The Swordsman Class
The Swordsman Class
The swordsman is a precision fighter. Unlike the brute warrior who relies on raw strength, shields, heavy armor, or rage, the swordsman wins through timing, angles, footwork, counters, blade control, and mastery of specialized weapons.
They are not just “people with swords.” They are trained duelists, battlefield cutters, bodyguards, royal champions, wandering blade masters, mercenary captains, assassin-hunters, and disciplined killers.
A proper swordsman system should make the player feel like they are controlling someone who has spent years mastering the blade.
Core Identity
The swordsman should focus on:
Precision
They do not waste movement. Their strikes target wrists, knees, shoulders, necks, exposed ribs, tendons, armor gaps, and weapon hands.
Footwork
They dodge by inches, circle enemies, step inside attacks, pivot around shields, and reposition constantly.
Counters
The swordsman should punish reckless enemies. If an enemy swings wildly, the swordsman should be able to parry, redirect, disarm, riposte, or cut them down.
Weapon Mastery
Different swords should change the way they fight. A longsword should not feel like a saber. A rapier should not feel like a greatsword. A curved blade should not feel like a straight blade.
Style Switching
A master swordsman should have combat stances or forms that change their moveset.
Specialized Weapons
1. Longsword
The classic balanced weapon.
Best for:
- Duels
- Counters
- Two-handed control
- Guard breaking
- Versatility
Special moves:
Half-Sword Thrust
The swordsman grips the blade with one hand and drives the point into armor gaps.
Mordhau Strike
The swordsman flips the sword and strikes with the pommel or crossguard like a hammer, useful against armored enemies.
Crossguard Trap
Catches an enemy blade against the crossguard and twists it aside.
Shoulder-Line Cut
A diagonal slash aimed at the collarbone, shoulder, or upper chest.
Binding Pressure
Locks blades with the enemy and forces them off balance.
2. Rapier
A duelist’s weapon.
Best for:
- Speed
- Thrusting
- One-on-one fights
- Weak-point attacks
- Dexterity builds
Special moves:
Needle Thrust
A fast thrust to the throat, eye, armpit, or exposed joint.
Duelist’s Lunge
A long-reaching forward attack that closes distance instantly.
Wrist Flick Cut
A quick slash to the enemy’s weapon hand, reducing their attack speed.
Thread the Guard
A precision thrust that bypasses shields or heavy guard.
Elegant Riposte
After a successful parry, the swordsman instantly counters with a lethal thrust.
3. Saber
A fast curved blade built for slashing.
Best for:
- Mounted combat
- Quick cuts
- Fighting lightly armored enemies
- Hit-and-run attacks
- Bleeding wounds
Special moves:
Crescent Cut
A sweeping curved slash that hits multiple enemies in front.
Hamstring Sweep
Cuts the back of the leg, slowing or crippling the target.
Rider’s Draw Cut
A moving slash that becomes stronger while sprinting or mounted.
Backhand Arc
A reverse cut that catches enemies trying to flank.
Whirl of Steel
A fast spinning slash, useful when surrounded.
4. Greatsword
A large battlefield sword.
Best for:
- Crowd control
- Armor damage
- Heavy stagger
- Wide arcs
- Anti-monster combat
Special moves:
Executioner’s Drop
A brutal overhead strike that can break helmets, shields, and guard.
Sweeping Reaper
A huge horizontal swing that knocks enemies back.
Impaling Charge
The swordsman drives the greatsword forward into a large enemy or monster.
Ground Splitter
A heavy downward strike that creates a shockwave if magically enhanced.
Monster Cleaver
A specialized attack against ogres, demons, dragons, brontos, and large creatures.
5. Shortsword
A close-range weapon.
Best for:
- Fast attacks
- Rogue-warrior hybrids
- Shield pairing
- Grappling range
- Tight spaces
Special moves:
Rib Needle
A fast stab under the ribs.
Close-Quarters Flurry
Multiple rapid strikes at very short range.
Blade Hook
Uses the sword to pull an enemy’s weapon arm aside.
Knee Cut
A low slash that damages movement.
Second-Hand Finish
If paired with a dagger, the swordsman uses both blades in a brutal combo.
6. Falchion
A heavy chopping sword.
Best for:
- Cleaving
- Breaking bones
- Fighting through armor
- Brutal close combat
- Mercenary-style fighters
Special moves:
Butcher’s Chop
A heavy cut that damages armor and causes trauma.
Shield Biter
A chopping strike that weakens or splits shields.
