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# Swashbuckler A dashing fencer in a neat leather jerkin stands across the square, rapier held en garde. His neat moustache, waxed to points, is more gray than black; his fearsome reputation has been earned over a lifetime of challenges. As his opponent warily draws a blade, he twirls the blade in his hand, strafing a flash of sunlight across the anxious crowd. A pistol-wielding pirate swings over the railing, a curved knife clutched in her teeth. The rope swings back behind her as she lands on the deck, guns booming, and ducks underneath a savage cutlass swing. Her first shot downs one foe; her second catches the enemy captain in the shoulder, though he stays standing and levels his own hand cannon. But her shot is faster - tossing her pistol the deck, she whips a spare from her brace and drills a lead ball straight through the man's heart. An elegant woman in practical but stylish garb glances around the corner, waiting for the sound of her teammate's distraction. It never comes. Scowling, she snaps her fingers, then her eyes glow as she intones some magic words and conjures an illusory dragon, soaring over the city. Amid the surprise, she slips past and to the vault entrance, dispatching the guard in a single stab thanks to a hallucinatory spider dropping on him from above. A masked warrior leaps off the edge of a guard post, steel flashing under a dusty desert sun. Throwing knives explode from their fingertips, catching two guards in the neck, before the black-clad figure draws a rapier and does battle with the lieutenant. The vigilante slices their sigil into the officer's shirt, before jumping atop a horse and riding off into the distance. ### Fighting with Flair Swashbucklers are daring duelists, lightly-armored combatants who dance around the battlefield and frustrate their foes. Uninterested in the brute strength of a fighter or the skulking sneak attacks of a rogue, the swashbuckler is more interested in flashy maneuvers and dashing deeds. A swashbuckler is more likely to explain to an enemy, in detail, exactly how they will win the fight, before winning the fight precisely as foretold. Swashbucklers build up to devastating strikes, peppering their combats with tricks, taunts, and acrobatic leaps. They build up panache in combat, awing their opponents to set the stage for elaborate maneuvers. They are notable for their ability to strike devastating blows - not surprise attacks like a rogue would, but simply an uncanny skill at observing their foes' movements and finding precisely when and where to attack.
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##### Swashbuckler | Level | Proficiency Bonus | Features | Maximum Panache | Tricks of the Trade Known | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:--:|:---:| | 1st | +2 | Rakish Expertise, Panache, Debonair Deeds | 2 | — | | 2nd | +2 | Deft Strike (19-20), Tricks of the Trade, Fighting Style | 2 | 1 | | 3rd | +2 | Swashbuckler Code | 3 | 1 | | 4th | +2 | Ability Score Improvement | 3 | 1 | | 5th | +3 | Extra Attack | 3 | 2 | | 6th | +3 | Instant Action, Deft Strike (18-20) | 4 | 2 | | 7th | +3 | Code Feature | 4 | 2 | | 8th | +3 | Ability Score Improvement | 4 | 3 | | 9th | +4 | Suave Evasion | 4 | 3 | | 10th | +4 | Deft Strike (17-20) | 5 | 3 | | 11th | +4 | Code Feature | 5 | 3 | | 12th | +4 | Ability Score Improvement | 5 | 4 | | 13th | +5 | Surprising Strike | 5 | 4 | | 14th | +5 | Deft Strike (16-20) | 5 | 4 | | 15th | +5 | Code Feature | 6 | 4 | | 16th | +5 | Ability Score Improvement | 6 | 5 | | 17th | +6 | Last Stand | 6 | 5 | | 18th | +6 | Lightning Reflexes | 6 | 5 | | 19th | +6 | Ability Score Improvement | 6 | 5 | | 20th | +6 | Code Feature | 6 | 6 |
\pagebreakNum ### Creating a Swashbuckler Making a swashbuckler requires knowing what drew your character to the swashbuckling lifestyle. Have they always been theatrical and charming? Did they discover their calling later in life? Did they set out to seek adventure, or did rakish behavior force you onto its path? Swashbucklers tend towards chaotic alignments, with their heavy emphasis on improvisation and quick thinking. But nothing precludes a lawful swashbuckler - one who is driven to uphold order, or who prefers to prepare their displays of showmanship with well-laid plans. ### Quick Build You can make a swashbuckler quickly by Selecting Dexterity as your highest attribute, followed by Charisma or