Binate Duelist, Variant (5e Class)
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- 1 Binate Duelist
- 1.1 Creating a Binate Duelist
- 1.2 Class Features
- 1.3 Subclass
- 2 Binate Duelist Archtype
A swordsman stands alone in a blood-soaked battlefield, before him a creature of monstrous proportions. The creature raises its leathery palm upward, in a matter of seconds the creature is split open, hundreds of little cuts begin to pour open, it drops to the ground.
An elf perches herself high in a tree, below her- a group of fey-hunting mercenaries. The elf drops in between them, weapons outstretched, she cut open the group of killers before continuing on her way.
A volley of arrows darkens the sky above. The swordsman pulls his two longswords from the dirt. In an instant the arrows descend, sparks and wood shavings scatter the ground as the swordsman slices at sonic speed what would be his death, into nothing.
Creating a Binate Duelist
|image from teepublic.com|
Did you learn your skills from an experienced warrior or did you learn them yourself? Do you work as a mercenary? A soldier? Maybe you’re a gladiator. These are some important things to consider when you are designing a binate duelist.
- Quick Build
You can make a binate duelist quickly by following these suggestions. First, Strength should be your highest ability score, followed by either Dexterity or Constitution. Second, choose the soldier background.
As a Binate Duelist you gain the following class features.
- Hit Points
Armor: light armor, medium armor
Weapons: simple weapons, one handed martial melee weapons
Saving Throws: Strength, Constitution
Skills: choose two from: Athletics, Acrobatics, Intimidation, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two Shortswords or (b) Two Handaxes
- (a) Traveler's Clothes or (b) Studded Leather or (c) Scale mail
- (a) A dungeoneer’s pack or (b) An explorer’s pack
|3rd||+2||Cross Block, Subclass Feature|
|4th||+2||Ability Score Improvement, Projectile Deflection|
|6th||+3||Improved Critical, Subclass Feature|
|8th||+3||Ability Score Improvement|
|11th||+4||Extra Attack, Subclass Feature,|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
At 1st level, you have training with using two weapons at once, even when these weapons don't have the 'light' property. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. When you take the Attack action and attack with a melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different melee weapon that you’re holding in the other hand. You can add your ability modifier to the damage of the bonus attack, unless that modifier is negative.You may draw or stow two weapons when you would normally be able to draw or stow one.
Starting at 2nd level, your duel wielding training has granted you speed and abilities that distinguishes you from others. Your access to these abilities is represented by a number of duelist points. Your Binate Duelist level determines the number of points you have, At 2nd level you receive 2 Duelist points, this number increases by one For each Binate Duelist level increase.
You can spend these points to fuel various abilities. You start knowing two such features: Second Strike, and Afterimage. You learn more binate duelist abilities as you gain levels in this class. When you spend a duelist point, it is unavailable until you finish a short or long rest, At the end of a long rest you regain all of your expended duelist points. You gain 2 points for every '30 minutes' you spend short resting.
- Second Strike
Immediately after you take the Attack action on your turn, you can spend 1 duelist point to make two attacks (instead of one) as a bonus action.
You can spend 1 duelist point to take the Dodge, Disengage or Dash action as a bonus action on your turn.
At 3rd level, you are able to perform a block using both of your weapons. As a reaction, you can spend 1 duelist point to make a Strength saving throw against the attack roll on melee attacks till the end of your next turn. If you are not wielding two one-handed weapons you may not perform this feature. If your Strength saving throw is equal to or greater than the attack roll, all damage of that attack is negated. If you fail, half damage is taken. No matter the opponents attack roll, if you roll a 1 on your saving throw, you automatically fail.
At 3rd level, you chose an archetype between Swordmaster, or Berserker, which grant you features at levels 3, 6, 11, and 15. These archetypes are detailed at the end of the class description.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 4th level, you have learned to slice or push off projectiles coming at you. As a reaction, you can spend 1 duelist point to deflect one ranged or thrown (non-magical) projectile. To successfully deflect the projectile, you must make a dex saving throw equal to or greater than the attack roll. If the attack has multiple attack rolls, you can make a dex saving throw against each one. The projectile you are deflecting can’t be as large or larger than you. Upon a successful deflection, the damage is negated; if the deflection was unsuccessful, you take the full damage. This ability uses the same usage pool as your Cross Block ability
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
This increases to 3 attacks at 11th level and 4 attacks at 17th level in this class.
