Swashbuckler (5e Class)

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Errol Flynn, the archetypal buckler of swashes.

Swashbuckler[edit]

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.
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.

Creating a Swashbuckler[edit]

As you create a swashbuckler, think about why they are buckling swashes. Are they fighting to correct some perceived injustice? Are they trying to impress others? Are they hoping to prove themselves? Are they doing it for personal gain, or for the benefit of others, such as king and country or family?
Swashbucklers tend to be lawful characters, or at least bound by some code. or sense of honor or duty, ask yourself what code the swashbuckler holds themselves to and what it would take for them to break that code. Do they only fight if someone attacks them first? Do they only fight "worthy" opponents? Have they sworn never to tell a lie or to never betray their companions?

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 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Swashbuckler level after 1st

Proficiencies

Armor: Light Armor, buckler shields
Weapons: Simple weapons, rapiers, shortswords, crossbows
Tools: One gaming set, navigator's tools
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 shortsword
  • (a) a hand crossbow and 20 bolts or (b) two handaxes
  • (a) a burglar's pack or (b) an explorer's pack
  • leather armor, two daggers and a gaming set

Table: The Swashbuckler

Level Proficiency
Bonus
Features Swashing
Points
1st +2 Artful Swordplay (2d6), Sure Footed, Swashbuckling 5
2nd +2 Jack of all Trades, Swashbuckling Maneuvers 5
3rd +2 Archetype, Braggadocio 8
4th +2 Ability Score Improvement 8
5th +3 Artful Swordplay (3d6), Duelist, Extra Attack 9
6th +3 Uncanny Dodge, Sure Footed Improvement 10
7th +3 Archetype Feature 10
8th +3 Ability Score Improvement 11
9th +4 Artful Swordplay (4d6), Duelist (+2) 11
10th +4 Archetype Feature 12
11th +4 One-Handed shooting, Sure Footed Improvement 12
12th +4 Ability Score Improvement, Artful Swordplay (4), Extra Attack (3) 13
13th +5 Artful Swordplay (5d6), Witty Repartee 13
14th +5 Blademastery 14
15th +5 Archetype Feature 14
16th +5 Ability Score Improvement 15
17th +6 Artful Swordplay (6d6), Masterful Maneuvers 15
18th +6 Duelist (+3) 16
19th +6 Ability Score Improvement 16
20th +6 Archetype Feature 20
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Swashing Points[edit]

An expression of your natural talents and innate abilities, these points may be expended for various swashbuckling abilities. After a short rest you regain 1 swashing point. Swashing points are completely restored following a long rest.


Swashbuckling[edit]

A sword is not just a sword, it is a artistic instrument to show your performance and talent! Whenever you make an attack with a melee weapon you are proficient in, you can add half your performance bonus, rounded down, to your attack rolls.


Artful Swordplay[edit]

Whenever you hit with a rapier or similar light weapon and aren't wearing medium or heavy armor, you add your Charisma modifier to damage rolls.

Sure Footed[edit]

Everyone knows that the foundation for good form is knowing where your feet are, consequently you are very good at keeping on your toes. Any movement penalty from difficult terrain is reduced by half, rounded down.
Additionally, you may expend a swashing point at any time to take a disengage action and move a distance equal to half your movement speed, rounded down.
At level 6, You have advantage on Dexterity saving throws against being knocked prone. At level 11 you have advantage on dexterity saving throws against being incapacitated.

Swashbuckling Maneuvers[edit]

Starting at 2nd level, you may expend a swashing point to add dexterous and flashy maneuvers to your combat style. The details of each maneuver are listed below, you may only use one maneuver per attack.
Disarm
Whenever you hit a creature with a weapon attack, you may expend one swashing point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw against your attack roll. On a failed save it drops the object you choose.
Distraction
When you successfully hit a target with a weapon attack you may expend one swashing point to distract that creature and give your allies an opening. 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.
Feint
You may expend one swashing point to use a bonus action on your turn to feint. Choose one creature within five feet of you as your target. You have advantage on your next attack roll against that creature.
Parry
When another creature damages you with a melee attack you may expend one swashing point to reduce the damage you receive by your dexterity modifier.
Riposte
When a creature misses you with a melee weapon attack you may expend one swashing point to make a melee weapon attack against that creature.
Trip
When you hit a creature with a weapon attack, you may expend one swashing point to attempt to knock the target down. If the target is large or smaller, it must make a strength saving throw against your attack roll, on a failed save the target is knocked prone.