Constitution. Second, choose the pirate background. ## Class Features As a swashbuckler, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per swashbuckler level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per swashbuckler level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, martial weapons, firearms - **Tools:** One musical instrument of your choice, water vehicles - **Saving Throws:** Dexterity, Charisma - **Skills:** Choose four from Acrobatics, Athletics, Deception, History, Insight, Investigation, Intimidation, Performance, Persuasion, Stealth, and Sleight of Hand. #### Equipment ___ You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a martial weapon and buckler, or *(b)* two martial weapons - *(a)* a light pistol and 20 bullets, or *(b)* a simple weapon. - *(a)* leather armor, or *(b)* scale mail (if proficient). - *(a)* a diplomat's pack, *(b)* an entertainer's pack, *(c)* a scholar's pack ___ Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. ### Rakish Expertise At 1st level, you are expert in witty repartee and thinking on your feet. Select one skill out of Acrobatics, Deception, Intimidation, Persuasion, and Sleight of Hand. If you are proficient with that skill, your proficiency bonus is doubled for any ability check you make that uses that proficiency. If you are not proficient, you gain proficiency with it. \columnbreak ### Panache Also at 1st level, you fight with such flair that even your enemies must admire you, a little bit. When you perform daring deeds in combat, you gain a point of Panache. You can have Panache up to your Maximum Panache, as listed in the Swashbuckler table, and all your Panache disappears once you have neither earned nor spent any Panache for 1 minute. You can earn Panache by: * **Critical Hit:** Gain 1 Panache by rolling a critical hit in combat. * **Flashy Fighting:** Gain 1 Panache at the end of your turn if you did damage to an enemy of CR 1/4 or higher. * **Gratuitous Flourish:** Gain 1 Panache as an action by performing a stylish gesture to impress onlookers. Your Swashbuckler Code may give you alternate ways to earn Panache. You may spend your Panache to perform a variety of debonair deeds, as described below. If an ability calls for a saving throw, you calculate the DC as follows: ___ **Panache save DC** = 8 + your proficiency bonus + your Charisma modifier ### Debonair Deeds Also at 1st level, you may surprise your overawed foes with theatrical displays of skill. You may expend 1 Panache to perform any of the debonair deeds described below. * **Swift Parry:** As a reaction when you would be hit by an attack while wielding a melee weapon, you may add your Charisma modifier to your AC. If the attack still hits, you may roll the weapon's damage and subtract the result from the attack's damage. * **Distracting Taunt:** As a bonus action, you call out to your an enemy within 60 feet to break their focus. The target must make a Wisdom saving throw against your Panache DC. On a failure, they have disadvantage on the next attack roll they make. * **Nimble Step:** As a bonus action, you may move up to half your movement speed without provoking attacks of opportunity. ___ You will gain additional uses for your Panache as you level, and through your swashbuckler code. ### Deft Strike Also at 2nd level, you become an expert in piercing your foes' defenses. Your attack rolls can now have a critical range - if the number on the d20 is any number in that range, you score a critical hit. This critical range starts as just a 20. Whenever you spend any amount of Panache, your critical range increases by 1. When you take the Attack action on your turn, you may spend 1 Panache to increase your critical range. After you score a critical hit, your critical range resets to 20 until you spend Panache again. At 2nd level, your maximum critical range is 19-20. Your maximum critical range increases with your level in this class: 18-20 at 6th, 17-20 at 10th, and 16-20 at 14th level. \pagebreakNum ### Tricks of the Trade At 2nd level, you learn a technique or adopt a mannerism to set you apart from your rivals. You start off knowing one Trick of the Trade, and learn more according Tricks of the Trade column on the Swashbuckler table. Available tricks are listed at the end of the class description. Additionally, when you gain a level in this class, you can choose one of the tricks you know and replace it with another trick that you could learn at that level. If a trick of the trade has prerequisites, you must meet them to select it. You may choose the trick at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. If a trick of the trade grants you a spell, Charisma is your spellcasting ability for it. ### Fighting Style Additionally at 2nd level, you adopt a particular style of fighting 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. * **Crack Shot:** When you attack an enemy behind cover with a ranged weapon, you may treat three-quarters cover as if it is half cover, and you may ignore half cover. * **Dueling.