Swashbuckler

by CallMeCal

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Swashbuckler

Swashbuckler

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.

Creating a Swashbuckler

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.

Quick Build

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

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
Weapons: Simple weapons, hand crossbows, pistols*, rapiers, scimitars, shortswords
Tools: One gaming set or musical instrument and one other tool of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose three 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 or (c) a shortsword
  • (a) a hand crossbow and 20 bolts or (b) two handaxes
  • (a) a burglar's pack or (b) an explorer's pack
  • two daggers and a gaming set

*(Check with your DM for the state of firearms in their campaign. They may be restricted or even nonexistent.)

Suave Defense

When you're not wearing armor or carrying a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

The Swashbuckler
Level Proficiency
Bonus
Features
1st +2 Suave Defense, Panache (d6)
2nd +2 Jack of All Trades, Bravado
3rd +2 Duty
4th +2 Ability Score Improvement
5th +3 Additional Maneuver, Panache (d8)
6th +3 Action Surge
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Duty Feature
10th +4 Additional Maneuver, Panache (d10)
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5 Expertise
14th +5 Duty Feature
15th +5 Additional Maneuver, Panache (d12)
16th +5 Ability Score Improvement
17th +6 Action Surge (2)
18th +6 Duty Feature
19th +6 Ability Score Improvement
20th +6 Dread Pirate

Panache

You see swordplay as an art form and the battlefield as your canvas. You have a number of Panache Dice equal to 1 + your Charisma modifier. Your Panache Dice are d6s at level 1, and become d8s at level 5, d10s at level 10, and d12s at level 15. You may expend these dice to perform Panache Maneuvers, and you regain all spent Panache dice when you complete a short or long rest. You start knowing three maneuvers (Parry, Fancy Footwork, and an additional maneuver of your choice from the list at the end of the class description), and you learn more maneuvers as you gain levels in this class.

Parry

When another creature damages you with a melee weapon attack, you can use your reaction to expend and roll one Panache die, reducing the damage by the result plus your Dexterity modifier.

Fancy Footwork

Immediately after attacking on your turn, you can expend and roll a Panache Die as a bonus action, moving up to 2 feet times the result (round to the nearest multiple of 5 if using a grid). This movement does not provoke opportunity attacks and does not count against your movement for the turn.

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 half your proficiency bonus, rounded down, to attack rolls with improvised weapons.

Bravado

Starting at 2nd level, whenever you make a Charisma check, you can expend a Panache die and roll it, adding the result to the check. Also, you can engage in two-weapon fighting even if one or both of the weapons are pistols or hand crossbows.

Duty

At 3rd level, you choose what type of Swashbuckler you will be, from among Captain, Quartermaster, or Raider, all detailed at the end of this class description. Your Duty grants you additional features at 3rd, 9th, 14th, and 18th levels.

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.

Additional Panache Maneuvers

At 5th, 10th, and 15th level, you learn an additional Panache maneuver from the list at the end of this class description.

Action Surge

Starting at 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. You must finish a short or long rest before you can do this again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Evasion

Starting at 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.

Extra Attack

Beginning at 11th level, you can attack twice instead of once when you take the Attack action on your turn.

Expertise

At 13th level, choose two skills and/or tools with which you are proficient. You now add double your proficiency bonus on checks with those skills or tools.

Dread Pirate

At 20th level, any time you roll initiative when you are out of Panache dice, you regain one die. In addition, upon reaching 20th level you learn two Panache maneuvers from the list at the end of this class description.

Swashbuckler Duties

Different Swashbucklers choose different approaches to focusing their dramatic flair. Your Duty determines your position among your swashbuckling peers.

Captain

Captains hone their Panache to a razor's edge, using it to inspire their allies and befuddle their foes by painting the battlefield in dazzling maneuvers.

Additional Maneuvers

At 3rd level, your pool of Panache dice becomes equal to half your level (rounded down) plus your Charisma modifier. You also learn two additional Panache maneuvers from the list at the end of the class description, and again at 9th, 13th, and 18th levels.

Quartermaster

Quartermasters are masters of weaponry, both in use and in crafting and maintenance.

Shipwright

You gain proficiency with Smith's Tools and Carpenter's Tools. If you were already proficient with either of these, you gain Expertise with it instead.

Fighting Style

You adopt a certain weapon group as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Marksman

You gain a +2 bonus to attack rolls you make with ranged weapons.

One-Handed

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Additional Expertise

At 9th level, choose two skills and/or tools with which you are proficient. You now add double your proficiency bonus on checks with those skills or tools.

Ability Score Increase

At 14th level, you get an additional Ability Score Increase.

Improved Critical

Beginning at 18th level, your weapon attacks score a critical hit on a 19 or a 20.

Raider

Raiders focus on dealing damage with precision attacks, whether wading into a crowd or dueling one-on-one.

