Part of Destiny: Nimble
Level 3
Challenge.
Taunt an enemy within 12 for free until they damage you or until you taunt another with this ability. Enemies you taunt have advantage on attacks against you and become Jolted.
Single Combat.
Lose Sneak Attack and Vicious Opportunist. In exchange gain:
- (1/turn) when you hit an enemy that has The Upper Hand (more than 1 of them adjacent to their target or whenever they attack with disadvantage) you may trigger both Sneak Attack and Vicious Opportunist’s effects. They deal Arc damage and Jolts on hit.
- Enemies that have The Upper Hand miss you on 1 higher.
Level 7
Dishonorable but Effective.
Gain 1 Underhanded Ability.
First Strike.
You have Advantage on initiative rolls, and the first attack you make per combat.
Level 11
Right Where I Want You.
You have advantage against enemies with The Upper Hand.
Level 15
Guard Breaker.
(1/safe rest) when defending against a melee attack, double your armor. The attacker becomes Incapacitated until the end of their next turn.
Bladedance
Whenever you would gain an Underhanded Ability from the base class, gain a Technique instead from the following list. Switched by talking with fellow duelists.
Active Guard
If you’ve already Defended this round, attackers roll with disadvantage (this does not remove Upper Hand status).
Conqueror’s Confidence
When you kill a Jolted enemy, give an ally advantage on their next attack.
Deft Parry
Gain LVL Temp HP when attacked by enemies with The Upper Hand.
Down, Not Out
While dying, attacks miss you on a 3 or less and you gain advantage on Saves.
Electric Confidence
While Bloodied, when you are attacked with Advantage, the attacker’s lowest die becomes their Primary Die instead.
Flat Tap
Whenever you take 0 damage from an enemy’s melee attack (defending or it misses), they become Dazed and Jolted on a failed STR save.
Nowhere to Go
Gain +INT speed when moving toward enemies you Jolted. Your opportunity attacks also Slow medium or smaller targets on hit.
Redemption Arc
Reaction: When an enemy with The Upper Hand attacks an ally, you may first Taunt them and give them disadvantage. Lasts until the end of their next turn.
Riposte
When you Defend against a melee attacker, you may immediately take an Opportunity attack against them.
Thunder Junction
Action: Teleport adjacent to a Jolted enemy within 12 spaces.