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Swashbuckler
\pagebreak Swashbuckler ---------
##### Swashbuckler | level | Proficiency Bonus | Features | Deeds Know | |:-----:|:-----------------:|:--------------:|:--------:| | 1st | +2 | Deeds, panache, Suave Defense | 2 | | 2nd | +2 | Swashbuckler Weapon Training | 2 | | 3rd | +2 | Deeds, Swashbuckler Style | 4 | | 4th | +2 | Ability Score Improvement | 4 | | 5th | +3 | Extra Attack | 4 | | 6th | +3 | Charmed life, Swashbuckler Style | 4 | | 7th | +3 | Deeds | 6 | | 8th | +3 | Ability Score Improvement | 6 | | 9th | +4 | Evasion | 6 | | 10th | +4 | Swashbuckler Style | 6 | | 11th | +4 | Deeds | 8 | | 12th | +4 | Ability Score Improvement | 8 | | 13th | +5 | Studied Adversary | 8 | | 14th | +5 | Swashbuckler Style | 8 | | 15th | +5 | Deeds | 10 | | 16th | +5 | Ability Score Improvement | 10 | | 17th | +6 | Incredible Luck | 10 | | 18th | +6 | Deeds | 12 | | 19th | +6 | Ability Score Improvement | 12 | | 20th | +6 | Master Swashbuckler | 12 |
#### Class Features As a Swashbuckler you gain the following class features. #### Hit Points * **Hit Dice:** 1d10 per Swashbuckler level * **Hit Points at 1st Level:** 10 + Constitution modifier * **Hit Points at Higher Levels:** 1d10 (or 6) + Constitution modifier per Swashbuckler level after 1st #### Proficiencies * **Saving Throws:** Dexterity, Charisma. * **Skills (Choose 3):** Acrobatics, Performance, Athletics, History, Insight, Intimidation, Persuasion, Perception, Sleight of Hand. * **Weapons:** Simple Weapons, Martial Weapons. * **Tools:** None. * **Armor Trainig:** Shields. #### Starting equipment You start with the following items, plus anything provided by your background. * (a) Rapier, (b) any simple or martial weapon. * (a)Explorer's Pack, (b) Burglar's Pack. * A shield and a dagger #### Multiclassing **Ability Score Minimum:** Dexterity 13, Charisma 13. When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. * **Weapons:** Simple Weapons, Martial Weapons. * **Skills (Choose 2):** Acrobatics, Performance, Athletics, History, Insight, Intimidation, Persuasion, Perception, Sleight of Hand. \pagebreak ### Panache More than just a lightly armored warrior, a swashbuckler is a daring combatant. You fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At 1st level, You gains a number of panache points equal to your Charisma modifier (minimum 1). You can spends panache to accomplish deeds (see below), you gain an extra use of this ability at levels 6, 10, and 15, and regains panache in the following ways. * **Critical Hit.** Each time the you make a critical hit you regain one panache point. * **Killing Blow.** When you reduces a creature to 0 hit points in combat, you regains one panache point. * **Resting.** When you finish a long rest, you recover all of your panache points. **Saving Throws.** If a deeds requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. #### Deeds At 1st level, you gain two deeds of you choice. you can use only one deed per attack. You learn two additional deeds of your choice at 3rd, 7th, 10th, 15th and 18th level. Additionally, when you gain a level in this class, you can choose one of the deeds you know and replace it with another deed from the list, that it has to be of a level to which you have access. * **Derring-Do.** You can spend one panache point to make a shove action as a bonus action and you can use dexterity, instead of strength, and add 1d6 to the check. If the result of the d6 roll is a natural 6, you rolls another 1d6 and adds it to the check. you can continue to do this as long as you rolls natural 6s, up to a number of times equal to your Dexterity modifier (minimum 1). * **Dodging Panache.** when an opponent attempts a melee attack against you, You can as an reaction spend 1 panache point to move 5 feet; doing so grants you a bonus to your Armor Class equal to your Charisma modifier (minimum 1) against the triggering attack.This movement doesn’t negate the attack, which is still resolved as if you had not moved from the original square. This movement doesn't provoke opportunity attacks against you. * **Opportune Parry and Riposte.** When a creature you can see hits you with a melee attack, you can as an reaction spend 1 panache point to grant a bonus to your Armor Class equal to your charisma modifier against that attack. Should this cause the attack to miss, you can make one melee weapon attack against your attacker as part of the same reaction. #### Suave Defense At 1st level, while you are wearing no armor , your AC equals 10 + your Dexterity modifier + your Charisma modifier. A shield's benefits apply as normal while you use your suave defense. \columnbreak ### Swashbuckler Weapon Training Beginning at 2nd level, Whenever you finish a long rest, you can train with one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, You can add 1d4 extra damage of the weapon type. In addition, the weapon gains the Finesse property. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 11th level. ### Deeds At 3rd level, you gain two additional deeds option and you list of deeds are expanded: * **Kip-Up.** At the start of your turn, if you are prone you can spend a panache point (no action required) to stand up without spending movement. Additionally you gain 20 Feet extra and your movement does not provoke opportunity attacks. * **Precise Strike.** When you make an attack you can spend 1 panache point to add 1d8 to the attack roll. * **Menacing Swordplay.** As long as you have at least one point of panache, when you hit a creature you can try to intimidate it. The creature must make a wisdom saving throw or be frightened. You can only do this once per turn. * **Swashbuckler Initiative.