Swashbuckler Class
Swashbuckler Class
WASHBUCKLER
A homebrew class option
for fifth edition Dungeons and Dragons
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Version 3.2
Swashbuckler
Level Proficiency Swashing Features
Swashbucklers are swaggering and daring duelists
and adventurers. They combine panache, skill, and Bonus Points
resourcefulness in feats of bravery and daring-do. 1st +2 1 Fighting Style
They seek adventure and excitement and their wit can
2nd +2 2 Jack of all Trades, Swashing
be just as cutting as their blades.
Swashbucklers are celebrated for their superb skill
Maneuvers (3)
in battle. Though they may not strike with the force 3rd +2 3 Swashing Archetype
of a fighter or a paladin, they dazzle their opponents 4th +2 4 Ability Score Improvement
with dexterous footwork and superb skill. In a fight a
swashbuckler never stays in the same place for long, 5th +3 5 Suave Defense
they leap and dodge and flank, forcing their foes to keep 6th +3 6 Extra Attack
on their toes.
Most swashbucklers never stay too long in any 7th +3 7 Archetype Feature
one place. They’re always on the lookout for new 8th +3 8 Ability Score Improvement
challenges, new opportunities, new partners to wile
9th +3 9 Know Your Enemy
away some time, new tests for their skills and new
opportunities to let their prowess shine. Or they’re 10th +4 10 Archetype Feature
avoiding their mistakes, skipping from port to port with 11th +4 11 Additional Fighting Style
the law, or a jilted lover, one step behind.
12th +4 12 Ability Score Improvement
13th +5 13 Extra Attack (2)
Creating a Swashbuckler 14th +5 14 Suave Offense
As you create a swashbuckler, think about why they are 15th +5 15 Archetype Feature
buckling swashes. Are they opposing a specific enemy? 16th +5 16 Ability Score Improvement
Are they protecting those who can’t protect themselves?
17th +6 17 Elusive
Are they fighting to help the common man, or just
to help themselves? Are they in it for the excitement 18th +6 18 Extra Attack (3)
and adventure? Work with your DM to figure out
19th +6 19 Ability Score Improvement
how your background interacts with your character’s
motivations. 20th +6 20 Archetype Feature
Dirty Fighting
Extra Attack At level 7, you may expend a swashing point to gain
Beginning at 6th level you can attack twice, instead of advantage in any attempts to blind, grapple, stun, or
knock prone any creature. disadvantage on any ability checks made to discern your
alter ego’s true identity.
Iocaine
By level 10 you have trained your gut as much as your Second-Story Work
limbs. You have advantages on Constitution saving throws At 7th level You gain the ability to climb faster than
to resist poison and its effects. 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
Indomitable Dexterity modifier.
By level 15, you can expend two swashing points to reroll
a saving throw that you fail. If you do so you must use the
new roll. Supreme Sneak
At 10th level you have advantage on a Dexterity (Stealth)
check if you move no more than half your speed on the
Intimidating Presence same turn.
At 20th level you have acquired such a reputation and way
of carrying yourself that they can intimidate all on its own.
You may expend three swashing points to project an Superior Reflexes
intimidating presence. Creatures of your choice that can When you reach 15th level, you have become adept at
see or hear you must succeed a Wisdom saving throw (DC laying ambushes and quickly escaping danger. You can
equal to 8 + your proficienccy bonus + your Charisma take two turns during the first round of any combat. You
modifier) or be frightened of you until the end of your take your first turn at your normal initiative, and your
next turn. On subsequent turns you can use your action second turn at your initiative minus 10. You can’t use
to extend the duration of this effect on the frightened this feature when you are surprised.
creatures until the end of your next turn. This effect ends
if the creature ends its turn out of line of sight or more
than 60 feet away from you. Stroke of Luck
If a creature succeeds on its saving throw, it is immune to At 20th level, you have an uncanny knack for succeeding
this feature for the next 24 hours. when you need to. You may expend three swashing points
to give yourself a stroke of luck. If your attack misses
a target within range, you can turn the miss into a hit.
Pimpernel Alternatively, if you fail an ability check, you can treat the
d20 roll as a 20.
Sometimes justice wears a Once you use this feature, you can’t use it again until you
mask, a disguised vigilante finish a short or long rest.
may become the hero their
city deserves. Concealing
their true face behind a Matador
mask and their true skill
behind an alter-ego they A matador de toros, “killer of bulls”, is considered to be
can fight their foes without both an artist and an athlete, possessing great agility,
fear of reprisal against grace, and co-ordination. The style and bravery of the
their loved ones. They can matador is regarded as being equally important as
become a symbol of justice whether or not they actually kill the bull. Matadors
safe from the failings of an duel through quick, agile movements, outsmarting and
ordinary man. By donning outmaneuvering their opponents.
a mask and leaping across the rooftops, they are that
masked man.
Play to the Crowd
When you choose this archetype at 3rd level you may use
Bonus Proficiencies your action to expend one swashing point and roll a d6,
the result of this roll is “X,” for the next X turns you gain
When you choose this archetype you gain proficiency with
the disguise kit and thieves tools. +1 to all ability checks, attack rolls, and saving throws. If
you fail any of these rolls during this period, the +1 bonus
becomes a -2 penalty for the rest of its duration.
Secret Identity
When you take this archetype, you develop a costumed
alter ego and can unfailingly create this new identity. You Suave Evasion
must spend seven days and 25 GP to properly establish Beginning at 7th level, you may add your Charisma
this new identity and costumed disguise. modifier to your Dexterity saving throws.
Thereafter, whever you don your costume, other creatures
do not believe you and your alter ego to be the same
person unless given reason to. Further your disguise is
Astounding Dodge
At 10th level when an attacker that you can see hits you
indescernable to the casual observer, you have advantage
with an attack, you may use your reaction to expend one
on any Charisma (Deception) check you make to maintain
swashing point, if you do the attack’s damage becomes
your costumed identity, and other creatures have
1d4 of its damage type.
If you use this ability you may expend an additional Bonus Proficiencies
swashing point to move a distance of up to half your When you choose this archetype at 3rd level you gain
movement speed during the reaction without provoking proficiency with firearms and explosives.
opportunity attacks.
All for One
Taunt By 7th level, you may expend one swashing point and
select a target. until the end of your next turn you and
Starting at level 15, you may expend a swashing point to
taunt a creature that can see or hear you. The creature up to three creatures of your choice gain advantage on all
must make a Charisma saving throw with a DC equal to attack rolls and all saving throws against that creature.
10 + your Charisma modifier. On a failed save the creature This effect ends if the creature dies, if you are charmed,
must attack you and will be unable to attack any other frightened, paralyzed, petrified, stunned, or knocked
target for a number of rounds equal to your charisma unconscious; or if you attack any other creatures before
modifier. the effect is over.
If the creature receives damage from a source other than
you, it may repeat the saving throw.
Sharpshooter
At level 10 you no longer have disadvantage when making
Showstopper an attack with ranged weapons outside of their normal
range.
At level 20 you may expend three swashing points to roll
a d6, the result of this roll is “X,” for the next X turns you
gain +3 to all checks, attack rolls, and saving throws. If
you fail any of these rolls during that period, the +3 bonus
Quick Loader
At 15th level you may reload ranged weapons as a bonus
becomes a -5 penalty.
action.
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Shield
Buckler 7 GP + 2 (only against melee) - - 3 lb.
Fencing Cloak 6 GP +1 (only against melee) 1 lb.