Collar Splitter
A downward diagonal chop aimed at the neck and shoulder.
Hooking Cleave
A curved strike that pulls enemies off balance.
Mercenary Finish
A brutal execution-style move used when the enemy is staggered.
7. Twin Blades
Dual sword style.
Best for:
- Speed
- Combo chains
- Aggressive offense
- Evasion
- Stylish combat
Special moves:
Twin Fang Strike
Both blades stab into the target at once.
Cross-Cut
Two slashes form an X across the enemy’s chest.
Blade Cyclone
A spinning multi-hit attack.
Mirror Parry
One blade blocks while the other counters.
Relentless Pattern
Every successful hit increases attack speed temporarily.
Swordsman Skill Trees
The swordsman should have multiple paths, not just one generic damage tree.
Skill Tree 1: Duelist
Focused on one-on-one mastery.
Core Abilities
Opening Read
The swordsman studies the enemy’s stance. After a few seconds, they gain bonus accuracy and counter chance.
Parry and Riposte
Blocks an incoming attack at the perfect moment and instantly counters.
Disarming Twist
Attempts to knock the enemy’s weapon away.
Blade Feint
The swordsman fakes an attack, causing the enemy to block the wrong side.
Killing Line
A precise thrust that deals major damage if the enemy is attacking.
Ultimate Ability
The Final Exchange
The swordsman enters a dueling state. Time slows slightly. The enemy attacks, and if the player times the counter correctly, the swordsman delivers a cinematic finishing strike.
This should feel like a true master blade moment.
Skill Tree 2: Battlefield Swordsman
Focused on fighting multiple enemies.
Core Abilities
Circular Footwork
The swordsman moves around enemies faster and cannot be easily surrounded.
Wide Guard Cut
A sweeping attack that interrupts several enemies.
Push Through
The swordsman shoulder-checks or blade-checks an enemy to create space.
Steel Wall
A defensive stance that improves parries against multiple attackers.
Crowd Splitter
A strong slash that opens a path through enemy lines.
Ultimate Ability
Storm of Blades
The swordsman moves through a crowd, cutting multiple enemies in sequence. Each strike targets a different opponent. It should look controlled, not like random spinning.
Skill Tree 3: Armor-Piercing Swordcraft
Focused on fighting knights, golems, darkspawn elites, qunari, and armored enemies.
Core Abilities
Gap Finder
Reveals weak points in armor.
Half-Sword Drive
A controlled thrust into joints, helmet gaps, or underarm spaces.
Pommel Breaker
A blunt strike with the sword’s pommel that stuns armored targets.
Joint Cutter
Targets knees, elbows, or shoulders.
Guard Collapse
Repeated precise attacks weaken an armored enemy’s defense.
Ultimate Ability
Knight-Killer Technique
The swordsman enters a specialized anti-armor sequence: pommel strike, half-sword thrust, leg cut, and final drive through an exposed gap.
This would make armored enemies require technique, not just bigger damage numbers.
Skill Tree 4: Mystic Blade
For magical swordsmen or warriors trained around enchanted weapons.
Core Abilities
Runed Edge
Temporarily charges the sword with elemental damage.
Fade Step Cut
A short magical dash followed by a slash.
Spell-Splitter
Parries or cuts through incoming magical projectiles.
Spirit Edge
The blade damages demons, spirits, undead, and fade-touched creatures more effectively.
Arcane Guard
Creates a thin magical ward along the blade to block powerful attacks.
Ultimate Ability
Blade Between Worlds
The swordsman strikes from a half-step through the Fade, appearing behind the enemy and cutting through magical defenses.
This would fit Dragon Age very well if carefully explained through enchantment, ancient sword schools, Tevinter experiments, elven techniques, or spirit-bound blades.
Skill Tree 5: Royal Blade / Bodyguard
A defensive swordsman trained to protect others.
Core Abilities
Interpose
The swordsman instantly moves between an ally and an attacker.
Deflecting Guard
Parries attacks aimed at nearby allies.
Punish the Opening
If an enemy attacks an ally, the swordsman gains a counterattack bonus.
Hold the Line
The swordsman plants their feet and becomes harder to knock back.
Protector’s Cut
A slash that forces enemies to target the swordsman.
Ultimate Ability
No Blade Passes Me
For a short time, the swordsman automatically intercepts attacks aimed at nearby allies, parrying arrows, blades, and charging enemies.
This would make the swordsman useful beyond damage.
Specialized Moves
Parry Types
A real swordsman system should have different types of parries.
