Archetypes

Blacksnake
Brawler
Corsair
Daredevil
Duelist
Fatebender
Highwayman
Musketeer

Tricks
Deeds

Swashbuckler

Heavy warriors are your classic plate-bound tank warriors who are most at home on large battlefields or delving deep within some old dungeon. They favor brute force and stamina to carry them through challenges.

Swashbucklers on the other hand prefer to rely on their quickness, agility, finesse, daring and wit. They are most often found in campaigns that focus on urban adventuring, where heavily armored knights are often banned on the streets. They also dominate in campaigns with a more renaissance focus to the fantasy genre, as well of course as in any campaign based on the high seas, where a heavy fighter becomes a high liability.

Class Features

The Swashbuckler
-Level- -PB- -Features- -Tricks- -Deeds-
1st +2 Archetype, Bravado,
Canny Defense, Panache
1 1
2nd +2 Reactive, Supreme Confidence 1 1
3rd +2 Archetype feature 1 1
4th +2 Bonus Skills 2 1
5th +3 Extra Attack 2 1
6th +3 Uncanny Dodge 2 2
7th +3 Archetype feature 2 2
8th +3 Bonus Skills 3 2
9th +4 Charmed Life 3 2
10th +4 Archetype feature 3 2
11th +4 Riposte 3 3
12th +4 Bonus Skills 4 3
13th +5 Charmed Life (2) 4 3
14th +5 Reactive (2) 5 3
15th +5 Archetype feature 4 3
16th +5 Bonus Skills 5 4
17th +6 Riposte improvement 5 4
18th +6 Archetype feature 5 4
19th +6 Bonus Skills 5 4
20th +6 Elusive 5 4

As a swashbuckler, you gain the following class features.

Hit Points

Hit Dice: 1d10

Saving Throws

You are proficient with Dexterity and Intelligence saving throws.

Skills

Class Skills: Acrobatics, Courtier, Physique, Speechcraft and Swimming

Skill Points: You gain 2 skill points at 1st level.

Skills - Combat

Weapon Groups: You have rank 2 with Fencing sword, Knife, Sword, Whip, Crossbow and Thrown Weapon. Additionally you have rank 1 with Club, Polearm, Spear, Staff, Bow and Sling.

Combat Skills: You gain the Light armor skills.

Special: You are proficient with the use of buckler shields.

After 1st level: You gain 1 skill point to spend on combat skills every level.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Archetype

At 1st level, choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you additional features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Bravado

Starting at 1st level, you laugh in the face of any threat. You can add your Charisma modifier to your initiative rolls.

Canny Defense

While unarmed, or wielding a light or finesse weapon, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier bonus. This applies if you are wearing no armor. You can use a buckler shield and still gain this benefit.

Rest Additions
The following additions are made to the general rest rules.
Short rest
After a short rest:
* Regain use of Reactive.
Long rest
After a long rest:
* Regain half your maximum Panache (rounded up).
* Regain use of Charmed Life.
 
Add the following class specific benefits to choose from:
* Regain all Panache.

Panache

More than just a lightly armored warrior, a swashbuckler is a daring combatant. He fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions.

The maximum number of panache you can have at any time is equal to your proficiency bonus. See Rest Additions for when you regain panache.

A swashbuckler spends panache to use many of his maneuvers and regains one panache whenever one of the following occurs:

Tricks and deeds

Panache can be used in combat, to power your Tricks, and for Deeds. You learn additional tricks and deeds at certain levels as shown in the Swashbuckler table. Each time you learn new trick or deed, you can also replace one you know with a different one.

Reactive

Beginning at 2nd level, you can make one additional reaction. You can still only react once on a single event. See Rest Additions for more details.

From 9th level, you can spend a panache to use this feature additional times.

Supreme Confidence

Your supreme confidence in yourself shows and can’t wait to come out.

Starting at 2nd level, you may spend one panache to give yourself advantage on any Charisma ability check or saving throw.

Bonus Skill

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you gain an additional skill point to spend on your class skills.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Uncanny Dodge

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.

New Equipment

These two new types of shields are available to anyone, though they are more commonly used by swashbucklers (hence their name).

Armor Cost AC Weight
Buckler 5 gp +1 2 lbs
Buckler, strapped 10 gp +1 3 lbs

Buckler. A small metal shield held in a fist grip (not strapped). You can benefit from only one shield at a time.