** As long as you have at least one point of panache, you can add your charisma modifier to the initiative roll. #### Swashbuckler Style At 3rd level, you choose a archetype that shapes the form of you fight from the list of available archetype. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. #### Ability Score Improvement When you reach 4th level, You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Swashbuckler table, you gain this feature again at levels 8, 12, 16, and 19. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Charmed life At 6th level, you gains a knack for getting out of trouble. When you makes a saving throw, you can use your reaction to add your Charisma modifier to the roll. You can use this feature three times between long rests, four times between long rests starting at 10th level and five times between long rests starting at 14th level. \pagebreak ### Deeds At 7th level, you gain two additional deeds option and you list of deeds are expanded: * **Swashbuckler’s Grace.** As long as you have at least one point of panache, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. * **Superior Feint.** As a bonus action you can expend one panache point to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on the next attack you made against it until the end of your current turn. * **Targeted Strike.** As an action, you can spend 1 panache point to make a single attack that cripples part of a foe’s body. You chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. * **Arms:** The target takes no damage from the attack, but it drops one carried item of the you choice. * **Head:** The target is confused. While confused the target has disadvantage in attack roll and dexterity saving throws until the end of your next turn. * **Legs:** The target is knocked prone. ### Evasion At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Deeds At 11th level, you gain two additional deeds option and you list of deeds are expanded: * **Bleeding Wound.** When you hits a creature with a weapon attack you can spend 1 panache point to make it bleed. A bleeding creature takes 1d4 necrotic damage at the start of each of its turns. As an action, the creature can make a wisdom (medicine) check against your panache save DC to stop the bleeding. Construct and undead are immune to this effect. * **Evasive.** As long as you have at least one point of panache, 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 and you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. * **Subtle Blade.** As long as you have at least one point of panache, you can't be disarmed unless you are incapacitated. ### Studied Adversary At 13th level, You masterfully study your adversary. As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any damage immunities, resistances, or vulnerabilities, and if the creature has any, you know what they are. In addition, you have a +2 bonus to attacks rolls against your adversary for 1 minute. You can use this feature to study an adversary a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Deeds At 15th level, you gain two additional deeds option and you list of deeds are expanded: * **Dizzying Defense.** You can spend 1 panache point to take the fighting defensively. You can take the dodge action as a bonus action and gain a bonus to your armor class equal to your dexterity modifier (minimum of one). * **Perfect Thrust.** As long as you have at least one point of panache, When you make an attack roll, you can gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. You can only do this twice per combat. * **Swashbuckler’s Edge.** As long as you have at least one point of panache, when you make a acrobatic or athletics check, if your total for that check is less than your Dexterity score, you can use that score in place of the total. ### Incredible Luck At 17th level, you gain three additional uses of charmed life and can you can use it without a reaction. \pagebreak ### Deeds At 18th level, you gain two additional deeds option and you list of deeds are expanded: * **Cheat Death.** If you fall to 0 Hit Points you can spend two Panache points so that your Hit Points change to a number equal to twice your Swashbuckler level. * **Deadly Stab.** As long as you have at least one point of panache, your weapon attacks score a critical hit on a roll of 18-20 and you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. * **Stunning Stab.** When you hit a creature with a melee weapon attack, you can spend one panache point to attempt a stunning strike. The target must succeed on a Wisdom saving throw or be stunned until the end of your next turn. ### Master Swashbuckler At 20th level, you have reached mastery of your technique. Your Dexterity and Charisma scores increase by 4, and their maximum is now 26. ## Swashbuckler style Swashbucklers choose a focus and learn specific techniques as they weave around the battlefield. You may choose which style your swashbuckler follows from the options listed below. ### Musketeer A number of organizations and kingdoms search for warriors who are brave (or foolish) enough to wield firearms on the battlefield. The daring nature of swashbucklers often makes them ideal candidates for such service. #### Firearm Training At 3rd level, you gain proficiency with Firearms and any deeds that require a melee weapon work with firearms. In addition, you gain the Archery Fighting Style. #### Special deed At 3rd level, you learn a special deed that does not count towards the limit of known deeds.
