Way of the Swashbuckler (5e Subclass)
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Way of the Swashbuckler[edit]
Swashbucklers are charming and brave duelists, who use quick reflexes and sharp swords to defeat their opponents for honor, glory and fun.
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?
- Precise Strike
Starting at 3rd level, when you hit a creature with a melee weapon that has the light or finesse property, you can spend 1 ki point to deal additional damage equal to two rolls of your martial arts die. You can use this feature once per turn.
- Duelist
One-on-one is the way a true gentleman fights, how better to show off your abilities? Starting at 3rd 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 11th level and +3 at 17th level.
- Danger Sense
At 6th 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.
- Blade Mastery
Also at 6th level, 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.
- Quick Reflexes
By 11th level, your instincts have been honed to a deadly edge. You can use a weapon that has the light or finesse property for the additional attacks granted by your flurry of blows feature.
In addition, once per turn when using your flurry of blows, you can deal your Precise Strike additional damage without spending ki.
- Reliable Talent
Starting 17th 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.
Alternative Class Features[edit]
- Suave Defense
Replaces Unarmored Defense
Starting at 1st level, when not wearing armor or wielding a shield, your AC equals 10 + your Charisma modifier + your Dexterity modifier.
- Riposte
Replaces Deflect Missiles
Starting at 3rd level, you can use your reaction to parry or deflect the opponent's weapon when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can spend 1 ki point to riposte, making a melee weapon attack against your attacker, if it is within reach.
- Uncanny Dodge
Replaces Timeless Body
Starting 15th level, when an attacker you can see hits you with an attack, you can use your reaction halve the attack's damage against you.
You can use your Riposte (see the Alternative Class Features bellow) as part of the same reaction.
- Stroke of Luck
Replaces Perfect Self
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.
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