Buckler, strapped. A buckler strapped to the forearm, allowing the hand to hold an item. As it must be strapped, it takes 2 round to don and doff. You gain the buckler’s AC bonus only if you choose to have disadvantage on attack rolls made with weapons held in that hand.

Charmed Life

At 9th level, the swashbuckler gains a knack for getting out of trouble.

As a reaction, gain advantage on a saving throw and regain one panache point. If the save fails, you may use this ability again, otherwise you can’t use it until you finish a long rest.

Riposte

Starting at 11th level, when a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.

At 14th level, if you hit and only wield one weapon, you do an additional die of damage with that attack.

Elusive

At 20th level, you are so elusive that attackers rarely get the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.


Blacksnake

Blacksnake features

Swashbuckler level Feature
1st Prehensile whip
3rd Whip Specialization
7th Lifeline
10th Modified Whip
15th Flay
18th Demoralizing Lash

Blacksnakes are masters of the whip, focusing on the possibilities inherent in using a length of leather or cord to accomplish things less flexible weapons can’t.

Blacksnakes are most common among the lower castes and are usually found working as enforcers, assassins, thief-takers or thieves. In many cases, they operate in regions where carrying a greatsword or pike would draw attention, but little thought is given to someone with a rope belt or loop of tanned hide hanging from her belt.

Of course, it takes more than a need for stealth to drive someone to train in the ways of the whip - daggers and saps can be concealed and mastered far more easily than going through the training required to become a blacksnake. Only a natural talent for the knacks required, and a fascination with the movement of a whip, can drive someone to put in the months of training it takes to go from mere proficiency with a whip to having the blacksnake’s ability to make her lash dance so precisely.

Blacksnakes are often perceived as thugs and bullies, and the archetype package is often taken by characters that are slavers and enforcers. But some adventurers and tomb delvers also favor the flexibility and reach of the whip, and have more interest in it as a tool than an instrument of cruelty. Of course, the difference between these two types of blacksnakes is solely in their attitudes, and so can be difficult to determine at a glance. Many good-hearted adventurers who become blacksnakes will find locals are mistrustful of anyone carrying a long braid of steel-tipped leather.

Prehensile whip

In your hand a whip has a life of its own, wrapping around pillars and items with ease. When becoming a blacksnake, you can perform the following:

Whip Specialization

At 3rd level, the base damage you deal with a whip is increased by one die size (i.e. to 1d6 for a normal whip) and you may add an additional 5 ft to the reach of your whip.

When you hit with an attack using your whip, if the target your size or smaller, you may use your bonus action to pull the target 5 ft towards you or to knock it prone. The target must succeed at a Strength or Dexterity check to avoid being moved or knocked prone. The DC is equal to 8 + your proficiency bonus + your Dexterity modifier

When you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.

Lifeline

When you or a nearby creature is falling, you can use the whip as a reaction. If you are the one falling, make an attack roll against a AC of 10, but there must be some sort of solid anchor available for your rope to loop around.

When attempting this check on another creature, make an attack roll against that target to catch it. If the weight of the creature exceeds your carrying capacity, you are pulled after it.

Modified Whip

You learn how to modify your whip to become even more deadly. By spending a short rest and materials worth 10 gp, you can modify a whip with a metal tip and attached razor blades. This increases the damage type of the whip by one step (i.e. base damage to 1d6, or to a 1d8 for you).

When taking the attack action, and using you own modified whip, you can attack an additional target if it is adjacent to any of your other targets.

Improvised Whip

If you are ever without you whip, you can use a length of rope as a whip at no penalty. The piece of rope that is used as a whip must be 10 ft long. Length in excess of this must remain coiled or otherwise unused at your feet or side. This damage die for this improvised whip is reduced by one size (i.e. 1d4 with your whip specialization). You can also use a knotted rope this way, dealing bludgeoning damage instead of slashing damage.

Flay

You can actually lift skin off your targets with well-struck attacks using your whip. By spending 1 panache when you hit with an attack, you deal 1d8 additional slashing damage. If the target fails a Constitution save against 8 + your Intelligence modifier + your proficiency modifier, the pain distracts the target, causing it to have disadvantage on all attack rolls and ability check until the start of your next turn. If the target succeeds at its save, you regain 1 panache.

Demoralizing Lash

You cow your enemies with the lash of a whip. When you hit a target, you can spend 1 panache to force the target to make a Wisdom save against 8 + your Intelligence modifier + your proficiency modifier. On a failed save, the target is frightened of you. The target can repeat the save at the end of each of their turns. As long as you are in attack range with your whip, that save is made at a disadvantage.