**Powerful shoot.** As long as you have at least one point of panache, you can add half your charisma modifier (rounded down) to the damage roll of your firearms and you ignore the loading property of firearms. #### Musketeer Accuracy At 6th, Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls and Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. \columnbreak #### Special deed At 10th, you learn another special deed that does not count towards the limit of known deeds.
**Volley.** As long as you have at least one point of panache, you can use your action to make a ranged attack with a firearm against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. #### Rapid Fire Starting at 14th level you can attack three times, instead of two, whenever you take the attack action on your turn with a firearm. ### Corsair While it doesn’t take much more than a ship and a crew to become a pirate, corsairs are a finer breed of freebooter. A corsair’s debonair charm and style make her a paradoxical celebrity even among the nations whose ships she plunders. #### Mariner's Training Starting at 3rd level, When you are not wearing medium or heavy armor, you have a swimming speed equal to your walking speed. You always know which way is north and you always know the number of hours left before the next sunrise or sunset. In addition, you gain the Two-Weapon Fighting Fighting Style. #### Special Deed At 3rd level, you learn a special deed that does not count towards the limit of known deeds.
**Supreme Dual wielding.** As long as you have at least one point of panache, When two-weapon fighting, you make your off-hand weapon attack as part of your Attack action instead of a bonus action, you can use any one-handed melee weapon, even if it is not light, and you gain a +2 bonus to your armor class while you are wielding a separate melee weapon in each hand. #### Swagger At 6th, you can use your action to intimidate a creature you can see that is within 60 feet of you, the creature must make a wisdom saving throw against your panache save dc. While it is intimidated the creature has a -2 penalty to its armor class, disadvantage in attack rolls and the creature can't willingly move closer to you. You can use this feature a number of time equal to your charisma modifier. #### Special Deed At 10th level, you learn a special deed that does not count towards the limit of known deeds.
**Eyes of the Storm.** As long as you have at least one point of panache, you can see three times as far as normal in non-magical fog. In magical fog, you can see normally for 30 feet. \pagebreak #### Dodge and Counter Beginning at 14th level, you can redirect the force of your enemies' blows against them. As a reaction when a creature hit or misses you with a melee attack, you can force the creature to make a Dexterity saving throw against your panache save dc. On a failed save, the attack misses if it and you can redirect the attack to the same or another creature within 5 feet of the original attacker. ### Mysterious Avenger While some swashbucklers fight for queen and country, and others for coin, glory, or just the enhancement of their own reputations, the mysterious avenger fights directly for a cause. Instead of gaining personal glory for her heroic deeds, she keeps her identity hidden in order to fight for those who cannot fight for themselves. #### Avenger's training At 3rd level, You gain proficiency in insight and investigation, and when you make an ability check with that skill you gain a bonus to your roll equal to 1d6. In addition, you gain Protection Fighting Style. #### Special Deed At 3rd level, you learn a special deed that does not count towards the limit of known deeds.
**First Aid.** As a bonus action you can spend one panache point to heal a creature you touch. The creature regains hit points equal to 1d6 + your charisma modifier. #### Greater Charmed Life At 6th, as a reaction when you or an ally within 10 feet of you is hit with an attack you can spend one use of charmed life to gain a bonus to armor class equal to your proficiency bonus. #### Special Deed At 10th level, you learn a special deed that does not count towards the limit of known deeds.
**Secret Identity.** As long as you have at least one point of panache, you have advantage on deception checks and your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. #### Unyielding Defender Starting at 14th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. ### Master Duelist Master Duelist, blade master; expert warriors who dedicate their lives to the art of battle have had many names throughout history. Only drawing their weapon when they are prepared to kill, a Master Duelist will only slay another creature when necessary. A master Duelist will only ever take one apprentice, teaching everything they know to a single warrior. \columnbreak #### Duelist training Starting at 3rd level, You gain proficiency in Acrobatics and Performance, and whenever you would make a Charisma (Performance) check or Dexterity (Acrobatics) check that incorporates a sword you gain a bonus to your roll equal to 1d6. In addition your speed increases by 10 feet and you gain the Dueling Fighting Style. #### Special Deed At 3rd level, you learn a special deed that does not count towards the limit of known deeds.
**Fancy Footwork.** As long as you have at least one point of panache, If you make a melee attack against a creature, it cannot target you with opportunity attacks for the rest of your current turn. #### Master Defense At 6th level, you can add your shield's AC bonus to any Dexterity saving. #### Special Deed At 10th level, you learn a special deed that does not count towards the limit of known deeds.
**Elegant Warrior.** As long as you have at least one point of panache, you gain the following benefit: * You can take the Dash action as a bonus action * You gain a +1 bonus to your Armor Class. * your speed increases by 10 feet #### Master Attack Starting at 14th level, when you miss with an attack roll, you can choose to add your Charisma modifier (minimum of +1) to your attack roll, possibly turning a miss into a hit. You can use this feature a number of time equal to your proficiency bonus. ### Fencer You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. A Fencer excels in single combat, and can fight with two weapons while safely darting away from an opponent. #### Fencer Training Starting at 3rd level, you training as a fencer allow you to take disengage as a bonus action and add half your charisma modifier to attack rolls made with a weapon as long as you only have one melee weapon and nothing in the other hand. \pagebreak #### En Garde! At 3rd level, you taunt your opponent to start a duel with you. As a bonus action you can taunt a creature you can see within 30 feet of you, make a charisma (Persuasion) check contested by the target's Wisdom (Insight). If you succeed, the creature is compelled to duel with you. For 1 minute, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw against your panache save dc, each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this ability doesn't restrict the target's movement for that turn. In addition, the first time you hit the target on each of your turns with a weapon attack takes extra damage of the weapon's type equal to 1d6 + half your Swashbuckler level. You can taunt a creature a number of time equal to your charisma modifier and you regain all expended uses when you finish a long rest. #### Defensing Posture Starting at 6th level, as long as you only have one melee weapon and nothing in the other hand you gain a bonus to your armor class equal to half your Proficiency Bonus (rounded up). #### Special Deed At 10th level, you learn a special deed that does not count towards the limit of known deeds.
**Powerful strike.** When you hit a creature with a weapon attack you can spend one panache point to deal extra damage of the weapon type. The damage equals 5 + twice your Swashbuckler level. #### Counterattack Starting at 14th level, you learn the Opportune Parry and Riposte deeds and can use it without spending the use of panache. ### Gaucho A skilled horseman and cattle breeder, he was characterized by his physical prowess, his haughtiness and lethal combatant. A Gaucho specializes in Creole fencing and peculiar weapons for the average swashbuckler. #### Gaucho Training Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated and mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you gain the Dueling Fighting Style. \columnbreak #### Fencing Creole At 3rd level, you learn how to fight with a poncho and a Facón. When you have a poncho in one hand and a Facón in the other hand, you gain a +2 bonus to your armor class. In addition, you can use the Poncho to attack your enemies. You gain the next benefits: * **Poncho Strike.** When you take the attack action and you attack with a Facón, you can make one additional attack with your bonus action. This attack is make with your dexterity and deal 1d4 slashing damage. * **Disarming Attack.** When you hit a creature with a weapon attack, you can expend one Panache point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add your charisma modifier (minimum one) 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. #### Expert Rotisserie At 6th level, your are an expert in the hunting and cooking of beast. You can add your charisma modifier (minimum of one) to any Wisdom (Survival) and Intelligence (Investigation) check you make. In addition, as part of a short rest, you can cook special food. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points plus your wisdom modifier (minimum of 0). At 14th level the number of hit point increment to 2d8 plus your wisdom modifier (minimum of 0). #### Special Deeds At 10th level, you learn a special deed that does not count towards the limit of known deeds.
**Gaucho Presence.** When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one panache point and add a d10 to the ability check. #### Stupid and Brave At 10th level, you always go straight ahead to your enemies and others hold you up as an example of what not to do in combat. You can't be frightened. #### Gaucho Matrero At 14th level, when you roll initiative you regain a use of either Charmed life or Panache.