Way of the Swashbuckler (5e Subclass)

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Swashbuckler

Creating a Swashbuckler

When creating a swashbuckler, think about why they buckle swashes. Are they seeking to right a perceived wrong? Are they trying to impress others, or prove themselves? Are they in it for the glory, or do they do it for someone else?

While Swashbuckler's aren't always lawful characters, they almost always have a personal code they abide by. As you make your Swashbuckler, think about their code. Do they never instigate an attack? And as you think about your swashbuckler's code, think of the other important question: What would it take for them to break that code?


Design Note: This class does not have subclass options, and was not made with subclasses in mind.

Quick Build

You can make a Swashbuckler quickly by following these suggestions. First, Charisma should probably be your highest ability score, followed by Dexterity. Second, choose the pirate background.

Class Features

As a Swashbuckler you gain the following class features.

Hit Points

Hit Dice: 1d8 per Swashbuckler level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Swashbuckler level after 1st

Proficiencies

Armor: Light armour
Weapons: Simple weapons, rapiers, shortswords, light crossbows, one-handed firearms
Tools: One gaming set of your choice, navigator's tools or thieves' tools (your choice)
Saving Throws: Dexterity, Charisma
Skills: Chose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Slight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A rapier or (b) A pistol with 10 bullets OR a light crossbow with 10 bolts
  • (a) A pistol with 10 bullets or (b) A light crossbow with 10 bolts or (c) Any simple weapon
  • (a) An explorer's pack or (b) A burglar's pack
  • leather armour, two daggers, and a gaming set of your choice.

Table: The Swashbuckler

Level Proficiency
Bonus
Precise Strike Swashing Points Features
1st +2 - 1 Suave Defense, Expertise, Swashbuckling
2nd +2 1d6 2 Danger Sense, Precise Strike
3rd +2 2d6 3 Riposte
4th +2 2d6 4 Ability Score Improvement
5th +3 3d6 5 Uncanny Dodge, Duelist (+1)
6th +3 3d6 6 Expertise, Extra Attack
7th +3 4d6 7 Evasion
8th +3 4d6 8 Ability Score Improvement
9th +4 5d6 9 Duelist (+2)
10th +4 5d6 10 Ability Score Improvement
11th +4 6d6 11 Reliable Talent
12th +4 6d6 12 Ability Score Improvement
13th +5 7d6 13 Witty , Riposte Improvement
14th +5 7d6 14 Blade Mastery
15th +5 8d6 15 Slippery Mind
16th +5 8d6 16 Ability Score Improvement, Reactive
17th +6 9d6 17 Quick Reflexes
18th +6 9d6 18 Duelist (+3)
19th +6 10d6 19 Ability Score Improvement
20th +6 10d6 20 Stroke of Luck

Suave Defense

That high Charisma score has to be good for something, right? Your Armour Class now equals 10 + your Dexterity modifier + your Charisma modifier.

Expertise

At 1st level, chose two of your skill proficiencies, or 1 of your skill proficiencies and your proficiency with a tool. Your proficiency bonus is doubled whenever you make an ability check that uses either of the chosen proficiencies. At 6th level, you may chose another two proficiencies (with skills or with a tool) to gain this benefit.

Swashbuckling

An expression of your natural talents and innate abilities, these points may be expended for various swashbuckling abilities. You have a pool of swashing points equal to your level. You regain all swashing points when you finish a long rest and half (rounded down) after a short rest.

Danger Sense

At 2nd level, you gain a knack for knowing when your surroundings aren't quite as they should be, giving you an edge when you dodge away from danger. You gain advantage on Dexterity saving throws against effects you can see (such as most traps and spells). To gain this benefit, you cannot be blinded, deafened, or incapacitated.

Precise Strike

Starting at 2nd level, you know where to strike where it hurts the most. When you make an attack roll with a ranged/finesse weapon with advantage, you can deal an extra 1d6 damage of that weapon's type. This damage increases as you go up in levels; the number of d6s = 1/2 your Swashbuckler level rounded up (7th level = 4d6, 12 level = 6d6, et cetera). You don't need advantage on the attack roll if you are within 5 feet of the creature, there are no other creatures within 5 feet of you, and you don't have disadvantage on the attack roll.

Riposte

Starting 3rd level, you gain the ability to turn a foe's bad luck into your good. Whenever a creature misses you with a melee attack because of your Suave Defense feature (if they missed by less than your Charisma modifier), you can make a melee attack against them in response. If you hit, you can add your Charisma modifier to the damage. Starting 13th level, you can expend 1 swashing point to take this reaction after a foe misses you, regardless of the amount they missed by.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge

Starting 5th level, when an attacker you can see hits you with an attack, you can use your reaction and expend 1 swashing point to halve the attack's damage against you.

Duelist

One-on-one is the way a true gentleman fights, how better to show off your abilities? Starting at 5th level, you gain +1 to attack rolls and saving throws made while fighting alone against a single opponent, with no other creatures within 10 feet of you. This bonus increases to +2 at 9th level and +3 at 18th level.

Extra Attack

Starting 6th level, you can make 1 additional attack when you take the Attack action on your turn.

Evasion

Beginning 7th level, you can nimbly dodge out of the way of certain affects, such as a red dragon's fiery breath or the ice storm spell. When you are subjected to an effect that would allow you to make a Dexterity saving throw to take only half damage, you instead take half damage on a failure and no damage on a success.

Reliable Talent

Starting 11th level, you've honed your skills to the razor's edge. Whenever you make an ability check that you can add your proficiency bonus to, you can chose to treat any roll of the d20 of a 9 or lower as a 10.

Well Traveled

By 13th level, you've traveled the world several times over, and you picked up a few things in your travels. Whenever you attempt to communicate with a creature you do not share a common language with, you can make a general Intelligence check (the DC of which is set by the DM, depending on how complex the concept you're trying to convey is). On a success, you manage to communicate with the creature (for this trait to work, the creature in question must understand at least one language).

Blade Mastery

At level 14, extensive training and experience has made you a master of swordplay. You cannot have disadvantage on attack rolls made with melee weapons that you are proficient in.

Slippery Mind

By 15th level, your mind has become as sharp as your blade. You gain proficiency in Wisdom saving throws.

Quick Reflexes

By 17th level, your instincts have been honed to a deadly edge. You can now spend 1 swashing point to take two turns on your first round of combat, one on your regular initiative and the second on your initiative minus 10. You cannot use this feature if you are surprised.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the swashbuckler class, you must meet these prerequisites: Dexterity 13 or Charisma 13

Proficiencies. When you multiclass into the swashbuckler class, you gain the following proficiencies: Light armor, Rapiers, Shortswords, one skill from this class's list.



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