Brawler

Brawler features

Swashbuckler level Feature
1st Pugilist
3rd Brawny tavern fighter
7th Counterstrike, Enhanced attack
10th Dirty Fighting
15th Sucker Punch
18th Taking a Beating

Brawlers are an up-close, in-your-face, grim-and-gritty combatant. A master of unarmed hand-to-hand combat, ready to throw down at any time, they are the typical street thug. They are not monks with their codes and mysticism. They don’t learn their prowess through discipline and intense teaching but through survival of the fittest.

Pugilist

When you choose this archetype, your experience with brawling has given you a mastery of combat styles that use unarmed strikes and fist weapons, giving you the following benefits.

Brawny Tavern Fighter

Improvised weapons are considered one size level less. For example, heavy improvised weapons are considered as normal for you. Large items like tables are just heavy, etc.

You can spend one panache to increase the damage die of an improvised weapon for one round. Whenever you use two different improvised weapons in two consecutive rounds, you regain one panache.

Counterstrike

When you take damage from a creature within reach, you can use your reaction to make an unarmed attack against that creature. If you are wielding an improvised weapon, you can use that instead, striking so hard that it breaks. It deals twice the damage dice, but cannot be used any longer.

Enhanced Attack

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dirty Fighting

You can use your unpredictable fighting style to make vicious attacks against your foe. Whenever you hit a creature with an unarmed attack, you can spend a panache to impose one of the following effects on the target:

The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Sucker Punch

You learn how to place your unarmed attacks for the maximum impact. Once on each of your turns when you hit a creature unarmed or with an improvised weapon, you can cause the attack to deal an extra 1d8 damage to the target, or 1d12 if you spend one panache.

Taking a Beating

You can take an impressive amount of beating. You gain resistance to nonmagical damage.


Corsair

Corsair features

Swashbuckler level Feature
1st Scallywag tricks
3rd Fearsome Presence
7th Bonus Deed
10th Fearsome reputation
15th Ruthless Command
18th Anything Might Be a Trap

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.

Corsairs can be evil or good depending on their motivations and methods. Behind these motivations, most corsairs have a formative moment that led them to a life at sea. Consider with your DM what this moment could be, or roll on the Life at Sea table, below:

Life at Sea
d10 My story
1 I seek to build wealth and reknown to eventually become worthy of my true love.
2 When I was young, pirates raided a vessel I was on and took me for their crew.
3 I quest after rumors of a famed pirate’s legendary hidden treasure.
4 I took to the sea to escape my criminal history, only to have it follow me there.
5 I partake of piracy to restore my family’s once-great riches, and thus their nobility.
6 I was betrayed by my kingdom, and became a pirate to find revenge.
7 My birth culture was too constrained, I took to the seas seeking freedom.
8 I seek a lost family member, and piracy finances my journey.
9 The bastard of a wealthy family, my only choice was to make my own name at sea.
0 Roll again twice, both are true.

Scallywag tricks

As a corsair, you have a better understanding of how to move about and survive at sea, from climbing through riggings to swimming through waves. While you are either wearing light armor or no armor and not holding a shield, you gain both a swimming and a climbing speed equal to your normal movement speed. You can also hold your breath for twice as long.

Additionally add Sailor to your class skills and gain 1 skill point to spend on this skill.

Fearsome Presence

You don’t become a pirate by being nice. Your confident swagger unnerves your foes. Physique - Intimidation and Speechcraft - Intimidation costs 0 for you.

You can use an action to frighten someone with your menacing presence. When you do so, choose a creature within 30 ft. If the creature can see, hear and understand you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.

On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creature one additional turn. The target is allowed a save to avoid this. This effect ends if the creature cannot see you or moves more than 60 ft away from you. If the creature succeeds at its saving throw, you can’t use this feature on that creature again for 24 hours.

If you cause an opponent to flee due to your presence, you regain one panache.

At 10th level, your swagger gives an additional benefit when using Charmed Life. If you succeed at a saving throw against an opponent’s attack or ability while using Charmed Life on that save, you can use fearsome presence to demoralize that opponent without using an action.

Bonus Deed

Yain a bonus deed. The following deeds are added to the list of deeds that you are able to choose:

Fearsome reputation

You have crafted a fierce reputation that precedes you and smoothes your way. When you make it known who you are, you may immediately make an intimidation check against everyone within 60 ft who can hear, see and understand you. A person can only be targeted once per day by this.