** 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. * **Mixed Technique.** When you attack with a light melee weapon and engage in two-weapon fighting, you can use a light one-handed ranged weapon in your other hand to make the additional attack. The bonus attack may ignore disadvantage caused by having an enemy within 5 feet. * **Thrown Weapon Fighting.** You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. * **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. > ##### Improved Two-Weapon Fighting > It is highly recommended, but optional, to allow [these variant rules](https://www.gmbinder.com/share/-MpAZdyDDY7vb9Hzu14n "GMBinder: Improved Two-Weapon fighting") for two-weapon fighting. ### Swashbuckler Code At 3rd level, you master the specific techniques of a Swashbuckler Code. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th, and 20th level. ### Ability Score Improvement 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. \columnbreak ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Instant Action Also at 6th level, you are able to display a truly impressive amount of Panache, in a crucial moment. As a bonus action, you can generate Panache equal to your Charisma modifier. Once you generate Panache in this way, you can't do so again until after a long rest. Additionally, you gain one point of Panache whenever you roll initiative. ### Suave Evasion Beginning at 9th level, you are light on your feet and difficult to pin down. After you roll a Strength or Dexterity saving throw but before you know the result, you can spend 1 Panache to reroll it. You must use the new roll. ### Surprising Strike At 13th level, you are able to take your foes by surprise with an unexpected blow. After you roll a critical hit with a weapon, or for the cost of 2 Panache after you hit an enemy with a melee weapon attack, you can immediately make another weapon attack. > Surprising Strike explicitly doesn't work with automatic critical hits, such as against a paralyzed target. ### Last Stand At 17th level, as a reaction when you would be reduced to 0 hit points but not killed outright, you can move up to half your movement speed and spend any amount of Panache. Make one weapon attack for each point of Panache spent. After you complete these attacks, you fall to 0 hit points. You can use this ability once, regaining its use after completing a long rest. ### Lightning Reflexes At 18th level, your swiftness in combat is unparalleled, and your enemies stand in awe of your skill. You can take two reactions per round, though you cannot take a reaction twice to the same triggering event. \pagebreakNum ## Tricks of the Trade These are the available options you can learn as part of your Tricks of the Trade feature. Each Trick can only be selected once. #### Behind the Mask You gain proficiency with disguise kits, and learn the *disguise self* spell. You can cast it once without expending a spell slot, regaining the ability to do so after completing a long rest. #### Climb Like a Monkey You gain a climbing speed equal to your walking speed. #### Drink Like a Sailor You gain proficiency with brewers' tools, and anytime you are poisoned, you have advantage on saving throws to avoid being frightened. #### Eagle Eye You gain proficiency in the Perception skill, and you are able to make out details at twice the distance as normal for your species. #### Proper Scoundrel You gain proficiency in thieves' tools, and can double your proficiency bonus for any abiility checks you make with them. #### Skilled Appraisal You are expert at determining the value of items, and at convincing others to believe you when you do so. You gain proficiency with Forgery Kits, instantly know the value of treasure and art objects, and gain advantage on Charisma (Persuasion) and Charisma (Deception) checks when haggling or negotiating financial transactions. #### Expert Navigator You gain proficiency in navigator's tools, and your choice of either the Survival or Nature skill. \columnbreak
