Binate Duelist (5e Class)

From D&D Wiki

Jump to: navigation, search

Binate Duelist[edit]

A human enters a battle arena wielding two katanas. His opponent sees both of the swords and laughs, charging the human with a greataxe. The human quickly blocks the attack and begins to repeatedly slash his opponent to bits.

An elf wandering in a forest encounters a goblin camp. Determined to eliminate these monsters, he draws his two longswords and walks into the camp. A goblin notices him and calls his fellow goblins to attack the intruder. As soon as a goblin attacks him, the goblin has two slashes in its chest, and it drops dead.

Any binate duelist is deadly in a battle, wielding two weapons as flawlessly as an experienced warrior can wield one.

Creating a Binate Duelist[edit]

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 or Dexterity should be your highest ability score, followed by Dexterity. Second, choose the Soldier background. Third, choose two longsword, if you want choose the Swordmaster subclass or two battleaxes, if you want to choose the Berserker subclass.

Class Features

As a Binate Duelist you gain the following class features.

Hit Points

Hit Dice: 1d10 per Binate Duelist level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Binate Duelist level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 5d4*10 gp in funds.

Table: The Binate Duelist

Level Proficiency
Bonus
Binate Mastery Features
1st +2 Synch Blade, Weapon Dancer
2nd +2 4 Binate Mastery, Evasive Footwork
3rd +2 6 Cross Block, Binate Archetype
4th +2 8 Ability Score Improvement
5th +3 10 Extra Attack, Freedom of Movement
6th +3 12 Ability Score Improvement
7th +3 14 Binate Archetype feature, Tireless Warrior
8th +3 16 Ability Score Improvement
9th +4 18 Daunting, Restoration
10th +4 20 Binate Archetype feature
11th +4 22 Advanced Blade
12th +4 24 Ability Score Improvement
13th +5 26 Self-Improvement
14th +5 28 Ability Score Improvement
15th +5 30 Binate Archetype feature
16th +5 32 Ability Score Improvement
17th +6 34 Fighting Will
18th +6 36 Binate Archetype feature,
19th +6 38 Ability Score Improvement
20th +6 40 Master Duelist, The Eclipse

Synch Blade[edit]

At 1st level, you trained fighting with two weapons, gaining the following benefits:

  • When you engage in two-weapon fighting, you can now attack with both weapons as one attack, instead of using bonus action for the second attack.
  • You no longer negate the ability modifier for second attack, as its no longer a bonus action.
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Weapon Dancer[edit]

At 1st level, weapons flow in your hands like they're weightless, even as your strikes remain just as deadly. You treat any one-handed melee weapon as finesse. Any weapons with versatile are treated as finesse so long as they are not used with both hands.

While you are wielding a melee weapon in one hand and have no other weapon or shield in the other, you can make an additional attack as a bonus action. You can add twice your ability modifier to the damage roll.

Binate Mastery[edit]

Starting at 2nd level, you learn to use two weapons at the same time like no one else. You gain amount of Binate Mastery points equal this class level times two, which you can use to activate certain features, described below:

Binate Flurry

Whenever you take the Attack action, you can spend 8 points to make one additional attack on your turn (can be used multiple times).

Circular Whirlwind

You can spend 6 points to force all creatures of your choice within 5 feet of you to make a Dexterity saving throw. On a failed save, each creature takes both of your weapon's damage or half as much damage on a successful one.

Dash

You can spend 4 points to make the Dash action as a free action.

Disarming Attack

When you hit a creature with a weapon attack, you can spend 4 points to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. Target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Dodge

You can spend 6 points to make the Dodge action as a free action.

Mental Fortitude

When you make a Intelligence, Wisdom, or Charisma saving throw, you can spend 6 points to gain advantage on this saving throw or 12 points to automatically succeed this saving throw instead.

Parry

When another creature damages you with a melee attack, you can spend 6 points to reduce the damage you take by 1d10 + your proficiency bonus (to a minimum of 0 damage).

Physical Fortitude

When you make a Strength, Dexterity, or Constitution saving throw, you can spend 4 points to gain advantage on this saving throw or 8 points to automatically succeed this saving throw instead.

Rend

When you make hit a creature with an attack from a melee weapon, you can spend 6 points to force that creature to make a Constitution saving throw. On a failed save, creature have disadvantage on every attack roll until the start of its next turn.