In addition, once per long rest in a settlement, you may call upon one of these boons:

Ruthless Command

Even your allies respect your presence and know you are not to be trifled with. You can spend a reaction or bonus action to remove the frightened condition from an ally within hearing range. As long as you have at least one panache, you and friendly creatures within 10 ft of you can’t be frightened while you are conscious.

Anything Might Be a Trap

You have become adept at detecting ambushes and quickly escaping danger. By spending one panache, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.


Daredevil

Daredevil features

Swashbuckler level Feature
1st Never trapped
3rd “Five of them, hardly seems fair…”
7th One Against Many
10th Insulting Banter
15th Whirlwind Strike
18th With Daring and Panache
Rest Additions
The following additions are made to the general rest rules.
Long rest
After a Long rest:
* Regain all uses of Insulting Banter.

The daredevil relies on speed, agility and panache. They are considered brave by some and foolish by others, as they often throw themselves into battle where it is as thickest.

Daredevils dart in and out of the fray, wearing down opponent after opponent with lunges and feints, all while foiling the powerful attacks against them with a flick of the wrist and a flash of the blade. Their deft parries and fatal ripostes are carnage elevated to an art form. Some may be arrogant and devil-may-care, but behind this veneer lie people deeply dedicated to their craft.

Never trapped

You excel at more unconventional ways of movement, such as jumping off chandeliers, sliding across tables and throwing yourself from 3rd story windows, just to land on a store marquee. You have advantage on all Luck ability check made to luckily find such items in an area. Additionally Acrobatics - Parkour costs 0 for you.

“Five of them, hardly seems fair…”

When you are in melee combat with more than one creature, you know how to move so that the opponents distract each other. You alway gain a bonus to AC equal to the number of opponents in melee with you -1. If you are facing three or more opponents simultaneously and choose the Dodge action, you can use a reaction after the third attack against you to make a melee attack. When doing this you regain one panache.

One Against Many

When 2 or more enemies are adjacent to you, you may adopt a fighting strategy which uses your opponents against each other. When an enemy misses you with an attack (melee or ranged), you may use your reaction to redirect their attack against one of the enemies adjacent to you. They must re-roll their attack against the enemy you choose.

Insulting Banter

You can use your wit and skill to toss a constant stream of irritating witty banter to distract, confuse and otherwise sap the confidence and competence of others. When a creature that you can see within 60 ft of you makes an attack roll, ability check or damage roll, you can use your reaction to roll a 1d8 and subtracting the number rolled from the creature’s roll. You can choose to use this ability after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage.

If you are surrounded by 3 or more opponents, you can spend one panache to affect all opponents within reach instead. If you do, they additionally reduce their dice rolls by 1d4, as the bane spell, until the start of your round.

You can use this ability a number of times equal to your Charisma modifier (minimum 1). You regain any all uses when you finish a long rest.

Whirlwind Strike

You can use your action to make a melee attack against any number of adjacent creatures, with a separate attack roll for each target.

With Daring and Panache

A daredevil really enjoys being in the center of a battle and this really shows. When you start your turn surrounded by 3 or more opponents, you regain hit points equal to 5 + number of opponents. You don’t gain this benefit if you have more than half your hit points left or at 0 hit points.


Duelist

Duelist features

Swashbuckler level Feature
1st Practice Makes Perfect
3rd Challenge
7th Precise Strike
10th Famed Blade
15th Critical precision
18th No Cheating

Duelists represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They may wear armor, but generally eschew such bulky protection as their grace allows them to dodge their opponents with ease. While others flounder on treacherous terrain, duelists charge nimbly across the battlefield, leaping and tumbling into the fray. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade.

Many duelists travel from place to place seeking fortune, fame, and new opponents to test their skills against. Most live on the open road fighting for a share of prize purses, or even championing a cause, while others fight as pure mercenaries or even fight duels to humiliate or even slay foes in a “legal” death matches. Some duelists who relish in the idea of working with companions instead of a solo artist, are drawn to the life of the adventurer as an ever ongoing source of entertainment to keep them honed in their skills, not to mention for the wealth and notoriety.

Practice Makes Perfect

A duelist’s skills comes from years of practice. When choosing this archetype, you adopt a style of fighting as your specialty. Choose any one of the options presented in the fighter description. You cannot take a Fighting Style option more than once, even if you later get to choose again.

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class.

Challenge

A duelist “knows” that he is a better fencer than most and relishes in testing their skills against worthy opponents. As an action, you can issue a challenge to a target who can see, hear and understand you. If that target attacks you and you are the only one involved in combat with him, you get one panache at the start of your next turn.

