Swashbuckler, Variant

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Swashbuckler[edit]

Dashing swordsmen, audacious pirates, and fearless duelists, Swashbucklers are warriors who rely on speed, cunning, and style to overcome their foes. Whether fighting for honor, glory, or pure adventure, they wield their blades with elegance and bravado. Blades dance in your hands as you leap, weave, and taunt your foes into making fatal mistakes. You are a whirlwind of agility and charm, an artist of combat whose battlefield is the stage for your greatest performance.

Class Features

As a Swashbuckler you gain the following class features.

Hit Points

Hit Dice: 1d10 per Swashbuckler level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Swashbuckler level after 1st

Proficiencies

Armor: Light Armor, buckler shields
Weapons: Simple weapons, rapiers, scimitars, whips, and firearms (if using gunpowder weapons)
Tools: One gaming set or one musical instrument of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Sleight 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 Scimitar
  • (a) a dagger and a whip or (b) two daggers
  • (a) a light crossbow and 20 bolts or (b) a pistol and 20 bullets (if firearms exist in the setting)
  • (a) an explorer’s pack or (b) a diplomat’s pack
  • (a) leather armor, a gaming set or a musical instrument of your choice or (b) {{{item5b}}}
  • If you are using starting wealth, you have 6d4x10 gp to purchase your own equipment. see PHB p. 143--> in funds.

Table: The Swashbuckler

Level Proficiency
Bonus
Features Panache Dice
1st +2 Swashbuckler's Panache 2
2nd +2 Fancy Footwork, Quick Strike 3
3rd +2 Swashbuckler Archetype, Swashbuckler’s Finesse,Fencer's Grace 4
4th +2 Ability Score Improvement, Uncanny Agility 4
5th +3 Extra Attack, Flourishing Riposte 4
6th +3 Unshakable Confidence, Perfect Footwork 5
7th +3 Evasive Twist 5
8th +3 Ability Score Improvement, Defiant Swagger 5
9th +4 Panache Mastery (d8), Lightning Reflexes 5
10th +4 Graceful Duelist, Legendary Momentum 6
11th +4 Relentless Flourish 6
12th +4 Ability Score Improvement 6
13th +5 Legendary Bravado, Peerless Reaction 6
14th +5 Supreme Evasion, Panache Mastery (d10) 7
15th +5 Master Duelist, Unstoppable Force 7
16th +5 Ability Score Improvement 7
17th +6 Indomitable Panache 8
18th +6 Unrivaled Agility 8
19th +6 Ability Score Improvement, Ability Score Improvement 9
20th +6 Peerless Swordsman (Panache d12, Ultimate Flourish) 9

Fencer’s Grace[edit]

with confidence, armor only makes you slower so you can engage the fight with no armor on, all you need is confidence in your fighting style

Your Armor Class is equal to 10 + Dex Modifier + Cha Modifier You may use Dexterity instead of Strength for melee weapon attacks.

When you make a melee weapon attack on your turn, you may draw or stow one weapon as part of the attack.

Duelist’s Panache (Combat Maneuvers)[edit]

At 1st level, you gain access to three Flourishes of your choice from the list below. You gain more Flourishes at levels 3, 6, 9, 13, and 17.

You can only use one Flourish per attack, unless another ability states otherwise. You gain Panache Dice (starting as d6s). You have a number of Panache Dice listed on your Class table. You regain all Panache Dice when you finish a short or long rest.

Flourishes[edit]

(Special Combat Maneuvers)

  • Dashing Strike

When you hit a creature with a melee attack after moving at least 10 feet, you deal extra damage equal to a roll of your Panache Die. Immediately after the attack, you can move up to 10 feet without provoking opportunity attacks.

  • Brutal Flourish

When you hit a creature with a melee weapon attack, you deal extra damage equal to a roll of your Panache Die and force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target is knocked prone.

  • Blade Dance

As a bonus action, you unleash a sweeping strike, dealing damage equal to a roll of your Panache Die to all creatures within 5 feet of you. Afterward, you can immediately take the Disengage action for free.

  • Deadly Thrust

When you hit a creature with a melee weapon attack while fighting a single enemy in melee, you roll two Panache Dice instead of one for the extra damage.

  • Cunning Feint

As a bonus action, you can attempt to mislead a creature within 5 feet of you. Roll a Panache Die and force the target to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, you have advantage on your next attack against them before the end of your next turn.

