Swashbuckler (5e Class)
From D&D Wiki
|Errol Flynn, the archetypal buckler of swashes.|
- 1 Swashbuckler
- 2 Creating a Swashbuckler
- 2.1 Class Features
- 2.2 Swashing Points
- 2.3 Swashbuckling
- 2.4 Suave Defense
- 2.5 Sure Footed
- 2.6 Swashbuckling Maneuvers
- 2.7 Jack of All Trades
- 2.8 Braggadocio
- 2.9 Duelist
- 2.10 Extra Attack
- 2.11 Uncanny Dodge
- 2.12 Ready To Fight
- 2.13 Evasion
- 2.14 One-Handed Shooting
- 2.15 Witty Repartee
- 2.16 Blademastery
- 2.17 Master Duelist
- 2.18 Masterful Maneuvers
- 2.19 Archetypes
- 2.20 Multiclassing
A masked elf creeps along the walls of a manor to rescue his love trapped inside by a dastardly baron. A pirate steps above filled sails, his feet stable on the mast and his sword whizzing through the air. A quick stepping dwarf laughs in the middle of a bar fight, swinging off a wooden chandelier with one hand as he aims his crossbow with the other.
Swashbucklers are daring adventurers who combine outstanding courage, swordfighting skill, resourcefulness, chivalry and a distinctive sense of honor and justice. They are filled with pride and ego and boast about their successes and talent and are more than willing to prove their boasts aren't just show.
Creating a Swashbuckler
As you create a swashbuckler, think about why they are buckling swashes. Are they fighting to correct some perceived injustice? Are they trying to impress others? Are they hoping to prove themselves? Are they doing it for personal gain, or for the benefit of others, such as king and country or family?
Swashbucklers tend to be lawful characters, or at least bound by some code. or sense of honor or duty, ask yourself what code the swashbuckler holds themselves to and what it would take for them to break that code. Do they only fight if someone attacks them first? Do they only fight "worthy" opponents? Have they sworn never to tell a lie or to never betray their companions?
As a Swashbuckler you gain the following class features.
- Hit Points
Armor: Light Armor, buckler shields
Weapons: Simple weapons, rapiers, shortswords, scimitars, hand crossbows, one handed firearms
Tools: One gaming set, navigator's tools
Saving Throws: Dexterity, Charisma
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Sleight of Hand and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a hand crossbow and 20 bolts or (b) a small pistol with 10 rounds or (c) two handaxes
- (a) a burglar's pack or (b) an explorer's pack
- leather armor, two daggers and a gaming set
|1st||+2||Suave Defense, Sure Footed, Swashbuckling|
|2nd||+2||Jack of all Trades, Swashbuckling Maneuvers|
|4th||+2||Ability Score Improvement|
|5th||+3||Uncanny Dodge, Duelist, Extra Attack|
|6th||+3||Ready to Fight, Sure Footed Improvement|
|7th||+3||Archetype Feature, Evasion|
|8th||+3||Ability Score Improvement|
|9th||+4||Duelist (+2), One Handed Shooting|
|11th||+4||Extra Attack (3)|
|12th||+4||Ability Score Improvement|
|13th||+5||Witty Repartee, Sure Footed Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Master Duelist, Masterful Maneuvers|
|19th||+6||Ability Score Improvement|
|20th||+6||Archetype Feature, Extra Attack (4)|
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 + your Charisma modifier (minimum 1). You regain all swashing points when you finish a long rest and half for a short rest.
A sword is not just a sword, it is an artistic instrument to show your performance and talent! Whenever you make an attack with a light or finesse melee weapon or a ranged weapon you are proficient in, you can expend 1 swashing point to add your Charisma modifier to your attack roll.
You've always been devilishly charming, and now that charm can protect you when diplomacy fails. When you're not wearing armour or carrying a shield, your Armour Class equals 10 + your Dexterity modifier + your Charisma modifier.
Everyone knows that the foundation for good form is knowing where your feet are, consequently you are very good at keeping on your toes. Any movement penalty from difficult terrain is reduced by half, rounded down.
Additionally, you may expend a swashing point to take a disengage action and move your movement speed, as a bonus action.
Starting at 2nd level, you may expend a swashing point to add dexterous and flashy maneuvers to your combat style. The details of each maneuver are listed below, you may only use one maneuver per attack. Some maneuvers require a saving throw, your swashbuckler save DC = 8 + your proficiency bonus + your Dexterity modifier.
Whenever you hit a creature with a weapon attack, you may chose to expend one swashing point to attempt to disarm it. The creature must then make a Strength saving throw against your attack roll. On a failure, it must drop one item of your choice it's holding. If the hit you scored against the creature was a critical hit, the creature automatically drops the item.
