Fencer "old school" (5e Class)

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Fencer[edit]

I saw the Fighter homebrew and thought to myself: "that's both the simplest and coolest class I've ever seen, I should make some classes like that." The fencer isn't exactly an old school class per se, however it does much the same things as the fighter which includes simple builds, few big mechanics, and no magic at all (great for low fantasy/low magic campaigns). The idea basically comes down to making this class as simple and refined as the aforementioned fighter variant.

Creating a fencer[edit]

Dexterity should be your highest ability score followed by Intelligence.


Class Features

As a Fencer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Fencer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Fencer level after 1st

Proficiencies

Armor: Light armor and Medium armor
Weapons: Simple weapons, Martials, short swords, rapiers
Tools: None
Saving Throws: Dexterity, Strength
Skills: Perception, Acrobatics, Athletics, Investigation, Persuasion, and Stealth

Equipment

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

  • (a) Leather armor or (b) padded armor
  • (a) rapier or (b) long sword
  • (a) short sword or (b) 2 daggers
  • (a) Explorer's pack or (b) dungeoneer's pack

Table: The Fencer

Level Proficiency
Bonus
Attrition Bonus Features
1st +2 N/A Nimble Attack, Fighting Style
2nd +2 N/A Precision Bonus (+2)
3rd +2 N/A Weapon Expertise (1x), Lunging Strike
4th +2 N/A Ability Score Improvement
5th +3 N/A Extra Attack
6th +3 N/A Status Improvement
7th +3 x1 Attrition Bonus
8th +3 x1 Ability Score Improvement
9th +4 x1 Precision Bonus (+4)
10th +4 x1 Mortal Strikes
11th +4 x2 Extra Attack (2)
12th +4 x2 Ability Score Improvement
13th +5 x2 Weapon Expertise (2x)
14th +5 x2 Attrition Bonus
15th +5 x3 Status Improvement
16th +5 x3 Ability Score Improvement
17th +6 x3 Status Improvement
18th +6 x3 Precision Bonus (+6)
19th +6 x4 Ability Score Improvement
20th +6 x4 Extra Attack (3)

Nimble Attack[edit]

Starting at 1st level, attacks you make with your first attack action each round strikes twice, dealing its damage twice. Roll only once for the attack roll but roll damage separately.

Fighting Style[edit]

You adopt a particular style of fighting as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Defense: While wearing armour, you gain a +1 to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Precision Bonus[edit]

From 2nd level onwards, you gain a +2 to attack rolls with long bladed weapons you are proficient with.

This bonus increases to +4 when you reach 9th level in this class, and to +6 when you reach 18th level in this class.

Weapon Expertise[edit]

Starting at 3rd level, upgrade the damage dice of weapons you are proficient with by 1 level (d6 becomes d8, d8 to d10, and so on. you may wish to refer to this page). Upgrade the damage dice twice at 13th level. If you are proficient in a melee weapon, treat it as if it has Finesse if it doesn't already have it whilst you wield it.

Lunging Strike[edit]

Starting at 3rd level, you make a strike at blinding speed. Moving at least 10 feet in a straight line increases your accuracy, adding +3 to all attack rolls and increases damage target takes for 30 seconds by +3 from all piercing weapons. This counts as the first attack of Nimble Attack. This ability can only be used if wielding a rapier. May only stack up to +15 in combat, which increase by +20 every 3 levels.

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 20th level in this class.

Status Improvement[edit]

At 6th level and again at 15th and 17th level, you can choose to gain one of the following:

  • +5 ft. speed
  • proficiency in one skill
  • +1 in to either DEX, INT, or STR

Attrition Bonus[edit]

At 7th level, you gain a progressive bonus of 0.5x damage for each consecutive attack that hits after the first, at the 11th level you start by staking a progressive bonus of 1x, in the 15th level you start with 1.5x and finally in the 19th level you start in 2x. Add extra damage after all damage rolls.

Mortal Strikes[edit]

From 10th level onwards, once per round you can make an Intelligence check (investigation) with a DC equal to the AC of an enemy, if you succeed, you can add a number of that creature's hit dice equal to the current stacking of Attririton to the damage of an attack made against that same enemy.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the "old school" fencer class, you must meet these prerequisites: 13 DEX and 13 INT

Proficiencies. When you multiclass into the "old school" fencer class, you gain the following proficiencies: rapiers; light armor


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