Precision Attack

Once per turn, you can deal an extra die of damage to one creature you hit with an attack if you have advantage on the attack roll. The die is the same type as your Panache die. The attack must use a finesse or a ranged weapon.

You don't need advantage if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases to two dice at 9th level, three dice at 13th level, and four dice at 18th level.

Dueling

At 9th level, you learn to use your Precision damage on a creature if you are only fighting each other. You don't need advantage to add Precision damage if you are within 5 feet of your target, no other creatures are within 5 feet of you or it, and you don't have disadvantage on the attack roll.

Challenge

Starting at 13th level, as a bonus action, choose an enemy you can see and expend and roll a Panache die. You may give yourself advantage on that many attacks against that target during the next minute. After using this feature, you cannot do so again until you complete a short or long rest.

Whirling Dervish

Beginning at 18th level, at the start of your turn, you can take the Dash action and expend and roll a Panache die. You may make up to that many attacks during your movement this turn, but you may not attack any target you have already hit with an attack this turn. Your movement this turn does not provoke opportunity attacks. After using this feature you cannot use it again until you complete a short or long rest.

Panache Maneuvers

Whenever you gain an additional Panache maneuver, choose one from this list. Unless otherwise noted, you cannot take the same maneuver more than once.

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Panache Save DC = 8 + your proficiency bonus +

your Charisma or Dexterity modifier (your choice)

Captain's Command

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one Panache die. That creature can immediately use its reaction to make one weapon attack, adding the Panache die to the attack's damage roll if it hits.

Cutting Words

When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend and roll a Panache die, subtracting the result from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack or check succeeds or fails, or before the damage is dealt. The creature is immune if it can't hear you or if it's immune to being charmed.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one Panache die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the Panache die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one Panache die to distract the creature, giving your allies an opening. You add the Panache die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one Panache die, rolling the die and adding the result to your AC until you stop moving.

Feinting Attack

You can expend one Panache die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the Panache die to the attack's damage roll.

Get the Drop

When you roll initiative, you can expend and roll a Panache die, adding the result to your Initiative roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one Panache die to attempt to goad the target. You add the Panache die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Healing Tale

During a short rest, you can expend a Panache die to regale your allies with an invigorating tale of adventure. If you or any friendly creatures who hear your tale regain hit points at the end of the short rest, each of those creatures rolls a Panache die and regains that many additional hit points.

Inspiring Flair

As a bonus action you can expend a Panache die to give an ally who can see you a Bardic Inspiration die of the same die type as your Panache die. After using this feature you cannot do so again until you complete a short or long rest.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one Panache die to increase your reach for that attack by 5 feet. If you hit, you add the Panache die to the attack's damage roll.

Magic Tongue

You learn one cantrip and one 1st level spell from the Bard spell list. You can cast Bard spells you know by expending a number of Panache dice equal to the spell level you wish to cast it at (maximum 1/3 your level rounded down).

You may learn this maneuver up to a number of times equal to your Charisma modifier, choosing a different cantrip and 1st level spell each time.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one Panache die to maneuver one of your comrades into a more advantageous position. You add the Panache die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one Panache die to attempt to frighten the target. You add the Panache die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one Panache die to attempt to drive the target back. You add the Panache die to the attack's damage roll, and if the target is no more than one size category larger than you, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you in a straight line.

Rally

On your turn, you can use a bonus action and expend and roll a Panache die to bolster the resolve of one of your allies. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the result plus your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one Panache die to make a melee weapon attack against the creature. If you hit, you add the Panache die to the attack's damage roll. You can make this attack as part of the same reaction if you use the Parry maneuver and the damage is reduced to zero.

Sea Legs

As a bonus action, expend and roll a Panache die. For that many hours, you gain a Swimming Speed equal to your base Land Speed, you gain a Climbing Speed equal to your base Land Speed usable only on wood and rope, and you ignore all penalties from unstable footing such as a turbulent ship deck.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one Panache die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Panache die. The damage is of the same type dealt by the original attack.

Tripping Attack

When you hit a creature with a weapon attack, you can expend one Panache die to attempt to knock the target down. You add the Panache die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, they are knocked prone.


Multiclassing

Prerequisites

To qualify for multiclassing into the Swashbuckler class, you must meet these prerequisites:
Charisma 13 or higher and Dexterity 13 or higher.
No levels of Fighter, Rogue, or Bard.
If you have any levels of Swashbuckler, you cannot multiclass into Fighter, Rogue, or Bard.

Proficiencies

When you multiclass into the Swashbuckler class, you gain the following proficiencies:
Light armor, Simple weapons, hand crossbows, pistols, rapiers, scimitars, shortswords

Thanks for Reading!

Swashbuckler was inspired by the class of the same name from Pathfinder and D&DWiki.

Flavor text is taken from D&DWiki.
















©2019 Caleb Wichman


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