At 6th level, you get a critical hit on a roll of 19-20
At 7th level, you have learned to attack in a large area. As an action, you may spend 4 duelist points to spin around, attacking everything in a 5 foot radius, one time. You must make a separate attack roll for each creature you attack. You deal normal damage, plus one additional damage die to each creature you hit, then all creatures who were hit must make a Strength saving throw against your Str Save DC (8+Prof Bonus+ Str Mod). If they fail, they are pushed back 5 feet and knocked prone, if they cannot be pushed back 5 feet they are instead knocked prone where they stand. If they succeed however, they are unaffected.
Starting at 9th level, when you use your reaction is used for either your Cross Block ability, or your Projectile Deflection ability, the save needed to successfully complete these is now half (rounded up) of the enemy damage.
After being in combat so many times, your body has learned to heal itself far more quickly. At 11th level, as a bonus action you may regenerate hit points equal to 4 x your proficiency bonus. You can only do this equal to half your constitution modifier, rounded up. You regain all expended uses after you finish a long rest.
At 14th level, you have an overpoweringly intimidating presence. You gain proficiency in intimidation checks. If you already have proficiency, your proficiency bonus is doubled. Additionally, you may choose to make intimidation checks with Strength instead of Charisma.
At 18th level, you have learned your ultimate attack combo. As an action, you may spend any number of duelist points when attacking a single target within 5ft of you. Each duelist point spent grants you one additional attack. consecutive attacks against a single target within 5 feet of you. If that target is killed or knocked unconscious while using this feature, your action ends. You must make a separate attack roll for each attack you make with you main-handed weapon.
At level 20, when your attack is a critical strike, your strike opens up their defenses, allowing you to slice and dice your way to victory with ease. Whenever you roll a critical hit against a creature, your critical hit range increases by one (19-20 - 18-20, to 17-20, 17-20 to 16-20, etc). Upon rolling for initiative once again after using this ability, the critical range resets.
Binate Duelist Archtype
A berserker is a fearless warrior, charging into battle at the head of the party with speed and aggression that freezes the average person in their tracks.
- Reckless Attack
Starting at 3rd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.
- Cross Counter
At 6th level, you have become accustomed to and retaliating against attacks after you use your Cross Block ability. When you use your reaction to Cross Block and successfully block an attack, in the same reaction you can use your main-hand weapon to make an attack against the attacking creature.
At 11th level, you become proficient in Athletics, if you are already proficient then add double your proficiency bonus to Athletics checks. In addition, you have advantage on all strength saving throws.
At 15th level, you have learned to retaliate out of rage when hurt. When your remaining hit points is less than or equal to half your total hit points, the roll you need to get a critical is reduced by 1 (i.e. if it was already 19-20, is now a critical on a roll of 18-20). When you make a critical hit, you may increase the damage dealt by one additional damage dice, if your attack uses multiple die you add additional die of the largest size.
A Swordmaster has dedicated themselves training and fighting with two swords at once, favoring speed over power in while in combat.
At 3rd level, as soon as you roll initiative, you get an adrenaline rush. During the first two rounds of combat, this adrenaline is active, granting you +10 speed, you can’t be opportunity attacked. You can choose to gain +2 to hit for these two rounds, but if you choose to gain this benefit, your AC is reduced by 2 until the end of your adrenaline rush (two rounds).
- Magic Deflection
At 6th level, you become accustomed to deflecting incoming projectiles with your Projectile Deflection ability. Your Projectile Deflection ability can now deflect magic projectiles. If the attack has multiple attack rolls, you can use make a dex saving throws against each one.
At 11th level, you become proficient in Acrobatics, if you are already proficient then add double your proficiency bonus to Acrobatics checks. In addition, when you have advantage on all dexterity saving throws.
Beginning at 15th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Prerequisites. To qualify for multiclassing into the Binate Duelist class, you must meet these prerequisites: Str 15, Dex 13
Proficiencies. When you multiclass into the Binate Duelist class, you gain the following proficiencies: simple weapons, longswords, battleaxes
Last Edit: 4/26/2019