Hard Parry
Stops a heavy attack but costs stamina.
Soft Parry
Redirects the enemy’s blade and opens them up.
Cross Parry
Uses two blades or crossguard leverage to trap the enemy’s weapon.
Spell Parry
Available only through enchanted blades or Mystic Blade training.
Monster Parry
Does not fully stop huge monsters but redirects claws, bites, or weapon swings enough to survive.
Counter Moves
Riposte Thrust
A fast stab after a parry.
Elbow Cut
Targets the enemy’s attacking arm.
Throat Line
A lethal counter if the enemy has no helmet.
Inside Step Cut
The swordsman steps into the attack and cuts from close range.
Weapon-Hand Sever
A high-level counter that can disarm or maim.
Movement Skills
Blade Step
A quick sidestep with a slash.
Pivot Cut
Turns around an enemy and attacks their side.
Low Slip
Ducks under a horizontal attack.
Backstep Thrust
Retreats while stabbing forward.
Circle Walk
Maintains facing while moving around the enemy.
Advance Under Guard
Moves forward while keeping the blade positioned defensively.
Finishing Moves
Finishers should depend on weapon type and enemy condition.
Against Light Enemies
Clean Draw Cut
A fast slash across the body.
Heartline Thrust
A direct thrust through the chest.
Falling Leaf Cut
A graceful downward strike as the enemy collapses.
Against Armored Enemies
Helmet Hook and Thrust
The swordsman pulls the helmet aside and stabs into the gap.
Knee Break Finish
Cuts the leg, drops the enemy, and ends them with a downward strike.
Pommel Crush
Stuns with the pommel before finishing with the blade.
Against Monsters
Tendon Sever
Cuts the monster’s leg or joint.
Climb and Cut
For large creatures, the swordsman climbs briefly and drives the blade into a weak spot.
Eye-Line Thrust
A high-risk precision attack to the face.
Against Demons or Spirits
Spirit Sever
A glowing blade cut that disrupts the demon’s form.
Fade Anchor Strike
Pins a spirit temporarily to the physical world.
Banishing Cut
A finishing move that tears through the spirit’s connection to the area.
Sword Styles / Forms
The player should be able to unlock sword forms. Each form changes bonuses, animations, and tactics.
Form of the Needle
Built around thrusting.
Best with:
- Rapier
- Longsword
- Estoc
- Shortsword
Bonuses:
- Faster thrusts
- Higher critical chance
- Better weak-point attacks
Weakness:
- Poor crowd control
Form of the Crescent
Built around curved slashes.
Best with:
- Saber
- Scimitar
- Falchion
- Curved elven blade
Bonuses:
- Bleed damage
- Better movement attacks
- Strong against lightly armored enemies
Weakness:
- Weaker against heavy plate
Form of the Mountain
Built around strength and control.
Best with:
- Greatsword
- Bastard sword
- Heavy longsword
Bonuses:
- Guard breaking
- Stagger
- Anti-armor damage
Weakness:
- Slower recovery
Form of the Mirror
Built around counters.
Best with:
- Longsword
- Twin blades
- Rapier
Bonuses:
- Improved parry windows
- Better ripostes
- Enemy attacks become opportunities
Weakness:
- Requires timing
Form of the Storm
Built around aggressive chained attacks.
Best with:
- Twin blades
- Saber
- Shortsword
- Light longsword
Bonuses:
- Combo speed
- Momentum
- Multi-target pressure
Weakness:
- Burns stamina quickly
Form of the Veil
Mystic sword style.
Best with:
- Enchanted swords
- Spirit blades
- Elven relic blades
- Fade-touched weapons
Bonuses:
- Magical damage
- Anti-demon effects
- Short-range teleport cuts
Weakness:
- Vulnerable to anti-magic fields, lyrium disruption, or Templar abilities
Unique Swordsman Weapons
The Estoc
A stiff thrusting sword made to pierce armor gaps.
Special ability:
Armor Needle
Ignores part of the target’s armor if aimed at weak points.
The Spadone
A massive two-handed sword used for battlefield control.
Special ability:
Keep Them Away
Enemies have a harder time closing distance.
The Main-Gauche
A parrying dagger used with a sword.
Special ability:
Trap and Thrust
The dagger catches the enemy weapon while the sword strikes.
The Elven Leafblade
A curved, elegant blade with ancient balance.
Special ability:
Silent Arc
Attacks from stealth or flanking deal increased damage.
The Dwarven Lockblade
A compact sword with mechanical locking teeth.
