5. JobsDuelist

Job Table

LevelProficiency BonusSpells KnownSPTraits
3+210Duelist Spellcasting, En Passant
4+2Ability Score Increase
5+3
6+3Magic Circle
7+3Resident Expert
8+3Ability Score Increase
9+4Runic en Passant
10+4Reign of Thorns
11+4Checkmate
12+4Ability Score Increase
13+5Overclass
14+5
15+5
16+5
17+6
18+6
19+6
20+6

Specialties

  • Finesse weapons, light weapons, longswords, short bows, crossbows

Skill Proficiencies

  • Choose six of any skills

Job Traits

Duelist Spellcasting. Upon assuming the mantel of the Duelist, you gain the ability to cast spells in the same manner as the mages of legend. If your class grants you Class Spellcasting, you lose the benefits of that trait and gain these instead. If your Class does not provide Class Spellcasting, you do not gain Duelist Spellcasting and instead gain Class Spellcasting. Learning new spells. You know a number of spells according to the Spells Known column of the Duelist Table. You also remember the spells you learned from Class Spellcasting and these count towards your spells known. Ritual Casting. Some spells may be cast by performing a ritual. When casting such a spell in this way, the spell takes 10 minutes longer to cast, and requires the use of materials needed by the spell. Ritual Casting does not consume spell points.

En Passant. When a creature enters and leaves the area within 5ft of you, you may make a Melee Weapon Attack or Spell Attack against that creature as a Reaction.

Magicked Armament. Your Weapon Attacks are considered to be magical. Additionally, you may spend a Short Rest bonding with a weapon. While wielding your bonded weapon, you cannot be disarmed and you can call it back to you if you drop it or leave it behind as an Interaction. If the weapon is over 120ft away, it simply appears in your hand, otherwise, it flies towards you, avoiding obstacles in its path. If it comes in contact with a creature, the creature must succeed a Dexterity Saving Throw against your highest Spell Save DC or take damage equal to the weapon's damage + your highest Spellcasting Modifier. You may only bond with one weapon at a time and bonding with a new weapon ends your bond with the previous weapon.

Ability Score Increase. At level 4, and again at levels 8, 12, 16, and 19, you may increase one Ability Score by 2, or two Ability Scores by 1. Alternatively, you may choose to take a Cross-class Trait or Optional Trait instead of increasing your Ability Scores. You may not take more than one Cross-class Trait in this way.

Magic Circle. Beginning at level 5, you can tap directly into the lifestream by summoning ley lines as a Quick Action that direct the magical energies directly into your body. The ley lines are a 15ft circle that are summoned on the ground centered on you. During your turn, when you perform the Attack Action, you can execute two additional attacks, or, when you cast a spell or cantrip, you can cast an additional cantrip in tandem. The ley lines persist for 1 minute and you may move them a single time as a Quick Action. You must finish a Long Rest to perform this trait again.

Resident Expert. By level 7, you have lived, learned, and researched much. Select three Skills in which you are proficient. Double your Proficiency Bonus when calculating your total bonus for those Skills.

Check. Beginning at level 9, when a creature enters your ley lines, you may perform an En Passant attack on that creature. If they are not within reach and you wish to perform a Weapon Attack, you may instantly rush to an open space next to the creature to perform your attack so long as you are within 30ft of the edge of your ley lines.

Reign of Thorns. By level 10, your effortless marriage of weaponry and spells manifests. While you are within your ley lines, aetherial thorns entangle themselves on your weapon. Whenever you land a Melee Weapon Attack, these thorns lash out and strike hostile creatures which are adjacent to the target, dealing half of the original total rounded down.

Checkmate. Beginning at level 11, when you reduce a creature to 0 hit points, you may cast a spell that you know up to tier 5 for free. You must finish a Long Rest to do so again.