  • Parrying Dodge

When a creature makes a melee attack against you, you can use your reaction to roll a Panache Die and add the result to your AC against that attack.

  • Swift Step

As a bonus action, you can roll a Panache Die and increase your movement speed by an amount equal to five times the result until the end of your turn. During this movement, you ignore difficult terrain.

  • Rebounding Riposte

When a creature misses you with a melee attack, you gain a bonus to your next attack roll against them equal to a roll of your Panache Die.

  • Disrupting Flourish

When you hit a creature with a melee attack, you disrupt their focus, reducing their next attack roll by an amount equal to a roll of your Panache Die. This effect lasts until the start of your next turn.

  • Blinding Flourish

When you hit a creature with a melee weapon attack, you deal extra damage equal to a roll of your Panache Die and force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they are Blinded until the end of your next turn.

  • Disarming Flourish

When you hit a creature with a melee attack, you can force them to make a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they drop one weapon or item they are holding.

  • Pinning Strike

When you hit a creature with a melee attack, you can force them to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they are Restrained until the start of your next turn.

Fancy Footwork[edit]

When you attack a creature, they cannot make opportunity attacks against you for the rest of your turn.

Swashbuckler Archetype[edit]

Choose a subclass: Duelist (1v1 Master – Counterattacks & Ripostes), Corsair (Mobile Striker – Speed & Extra Mobility), Shadowblade (Elusive Duelist – Teleportation & Sneaky Strikes).

Swashbuckler’s Finesse[edit]

When fighting one-on-one (no other creatures within 5 feet of you and your target), you deal extra damage equal to your Panache Die on your every Attack

Uncanny Agility[edit]

You can take the Dash or Disengage action as a Bonus action once per turn. In addition, your Speed increase by 10ft

Extra Attack[edit]

When you take the Attack action, you can attack twice instead of once.

Flourishing Riposte[edit]

When a creature misses you with a melee attack, you may immediately counterattack as a reaction. If you hit, roll a Panache Die and that is the damage you dealt without expanding the Dice. If the attack is a critical hit, you may immediately make a second attack as part of the same reaction.

Unshakable Confidence[edit]

You gain proficiency in Wisdom saving throws. You have advantage on saving throws against being frightened or charmed.

Perfect Footwork[edit]

Your movement does not provoke opportunity attacks from enemies.

Evasive Twist[edit]

When you succeed on a Dexterity saving throw, you may move up to 10 feet as a reaction.

Defiant Swagger[edit]

You add your Charisma modifier to all saving throws.

Panache Mastery[edit]

Your Panache Dice increase to d8s.

Lightning Reflexes[edit]

You gain advantage on Dexterity saving throws.

Graceful Duelist[edit]

Your critical hit range increases to 18-20.

Legendary Momentum[edit]

When you critically hit a creature, you regain one expended Panache Die and can move up to 15 feet without provoking opportunity attacks and does not count as your movement speed.

Relentless Flourish[edit]

You may now use two Flourishes per turn instead of one.

Legendary Bravado[edit]

Your Panache Dice increase to d10s.

Peerless Reaction[edit]

You may take two reactions per round instead of one.

Supreme Evasion[edit]

If you succeed on a Dexterity saving throw, you take no damage, and on a failure, you take only half.

Master Duelist[edit]

Once per turn, if you miss an attack, you may reroll it with advantage.

Unstoppable Force[edit]

When you reduce an enemy to 0 HP, you gain temporary HP equal to your Charisma modifier + level and move up to 5 times PB ft without using your movement.

Indomitable Panache[edit]

When you roll Initiative, you regain 2 Panache Dice.

Triple Strike[edit]

You can now make three attacks per Attack action.

Unrivaled Agility[edit]

You can move through enemy spaces as if they were difficult terrain.

Peerless Swordsman[edit]

Your Panache Dice increase to d12s. Your critical hit range expands to 17-20. When you score a critical hit, roll an extra Panache Die for bonus damage. Once per long rest, you may unleash an "Ultimate Flourish"—combining two Flourishes into a single attack.


Swashbuckler Subclasses[edit]

<!-At <!3 > level, you chose a Style. Choose between Duelist, Corsair, Shadowblade <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!3> and again at 6, 11, and finally 17

Ability Score Improvement[edit]

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


Duelist – The Master of the Blade[edit]

"A duel is over the moment I draw my blade. The rest is just formality."

Theme: This subclass is all about dominating one-on-one fights, parrying attacks, counterattacking with precise strikes, and winning through sheer technique.

