counter |
9th | Steady Hand |
13th | Continuation Strike |
17th | Centered Stance |
Fencing Technique
When you choose this archetype at 3rd level, you master the basic techniques of fencing. You learn two techniques, detailed under "Techniques" below. When you take the Attack action on your turn and attack with a melee weapon that has the finesse property, you can add the effects of one of your fencing techniques to the attack. Each technique is limited to one use per turn. Regardless of which technique you use, you also gain +2 to your AC until the start of your next turn.
You learn one additional technique of your choice at 9th, 13th, and 17th level. When you learn a new technique, you can also replace one technique you know with a different one.
Techniques
The techniques are presented in alphabetical order.
Disarm. You attempt to pry a weapon from the target's grasp. The target must make a Strength (Athletics) check or Dexterity (Acrobatics) check, opposing your attack roll. If you win the contest, the target drops one object that it's holding of your choice, which lands at its feet.
Fade. You can attempt to threaten an enemy with your attack, allowing you to retreat. The target must make a Wisdom (Insight) check, opposing the attack roll. If you win the contest, you can move 5 feet immediately after your attack without provoking an attack of opportunity from the creature you hit.
Feint. You can glance an enemy with your weapon, goading them to reveal a weak point. The target must make a Wisdom (Insight) check, opposing the attack roll. If you win the contest, your attack deals no damage, the target has disadvantage on attack rolls against you until the start of your next turn, and if you hit the target with the attack granted by your Counter feature before the start of your next turn, that attack can benefit from your Sneak Attack feature.
Flick. You can flick the blade of your weapon, striking even guarded points that a straight thrust would miss. The target must make an Intelligence (Investigation) or Wisdom (Insight) check, opposing the attack roll. If you win the contest, the attack ignores resistance to piercing damage, and you have a +1 bonus to the damage roll.
Lunge. You lunge with your attack, adding additional force to your strike. The range of your attack increases by 5 feet, and in order to use this technique, you must move 5 feet towards the target before making your attack. After you move, you make the attack with advantage.
Point-in-line. You hold a pointed defensive stance after your attack, foiling counter-attack. The target must make a Strength (Athletics) or Dexterity (Acrobatics) check, opposing your attack roll. If you win the contest, the first time the creature attacks you during its next turn, it takes 3 piercing damage, and it provokes an attack of opportunity from you even if it uses the Disengage action before leaving your reach. These benefits last until the start of your next turn.
Counter
Also starting at 3rd level, you learn to direct a foe's blow in a way that allows you to strike back. When an creature misses you with a melee attack, you can use your reaction to make one melee attack with a weapon you are holding against the creature. This special attack cannot benefit from your Sneak Attack feature.
Steady Hand
Starting at 9th level, you gain finer control of your hands after practicing your combat technique so often. While you are conscious, you cannot have disadvantage on Dexterity checks that involve your hands, and you gain a bonus equal to your Constitution modifier to such checks.
Continuation Strike
Starting at 13th level, you have attained such mastery of your techniques that you can convert a successful fencing technique into an opportunity for another strike. When you hit with one of the techniques granted by your Fencing Technique feature, you can make one additional attack as a bonus action against the creature affected by the technique.
Centered Stance
Starting at 17th level, your fencing stance is so practiced that you can use the momentum of your strikes as leverage, piercing deeply where others would not, without losing your balance. When you hit with an attack that does not benefit from your Sneak Attack feature, you can deal an extra 2d6 damage. You can use this feature only once per turn.
Questions? Feedback?
Thank you for taking the time to read, review and enjoy this homebrew. Feel free to get in touch with me on reddit: /u/devikyn with your comments and improvements!
Credits
- I found the image of a fencer on Pinterest here.