Duelist Maneuvers

Mastery, Perfection, Flair

How one places their feet, an adroit grip upon a weapon’s hilt, the angle of a shield arm. All of these and more are the techniques mastered by the Duelist. Meticulous training transforms the Duelist into a fighter without equal who can defeat their foes with skill, panache, and style. Many Duelist maneuvers can only be used with melee weapons.

Classes: Adept, Arcane Warrior, Fighter, Marshal, Rogue, Slayer

1st Degree Maneuvers

Banter1 focus1st degree Duelist free action
When you make a Convince or Deception check, you can add a roll of your Superiority Die to the result.
Lunge2 focus1st degree Duelist bonus action
Take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack on this turn, add your Superiority Die to the attack's damage.
Measuring Strike2 focus1st degree Duelist action (attack)
Take the Attack action. Each time you hit a creature with these attacks, you learn the Armor Class, Proficiency Bonus, Attack Bonus, Saving Throw DCs, and Challenge Rating/Level. You can spend a flourish to learn its bonus to a Saving Throw of your choice. Additionally, once when you hit a creature with these attacks, add your Superiority Die to the attack's damage.
Parry1 focus1st degree Duelist reaction
When another creature damages you with an attack, you can use your reaction to reduce the damage by a roll of your Superiority Die + your Strength or Dexterity modifier (your choice). You must be wielding a weapon or shield in order to use this maneuver.

2nd Degree Maneuvers

Defensive Stance3 focus2nd degree Duelist bonus action (stance)
While you maintain this stance, your AC increases by the maximum result of your Superiority Die divided by 4 (maximum 3) as long as you are wielding a weapon or shield.
Riposte3 focus2nd degree Duelist reaction
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature with a weapon. If the attack hits, add your Superiority Die to the attack's damage.
Wounding Attack2 focus2nddegree Duelist action (attack)
Take the Attack action. Once when you hit a creature with a weapon with one of these attacks, your target begins bleeding for necrotic damage equal to your Superiority Die, using your Maneuver DC or DC 15 (whichever is higher.) While bleeding in this way, the creature cannot regain hit points.

3rd Degree Maneuvers

Binding Disarm2 focus3rd degree Duelist reaction
When a creature in your reach no more than one size category larger than you misses you with a melee weapon attack while you are holding a weapon, you can use your reaction to try and disarm the creature. The creature makes a Strength saving throw. On a failure, the creature takes bludgeoning damage equal to a roll of your Superiority Die and drops one creature or object of your choice that it is holding. The creature or object lands 5 + the damage taken feet away from the creature that was holding it in a direction of your choosing.
Precise Strike2 focus3rd degree Duelist free action
When you miss with a weapon attack, you may add a roll of your Superiority Die to the attack roll.
Whirlwind Attack4 focus3rd degree Duelist action
Each creature of your choice in an emanation equal to twice the reach of your melee weapon makes a Dexterity saving throw, taking damage equal to your weapon plus three rolls of your Superiority Die on a failed save or half as much damage on a successful one. If you have the Extra Attack feature, you can use this maneuver while taking the Attack action by replacing two of your attacks and spending 1 extra focus.

4th Degree Maneuvers

Execute5 focus4th degree Duelist bonus action
You gesture your weapon towards a foe within 30 feet of you and mark them for execution. The next time you hit that creature with the weapon you marked them with, you deal bonus damage based on the creature's remaining hit points. Add one roll of your Superiority Die if they are Lightly Wounded, two if they are Moderately Wounded, four if they are Heavily Wounded, and six if they are Critically Wounded.
Staggering Blow4 focus4th degree Duelist action (attack)
Take the Attack action. If you hit with an attack with a melee weapon, you may replace your next attack with a swift blow to the same target’s head. You deal your Unarmed Strike damage plus your Superiority Die, and the target must make a Constitution saving throw. On a failure the target loses concentration on spells, any combat stance it is using ends, and it cannot use combat maneuvers or cast spells until the end of your next turn.
Victory Pose3 focus4th degree Duelist free action
When you score a critical hit with a weapon or reduce a creature to 0 hit points, you can pose dramatically as you finish the strike. Choose a number of allies you can see within 60 feet equal to a half the maximum result of your Superiority Die. As long as they can see you, the chosen allies gain temporary hit points equal to a roll of your Superiority Die and have advantage on attack rolls, ability checks, and Saving Throws until the end of their next turn.

5th Degree Maneuvers

Heart of the Sword4 focus5th degree Duelist bonus action
Roll your Superiority Die. For a number of rounds equal to the result, your attacks score a critical hit on a roll of 19–20, cannot have their damage reduced by any means (including resistance and immunity), and always flourish.
Perfect Assault7 focus8th degree Duelist action (attack)
Take the Attack action. As long as you have no penalties on your attack roll, your attacks automatically hit, add your Superiority Die to the attacks' damage, and flourish as if the attacks are Called Shots.

6th Degree Maneuvers

ManeuverX focus6th degree Duelist ACTION
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ManeuverX focus6th degree Duelist ACTION
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7th Degree Maneuvers

ManeuverX focus7th degree Duelist ACTION
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ManeuverX focus7th degree Duelist ACTION
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8th Degree Maneuvers

???7 focus8th degree Duelist action (attack)
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