Special ability:
Weapon Catcher
Can trap enemy weapons, shields, or armor plates.
The Tevinter Spellblade
A sword inscribed with runes.
Special ability:
Stored Spell Cut
Can hold one spell effect and release it through a strike.
The Seeker’s Judgment Blade
A Chantry-linked anti-magic sword.
Special ability:
Rite of Severance
Deals bonus damage to demons, blood mages, abominations, and magical barriers.
The Qunari War-Saber
A heavy curved blade used by disciplined soldiers.
Special ability:
Iron Discipline
The wielder resists fear, stagger, and panic effects.
Weapon Quality Should Matter
A swordsman should care deeply about their blade.
Weapons should have:
- Balance
- Edge retention
- Weight
- Reach
- Guard design
- Grip quality
- Rune slots
- Flexibility
- Armor penetration
- Parry strength
- Recovery speed
A cheap sword might do damage, but a master blade should feel different.
A poor sword may:
- Chip against armor
- Lose sharpness
- Break under heavy parries
- Have slower recovery
- Drain more stamina
- Fail against enchanted enemies
A legendary sword should not just have bigger numbers. It should unlock techniques.
Legendary Swordsman Weapons
The Kingless Blade
A sword once carried by a royal champion whose kingdom no longer exists.
Power:
Oathless Cut
Deals more damage against corrupt nobles, tyrants, false kings, and oathbreakers.
Mercy’s Edge
A thin silver blade used by an executioner who spared more lives than he took.
Power:
Judgment Choice
Finishers can either kill, disable, or spare enemies with consequences.
The Fade-Splitter
An ancient sword designed to cut things that are partly real.
Power:
Veil Sever
Can damage demons, spirits, illusions, and fade-touched enemies.
The Last Lesson
A worn training sword used by a legendary swordmaster.
Power:
Teacher’s Punishment
Every time the enemy repeats the same attack, the sword gains a stronger counter bonus.
Thorn of the Divine
A narrow anti-mage blade carried by a hidden Chantry duelist.
Power:
Silence Through Steel
Interrupts spellcasting and weakens magical barriers.
Swordsman Specializations
1. The Duelmaster
A legendary one-on-one fighter.
Specialty:
- Duels
- Nobles
- Champions
- Boss fights
- Enemy leaders
Signature move:
Name Your Stroke
The Duelmaster declares the next attack type. If timed correctly, the strike becomes devastating.
2. The Blade Dancer
A fast, mobile swordsman.
Specialty:
- Movement
- Evasion
- Multiple enemies
- Twin blades
- Light armor
Signature move:
Dance of Nine Cuts
The swordsman moves through enemies, striking different weak points in sequence.
3. The Knight-Breaker
Anti-armor specialist.
Specialty:
- Heavy armor
- Shields
- Qunari warriors
- Chevaliers
- Darkspawn alphas
- Golems
Signature move:
Open the Shell
Breaks guard, damages armor, and exposes the enemy to a finishing strike.
4. The Spirit Blade
A mystic swordsman.
Specialty:
- Demons
- Spirits
- Magical enemies
- Fade creatures
- Enchanted duels
Signature move:
Cut the Unseen
The sword strikes the spirit behind the body, damaging possessed enemies or abominations deeply.
5. The Royal Protector
A defensive swordsman.
Specialty:
- Guarding allies
- Escort missions
- Holding doors
- Protecting mages
- Saving wounded companions
Signature move:
Behind Me
Pulls nearby allies into protection range while the swordsman counters incoming attacks.
Enemy-Specific Sword Techniques
Against Bandits
Use fast intimidation, disarms, and nonlethal cuts.
Move:
Drop Your Steel
A disarming technique that can make weaker enemies surrender.
Against Darkspawn
Use brutal kill-confirming cuts.
Move:
Taint-Cleaver
A heavy slash that prevents darkspawn from recovering or frenzying.
Against Demons
Use spirit-severing techniques.
Move:
Name the Shape
The swordsman identifies the demon type and gains a bonus against its behavior.
Against Qunari
Use footwork and joint attacks.
Move:
Under the Horns
A close-in technique that targets the legs and lower body of taller enemies.
Against Mages
Use pressure and interruption.
Move:
No Time to Cast
Every forward step reduces the mage’s spellcasting window.
Against Shielded Enemies
Use binds, hooks, and angle changes.
Move:
Around the Wall
The swordsman steps past the shield line and strikes the exposed side.