When you attack with a single-handed weapon in one hand and nothing in you other hand, you can expend 1 swashing point to lunge, adding 5 feet to the range of that attack.
When another creature damages you with a melee weapon attack, you may use your reaction and expend one swashing point to reduce the damage by 1d8 + your Dexterity modifier + your swashbuckler level. If this reduces the damage to 0, you knock the blow aside.
When a creature misses you with a melee weapon attack, you may use your reaction and expend one swashing point to make a melee weapon attack against that creature. If it hits, you can add your Charisma modifier to the damage.
When you hit a creature with a weapon attack, you may expend one swashing point to attempt to knock the target down. If the target is Large or smaller, it must make a strength saving throw against your swashbuckler save DC, on a failed save the target is knocked prone.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. Also, you can add your proficiency bonus to attack rolls with improvised weapons.
Your supreme confidence in yourself shows and can't wait to come out. Starting at 3rd level, you may expend a swashing point to give yourself advantage on your next charisma saving throw or charisma skill check in which you are proficient.
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 in combat within 10 feet.
This bonus increases to +2 at 9th level and +3 at 18th level.
At 5th level you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three at level 11, and again to four at level 20
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Ready To Fight
A real Swashbuckler is always looking for a good fight.
At 6th level, you can add your proficiency bonus to initiative checks.
You're fast on your feet, able to dodge out of the way of a white dragon's ice breath or a mage's fireball. Starting 7th level, whenever you make a Dexterity save to take half damage, you instead take no damage on a success, and only half damage on a failure.
At 9th level, you have advantage on the first ranged attack roll you make with a one-handed ranged weapon on each of your turns in combat. The one-handed weapon cannot have the heavy property and your target must be within the weapon's normal range to benefit from this feature. Additionally, you can disregard the loading feature for weapons you're proficient with.
Starting at 13th level whenever a creature you're fighting makes an attack roll or damage roll, you may expend one swashing point and your reaction to make an intimidation or persuasion check against them. The creature must then make an Insight check versus your roll or have 1d10 subtracted from the attack or damage roll. The creature is immune if it can't hear you or is immune to being charmed or frightened.
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.
Starting 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss on an attack roll, you can spend 3 swashing points to roll it again with advantage. If you hit, you deal an amount of extra damage equal to your Charisma modifier.
By level 17 your combat skills have been honed to a fine edge and your combat maneuvers have improved in turn. You may expend two swashing points to perform the following maneuvers, you may only use one maneuver per attack.
When you hit a creature with a weapon attack, you can expend two swashing points to attempt to disarm the creature, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw against your swashbuckling save DC. On a failed save it is literally disarmed, and you slice off the hand (or claw. Or whatever appropriate appendage) holding the object you chose.
You can expend two swashing points to lunge when you attack with a single handed weapon and ave nothing in your other hand. This extends the range by 5 feet. Additionally, you gain advantage on this attack roll.
When another creature damages you with a melee attack you can expend two swashing points. The damage you receive is reduced by your dexterity modifier + twice your swashbuckler level.
Whenever a creature attacks you with a melee weapon attack you can expend two swashing points to make a melee weapon attack against that creature.
When you hit a creature with a weapon attack, you may expend two swashing points to attempt to knock the target down. It must make a strength saving throw against your attack roll, on a failed save the target is knocked prone.
You have improved control over your flourishes. You can expend two swashing points to use two of your regular maneuvers with a single attack.
You choose to fight out and in the open, whether it's on board a deck on the high seas or a tavern or city street you stand tall with your weapon at the ready.
When you choose this archetype at 3rd level, you gain proficiency with waterborne vehicles and firearms. Also, you gain a swimming speed and a climbing speed equal to half your walking speed.
At level 7, you may expend a swashing point to gain advantage in any attempts to blind, grapple, stun or knock prone any creature.
Light on your Feet
At level 10 you have increased your talent at sensing danger and reacting, you may expend a swashing point to take the dodge action as a bonus action.
At level 15 you have acquired such a reputation and way of carrying yourself that can intimidate all on its own. You may expend one swashing point and make an intimidation check, all creatures opposing you must succeed a charisma saving throw with a DC of 17 or become frightened. Any creature that fails can repeat the saving throw at the beginning of each round to overcome the effects.
Your intimidation check becomes equal to your roll at level 20.
By level 20 success seems to come easy to you. If your attack misses a target within range, you can expend one swashing point to turn that miss into a hit. Alternatively, if you fail a saving throw or ability check, you may expend one swashing point to reroll your save or check. Regardless of the new result, you must accept it.
Donning a mask and fighting injustices behind a secret identity, you are that masked man.
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and thieves tools.
When you choose this archetype at 3rd level you can develop a costumed alter ego. All creatures that aren't aware of the disguise have disadvantage and a -5 penalty on any attempts to discern your true identity.