Trip Attack

When you hit a creature with an attack from a melee weapon, you can spend 8 points to force that creature to make a Dexterity saving throw. On a failed save, the target suffer the attack's normal effects and it is knocked prone and have its movement speed reduced to 0 until the end of its turn.

Some of it require your target to make a saving throw to resist feature effects. The saving throw DC is calculated as follows:

Binate Mastery save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Once you expanded the number of points shown for your Binate Duelist level in the Binate Mastery column of the Binate Duelist table, you must finish a long rest before you can use it again. Short rest regains half of the maximum amount.

Evasive Footwork[edit]

At 2nd level, while you are engaged in two-weapon fighting, when you hit twice on your turn, you can make a Disengage action and move half of your movement speed as a free action.

Cross Block[edit]

At 3rd level, you can use your reaction to block an imminent strike against you. You make the attack roll for both of your weapons. If one of those rolls was higher than hostile creature attack roll, attack misses.

Binate Archetype[edit]

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques of two-weapon fighting. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Extra Attack[edit]

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.

Freedom of Movement[edit]

Starting at 5th level, you gain advantage on saving throws against grappled, paralyzed, and restrained condition, and your movement is unaffected by difficult terrain.

Tireless Warrior[edit]

Starting at 7th level, your body becomes resistant to exhaustion, due to your constant swinging of your pair of weapons. You gain proficiency in Constitution saving throws. In addition, once a day during a short rest, you can eliminate one level of exhaustion you had suffered.

Daunting[edit]

At 9th level, you have an overpoweringly intimidating presence. You gain proficiency in Intimidation checks or expertise, if you're proficient already. Additionally, you may choose to make Intimidation checks with Strength, instead of Charisma.

Restoration[edit]

At 9th level, after being in combat so many times, your body has learned to heal itself far more quickly. On each of your turn, you regain a number of hit points equal to your proficiency bonus. You can't regain more than maximum hit points.

Advanced Blade[edit]

At 11th level, your two-weapon fighting skills have increased further. You gain the following benefits, while you engage in two-weapon fighting:

  • If you wield weapon with versatile property, you deal damage as if you were using the weapon with two hands.
  • You gain a +2 bonus to your AC, instead of 1.

Self-Improvement[edit]

At 13th level, due to your continuous training through fight, you gain the following benefits:

Fighting Will[edit]

At 17th level, your fighting spirit cannot be harmed by regular weapons so easily anymore, even it can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious, if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.

In addition, you gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons.

Master Duelist[edit]

When you reach the 20th level, you become the paragon of two-weapon fighting. Choose two of your Binate Mastery features. You can use these features without spending your BM points.

In addition, your Strength, and Dexterity score increases by 2, and Constitution score increases by 4, and its maximum to 24.

The Eclipse[edit]

At 20th level, you have learned your ultimate attack combo. As an action, when you activate this feature, you can move up to your movement speed as part of the same action (without spending your movement) and make six attacks against the same target.

In addition, for the next 10 minutes, you gain the following benefits:

  • You gain resistance to all damage.
  • You have truesight out to a range of 60 feet.
  • Whenever a creature within 5 feet hits you with a melee attack, you can make one attack against that creature with advantage as a free action.

Once you use this feature, you can’t use it again until you finish a long rest.

Binate Archetypes[edit]

Berserker[edit]

Adrenaline

Starting when you choose this path at 3rd level, you can go into a frenzy as a bonus action on your turn. While frenzy, you gain the following benefits:

Your adrenaline lasts for 1 minute or if you are knocked unconscious. You can also end your adrenaline on your turn as a bonus action.

Once you activated adrenatine the number of times equal to your Constitution modifier, you must finish a short or long rest before you can activate it again.

Wrath

When you reach the 7th level, as a bonus action, or as part of the bonus action you take to activate Adrenaline, you can invoke your pure wrath by spending one additional use of your Adrenaline, lasts for 1 minute.

While wrath is active, you gain blindsight out to a range of 60 feet and you can't be surprised. In addition, you gain advantage on all your Wisdom and Charisma checks and saving throws.

Sturdy

Starting at 10th level, whenever you activate both Adrenaline and Wrath in the same turn, you gain a number of temporary hit points in each of your turns equal to your proficiency bonus + your Constitution modifier, lasts for 1 minute.