Companions with Swordsman Skills
A swordsman companion should not just be another warrior. They should have personality in combat.
The Noble Duelist
Polished, arrogant, deadly.
Combat style:
- Rapier
- Feints
- Counters
- Insults during battle
Special trait:
Prideful Precision
Fights better against elite enemies but worse when surrounded.
The Mercenary Cutter
Dirty, practical, brutal.
Combat style:
- Falchion
- Shortsword
- Armor chopping
- Cheap shots
Special trait:
No Fair Fights
Deals more damage to staggered, distracted, or wounded enemies.
The Chantry Blade
A holy-trained swordsman.
Combat style:
- Longsword
- Anti-magic cuts
- Demon disruption
- Bodyguard work
Special trait:
Righteous Guard
Protects mages even while distrusting magic.
The Elven Blade Ghost
Silent, fast, ancient technique.
Combat style:
- Curved elven sword
- Footwork
- Bleed cuts
- Fade-adjacent movement
Special trait:
Steps Between Roots
Moves faster in forests, ruins, and ancient elven sites.
The Dwarven Sword Engineer
Uses mechanical sword tools.
Combat style:
- Lockblade
- Parrying traps
- Spring-loaded guards
- Armor hooks
Special trait:
Built to Catch
Can trap weapons and shields better than anyone else.
Swordsman Combat Needs Weight
The most important thing: sword combat cannot feel floaty.
A proper swordsman should have:
- Blade contact
- Sparks on armor
- Different sounds for flesh, leather, mail, plate, bone, shields, and magic
- Enemy reactions based on where they are hit
- Stamina loss from bad swings
- Weapon clashes
- Binding animations
- Parry timing
- Foot placement
- Recovery frames
- Realistic reach
- Consequences for missing
Every strike should feel like the blade actually connected with something.
Mission Ideas for the Swordsman Class
Mission: The Master Without a School
A legendary swordsman lives alone because every student he trained either died, betrayed him, or became a murderer. The player must convince him to train them, but he refuses until they prove they understand restraint.
Choices:
- Defeat him honorably
- Spare his last student
- Recover his stolen sword
- Expose the noble who used his style for assassinations
Reward:
Form of the Mirror
Mission: The Blade Trial
The player enters a secret tournament where each opponent uses a different sword style.
Opponents:
- Rapier duelist
- Greatsword knight
- Twin-blade assassin
- Saber rider
- Mystic blade user
- Anti-mage swordsman
Reward:
A custom sword style based on how the player fought.
Mission: The Sword That Refuses Blood
The player finds a legendary blade that will not kill innocent people. If used wrongly, it becomes dull. If used with discipline, it grows stronger.
Reward:
Mercy’s Edge
Mission: The Armor That Learned Fear
An armored enemy seems impossible to cut. The swordsman must learn anti-armor techniques from old battlefield records.
Reward:
Knight-Killer Technique
Mission: Duel at the Broken Bridge
The player must duel a famous enemy champion while armies watch from both sides. Winning can prevent a full battle. Losing starts a war.
Reward:
Political reputation, not just loot.
Final Thought
A swordsman class should be about skill, not just sword damage.
The player should feel the difference between:
- A brute swinging steel
- A trained duelist reading the enemy
- A battlefield swordsman controlling space
- A knight-breaker opening armor
- A mystic blade cutting demons
- A royal protector guarding allies
- A legendary swordmaster ending fights with one perfect movement
That is how you make the swordsman feel special.
Not by giving him a sword.
By giving him a craft.
Fencing as a Specialized Swordsman Discipline
Fencing should be its own swordsman branch, not just “fast sword attacks.” A fencer is a precision duelist trained around distance, timing, footwork, thrusts, counters, and reading the opponent’s body before the blade even moves.
In a Dragon Age-style world, fencing could come from Orlesian nobles, Antivan duelists, Nevarran academies, Tevinter court assassins, or elite bodyguards trained to fight in narrow halls, palace courts, and public honor duels.
This style should feel elegant, dangerous, arrogant, technical, and deadly.
Core Fencing Identity
Fencing is built around:
Distance Control
The fencer wins by staying just outside danger, then striking the moment the enemy overextends.
Point Accuracy
The blade targets eyes, throat, wrist, ribs, armpits, exposed joints, and weak armor gaps.
Speed Over Power
A fencer does not need to split armor with force. They punish openings with sharp, surgical attacks.
Footwork
Advance, retreat, lunge, sidestep, pivot, recover. Movement is the weapon before the blade lands.