Jack of All Trades[edit]

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 your proficiency bonus to attack rolls with improvised weapons.

Braggadocio[edit]

Your supreme confidence in yourself shows and can't wait to come out. Starting at 3rd level You may expend a swashing point to give yourself advantage on any charisma saving throw, or any intimidate, performance or persuasion difficulty check.

Duelist[edit]

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.
This bonus increases to +2 at 9th level and +3 at 18th level.


Extra Attack[edit]

At 5th level you can attack twice, instead of once, whenever you take the attack action on your turn.
The number of attacks increases to three at level 12.

Uncanny Dodge[edit]

Starting at 6th level, 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.

Ready To Fight[edit]

A real Swashbuckler is always looking for a good fight. At 6th level you gain half of your Prof. Bonus to the initiative checks. At 20th, you you gain your full Prof. Bonus to the initiative checks

One-Handed Shooting[edit]

At 11th level you can fire ranged weapons with the two-handed property with one hand. In addition, you have advantage on your ranged attack roll whenever you fire any one-handed ranged weapon without the heavy property within its normal range.

Witty Repartee[edit]

Starting at 13th level, whenever a creature you're fighting makes an attack roll, ability check or damage roll you may expend one swashing point, if you do, make an intimidation or persuasion check against them, the opponent must then make a charisma saving throw with DC equal to your roll or have 1d10 subtracted from their action's results. The creature is immune if it can't hear you or is immune to being charmed or frightened.

Blademastery[edit]

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.

Masterful Maneuvers[edit]

By level 17 your combat skills have been honed to a fine edge and your combat maneuvers have improved in turn. You may expend two swashing points to perform the following maneuvers, you may only use one maneuver per attack.
Masterful Disarm
When you hit a creature with a weapon attack, you can expend two swashing points to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw against your attack roll + 1d10. On a failed save it drops the object you choose.
Masterful Distraction
When you successfully hit a target with a weapon attack you can expend two swashing points to distract the creature and give your allies an opening. All attack rolls against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Masterful Feint
You can expend two swashing points to use a bonus action on your turn to feint. Choose one creature within five feet of you as your target. You have advantage on your next attack and damage roll against that creature.
Masterful Parry
When another creature damages you with a melee attack you can expend two swashing points. The damage you receive is reduced by your dexterity modifier + 1d4 for every two swashbuckler levels.
Masterful Riposte
Whenever a creature attacks you with a melee weapon attack you can expend two swashing points to make a melee weapon attack against that creature.
Masterful Trip
When you hit a creature with a weapon attack, you may expend two swashing points to attempt to knock the target down. It must make a strength saving throw against your attack roll, on a failed save the target is knocked prone.

Archetypes[edit]

Dread Pirate[edit]

You choose to fight out and in the open, whether it's on board a deck on the high seas or a tavern or city street you stand tall with your weapon at the ready.

Seaborn

When you choose this archetype at 3rd level, you gain proficiency with waterborne vehicles and firearms. Also, you gain a swimming speed and a climbing speed equal to half your walking speed.

Dirty Fighting

At level 7, you may expend a swashing point to gain advantage in any attempts to blind, grapple, stun or knock prone any creature.

Light on your Feet

At level 10 you have increased your talent at sensing danger and reacting, you may expend a swashing point to take the dodge action as a bonus action.

Fearsome Reputation

At level 15 you have acquired such a reputation and way of carrying yourself that can intimidate all on its own. You may expend one swashing point and make an intimidation check, all creatures opposing you must succeed a charisma saving throw with a DC equal to your roll -5 or become frightened. Any creature that fails can repeat the saving throw at the beginning of each round to overcome the effects.
Your intimidation check becomes equal to your roll at level 20.