If a nearby creature ever discerns your true identity, you can expend one swashing point and make a Charisma check opposed by the creature's Intelligence check. If you succeed, the target no longer believes that you and your secret identity are one and the same.
At 7th level You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Shield of Blades
At 10th level you've become adept at defending yourself with light weapons, you may expend a swashing point to gain a +2 bonus to AC for each weapon you are wielding with the "light" or "finesse" category (up to 2, or up to the number of usable limbs for some homebrew races) for one round.
This bonus increases to +4 at level 15.
At level 20 you have become so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
A matador de toros (lit. "killer of bulls", from Latin mactator, killer, slayer, from mactare, to slay) is considered to be both an artist and an athlete, possessing great agility, grace, and co-ordination. The style and bravery of the matador is regarded as being, at least, equally important as to whether or not he actually kills the bull. Matadors duel through quick, agile movements, outsmarting and outmanuvering their opponents. Their artistry can bring them to further heights and to great risk to entertain their audience.
When you choose this archetype at 3rd level, you gain proficiency with the performance skill.
When you choose this archetype at 3rd level, you may add half your Charisma modifier, rounded up, to any Acrobatics or Sleight of Hand skill checks, and to Dexterity saving throws against effects that you can see, such as traps and spells.
At 7th level you may add your full Charisma modifier.
Play to the Crowd
Beginning at 7th level you may expend one swashing point and roll a D6. For 1 minute, you add the roll to all checks, attack rolls, and saving throws. If you fail any of these rolls during that period, the bonus doubles and becomes a penalty.
At 10th level when an attacker that you can see hits you with an attack, you may use your reaction to expend one swashing point, if you do the attack's damage becomes 1d4 of its damage type.
If you use this ability you may expend an additional swashing point to move a distance of up to half your movement speed during the reaction.
Starting at level 15, you may expend a swashing point to taunt a creature that can see or hear you. The creature must make a Charisma saving throw equal with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save the creature must attack you and will be unable to attack any other target for a number of round equal to your Charisma modifier.
If the creature receives damage from a source other than you, it may repeat the saving throw.
At level 20 you may expend three swashing points to roll a D12. For 1 minute you add the roll to all checks, attack rolls, and saving throws. If you fail any of these rolls during that period, the bonus doubles and becomes a penalty.
*NOTE* This archetype should only be available in campaigns with firearms
The well trained members of the irregular infantry, serving as dragoon and soldiers and famed for their combat abilities in all sorts of battlefields.
When you choose this archetype at 3rd level, you gain proficiency with firearms and explosives.
At level 7 you no longer have disadvantage when making a ranged attack with firearms outside of their normal range.
At level 10 you may add your proficiency bonus to your AC if you are wielding a light or finesse weapon with which you are proficient.
All for One
Starting at level 15, you may expend one swashing point and select a target, you gain advantage on all attack rolls to hit that target and all saving throws against that creature. This effect ends if the creature dies, if you are charmed, frightened, paralyzed, petrified, stunned or knocked unconscious, or if you attack any other creature before the effect is over. Once the effect ends you must wait two rounds before you can select a new target.
One for All
At level 20 you can draw support from your companions. You may expend one swashing point and gain +1 to all rolls except damage rolls that you make for each ally you have that is within 10 feet of you and isn't incapacitated.
Having learned that there's no such thing as a fair fight, you've adopted a few 'dirty' tricks to get the advantage. You've also learned how to make explosives to aid your fights as well.
Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ability save DC = 8 + your proficiency bonus + your Dexterity modifier
Explosives Expert When you choose this archetype at 3rd level, Cunning Pirates learn to create devious bombs to take down their opponents. Once a day, you may spend 2 hours and 25 gold pieces in a village, town, or city collecting materials to create bombs of your choice. You can carry up to 6 bombs in any combination of types on your person, and can store up to 12 more. You may only give these bombs to other characters if their intelligence is at 9 or above, and may only give 1 for each point of intelligence they have 9 or above (Int 10 give 1, Int 11 give 2, ect.) Roll a d4 and add 2 to determine how many bombs you are able to create within that hour, any bombs made beyond your maximum are immediately sold for 5 gold pieces each. After the roll, you are free to determine which bombs you create. As an action, a person holding a bomb may throw it to an area up to 30 feet away, affecting everything in a radius of 15 feet around that area. Other player characters that throw your bombs must succeed on a Dexterity saving throw at a DC of 13 or drop the lit bomb at their feet. The types of bombs you can make are listed below.
Powder bomb. Creates a 15ft radius explosion. All creatures in the area must succeed on a Dexterity saving throw vs your ability save or take 4d6 fire damage, half as much on a successful save.