  • 3rd Level – Counterstrike Stance

When a creature misses you with a melee attack, you may immediately make a melee weapon attack against them as a reaction. If you hit, roll a Panache Die + Cha Modifier and it is the damage. You can use this a number of times per long rest equal to your PB. If you hit with this reaction, your movement speed increases by 10 feet until the end of your next turn.

  • 6th Level – Perfect Parry

When an enemy hits you with a melee attack, you may use your reaction to reduce the damage by your Panache Die + Charisma modifier. If this reduces the damage to 0, you may immediately make a counterattack with advantage against the attacker.

  • 11th Level – Master Duelist’s Riposte

You gain one additional reaction per round (allowing you to riposte more than once per turn). When you make an opportunity attack, it does not consume your reaction. If an enemy misses you, your next melee attack against them deals bonus damage equal to your Panache Die. Opportunity attacks you make do not consume a reaction anymore. If you score a critical hit with an opportunity attack, you regain 1 Panache Die.

  • 17th Level – The Ultimate Duelist

If you are fighting a single enemy in melee (no other creatures within 5 feet), you gain the following benefits: All melee attacks against them have advantage. They have disadvantage on attacks against you. If they miss you, you can immediately make a counterattack without consuming a reaction (once per turn). If you hit the same enemy with an opportunity attack twice in the same round, they must succeed on a Wisdom saving throw (DC = 8 + Proficiency Bonus + Charisma Modifier) or become Frightened of you until the end of your next turn.

Corsair – The Pirate's Grace[edit]

"Catch me if you can."

Theme: The Corsair is the most mobile Swashbuckler, built for hit-and-run combat, extreme movement, and battlefield control.

  • 3rd Level – Gale Step

For every 20 feet you move in a turn, you gain 1 stack of Gale Momentum (max stacks = your Proficiency Bonus). When you hit with a melee attack, you deal extra damage equal to your Panache Die per stack. All stacks reset at the start of your turn.

  • 6th Level – Hurricane Duelist

After hitting a creature in melee, you can immediately move 10 feet without provoking opportunity attacks. You can Dash as a Bonus Action. If you move at least 40 feet on your turn, you can spend one of your Gale Momentum Stack to gain resistance to all damage until the start of your next turn.

  • 11th Level – Stormborn Agility

Your movement ignores difficult terrain and you can run across vertical surfaces. When you move at least 60 feet on your turn, you can spend one of your Gale Momentum Stack to gain advantage on all melee attacks until the start of your next turn.

  • 17th Level – The Living Tempest

Your speed increases by 20 feet. You can Dash as a Free Action once per turn. When you move at least 100 feet in a single turn, you gain an extra Attack (stacks with Extra Attack).

Shadowblade – The Phantom Duelist[edit]

"By the time you see me, it's already too late."

Theme: The Shadowblade blends blade work with supernatural mobility, striking from the darkness and vanishing before retaliation.

  • 3rd Level – Phantom’s Step

As a bonus action, you can vanish into the shadows and reappear up to 30 feet away to an unoccupied space you can see. If you teleport this way, you can’t do so again until the turn after the turn you used this feature unless you spend a Panache Die to teleport again. After teleporting, you may roll a Panache Die and add it to your next attack's damage if you hit. You cannot be targeted by opportunity attacks until the end of your turn after teleporting. You can use this feature equal to your PB per Short/ Long rest

  • 6th Level – Shadow Strike

If you teleport before making an attack, the attack deals extra damage equal to two of your Panache Die. Once per turn, when you hit a creature, you may turn invisible to the target that you hit until the start of your next turn. If you attack while invisible, your attack is made with advantage and deals an extra Panache Die of damage.

  • 11th Level – Dark Duelist

You can now teleport up to 40 feet as a bonus action. If you teleport before attacking, you gain resistance to all damage until the start of your next turn. You may now teleport as a reaction when an enemy makes an attack roll against you (before knowing if it hits). Once you use this reaction, you can’t do so again until you finish a short or long rest, unless you spend a Panache Die to use it again.

  • 17th Level – Phantom Assassin

You can teleport up to 60 feet. If you teleport, you may immediately make a melee attack with advantage. If this attack hits, it deals additional damage equal to three Panache Dice. Once per long rest, you may teleport to any location you have seen within the last 24 hours. If you attack within one turn of arriving, the attack automatically crits.

Multiclassing[edit]

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

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