#### Shoulder Parrot You learn the *find familiar* spell. You can cast it once without expending a spell slot, regaining the ability to do so after completing a long rest. #### Silver Tongue When you or an ally within 30 feet fails a Charisma skill check, you may butt in and attempt to save face, adding a d4 to the result and potentially changing the outcome. If you have already used this ability to influence a creature, you cannot influence that creature again until after a long rest. #### Swim Like a Fish You gain a swimming speed equal to your walking speed. #### Treasure Hunter You learn the *detect magic* spell, and may cast it once without expending a spell slot. You regain the abilty to cast it in this way after completing a long rest. #### Tools of the Trade You have a knack for improvising with tools you aren't familiar with. Anytime you roll an ability check to use tools with which you are not proficient, you may add half your proficiency bonus to the roll. \columnbreak \pagebreakNum
## Swashbuckler Codes Swashbucklers choose a focus and learn specific techniques as they weave around the battlefield. You may choose which code your swashbuckler follows from the options listed below. ### Code of the Duelist Duelists are honorable combatants with an emphasis on single combat. Their code puts a heavy emphasis on fair fights, on honing one's own skill, and on protecting the weak against the strong. There is no glory in a guaranteed victory, after all, nor one gained through underhanded means. Duelists may come from any background, though they're likely to have at least brushed against wealth or formal training. And while the duelist's code is honorable, just because one fights with the style of a duelist doesn't mean one actually obeys the code's tenets. Evil duelists certainly exist, using their skill at single combat to seek power without regard for the consequences. #### Duelist's Swagger When you adopt this code at 3rd level, you begin to acquire a reputation as a fearsome combatant, and to carry yourself accordingly. You gain proficiency in the Persuasion or Intimidation skill, or another skill of your choice if you are already proficient in both. #### Marked Foe Also at 3rd level, you hone your skill for single combat, and more importantly, your single-minded focus can be turned to your enemies. As a bonus action, you can taunt a specific creature you can see within 30 feet, marking them as your target. You have advantage on your first attack roll each round against your marked foe, and you gain 1 point of Panache every time that foe misses on an attack roll against you. #### Infuriating Taunt Also at 3rd level, you learn a new debonair deed. ___ **Infuriating Taunt:** You can call out a target, enraging them into a sudden strike. As a bonus action, you can spend 1 Panache taunting an enemy. They must make a Wisdom saving throw. On a failure, they have disadvantage to attack any targets other than you until the end of their next round, and if possible, they must immediately use their reaction to make one attack at you with disadvantage. #### Lightning Parry At 7th level, your blade flashes faster than your opponents can follow. Once per round, you may use your Swift Parry without spending your reaction. #### Duelist's Dance At 11th level, enemies always have disadvantage on attacks of opportunity against you. As a reaction when your marked foe makes an attack of opportunity against you, you may force the attack to miss. Additionally, you now gain 1 Panache anytime an enemy misses an attack against you, and 2 Panache when that enemy is your Marked Foe. \columnbreak
#### Relentless Assault At 15th level, your deadly aim and rapid blows spell doom for your chosen targets. Anytime you hit your marked foe with a weapon attack, you may spend any amount of Panache to deal an additional 1d8 damage of your weapon's type per Panache spent. #### To the Death At 20th level, your reputation and skill are such that any opponent would fear to face you. Any damage caused by your marked foe which would reduce you to 0 hit points but not kill you outright instead reduces you to 1 hit point. If and only if you are at 1 hit point and have no temporary hit points, your marked foe's damage can reduce you to 0 as normal. Additionally, the first time on your turn you damage your marked foe with