Swordsman (Berserk Supplement)
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Medium humanoid (any race), any alignment
Saving Throws Dex +5, Wis +3, Cha +3
Sneak Attack (1/Turn). The swordsman deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the swordsman that isn't incapacitated and the swordsman doesn't have disadvantage on the attack roll.
Multiattack. The swordsman makes two attacks with one of their weapons.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
As rogues grow slower with age, they must make a decision: retire, balance speed with strength to become a swordsman, or to die in battle. As with rogues, swordsmen who partake in combat rather than showmanship is a rarity, though this is slightly mitigated by their common appearances in duels.