Musketeer
Subclass of Fighter
Old World's Might - Subclasses from Old Europe p. 35 (Homebrew)
- Level
- 3
Description
Disciplined yet elegant warrior
"Never fear quarrels, but seek hazardous adventures." — The Three Musketeers, Alexandre Dumas
Theme: Inspired by the noble yet daring musketeers of Alexandre Dumas' novels, this subclass represents disciplined warriors who excel in both melee combat and ranged attacks. Musketeers blend agility, skill, and charm, making them formidable duelistcombatants and battlefield tacticians.
Playstyle: A versatile, swashbuckling fighter combining precision, mobility, and tactical prowess.
The Musketeers of the military household of the King of France (Mousquetaires de la maison militaire du roi de France), also known as the Musketeers of the Guard (French: Mousquetaires de la garde) or King's Musketeers (Mousquetaires du roi), were an elite fighting company of the military branch of the Maison du Roi, the royal household of the French monarchy. They were founded in 1622 when Louis XIII furnished a company of light cavalry (the carabins, created by Louis' father Henry IV) with muskets. The Musketeers fought in battles both on foot (infantry) and on horseback (cavalry). They formed the royal guard for the king while he was outside of the royal residences (within the royal residences, the king's guard was the Garde du corps and the Gardes suisses). The Musketeers of the Guard wore an early type of military uniform with a tabard (known as soubreveste), indicating that they "belonged" to the King.
Traits
Elegant Duelist Nivel 3
When wielding a weapon with the Finesse property or a musket, you can add your Charisma modifier (minimum +1) to your damage rolls.
Flash of Brilliance Nivel 7
When you or an Ally of yours within 30 feet of you make a Test, you can use your Reaction to grant a bonus equal to your Charisma modifier. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Gallant Protector Nivel 10
When a creature within 5 feet of you is hit by an attack, you can use your reaction to swap places with it, taking the hit instead. You reduce the damage you take from the attack by an amount equal to your level + your Charisma modifier. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Master Fencer Nivel 15
Once on your turn, you can reroll a melee weapon attack that you miss. You must use the new roll.
Musketeer's Resolve Nivel 18
You gain advantage on saving throws against the Frightened, Charmed, or Paralyzed condition. Additionally, as an Action, you can make one melee and one ranged attack against all creatures of your choice within your melee reach and your weapon's range. Once you use this feature, you can't use it again until you finish a Short or Long Rest.