Precise Strike

Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 damage of the same type dealt by the weapon to the target. When you reach 14th level, you can spend 1 panache to increase the extra damage to 2d6.

Famed Blade

Folks know of you and thus not to trifle with you, owing to a well-deserved reputation. Think of what your reputation is and how you earned it. In addition, once per long rest in a settlement, you may call upon one of these boons:

Critical precision

Attacks with light or finesse weapons score a critical hit on a roll of 19 or 20.

No Cheating

When you are in single combat with an enemy, as a reaction you can get advantage on saving throws against spells you are aware of, until the start of your next round. Unfortunately, so does your opponent until the start of his next turn. You can spend one panache to only affect yourself.


Fatebender

Fatebender features

Swashbuckler level Feature
1st Luck Beats Skill, Panache
3rd Bend Fate, Chaos Theory
7th Chance Encounter
10th Dumb Luck
15th Deus Ex Machina
18th Oblivious and Unscathed
Rest Additions
The following additions are made to the general rest rules.
Long rest
Add the following class specific benefits to choose from:
* Regain the use of Deus Ex Machina.
* Regain the use of Oblivious and Unscathed.

Fatebenders find themselves on the edges of fate, dancing along the far extremes of probability and causality. They cannot do the impossible, but often the extremely improbable happens around them, always to their benefit. Fatebender aren’t necessarily particularly good at anything. It’s just that the universe likes to help them out. Many people blessed or cursed in this way fail to understand the meaning of it all, believing themselves to just be unnaturally lucky or that those around them are horribly misfortunate.

Life is often easy for fatebenders, as good fortune naturally falls into their laps. Casually confident and self-sure, they are flamboyant and reckless champions of destiny—in hopeless battles the good fortune radiating from a fatebender can inadvertently turn the tide in their favor.

Luck Beats Skill

When you choose this archetype, you’ve learned to trust in fate more than your own fighting prowess. You gain proficiency with improvised weapons. You may add your Luck modifier to attack and damage rolls with improvised weapons, simple weapons and unarmed strikes instead of any other ability modifier.

In addition, your seemingly critical injuries often result merely with weapons imbedded into holy books, canteens, and other innocuous objects that just happen to be in the right pocket to buffer attacks. Whenever you would take bludgeoning, piercing or slashing damage, you can spend 1 panache and reduce the damage by up to 1d6 + your swashbuckler level.

Panache

You may select one of the following ways to regain panache:

Bend Fate

You can tactfully tug upon a strand of fate to shift the circumstances in your favor. Whenever a creature makes an attack roll, ability check or saving throw within 30 ft (including yourself), you can use your reaction and spend 1 panache to force that creature to reroll the d20 after the result of the roll is known but before the outcome is determined. You may not reroll an attack roll, ability check or saving throw that has already been rerolled.

Chaos Theory

Your presence distorts the tapestry of fate, causing the highly unlikely but not technically impossible to happen. You can spend 2 panache to choose one highly unlikely event to occur within 50 ft of you. The exact nature of this event is left up to the GM’s discretion but is otherwise limited to any event that could conceivably happen, however unlikely, but nothing that requires supernatural actions to occur. Examples include a cat conveniently distracting the guards, the barman’s cask of ale suddenly breaking, or drawing a hand of winning cards.

I Admit It’s Kinda Eerie

The Chaos Theory feature can be powerful but how it functions is largely left up to the GM’s discretion and allows players direct access to the fickle hand of fate. Don’t feel beholden to it — this feature is meant to represent chaos after all. Allow this feature to be used creatively, but remind fatebenders that chaos can just as easily backfire as work in the party’s favor. Remember that nothing supernatural is meant to occur, just highly unlikely but otherwise mundane events, and nothing should occur that has more impact than a cantrip.

Chance Encounter

Fate rarely lets you miss a destined encounter or clue, causing you to figuratively and often literally trip over what you are seeking.

Whenever you or an ally within 60 ft makes any type of check to locate a creature or object, you may add your Luck modifier to the check.

Dumb Luck

Fate tries to buffer you from harmful circumstances.

Whenever you trigger a trap, as a reaction you may spend 2 panache. If you do, a mechanism of the trap fails and it does not activate. As a reaction when you fail a saving throw or contested ability check, you can spend 3 panache to succeed instead.

In addition, when you attack a creature you can’t see, your inability to see it does not impose disadvantage on your attack rolls against it.

