Duelist (5e Creature)
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Medium humanoid (any race), any alignment
Armor Class 16 (studded leather)
Skills Acrobatics +8, Deception +7, Perception +6, Performance +7, Persuasion +7
Brave. The duelist has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the duelist hits with it (included in the attack).
Fencing Style. When the duelist is using a melee weapon in one hand and no other weapons, it deals 2 extra damage with that weapon (included in the attack).
Keen Sight. The duelist has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The duelist makes three melee attacks.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the duelist can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the duelist. A creature can benefit from only one Leadership die at a time. This effect ends if the duelist is incapacitated.
Parry. The duelist adds 4 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon.
A fencer with the Master template applied to it. A duelist is a highly skilled fencer, with lightning reflexes and incredible skill with the blade. They usually have very dynamic personalities, which combined with their skill, tends to grant them the eye of more than one potential suitor.
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