Counter-Fighting
The enemy attacks first. The fencer makes them regret it.
Fencing Weapons
1. Rapier
The classic fencing weapon.
Best for:
- Noble duels
- Precision thrusting
- Counterattacks
- Fighting lightly armored enemies
- Weak-point damage
Special moves:
Needle Lunge
A long, fast thrust that hits before slower weapons can reach.
Courtier’s Riposte
After a successful parry, the fencer immediately thrusts into the enemy’s exposed side.
Wrist Puncture
Targets the weapon hand, reducing enemy attack speed or causing a disarm chance.
Throat Line
A high-risk thrust aimed at the neck. Devastating against unarmored enemies.
Between the Ribs
A narrow thrust into the side of the torso.
2. Épée-Style War Blade
A heavier thrusting sword used for battlefield fencing.
Best for:
- Armored duels
- Military officers
- Elite guards
- Anti-knight precision
- Longer fights
Special moves:
Deep Line Thrust
A committed attack that pierces armor gaps.
Armored Court Strike
A thrust designed for enemies wearing mail, plate, or layered leather.
Guarded Recovery
After lunging, the fencer recovers into a defensive stance instead of being exposed.
Officer’s Measure
The fencer studies distance and gains bonus accuracy on the next thrust.
3. Smallsword
A lighter, elegant noble weapon.
Best for:
- Speed
- Parrying
- Social duels
- Assassination defense
- Civilian combat
Special moves:
Silver Flick
A fast face-level cut that blinds or distracts.
Noble’s Warning
A nonlethal thrust that can force surrender or intimidation.
First Blood
A fast opener that causes bleeding and lowers enemy confidence.
Insulting Touch
A humiliating precision strike that enrages the enemy and makes them reckless.
4. Rapier and Main-Gauche
A rapier paired with a parrying dagger.
Best for:
- Defensive fencing
- Counterattacks
- Blade trapping
- Fighting aggressive enemies
- Duelist builds
Special moves:
Catch and Kill
The dagger traps the enemy blade while the rapier thrusts forward.
Twin-Line Defense
The fencer blocks one attack with the dagger and counters with the rapier.
Dagger Bind
Locks the enemy weapon briefly, opening them to a precision strike.
Close Measure Finish
At close range, the dagger strikes first, then the rapier ends the exchange.
5. Antivan Needleblade
A thin assassin-fencer weapon.
Best for:
- Poison use
- Stealth
- Critical hits
- Weak points
- Silent kills
Special moves:
Venom Point
Applies poison through a tiny puncture wound.
Quiet Entry
A stealth thrust that deals massive damage if the enemy has not detected the fencer.
Nerve Touch
A precision stab that weakens movement or spellcasting.
Crow’s Courtesy
A stylish finishing move used by Antivan-trained duelists.
Fencing Skill Tree
Skill Tree: The Point and the Line
This is the main fencing tree.
Tier 1 Skills
Measure
The fencer reads distance better than other swordsmen.
Effect:
- Increased dodge distance
- Improved thrust accuracy
- Reduced stamina cost when backing away
- Bonus damage after retreating from an enemy swing
This should make fencing feel like a game of inches.
Quick Thrust
A fast straight stab.
Effect:
- Low stamina cost
- Interrupts light attacks
- Deals bonus damage to exposed targets
- Can chain into lunge or riposte
Guarded Step
A defensive step backward or sideways.
Effect:
- Avoids incoming melee attacks
- Keeps the fencer facing the enemy
- Sets up a counter window
Tier 2 Skills
Lunge
The signature fencing attack.
Effect:
- Long forward thrust
- Closes distance quickly
- Deals bonus damage if the enemy is attacking
- Strong against mages, archers, rogues, and lightly armored warriors
Upgrade options:
Deep Lunge
More damage, longer recovery.
Safe Lunge
Less damage, faster recovery.
Mage-Hunter Lunge
Interrupts spellcasting.
Parry Line
The fencer redirects an incoming weapon.
Effect:
- Does not fully block like a shield
- Turns the enemy’s strike aside
- Opens the enemy for a riposte
- Works best against blades, daggers, spears, and light axes
Weakness:
- Poor against huge clubs, ogres, massive darkspawn, and heavy mauls unless upgraded
Riposte
A counterattack after a successful parry.
Effect:
- Fast critical thrust
- Higher damage if aimed at a weak point
- Can interrupt the enemy’s next action
Upgrade options:
Blood Riposte
Causes bleeding.
Disarming Riposte
Chance to knock away the enemy weapon.