Deus Ex Machina

You and your friends have lived through impossibly dangerous experiences and come out the other side smiling, surviving deathly circumstances in the unlikeliest of ways. Once, as a reaction when an effect forces you or any creatures within 30 ft to make saving throws, you may choose a number of creatures up to your Luck modifier. You and the creatures you chose automatically succeed on the saving throw.

Oblivious and Unscathed

Through a nearly impossible comedy of errors, you can stride through a battlefield of carnage and danger to emerge intact. You can use this feature as an action and when you do so, until the beginning of your next turn, any attacks that target you automatically miss and you cannot be the target of spells or abilities.


Highwayman

Highwayman features

Swashbuckler level Feature
1st Distant Traveler
3rd Roadster’s Maneuvers
7th Highway Mount
10th Elusive
15th Honor Among Allies
18th Cheat Death

The thieves and brigands who prey on travelers are known as highwaymen - whether or not they’re actually men. Many merchants and nobles may fear highwaymen, recounting stories of them and taking precautions against falling victim to the outlaw’s blade. The poor on the other hand speak of highwaymen with reverence, occasionally calling them “the knights of the road”.

Distant Traveler

When you Select this archetype, add Animl handling to your class skills and gain 1 skill point to spend on this skill.

In addition, while traveling on a mount or using a land vehicle that you control, you and that mount or vehicle can travel twice the distance in the same amount of time with no penalty for exhaustion.

Roadster’s Maneuvers

You learn the maneuvers of the traveling bandits and highway brigands. You gain a bonus deed. The following deeds are added to the list of deeds that you are able to choose.

Highway Mount

You have become a great threat while riding a mount. While mounted you have advantage on all melee weapon attack rolls against unmounted creatures smaller than your mount. In addition, through random happenstance, from a commoner you aided, by stealing it, or some other method, you have obtained a reasonable, quality mount for the area your party is traveling in. Consult with your DM on the best way for you to have obtained your mount, and what kind of mount you have been able to obtain.

Elusive

You know that your reputation precedes you, which isn’t always a good thing. You know you must remain ever vigilant and gain advantage on checks made to detect danger. In addition, when a creature you can see has advantage on an attack roll against you, you may spend a panache to negate that advantage.

Honor Among Allies

You have attuned your senses not only to danger at your heels, but encroaching upon your allies. Any adjacent ally that you can see cannot have an AC lower than yours.

Cheat Death

You are adept at escaping the cold grasp of death. When you are reduced to 0 hit points, you can expend 2 panache to have 1 hit point instead, even if the attack would otherwise kill you.


Musketeer

Musketeer features

Swashbuckler level Feature
3rd Courtly Graces, “Musketeers, United We Stand”
3rd Musketeer Tricks
7th Combat Superiority
10th Side By Side
15th One for All
18th And All For One

While many Swashbucklers strive to perfect their art, spending all of their time honing their skill at martial arms, others spend as much effort dedicating themselves to a cause. Many of these dedicated swashbucklers are known as musketeers. These musketeers swear themselves to a purpose or a monarch, serving it above all else. They are skilled at fighting from horseback, and are often found charging across a battlefield, with the symbol of their purpose trailing on a long, fluttering banner. Their true power comes from the conviction of their ideals, the oaths that they swear, and the challenges they make.

Courtly Graces

A musketeer is usually well aware of how to address people at all levels within an organisation, be it the court, a military camp or a merchant guild. When you choose this archetype, you can spend one panache to reroll a failed Charisma check when in such a situation.

Musketeers, United We Stand

When you first encounter a military encampment, fortification, or military unit, you can take a few minutes to answer the following questions:

Additionally, whether or not you still serve in the military, at one time you did and you still possess contacts with a military organization. When you can get in touch with your contacts they can help you with one of the following:

Musketeer tricks

Gain a bonus trick. The following exclusive trick is added to the list of tricks that you are able to choose.

Combat Superiority

Gain superiority as a fighter 5 levels lower.

Side By Side

Musketeers are used to working in group and know that their success depends on all working together. You can use you reaction to grant an adjacent ally advantage on one attack against an adjacent target.

One for All

You have learned how best to benefit from those who fight by your side. When adjacent to an ally, you may add a d4 to your attack and damage rolls. In addition, when you perform the Help action in combat and your ally succeeds on the aided check, you may flip a coin. On a result of heads, you regain 1 panache.

And All For One

You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Deeds

The deeds are presented in alphabetical order.

Tricks

The tricks are presented in alphabetical order.