Blacksnake
Brawler
Corsair
Daredevil
Duelist
Fatebender
Highwayman
Musketeer
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.
-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 Dice: 1d10
You are proficient with Dexterity and Intelligence saving throws.
Class Skills: Acrobatics, Courtier, Physique, Speechcraft and Swimming
Skill Points: You gain 2 skill points at 1st level.
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.
You start with the following equipment, in addition to the equipment granted by your background:
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.
Starting at 1st level, you laugh in the face of any threat. You can add your Charisma modifier to your initiative rolls.
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.
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. |
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:
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.
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.
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.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
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.
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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).
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.
You can take an impressive amount of beating. You gain resistance to nonmagical damage.
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:
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. |
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.
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.
Yain a bonus deed. The following deeds are added to the list of deeds that you are able to choose:
Eyes of the Storm. Whenever you have at least one panache, you can see three times as far as normal in both magical and non-magical fog, also granting advantage when using Stealth in these conditions. In addition you have advantage on checks that are penalized due to weather conditions (basically removing the disadvantage).
Parrot Familiar. You gain a parrot as an animal companion. It functions as the find familiar spell, although it can’t be stored in a pocket dimension. If it dies, another takes its place the next day. It has Improved Evasion when sharing your space.
Stylish Hat. Some pirates wear stylish hats. While you have at least one panache, you gain a +1 bonus to all Charisma ability checks. You may spend one panache to throw the hat as bonus action. Each creature within 30 ft paying attention to you (and your hat) must make a Wisdom save against DC 8 + your proficiency bonus + your Charisma modifier or become distracted for a moment. Until the start of their next turn, they are incapacitated.
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:
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.
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.
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 |
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.
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.
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.
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.
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.
You can use your action to make a melee attack against any number of adjacent creatures, with a separate attack roll for each target.
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.
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.
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.
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.
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.
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:
Attacks with light or finesse weapons score a critical hit on a roll of 19 or 20.
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.
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 |
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.
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.
You may select one of the following ways to regain panache:
Nourishing Misfortune. You discover that you feel uplifted and more connected to the tapestry of fate when others around you suffer from terrible luck. Whenever a creature within 30 ft rolls a d20 for an attack roll, ability check or saving throw that results in a natural 1, you regain 1 panache.
Favored Fortunes. You feel uplifted by the tapestry of fate whenever good fortunes are found around you. Whenever a creature within 30 ft of you rolls a d20 for an attack roll, ability check or saving throw that results in a natural 20, you regain 1 panache.
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.
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.
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.
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.
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.
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.
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.
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”.
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.
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.
Gallows Humor. During a short rest you may spend a panache to perk up your allies. If you do, you and any friendly creatures that can hear and understand you, also heals hp equal to your Charisma modifier for each hit die used.
Facade. You have crafted a facade, an alternate persona. This facade can look however you like, but it is suggested they have a memorable and ostentatious name and appearance, or an otherwise eccentric feature (such as a mask or cape). You can adopt or discard your facade as an action. While adopted, you have advantage on any checks made to hide your true identity, and other creatures have disadvantage on any checks made to identify you and your facade as the same person.
Point Blank Shot. When you make a ranged attack while adjacent to a hostile creature, you may expend a panache to negate the disadvantage for attacking at close range.
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.
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.
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.
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.
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.
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.
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:
Gain a bonus trick. The following exclusive trick is added to the list of tricks that you are able to choose.
Gain superiority as a fighter 5 levels lower.
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.
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.
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.
The deeds are presented in alphabetical order.
Add Stealth to your class skills and gain 1 skill point to spend on this skill. As long as you have at least one panache remaining, you can use stealth at your normal speed.
If you are proficient with Acrobatics, you can add twice your proficiency bonus on Acrobatics check to keep your footing, such as balancing on a tightrope or staying upright on a rocking ship’s deck. If you are not proficient, you may still add your proficiency bonus.