an attack, you gain temporary hit points equal to the damage dealt. \pagebreakNum
### Code of the Pistolier The pistolier is a swashbuckler who always brings a gun to a knife fight. Their code prioritizes winning - winning in style, to be sure, but a quick hand with a pistol is better than an honorable blade any day. They are more likely to be pirates, mercenaries, or at least a little rough around the edges. Pistoliers come from any walk of life. Many come from wealth, the better to afford their cutting-edge armaments, but some may get their guns second-hand (or under the table). Good-aligned pistoliers might be gritty idealists or criminals with a heart of gold, while evil pistoliers make picture-perfect pirates. #### Black Powder Expert When you adopt this code at 3rd level, you develop an expertise with firearms that is nearly unrivaled. You gain proficiency in smith's tools, and you can double your proficiency bonus when making ability checks to craft or repair firearms. #### Pistol Specialist Also at 3rd level, you have honed your focus on deadly pistols, on their own or alongside blades. You gain the following benefits: * When making a ranged attack with a one-handed firearm, you do not have disadvantage if an enemy is within 5 feet of you. * You can draw and stow a light pistol anytime you fire one without using an object interaction. * You gain 1 point of Panache whenever you begin your turn within 30 feet of an enemy. #### Packed Powder Also at 3rd level, you learn a new debonair deed. ___ **Packed Powder:** As a bonus action, you may spend 1 Panache to prepare an especially powerful shot for one of your firearms. The next attack you make with that gun, if it hits, deafens the target and staggers them, reducing their movement speed by 10 feet. If this attack is a critical hit, it triples the damage dice rather than doubling them. \columnbreak
#### Dodge and Fire At 7th level, you become adept at dodging out of your opponents' reach. Once per round after an enemy hits you with a melee attack, you can move 10 feet without provoking attacks of opportunity. #### Short Barrels At 11th level, your Pistol Specialist ability improves. You now gain 2 Panache whenever you begin your turn within 30 feet of an enemy. #### Snap Shot Also at 11th level, you learn a new debonair deed. ___ **Snap Shot:** As a reaction when you see an enemy moving within 15 feet of you, you may spend 2 Panache to make an attack of opportunity with a pistol you are holding. #### Disarming Shot At 15th level, your accuracy is such that you are able to disrupt an enemy's attacks with your shots. When you use your Packed Powder or Snap Shot, you may spend 1 additional Panache to give the targeted creature disadvantage on their next attack roll. #### Hail of Lead At 20th level, when you take the Attack action, you can spend any amount of Panache to make 1 additional attack per Panache spent. These attacks all have disadvantage, but deal increasing amounts of bonus damage if they hit. This bonus damage is 1d6 per additional attack, cumulatively (the first attack deals 1d6 bonus damage, the second deals 2d6, etc.). This bonus damage is of the same type as your weapon's damage. > ##### Loading Schmoading? > Unlike many firearm-focused archetypes, the Pistolier does _not_ inherently get to ignore the loading property of their weapons. Pistoliers typically carry many guns, drawing and stowing them as needed. \pagebreakNum
### Code of the Trickster The trickster is just as daring as other swashbucklers, but considerably more wide-ranging in the tools they master. The best way to ensure your rapier strikes true, after all, is for a big flashy distraction to occur at the last second. They add illusion magic to their toolkit, all the better to keep their foes off-balance. The trickster's code has few real tenets; while others might preserve their honor in defeat, a trickster's concern is only "there's no winning in it." Tricksters are often born with a little innate magic ability, but rarely rely on intellectual study. Rather, they pursue an intuitive approach, akin to sorcerers, but only ever as a compliment to a swift sword-hand. Wealthy tricksters may have gotten their magical training thanks to family connections, while less-advantaged ones might have figured out their knack naturally, deploying it out of desperation. #### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list. #### Cantrips You learn three cantrips: *minor