In addition, the first successful attack on each of your turn is always a critical hit, while Sturdy is active.

Frenzied Trinity

At 15th level, Adrenaline, Wrath, and Strudy duration increased to 10 minutes.

Axe Mastery

At 18th level, you can use your bonus action to activate either Adrenaline, Wrath or Sturdy. When you do so, you can activate all these features.

In addition, you gain a +3 to attack rolls with axes and, on a hit, you deal additional damage equal to your proficiency bonus.

Swordsmaster[edit]

Blade Dancer

At 3rd level, you can use both Strength and Dexterity modifiers for attack and damage rolls with swords.

Fencing Mastery

At 7th level, you can use your fast blade maneuvers to distract your opponents. When you hit twice on your turn, attacked creature can't take reactions until the start of its next turn. Also, you can wield two-handed weapon in one hand.

Cross Counter

Starting at 10th level, you learned how to use your opponent's strength against him. Whenever you block an attack with Cross Block feature, you can make an counter attack to the attacker. You deal the damage equal to the damage roll of weapon that's blocked an attack + damage of attack you blocked.

Focused Reflexes

Starting at 15th level, you gain advantage on Dexterity checks and saving throws. In addition, you also gain advantage on melee attacks.

Binate Rage

At 18th level, you can hack through your enemies with a powerful flurry of attacks. Whenever you use your Binate Mastery feature, you can make a number of attacks per 2 spent points against the creature within 5 feet of you.

Polearm Duelist[edit]

Pole Mastery

When you choose this archetype at 3rd level, you develop an incredible talent when fighting with polearms. Polearms here are the spear, quarterstaff, glaive, halberd, trident and pike. Any feature that requires you to be engaged in two weapon fighting work with polearms.

Whenever you make an attack with these weapons as part of your Attack action, while wielding it with two hands, you can make an attack with the other extremity of the weapon, dealing 1d4 + your ability score modifier damage. The damage increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

In addition, you can choose to forgo this bonus action attack to instead protect yourself with the polearm, gaining a bonus of +2 to your AC.

obs. If you have the Polearm Mastery feat, you gain +1 in your damage rolls on your bonus action attack with a polearm.

Vaulting Technique

At 3rd level, you can use your polearms to give you an extra lift on jumps. You gain proficiency in the Athletics skill. In addition, whenever you make an Strength (Athletics) check to jump while wielding a polearm, you have advantage on the check. If the polearm have the reach property, you double the distance jumped.

Massive Strike

Starting at 7th level, your attacks with polearms are considered magical for the purpose of overcoming resistance and immunity to nonmagical damage.

In addition, once in each of your turns when you hit a creature with a polearm, you can increase the strength you put on the strike, dealing additional damage equal to the weapon damage die. You can use this feature twice, and regain all your uses after finishing a short or a long rest.

Twisting Staff

At 10th level, you can twist your polearm, using the momentum to increase the power of the strikes, using your bonus action. For 1 minute, you add a d6 to any attack roll, damage roll or Dexterity saving throw you make.

You can use this feature once, being unable to do it again until you finish a short or long rest.

Uncanny Aim

At 15th level, you have an unnerving accuracy with your polearm attacks. Once in each of your turns, you can give yourself advantage on an attack roll you make with a polearm.

Crossbow Shooter[edit]

Akimbo Style

At 3rd level, you can wield a pair of crossbows and shoot with them at the same time. You ignore the loading property of crossbows and can recharge them even while wielding one in each hand. While wielding a pair of crossbows, you can't shoot at long range, and the short range of this weapon is reduced to half.

You can engage in two weapon fighting with crossbows. All other rules for two-weapon fighting still apply as normal. Any Binate Duelist class features related to two weapon fighting can be used with these crossbows.

Target Seeking

At 7th level, whenever you hit a creature with an attack from your crossbow, you can use your reaction to mark that creature. This attack and in each successful attack with a crossbow from now on, you deal additional 1d6 damage on a hit.

In addition, all attacks that creature makes against you are made at disadvantage.

If the target drops to 0 hit points while marked, you can use your bonus action on a subsequent turn to mark a new creature. The mark remains active for 10 minutes.

You can use this feature twice, regaining your uses after finishing a short or a long rest.