You have advantage on checks made against being knocked prone, grappled, shoved or moved in another way. In addition, When you move, you can spend one panache, gaining advantage on all ability checks made to move, until you stop moving.
Whenever you are reduced to 0 hit points, you can spend all of your remaining panache to roll a Constitution Save against a DC of half the damage dealt against you or DC 15, whichever is higher, to survive the attack and remain at 1 Hit Point. You must have at least one panache point to spend. Damage and effects that kill you outright are not affected by this ability. You must finish a long rest to use this ability again.
You are proficient with cloak usage in combat. For you a cloak is considered a shield and grants +2 AC bonus. The cloak can be thrown as a net, but has only 1 HP. The cloak usually needs replacing after a few combats. A new cloak has a d6 as usage dice.
As a reaction, you can spend one panache point to use the cloak to disarm an opponent that has just attacked you.
You are well aware of your surrounding and can always find some kind of cover to protect you. By spending one panache and using a reaction, you can improve your degree of cover one step. This may allow you to avoid detection during stealth or improve AC and saves against ranged attacks.
When you fall and there is some object nearby on which you could conceivably slow your fall, you can spend one panache and use your reaction to reduce your falling damage by an amount equal to five times your character level.
If you take the Attack action at the end of a fall, you have advantage on your attack rolls and deal an additional 1d6 damage for every 10 feet you fell, up to a maximum of 5d6.
You can expend one panache to make a dramatic entrance as a bonus action. Any creature that was not aware of you being there until now must make a Wisdom saving throw or get the charmed condition towards you until the end of their next turn.
In a combat situation you may expend additional panache to extend the duration by 1 round per panache spent. In a non-combat situation this will usually affect all coming interactions favorably unless you do something to change that.
As long as you have at least one panache, you climb faster than normal; climbing costs no extra movement, and you don’t grant advantage to attackers while climbing.
You may spend one panache to get advantage on a climb roll.
Select a city. When at that city, you gain three benefits. First, you can traverse the city using secret alleys and passages that allow you to avoid detection, and you have some kind of secret safe house. Second, you have advantage on any Charisma checks to gather information in the city, thanks to a network of contacts there. Third, you can secure free passage aboard any land vehicle departing from or to that city for yourself and your companions, though you must be flexible about being hidden among refuse or the like.
You have proficiency with improvised weapons. You also have proficiency with utilizing the environment to cause problems for your foes, such as cutting down a curtain to restrain you enemy, pulling the carpet from your target’s feet or slashing open a flour bag to blind target.
It’s become clear to you that luck is just as important as skill - and you’re one lucky devil. Gain +2 to your Luck ability. When you fail an attack roll, saving throw, or ability check, you may spend a panache to reroll the result as a reaction, taking the new result.
While you have at least one panache, you gain advantage on initiative checks. In addition, if your hands are free and unrestrained, and you have any weapons that aren’t hidden, you can draw one of them as part of the initiative check.
If you do not have any remaining panache, and you have the highest initiative, you regain one panache.
The tricks are presented in alphabetical order.
You are good at holding people at sword point. When an enemy comes within reach, you can spend one panache to make an opportunity attack against that target as a reaction. If you hit, that target has disadvantage on attacks against you until the end of its next round.
When adjacent to a creature you may expend a panache as a bonus action to attempt to blind your opponent with sand, dirt, or a similar grainy substance you have on hand. The target must make a Constitution saving throw against 8 + your Dexterity modifier + your proficiency modifier or be blinded until the end of their next turn. You may expend additional panache to extend the duration by 1 round for each panache spent.
You have the ability to strike precisely with a finesse piercing melee weapon and can spend one panache to add your Intelligence modifier to the damage dealt. You may choose to do so after you have rolled damage. If target goes down, you regain 1 panache.