Scatter bomb. Creates an explosion sending small pellets flying. This bomb's explosion radius is only 5 ft due to the pellets' loss of momentum. All creatures in the area must succeed on a Dexterity saving throw vs your ability save or take 5d6 piercing damage, half as much on a successful save.
Poison bomb. Releases a cloud of poison. All creatures in the area must succeed on a Constitution saving throw vs your ability save or take 2d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d6 poison damage. On a successful save, the poison ends. Maximum of 1 minute duration.
Smoke bomb. Releases a cloud of smoke. The area becomes heavily obscured for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Sticky Bomb. Releases a viscous liquid that covers the ground. All creatures in the area must succeed on a Dexterity saving throw vs your ability save or be restrained. A restrained creature can make a Strength save at the end of each of its turns to free itself.
Cheap Shot At 6th level, you can attempt to blind a target you’re dueling. As a bonus action, you can throw gravel, dirt, grass, mud, or sand up to 10 feet as long as it is available, or if you are carrying a whip, chain, bandana, or rope, you may flick it at their eyes. Your target must make a Dexterity saving throw vs your ability save or be blinded until your next turn. Only usable against creatures with physical eyes. Creatures with more than 2 eyes gain advantage on their saving throw and creatures with only one eye have disadvantage on their saving throws. You can use this feature a number of times equal to your Dexterity modifier plus 1. You regain all expended uses when you finish a short or long rest.
Starting at 9th level, whenever you spend an hour in town collecting bomb materials, you may also collect vials of poison. Spend 20 gold pieces and roll a separate d4 to determine how many vials of poison you are able to purchase up to a maximum capacity of 8. The only poison you are able to procure this way is basic poison.
In addition, as a bonus action you can apply any injury poison to a weapon or five pieces of ammunition. Once applied, the poison retains potency for 5 minute before drying. Struck targets must make a Consitution saving throw vs your ability save or take an extra 1d6 poison damage.
Explosives Master Starting at 14th level, you learn to create more powerful bombs, as listed below. To create these new bombs you must spend 50 gold pieces and spend 6 hours in a village, town, or city. You are only allowed to have one of each bomb at a time, they are too dangerous to give to others, and cannot be sold without raising suspicion. The radius of affect for all bombs you make with Explosives Expert increases by 5 feet and they may be thrown up to 40 feet. Furthermore, when creating the bombs listed under explosives expert ability, you roll a d6 plus 2 to determine how many bombs you create.
Incendiary bomb. Creates a deadly explosion. All creatures in a 10ft radius must succeed on a Dexterity saving throw vs your ability save or take 6d10 fire damage, half as much on a successful save.
Fury bomb. Releases a cloud of gas. All creatures in a 20ft radius must succeed on a Constitution saving throw vs your ability save or fall under similar effects of the Confusion spell. All creatures must make a Wisdom save at the end of each of their turns to overcome the gas.
Sleep bomb. Releases a cloud of gas. All creatures in a 30 foot radius must succeed on a Constitution saving throw vs your ability save or be knocked unconscious. All creatures must make a Wisdom save at the end of each of their turns to overcome the gas. A sleeping creature awakens when attacked.
Concussive bomb. Creates a concussive shock-wave. All creatures within a 60 foot radius that have Line of Sight to the area must succeed on a Dexterity saving throw vs your ability save or be stunned. All creatures must make a Wisdom save at the end of each of their turns to snap out of it.
Yellow Bellied Lubber Beginning at 14th level, you are able to spend at least 15 minutes searching the surrounding area for broken glass and crushing it. If the area has glass, roll a d4 plus two to determine how many vials of powdered glass you gain. This may be done during short rests. You may carry a number of vials of powdered glass equal to your proficiency bonus. When using Cheap Shot, you may spend a vial of crushed glass. If the target fails it's saving throw, the target is blinded indefinitely, and takes 1d6 slashing damage to their eyes each round. If the target is healed, or takes a short or long rest, the damage is stopped. If the target is magically healed, it is no longer blind. If the target is not magically healed within two weeks, one eye rots and falls out. This repeats every two weeks until the creature has no eyes.
Black Market Regular Beginning at 18th level, you are considered an important person in underground black markets. Whenever you spend an hour acquiring poisons, you can acquire any type of poison. You must spend 100gp and roll a d6 to determine how many vials you collect. After the roll, you are free to determine which poisons you collect. The save against the poisons is your ability save.
Disabling blow' At 20th level, whenever you hit with a finesse weapon you may choose to sever a muscle in one of the areas on your target listed below. This is limited to Beasts and Humanoids. The target must perform a long rest before regaining control of the damaged muscle.
Leg. You disable a muscle in one of their legs. The target must succeed against a Constitution saving throw else have their movement speed cut by half.
Proficiencies. When you multiclass into the swashbuckler class, you gain the following proficiencies: Light armor, Rapiers, Shortswords