illusion* and two other cantrips from the sorcerer spell list which belong to the illusion, transmutation, or enchantment schools. You learn an additional sorcerer cantrip that meets these requirements at 10th level. #### Spell Slots The Trickster Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. \columnbreak
##### Trickster Spellcasting | Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:-----:|:---:|:------------:|:---:|:---:|:---:|:---:| | 3rd | 3 | 3 | 2 | — | — | — | | 4th | 3 | 4 | 3 | — | — | — | | 5th | 3 | 4 | 3 | — | — | — | | 6th | 3 | 4 | 3 | — | — | — | | 7th | 3 | 5 | 4 | 2 | — | — | | 8th | 3 | 6 | 4 | 2 | — | — | | 9th | 3 | 6 | 4 | 2 | — | — | | 10th | 4 | 7 | 4 | 3 | — | — | | 11th | 4 | 8 | 4 | 3 | — | — | | 12th | 4 | 8 | 4 | 3 | — | — | | 13th | 4 | 9 | 4 | 3 | 2 | — | | 14th | 4 | 10 | 4 | 3 | 2 | — | | 15th | 4 | 10 | 4 | 3 | 2 | — | | 16th | 4 | 11 | 4 | 3 | 3 | — | | 17th | 4 | 11 | 4 | 3 | 3 | — | | 18th | 4 | 11 | 4 | 3 | 3 | — | | 19th | 4 | 12 | 4 | 3 | 3 | 1 | | 20th | 4 | 13 | 4 | 3 | 3 | 1 |
#### Spells Known of 1st-Level and Higher You know three 1st-level spells of your choice from the bard spell list, of the illusion or transmutation school. The Spells Known column of the Trickster Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell. #### Spellcasting Ability Charisma is your spellcasting ability for your trickster spells, since you learn your spells through innate ability and practice. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a trickster spell you cast and when making an attack roll with one. ___ **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier ___ **Spell attack modifier** = your proficiency bonus + your Charisma modifier \pagebreakNum #### Distracting Glamour Also at 3rd level, you learn a new debonair deed. ___ **Distracting Glamour:** As a bonus action, you can spend 1 panache to cast *minor illusion* directly in front of a creature you can see within 30 feet. That creature must make an Intelligence saving throw. If they fail, you have advantage on your next attack against them before the end of your turn. #### Stylish Spellcasting Also at 3rd level, you learn to incorporate your magic into your combat rhythms. Anytime you cast a leveled spell, you gain Panache equal to its spell level (up to your maximum Panache). #### Swiftspell At 7th level, when you take the Attack action, you may cast any illusion spell you know with a casting time of 1 action in place of one of the attacks. After you do so, you may Disengage as a bonus action. #### Mirrored Blows At 11th level, you interleave your spells and attacks seamlessly. When you cast a leveled spell on your turn, you imbue your weapon with a jolt of arcane energy. The next time you deal damage with a weapon attack before the end of your next turn, you deal 1d6 additional psychic damage per level of the spell. #### Fading Blow At 15th level, either as a bonus action or when you Disengage as part of your Swiftspell ability, you may spend 1 Panache to turn invisible until the end of your next turn. #### Lethal Trickery At 20th level, you learn the *phantasmal killer* spell, or another illusion spell of your choice if you already know it. Anytime you score a critical hit with a weapon attack, or by spending 3 Panache after you hit normally, you may cast *phantasmal killer* without spending a spell slot against the enemy you hit as a bonus action. After an enemy has made a save against your *phantasmal killer* when cast in this way, they automatically succeed on saves against the spell for 24 hours. \columnbreak ## Multiclassing Should you want to multiclass into swashbuckler, the prerequisites and proficiencies are listed below: * **Prerequisite**: 13 in Dexterity and Charisma. * **Proficiencies gained:** Light armor, firearms \pagebreakNum # Appendix 1: New Equipment
## Firearms While the swashbuckler class functions well with standard 5E firearms, it will provide a better play experience if you make the weapons below available in your game. All firearms deal piercing damage. In general, it is suggested to treat firearms as a sort of mundane treasure - because they are typically more powerful than bows and crossbows, they should be difficult to obtain. > ##### Firearms and Range > Since firearms are stronger than bows and crossbows, it is strongly recommended *not* to allow them to benefit from the Sharpshooter feat's ability to ignore disadvantage at long range. It is also recommended *not* to allow them to benefit from Crossbow Expert's ability to ignore the loading property. | Item | Cost | Damage | Weight | Properties |:---:|:-----------|:--|:--|:--| | Buckler | 20gp | — |2 lbs. | | Arquebus | 120gp | 2d6 | 10 lbs. | Matchlock, Range (80/160), Ammunition (Lead Ball), Loading, Two-handed | Hand Cannon | 400gp | 4d8 | 20 lbs. | Cannon, Range (60/120), Ammunition (Cannon Ball), Two-handed, Heavy, Special | Musket | 250gp | 2d8 | 10 lbs. | Flintlock, Ammunition (Lead Ball), Range (80/240), Loading, Two-handed | Pistol, heavy | 300gp | 2d6 | 5 lbs. | Flintlock, Ammunition (Lead Ball), Range (40/120), Loading | Pistol, light | 100gp | 2d4 | 1 lb. | Flintlock, Ammunition (Lead Ball), Range (30/90), Loading, Light
## Weapon Properties ##### Flintlock Flintlocks are a family of firearms operated with a trigger connected to a flint. Pulling the trigger creates sparks, igniting black powder to propel a lead ball. Flintlocks cannot be used in water, and can be heard 300 feet away. ##### Matchlock Matchlocks are a family of firearms operated by lighting a match, which burns down until it ignites powder. With few exceptions, they are not very suitable weapons for adventurers, due to reliability concerns. They cannot be used in water or in rain, and when a natural 1 is rolled to attack, the mechanism is fouled, requiring 1 minute of repair before it can be used again. The burning match also creates a visible glow, and they can be heard 300 feet away. ##### Cannon Cannons are a type of heavy matchlock which uses immense amounts of powder to propel enormous pieces of ammunition. They have all the limitations of matchlocks, and additionally take an entire round to fire, dealing damage at the start of their wielder's next turn. > ##### The History of Firearms > This is an attempt to simplify real-world firearms, a complicated subject, into something game-friendly and still more detailed than the base game's "pistol" and "musket" categories. Don't @ me. \columnbreak ## Items ##### Buckler A buckler is a small shield, typically made of metal, which is held in the fist rather than strapped to the arm. A buckler only grants a bonus of +1 to its wielder's armor class, but can be donned or doffed with a free object interaction. Bucklers function as shields for purposes of feats and other rules concerning shields, and any character proficient with shields is also proficient with bucklers. ##### Hand Cannon A hand cannon is an enormously heavy gun - a literal cannon meant for personal use. It requires a Strength of 15 to wield effectively. Due to its extreme kick, it must be fired from a kneeling position, causing the wielder to drop prone after it fires. ##### Pistols Flintlock pistols can come in light or heavy varieties; heavy pistols use more gunpowder and fire a heavier bullet, but are correspondingly bulkier to use. \pagebreakNum # Appendix 2: Magic Items #### Baldric of Mimicry *Wondrous Item, uncommon/rare/very rare (requires attunement)* ___ This enchanted baldric is a favorite of seaborne swashbucklers, particularly pistoliers. It has multiple straps and holsters in which to stow pistols, with one particular holster inlaid with silver and lavishly decorated. When you attune to the baldric, you may also attune a specific pistol to it. When you attune a magical weapon to the baldric, all other pistols which you keep in the baldric gain the same magical properties. They only function this way when wielded by you. The number of holsters in the baldric depends on its rarity: 2 for uncommon, 3 for rare, or 4 for very rare. #### Dunstan's Dashing Dagger *Weapon (dagger), common* ___ Sir Dunstan was a much-beloved gentleman in his adopted home city of Siriro, and this dagger is all that remains of his fabled armory. It is beautifully decorated, with a mother-of-pearl hilt, and a silver-blue mirrored sheen to its blade. You can use this dagger as a mirror, and if you look at yourself in it while styling your hair, you can replicate Sir Dunstan's legendary coiffure impeccably. #### Pomade of Power *Wondrous item, rare* ___ This ornate metal tin contains 1d6+1 doses of a thick, viscous gel, which smells vaguely of sandalwood. You can spend 1 minute styling a creature's hair or facial hair with the pomade. If you do so, that creature gains the following benefits for 1 hour: * Advantage on initiative rolls * Advantage on checks or saving throws to escape the grappled and restrained conditions * 2d8 