Crossbow Master

Starting at 10th level, you can engage in two weapon fighting with light crossbows. At 13th level, you can engage in two weapon fighting with heavy crossbows.

Dual Volley

You can shoot and recharge bolts from your crossbow at an inhuman speed. At 15th level, you can use your action to target all creatures in a 60-foot cone. Any creature in the area must succeed on a Dexterity saving throw, or takes damage equal to the damage of your crossbow, or half as much on a success. You can't use your bonus action to make an attack when using this feature.

You can choose to increase the speed in which you shoot with the crossbows. When doing so, you roll the damage of weapon three times.

You can use this feature twice, and regain your uses after finishing a long rest.

Readiness

At 18th level, you have always your fingers ready on the trigger of your crossbow. Whenever a creature within 30 feet hits you with an attack, you can use your reaction to deal damage to that creature. The damage equals your crossbow damage + your Dexterity modifier. You don't need to make an attack roll for this attack.

Arcane Duelist[edit]

Dual Cantrip

Starting at 3rd level, you learn two cantrips. The cantrips can be from any spell list, as long as they are from the evocation school. Whenever you cast one Binate Duelist cantrip as an action, you can cast another as a bonus action. At 13th level, you gain a third cantrip.

Dexterity is your spellcasting ability for these cantrips.

Binate Arcana

Starting at 7th level, you can choose two spells from any spell list. All spells you choose must be from the evocation school. You can choose more spells as you levels in this class, gaining more two at 10th, 15th and 18th levels.

You gain a number of mana points equal to your Constitution modifier (minimum of one). Whenever you want to use your binate arcana, you need to spend 1 point of mana per level of the spell. You regain all spent mana points when you finish a short or a long rest.

Binate Casting

At 10th level, when using a spell of first level or higher, you may use your bonus action to cast that same spell again without expending additional mana.

Combo Casting

At 15th level, your mastery of wielding two sources of arcana together has grown, choose two first-level spells and combine them, this is now a single first-level spell. Also, learn a new first-level spell.

Strange Magic

At 18th level, you've become gifted in the art of combining spells, by expending all of your mana points you may cast all of the spells you have learned as one action, causing a cacophony of magic.

Twin Soul[edit]

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in the Insight skill. If you are already proficient in this skill, you can add twice your proficiency bonus on checks with it.

Soul Mate

Also at 3rd level, you have the company of a soul mate, a warrior that accompanies you on your battles and who shares your style of training. You and your companion fight as one.

You can choose any humanoid creature without the spellcasting trait, with a CR of 1/4 or lower. You add your proficiency bonus to your hound’s AC, saving throws, attack rolls, and damage rolls.

For each level you gain after 3rd, your soul mate gains an additional d8 hit die and increases its hit points accordingly.

You can use your action on your turn to allow your soul mate to take one of the following actions as a bonus action: Attack, Dash, Disengage, Dodge, or Help.

If you are incapacitated or absent, your soul mate acts on its own (continuing to act on your turn, if you are incapacitated), focusing on protecting you and itself. The soul mate never requires your command to use its reaction, such as when making an opportunity attack.

If your soul mate dies, you can perform a ritual to resurrect him by all your hit die, over the course of a long rest. You need to make a Charisma check with a DC of 12, or suffer 1 level of exhaustion on a failed save. You can also resurrect it by normal means, trough a spell.

Combined Tactics

Starting at 7th level, whenever you use your Binate Flurry or your Double Circular, you can choose to cause that feature to be used by you or by your soul mate.

In addition, whenever you use your Cross Block, it affects both you and the soul mate.

Soul Linked Strike

At 7th level, your soul mate attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical damage.

Coordinated Attack

Also at 10th level, when you use the Attack action on your turn, if your hound can see you, it can use its reaction to make a melee attack.

Brother's Keeper

At 15th level, when a creature deals damage to your soul mate with an attack, you can use your reaction to make an opportunity attack against that creature if you are within range.

Life Bond

At 18th level, your soul mate can take actions on your turn, without spending your bonus action. Whenever you engage in two weapon fighting on your turn, so can the soul mate, attacking with its action and bonus action. Your soul mate it is bound by the two-weapon fighting rules on the DMG.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Binate Duelist class, you must meet these prerequisites: Strength or Dexterity score of 13

Proficiencies. When you multiclass into the Binate Duelist class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons


5.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: