Swashbuckler, 2nd Variant (5e Class)
From D&D Wiki
- 1 Swashbuckler
- 1.1 Creating a Swashbuckler
- 1.2 Class Features
- 1.3 Swashbuckling
- 1.4 Danger Sense
- 1.5 Precise Strike
- 1.6 Riposte
- 1.7 Uncanny Dodge
- 1.8 Duelist
- 1.9 Extra Attack
- 1.10 Evasion
- 1.11 Reliable Talent
- 1.12 Well Traveled
- 1.13 Blade Mastery
- 1.14 Slippery Mind
- 1.15 Quick Reflexes
- 1.16 Stroke of Luck
- 1.17 Multiclassing
Creating a Swashbuckler
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?
- Quick Build
You can make a Swashbuckler quickly by following these suggestions. First, Charisma should probably be your highest ability score, followed by Dexterity. Second, choose the pirate background.
As a Swashbuckler you gain the following class features.
- Hit Points
Armor: Light armour
Weapons: Simple weapons, rapiers, shortswords, light crossbows, one-handed firearms
Tools: One gaming set of your choice, navigator's tools or thieves' tools (your choice)
Saving Throws: Dexterity, Charisma
Skills: Chose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Slight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A rapier or (b) A pistol with 10 bullets OR a light crossbow with 10 bolts
- (a) A pistol with 10 bullets or (b) A light crossbow with 10 bolts
- (a) An explorer's pack or (b) A burglar's pack
- leather armour, two daggers, and a gaming set of your choice.
|Precise Strike||Swashing Points||Features|
|1st||+2||-||1||Suave Defense, Expertise, Swashbuckling|
|2nd||+2||1d6||2||Danger Sense, Precise Strike|
|4th||+2||2d6||4||Ability Score Improvement|
|5th||+3||3d6||5||Uncanny Dodge, Duelist (+1)|
|6th||+3||3d6||6||Expertise, Extra Attack|
|8th||+3||4d6||8||Ability Score Improvement|
|10th||+4||5d6||10||Ability Score Improvement|
|12th||+4||6d6||12||Ability Score Improvement|
|13th||+5||7d6||13||Witty , Riposte Improvement|
|16th||+5||8d6||16||Ability Score Improvement, Reactive|
|19th||+6||10d6||19||Ability Score Improvement|
|20th||+6||10d6||20||Stroke of Luck|
That high Charisma score has to be good for something, right? Your Armour Class now equals 10 + your Dexterity modifier + your Charisma modifier.
At 1st level, chose two of your skill proficiencies, or 1 of your skill proficiencies and your proficiency with a tool. Your proficiency bonus is doubled whenever you make an ability check that uses either of the chosen proficiencies. At 6th level, you may chose another two proficiencies (with skills or with a tool) to gain this benefit.
An expression of your natural talents and innate abilities, these points may be expended for various swashbuckling abilities. You have a pool of swashing points equal to your level. You regain all swashing points when you finish a long rest and half (rounded down) after a short rest.
At 2nd 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.
Starting at 2nd level, you know where to strike where it hurts the most. When you make an attack roll with a ranged/finesse weapon with advantage, you can deal an extra 1d6 damage of that weapon's type. This damage increases as you go up in levels; the number of d6s = 1/2 your Swashbuckler level rounded up (7th level = 4d6, 12 level = 6d6, et cetera). You don't need advantage on the attack roll if you are within 5 feet of the creature, there are no other creatures within 5 feet of you, and you don't have disadvantage on the attack roll.
Starting 3rd level, you gain the ability to turn a foe's bad luck into your good. Whenever a creature misses you with a melee attack because of your Suave Defense feature (if they missed by less than your Charisma modifier), you can make a melee attack against them in response. If you hit, you can add your Charisma modifier to the damage. Starting 13th level, you can expend 1 swashing point to take this reaction after a foe misses you, regardless of the amount they missed by.
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.
Starting 5th level, when an attacker you can see hits you with an attack, you can use your reaction and expend 1 swashing point to halve the attack's damage against you.
One-on-one is the way a true gentleman fights, how better to show off your abilities? Starting at 5th 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 9th level and +3 at 18th level.
Starting 6th level, you can make 1 additional attack when you take the Attack action on your turn.
Beginning 7th level, you can nimbly dodge out of the way of certain affects, such as a red dragon's fiery breath or the ice storm spell. When you are subjected to an effect that would allow you to make a Dexterity saving throw to take only half damage, you instead take half damage on a failure and no damage on a success.
Starting 11th 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.
By 13th level, you've traveled the world several times over, and you picked up a few things in your travels. Whenever you attempt to communicate with a creature you do not share a common language with, you can make a general Intelligence check (the DC of which is set by the DM, depending on how complex the concept you're trying to convey is). On a success, you manage to communicate with the creature (for this trait to work, the creature in question must understand at least one language).
At level 14, 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.
By 15th level, your mind has become as sharp as your blade. You gain proficiency in Wisdom saving throws.
By 17th level, your instincts have been honed to a deadly edge. You can now spend 1 swashing point to take two turns on your first round of combat, one on your regular initiative and the second on your initiative minus 10. You cannot use this feature if you are surprised.
Stroke of Luck
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.
Prerequisites. To qualify for multiclassing into the swashbuckler class, you must meet these prerequisites: Dexterity 13 or Charisma 13
Proficiencies. When you multiclass into the swashbuckler class, you gain the following proficiencies: Light armor, Rapiers, Shortswords, one skill from this class's list.