temporary hit points Additionally, if the creature is a swashbuckler, they gain 1 additional Panache at the end of any round in which they have gained Panache. Creatures without any hair cannot use the pomade. #### Scintillating Doublet *Wondrous item, common* ___ This finely-made doublet glitters subtly in the light, and has an iridescent sheen. While wearing this doublet, you know the *friends* cantrip, with Charisma as your spellcasting ability. In addition, as a bonus action, you can change the doublet's pattern or color. No matter what you select, it is always gaudy. \columnbreak #### Telescoping Musket *Weapon (musket), uncommon/rare/very rare (requires attunement)* ___ This musket has a series of intricate grooves and sleeves all along its barrel. You gain a bonus to attack and damage rolls made with this magic weapon according to its rarity (+1/+2/+3). While you are attuned to the musket, as an action you can collapse it down, telescoping its barrel into itself until the weapon is the size of a shot glass. When collapsed this way, it weighs half a pound, and can be easily concealed. You can expand a collapsed weapon as a bonus action. #### The Last Mate's Cannon *Weapon (hand cannon), very rare (requires attunement)* ___ This hand cannon has been handed down through unknown generations of unlucky first mates, always hoping to captain their own ship and meeting an untimely end first. You gain a +3 to attack and damage rolls with this magic weapon. When you load this weapon, you can choose to imbue the cannonball with the spirit of one of its prior wielders. Select one of the following effects, which applies to your next shot. * **1, Desperate:** If the attack is a critical hit, it deals an additional 18 piercing damage. * **2, Greedy:** If the attack kills its target, 1 gold piece appears in your pocket. * **3, Hapless:** If you would have disadvantage on the attack, you instead have advantage. * **4,Haunting:** The attack deals cold damage instead of piercing, and the target cannot recover hit points until the end of your next turn. * **5, Terrified:** If your target survives the attack, you may take the Dash action as a bonus action, and half cover functions as three-quarters cover until the start of your next turn. * **6, Vengeful:** If the attack targets a creature who has previously damaged you, it gains advantage. Each spirit may be used once, and you regain the use of all of them after a long rest. **Curse.** While attuned to this weapon, you must roll a d6 at dawn each day. You adopt the personality trait of the spirit you roll until dawn of the next day. Additionally, the amount of time you can hold your breath is reduced by half. \pagebreakNum > ##### Credits & References: > Swashbuckler created by somanyrobots > > > **Spells** > >**Art** > * All art © Wizards of the Coast LLC except where noted, listed in order of appearance. > * Swaggering Corsair, by Scott Murphy > * Island (Ixalan), by Titus Lunter > * Deft Duelist, by David Palumbo > * Dire Fleet Poisoner, by Ben Maier > * Keen Duelist, by Lindsey Look > >**Background Image Stains** > * /u/flamableconcrete, [https://watercolors.giantsoup.com/](https://watercolors.giantsoup.com/ "https://watercolors.giantsoup.com/") > ___ > ##### Fan Content Policy > > This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. \columnbreak ## Changelog ### v{current-version} * Fixed infinite-attacks interaction between Surprising Strike and *hold person* ### v0.7.1 * Filled out Magic Items appendix * Replaced last placeholder paragraph ### v0.7 * Added the Code of the Trickster! * Reworked Suave Evasion * Buffed Panache generation in all the subclasses at level 11 * Added Gratuitous Flourish ### v0.6.1 * Reworked Instant Action * A bunch of tiny mechanical fixes (shout-out to Dichotomy Games for the excellent feedback) * Fixed the Pistolier which I'd actually fully broken in v0.6 ### v0.6 * Added Magic Items index (empty for now) * Renamed Flashy Fighting * Removed Flash & Flair * Removed Stylish Step (it'll come back) * Moved Snap Shot to 11th to replace Suppressing Shot, replaced Snap Shot with Packed Powder ### v0.5 * Added Equipment index ### v0.4.1 * Unnerfed Flash and Flair ### v0.4 * Raised Pistolier's Panache costs ~everywhere * Eliminated Pistolier's 3x crits * Nerfed Flash and Flair to temporary Panache ### v0.3 * Added Pistolier ### v0.2 * Added levels 11-20 ### v0.1 * Roughest Draft * Base class levels 1-10 * Duelist levels 1-11