Lucky Break

By level 20 success seems to come easy to you. If your attack misses a target within range, you can expend one swashing point to turn that miss into a hit. Alternatively, if you fail a saving throw or ability check, you may expend one swashing point to reroll your save or check. Regardless of the new result, you must accept it.

Pimpernel[edit]

zorro.jpg
Zorro

Donning a mask and fighting injustices behind a secret identity, you are that masked man.

Justice Fighter

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and thieves tools.

Secret Identity

When you choose this archetype at 3rd level you can develop a costumed alter ego. All creatures that aren't aware of the disguise have disadvantage and a -5 penalty on any attempts to discern your true identity.
If a nearby creature ever discerns your true identity, you can expend one swashing point and make a Charisma check opposed by the creature's Intelligence check. If you succeed, the target no longer believes that you and your secret identity are one and the same.

Second-Story Work

At 7th level You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Shield of Blades

At 10th level you've become adept at defending yourself with light weapons, you may expend a swashing point to gain a +2 bonus to AC for each weapon you are wielding with the "light" or "finesse" category (up to 2, or up to the number of usable limbs for some homebrew races) for one round.
This bonus increases to +4 at level 15

Elusive

At level 20 you have become so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Matador[edit]

A matador de toros (lit. "killer of bulls", from Latin mactator, killer, slayer, from mactare, to slay) is considered to be both an artist and an athlete, possessing great agility, grace, and co-ordination. The style and bravery of the matador is regarded as being, at least, equally important as to whether or not he actually kills the bull. Matadors duel through quick, agile movements, outsmarting and outmanuvering their opponents. Their artistry can bring them to further heights and to great risk to entertain their audience.

Gentleman

When you choose this archetype at 3rd level you gain proficiency with fencing cloaks.

Artful Grace

When you choose this class at 3rd level, you may add half your performance bonus, rounded down, to any Dexterity checks and Dexterity saving throws you make, or to any acrobatics skill checks.

Play to the Crowd

Beginning at 7th level you may expend one swashing point. For 1 minute, you gain +1 to all checks, attack rolls, and saving throws. If you fail any of these rolls during that period, the +1 bonus becomes a -3 penalty.

Astounding Dodge

At 10th level when an attacker that you can see hits you with an attack, you may use your reaction to expend one swashing point, if you do the attack's damage becomes 1d4 of its damage type.
If you use this ability you may expend an additional swashing point to move a distance of up to half your movement speed during the reaction.

Taunt

Starting at level 15, you may expend a swashing point to taunt a creature that can see or hear you. The creature must make a Charisma saving throw equal with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save the creature must attack you and will be unable to attack any other target for a number of round equal to your charisma modifier.
If the creature receives damage from a source other than you, it may repeat the saving throw.

Show Stopper

At level 20 you may expend three swashing points to roll a d6. For 1 minute you gain +3 to all checks, attack rolls, and saving throws. If you fail any of these rolls during that period, the +3 bonus becomes a -9 penalty.

Musketeer[edit]

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(from LotFP)

*NOTE* This archetype should only be available in campaigns with firearms

The well trained members of the irregular infantry, serving as dragoon and soldiers and famed for their combat abilities in all sorts of battlefields.

Charming Gunslinger

When you choose this archetype at 3rd level, you gain proficiency with firearms and explosives.

Quick Loader

At level 7 you may reload all firearms as a bonus action.

Sharpshooter

At level 10 you no longer have disadvantage when making a ranged attack with firearms outside of their normal range.

All for One

Starting at level 15, you may expend one swashing point and select a target, you gain advantage on all attack rolls to hit that target and all saving throws against that creature.
This effect ends if the creature dies, if you are charmed, frightened, paralyzed, petrified, stunned or knocked unconscious, or if you attack any other creature before the effect is over.
Once the effect ends you must wait two rounds before you can select a new target.

One for All

At level 20 you can draw support from your companions. You may expend one swashing point and gain +1 to all rolls except damage rolls that you make for each ally you have that is within 10 feet of you and isn't incapacitated.

Multiclassing[edit]

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


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