Mercy Riposte
Can disable instead of kill.
Tier 3 Skills
Feint
The fencer tricks the enemy into defending the wrong line.
Effect:
- Enemy guard opens briefly
- Next thrust ignores some defense
- Strong against shield users and disciplined soldiers
Upgrade options:
Double Feint
Can fool elite duelists.
Cruel Feint
Increases critical chance.
Taunting Feint
Draws enemy aggression.
Wrist Line
A precise attack to the weapon hand.
Effect:
- Reduces enemy attack speed
- Can cause enemies to drop light weapons
- Weakens archers and dagger rogues
- Makes shield users slower to raise guard
Circle Step
The fencer pivots around the enemy.
Effect:
- Moves to the enemy’s side
- Avoids direct attacks
- Creates flanking bonus
- Strong in duels and tight spaces
Tier 4 Skills
Thread the Guard
A master thrust through a tiny opening.
Effect:
- Bypasses shields partially
- Ignores some armor if aimed correctly
- Deals high critical damage
- Strong against elite humanoid enemies
This move should be terrifying because it proves the fencer does not need brute strength.
Duelist’s Eye
The fencer studies the enemy’s movement.
Effect:
- Reveals attack patterns
- Increases parry window
- Increases critical chance after the enemy repeats the same attack
- Makes reckless enemies easier to punish
Killing Distance
The fencer enters perfect range.
Effect:
- Enemy attacks that barely miss create automatic counter opportunities
- Fencer gains bonus damage after dodging by a small margin
- Lunge and riposte become faster
Ultimate Ability
The Perfect Touch
The fencer enters a focused dueling state.
For a short time:
- Time slows slightly during enemy attacks
- The fencer sees the enemy’s attack line
- Perfect parries trigger instant ripostes
- Lunges target weak points automatically
- The final hit becomes a cinematic precision thrust
Against weaker enemies, this can end the fight immediately.
Against bosses, it causes:
- Major stagger
- Armor-gap damage
- Bleeding
- Temporary weakness
- Broken guard
This should feel like the enemy lost the fight the moment they stepped into the fencer’s range.
Fencing Forms
Form of the Needle
Pure thrusting style.
Best for:
- Rapier
- Smallsword
- Needleblade
Bonuses:
- Faster thrusts
- Higher critical chance
- Better weak-point attacks
Weakness:
- Poor against crowds
Form of the Court
Orlesian noble fencing.
Bonuses:
- Better feints
- Social intimidation
- Duel bonuses
- Can force surrender after humiliating strikes
Special move:
Court Humiliation
The fencer wounds without killing, lowering enemy morale.
Form of the Crow
Antivan assassin fencing.
Bonuses:
- Poison application
- Stealth thrusts
- Bleed damage
- Bonus against distracted enemies
Special move:
Black Courtesy
A polite bow followed by a sudden killing thrust.
Form of the Lantern
Mage-hunter fencing.
Bonuses:
- Interrupts spellcasting
- Cuts through weak barriers
- Faster lunges toward casters
- Better resistance to fear and illusions
Special move:
Cut the Incantation
A thrust that stops a spell before it forms.
Form of the White Glove
Defensive bodyguard fencing.
Bonuses:
- Better parries
- Ally protection
- Counterattacks against enemies targeting companions
- Can redirect attacks away from mages or nobles
Special move:
Stand Behind Me
The fencer steps into the attack line and counters.
Fencing Against Different Enemies
Against Bandits
Fencing should make bandits look clumsy.
Moves:
First Blood
A quick wound that makes weaker enemies hesitate.
Drop the Blade
A wrist strike that may disarm.
Walk Them Down
The fencer advances calmly while the enemy backs away.
Against Knights
Fencing should target gaps, not armor plates.
Moves:
Under the Arm
Thrusts into the armpit gap.
Back of the Knee
Cripples movement.
Visor Line
A dangerous thrust toward the helmet opening.
Against Qunari
A fencer should not overpower them. They should out-position them.
Moves:
Low Line Entry
Attacks the legs and lower body.
Inside the Reach
Steps past the wide swing and thrusts close.
Horn Shadow Step
A side-step designed to avoid taller enemies’ downward attacks.
Against Mages
Fencing becomes a pressure style.
Moves:
No Breath to Cast
Each forward step shortens the mage’s casting window.
Spell Hand Prick
Targets the hand forming the spell.
Barrier Needle
Repeated thrusts weaken magical shields.
Against Darkspawn
Fencing becomes dirtier and less ceremonial.