You can befuddle a foe when tumbling away from it. When you move away from an enemy, you can spend one panache. If you do, you do not provoke opportunity attacks this round. In addition, any creature that could normally make such an attack against you must make a Wisdom saving throw against 8 + your Charisma modifier + your proficiency modifier. If failed, the foe is incapacitated until the start of their next turn.
You may spend one panache to gain advantage in any attempts to blind, grapple, stun or knock prone any creature.
Whenever you hit a creature with a weapon attack, you may spend one panache 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 8 + your Intelligence modifier + your proficiency modifier. On a failed save it drops the object you choose.
As a bonus action, you can spin a quick tale intended to distract one intelligent creature who can hear and understand you. If the target fails a Charisma save against 8 + your Charisma modifier + your proficiency modifier, it cannot use bonus actions or reactions until the end of its next turn.
You may spend one panache to use a bonus action during your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature.
Make an attack with disadvantage against an intelligent opponent. If you hit, you humiliate your opponent, such as slicing of his belt or carving your initials in his chest. You regain one panache and the opponent has disadvantage on all actions during his next round.
As a reaction when you are damaged by a bludgeoning, piercing or slashing attack, you may spend one panache to gain temporary hit points equal to the damage dealt, max twice your swashbuckler level.
When you successfully hit a creature with a melee attack, you may expend a panache to strike a pose as a bonus action. If you do, one ally within 30 ft of you who can see you, may add your Charisma modifier to their next attack roll, saving throw, or ability check made before the end of your next turn.
You may expend additional panache to further inspire your allies. For every additional panache spent you may choose one additional ally to be affected. If an ally succeeds at its roll, you may use your reaction to acknowledge how good you are at inspiring your allies and regain a panache.
When you make a melee weapon attack, you can spend one panache to increase your reach for that attack by 5 feet. If the attack is made as a reaction, you may move the 5 feet as well.
When a creature makes an attack roll, you can use a reaction to spend one panache and subtract your Intelligence modifier from the number rolled. You can use this after the roll.
If wielding a sword, you can strike with your pommel, dealing bludgeoning damage equal to the damage you would have dealt normally. If you spend a panache, the target has to succeed at a Constitution save against a DC of 8 + your Intelligence modifier + your proficiency modifier. If it fails, it cannot take reactions until the end of your next turn.
You may clash swords with your foes, positioning them where you like.
When you hit a creature with an attack, you can expend one panache to attempt to drive the target back. If the target is your size or smaller, it must make a Strength saving throw against 8 + your Intelligence modifier + your proficiency modifier. On a failed save, you push the target up to 15 feet away from you.
When a creature that you can see at least 10 ft away from you, targets you or an ally with a ranged weapon attack, as a reaction, you may expend a panache to stop that attack with a ranged weapon of your own. Make a contested attack roll, negating the attack on a success. You may expend an additional panache point to deal damage on a success.
You know that the foundation for a good fight is knowing where your feet are. You ignore difficult terrain and you may expend a panache to take the Disengage action as a bonus action.
When you hit a creature with a melee weapon attack, you can use a bonus action and spend one panache to attempt to damage another creature with the same attack. Choose another creature adjacent to the original target and within your reach, If the original attack roll would hit the second creature, it takes damage equal to the damage die rolled. The damage is of the same type dealt by the original attack.
As an action, you can taunt a creature that can see, hear and understand you. The creature must make a Charisma saving throw equal to 8 + your Charisma modifier + your proficiency modifier. On a failed save the target has disadvantage when attacking any other target than you for a number of rounds equal to your Charisma bonus. If the creature receives damage from a source other than you, it may repeat the saving throw to end the effect.
You may expend one panache point to taunt even more effective. This allows you to taunt as a bonus action. On a failed save, the target will have disadvantage against you as well, and will act as if affected by a magical suggestion to attack you.
Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to spend one panache, and instead leave the creature at 1 hit point.
The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC 8 + your Charisma modifier + your proficiency modifier. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.