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The duelist or swashbuckler was an elite warrior who focused on acrobatic skill and agility.[1]

SocietyEdit

Duelists preferred to wander alone, often seeking adventure or a scheme to get rich fast. Sometimes, they operated in small, close-knit bands used teamwork tactics.[1]

PossessionsEdit

A duelist specialized in wielding a light or one-handed melee weapon designed to pierce rather slash or bludgeon, typically a rapier. They did not don armor or carry shields, which interfered with their abilities.[1]

RequirementsEdit

A would-be duelist trained to dodge blows, to be mobile in battle, and to wield a weapon with finesse. They were also skilled at tumbling, and some talent in performance.[1]

AbilitiesEdit

Duelists used speed and coordination in a deadly blend with their intelligence to become capable fighters. They employed nimble footwork; wits and reflexes; and a good eye to strike with precision. They preferred to avoid getting hit instead of wearing armor or relying on resilience to take blows.[1]

Canny Defense
A duelist could use their own wits and intellect to adopt the best defense, rather than rely on armor or a shield.[1]
Improved Reaction
A duelist had increasingly quick reactions when a fight broke out.[1]
Enhanced Mobility
A duelist could move around a battle with ease, evading opportunistic blows against them.[1]
Grace
A duelist had greater reflexes and grace.[1]
Precise Strike
Attacking with precision, a duelist could do extra injury to a living creature, at least with obvious anatomy.[1]
Acrobatic Charge
A duelist could use agility to charge across terrains that other fighters would find impossible. Chairs, tables, stairs, swinging on a candealbra; all were useful to a duelist who needed to get to the enemy as quickly as possible.[1]
Elaborate Parry
A duelist on the defensive was skilled at parrying attacks.[1]
Deflect Arrows
An experienced duelist could knock aside arrows and other projectiles aimed at him or her.[1]

Notable DuelistsEdit

AppendixEdit

ReferencesEdit

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide 3.5 edition. (Wizards of the Coast), pp. 185–186. ISBN 0-7869-2889-1.