Moves:
Taint Vein Thrust
Targets corrupted weak points.
Keep Them Stretched
Uses distance to avoid being swarmed.
Alpha Puncture
Precision attack against larger darkspawn leaders.
Against Demons
Fencing needs enchanted or spirit-trained blades.
Moves:
Pierce the Shape
Hits the demon’s manifested body.
Name and Needle
The fencer identifies the demon type and targets its weakness.
Fade-Line Thrust
A magical fencing strike that wounds spirits more deeply.
Fencing Weaknesses
Fencing should be powerful, but not perfect.
Weak against:
- Large groups
- Heavy shields
- Massive monsters
- Polearms with longer reach
- Heavy armor without weak-point training
- Enemies that do not feel pain
- Enclosed brawls where movement is blocked
The fencer should be deadly when space and timing matter, but vulnerable when surrounded or trapped.
That balance makes the class feel real.
Fencing Companions
The Orlesian Duelist
Elegant, arrogant, political.
Weapon:
- Rapier
- Smallsword
- Main-gauche
Personality:
- Insults enemies while fighting
- Treats combat like performance
- Knows noble houses, scandals, and duel law
Unique ability:
For Honor, For Show
Gets stronger when fighting in front of witnesses.
The Antivan Needle
Assassin-fencer.
Weapon:
- Needleblade
- Rapier and dagger
Personality:
- Charming
- Calm
- Deadly
- Treats poison like seasoning
Unique ability:
One Drop Is Enough
Tiny puncture wounds apply stronger poison effects.
The Nevarran Grave Duelist
A funeral duelist trained to defend tombs and noble bloodlines.
Weapon:
- Épée-style thrusting sword
Personality:
- Formal
- Morbid
- Disciplined
- Obsessed with proper death rites
Unique ability:
Respect the Dead
Deals bonus damage to undead, corpse constructs, and necromantic enemies.
The Chantry Fencer
A holy duelist trained to protect clerics and hunt abominations.
Weapon:
- Rapier
- Blessed thrusting sword
Personality:
- Polite but dangerous
- Believes restraint is divine discipline
- Distrusts blood magic
Unique ability:
Pierce the Wicked Veil
Interrupts demons, blood mages, and possessed enemies.
Legendary Fencing Weapons
The Laughing Thorn
An Orlesian rapier used in dozens of political duels.
Power:
Embarrassing Touch
Nonlethal hits lower enemy morale and may cause surrender.
Crow’s Needle
An Antivan blade so thin its wounds are barely felt at first.
Power:
Delayed Bloom
Damage worsens several seconds after the strike lands.
The White Pin
A Chantry dueling sword used by a forgotten Seeker.
Power:
Silence the Hand
Thrusts interrupt magic and weaken barriers.
The Widow’s Line
A black rapier once used in revenge duels.
Power:
Last Word
Deals bonus damage when the fencer is wounded or outnumbered.
The Glass Point
An ancient elven thrusting blade that seems too delicate to survive battle.
Power:
Through the Lie
Can strike illusions, spirits, and magically hidden enemies.
Fencing Missions
Mission: The Duel That Cannot Be Refused
A noble house challenges the player or companion to a public duel. Refusing causes political damage. Accepting means entering a strict fencing match with rules, witnesses, and hidden assassins.
Choices:
- Fight honorably
- Expose the duel as a trap
- Win without killing
- Kill the opponent and start a noble feud
Reward:
Form of the Court
Mission: The School of the Broken Point
An old fencing academy has been abandoned after every student died in mysterious duels. The player discovers the master was teaching a forbidden style meant to kill mages silently.
Reward:
Form of the Lantern
Mission: First Blood in Val Royeaux
A public duel becomes a political crisis when the loser refuses to yield. The player must decide whether fencing is about honor, law, survival, or spectacle.
Reward:
Laughing Thorn
Mission: The Antivan Lesson
An Antivan Crow offers fencing training, but every lesson is also an assassination attempt.
Training stages:
- Survive poison
- Parry in darkness
- Duel with one arm restrained
- Identify the real attacker in a crowd
- Win without drawing attention
Reward:
Crow’s Courtesy
Final Thought
Fencing should be the thinking person’s sword style.
Not heavy.
Not brute force.
Not wild slashing.
It should be about the moment where the enemy swings, misses by an inch, and realizes too late that the fencer already saw the opening.
A great fencing system would make the player feel like the blade is not just a weapon.
It is a sentence.
And the fencer decides where the period goes.
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