0% found this document useful (0 votes)
55 views8 pages

Swashbuckler Class

The document presents a homebrew class option for the fifth edition of Dungeons and Dragons called the Swashbuckler, characterized by their agility, charm, and combat prowess. It outlines the class features, abilities, and progression from levels 1 to 20, including unique maneuvers and archetypes that enhance gameplay. Additionally, it details the creation process for a Swashbuckler, suggesting skills and equipment to optimize the character's effectiveness in adventures.

Uploaded by

leandro.o.s.sp27
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
55 views8 pages

Swashbuckler Class

The document presents a homebrew class option for the fifth edition of Dungeons and Dragons called the Swashbuckler, characterized by their agility, charm, and combat prowess. It outlines the class features, abilities, and progression from levels 1 to 20, including unique maneuvers and archetypes that enhance gameplay. Additionally, it details the creation process for a Swashbuckler, suggesting skills and equipment to optimize the character's effectiveness in adventures.

Uploaded by

leandro.o.s.sp27
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SWASHBUCKLER

WASHBUCKLER
A homebrew class option
for fifth edition Dungeons and Dragons
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
the dragon ampersand, and all other Wizards of the Coast product names,
and their respective logos are trademarks of Wizards of the Coast in the
USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or
other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2016 by William L.


Calligan and published under the Community Content Agreement for
Dungeon Masters Guild.

All art assets used were labeled as “available for reuse.”

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

Quick Build Skills: Choose three from Acrobatics,


You can make a swashbuckler quickly
by following these suggestions. First, Athletics, Deception, Insight,
Dexterity should be your highest ability Intimidation, Perception, Performance,
score, followed by Charisma. Second, Persuasion, Sleight of Hand and Stealth.
choose either the sailor or folk hero
backgrounds.
Equipment
You start with the following equipment,
Class Features in addition to the equipment granted by
your background:
- (a) a rapier or (b) a shortsword
As a swashbuckler, you gain the - (a) a light crossbow and 20 bolts or (b)
following class features. two handaxes
- (a) a burglar’s pack or (b) an explorer’s
pack
Hit Points - leather armor, two daggers, and a
Hit Dice: 1d8 per swashbuckler level
gaming set
Hit Points at 1st Level: 8 + your
Constitution modifier
Hit Points at Higher Levels: 1d8 (or Fighting Style
5) + your Constitution modifier per You adopt a particular style of fighting
swashbuckler level as your speciality. Choose one of the
following options. You can’t take a
Fighting Style option more than once,
Proficiencies even if you later get to choose again.
Armor: Light armor
You can choose a second fighting style at
Weapons: melee weapons with the
11th level.
finesse property, bows, crossbows
Tools: One gaming set, navigators tools Archery
Saving Throws: Dexterity, Charisma You gain a +2 bonus to attack rolls you
make with ranged weapons. attack in some way. You can only use one maneuver per
attack.
Dueling You learn one additional maneuver of your choice at 5th,
When you are wielding a melee weapon in one hand and
8th, 11th, 14th,17th, and 20th level. Each time you learn
no other weapons, you gain a +2 bonus to damage rolls
a new maneuver, you can also replace a maneuver you
with that weapon.
know with a different one.
Protection Saving Throws. Some of your maneuvers may require
When a creature you can see attacks a target other than your target to make a saving throw to resist the
you that is within 5 feet of you, you can use your reaction maneuver’s effects. The saving throw DC is calculated as
to impose disadvantage on the attack roll. follows:
Maneuver save DC = 8 + your proficiency
Two-Weapon Fighting bonus + your Dexterity modifier.
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack. Maneuvers
Commander’s Strike: When you take the attack
action on your turn, you can forgoe one of your attacks
Swashing Points and use a bonus action to direct one of your companions
A mark of your natural talent and abilities, these points to strike. When you do so, choose a friendly creature who
may be expended for various abilities. After a short rest can see or hear you and expend one swashing point. That
you regain 1d4 swashing points. Swashing points are creature can immediately use its reaction to make one
completely restored following a long rest. weapon attack.
Charming Repartee: You may expend one
swashing point during your turn to use your action and
Jack of All Trades attempt to ease tensions. Choose a creature that can see
You can add half your proficiency bonus, rounded down, or hear you, the target must make a Charisma saving
to any ability check you make that doesn’t already include throw, use Charisma instead of Dexterity to calculate this
your proficiency bonus. maneuver’s save DC. On a failed save, this target cannot
attack you, and you have advantage on any attempt to
interact socially with the target until the end of your next
Swashing Maneuvers turn. This effect ends if you or your allies deal damage to
Starting at 2nd level, you may expend a swashing point to the target.
add dexterous and flashy maneuvers to your combat style. Disarming Attack: Whenever you hit a creature
You learn three maneuvers of your choice, the details with a weapon attack, you may expend one swashing point
of which are listed below. Many maneuvers enhance an 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. On a failed save it drops the object
you choose.
Distracting Strike: 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.
Dodge: When an attacker that you can see hits
you with an attack, you may expend a swashing point to
reduce the damage you recieve by half as a reaction.
Evasive Footwork: When you move, you can
expend one swashing point, you add +1 to your AC until
you stop moving.
Feinting Attack: 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.
Lunging Attack: When you make a melee weapon
attack on your turn, you can expend one swashing point
to increase your reach for that attack by 5 feet.
Maneuvering Attack: When you hit a creature
with a weapon attack, you can expend one swashing
point to maneuver one of your comrades into a more
advantageous position. You choose a friendly creature
who can see or hear you. That creature can use its
reaction to move up to half its speed without provoking
opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with
a weapon attack, you can expend one swashing point to
attempt to frighten the target. The target must make a
Wisdom saving throw, you may use Charisma instead of
once, whenever you take the Attack action on
your turn.
The number of attacks increases to three when
you reach level 13 in this class, and four at 18th
level.

Know your Enemy


Starting at 9th level, if you spend at least 1
minute observing or interacting with another
creature outside combat, you can learn certain
information about its capabilities compared to
your own.
The DM tells you if the creature is your equal,
superior, or inferior in regard to two of the
following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
Dexterity to calculate the save DC. On a failed save, it is
- Total class levels (if any)
frightened of you until the end of your next turn.
- Swashbuckler class levels (if any)
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.
Precision Attack: When you make a weapon
attack against a creature you can expend a swashing point
Suave Offense
Whenever you make an attack with a weapon you are
to add 1d8 to your attack roll. You can use this maneuver proficient in, and are wearing light or no armor you can
before or after making the attack roll, but before any add your Charisma bonus to your attack rolls.
effects of the attack are applied. You may expend a swashing point to add the same bonus
Pushing Attack: When you hit a creature with to damage rolls.
a weapon attack, you can expend a swashing point to
attempt to push the target back. If the target is large or
smaller, it must make a Strength saving throw. On a failed Elusive
save you push the target up to 15 feet away from you. Beginning at 17th level, you are so evasive that attackers
Rally: On your turn you can use a bonus action rarely gain the upper hand against you. No attack roll has
and expend one swashing point to bolster the resolve of advantage against you while you aren’t incapacitated.
your companions. When you do so, choose a creature who
can see or hear you. That creature gains temporary hit
points equal to your Charisma modifier.
Riposte: When a creature misses you with a melee Swashing Archetypes
Swashbucklers have access to the following class
weapon attack you may expend one swashing point to
make a melee weapon attack against that creature. archetypes beginning at level three to further develop their
Sweeping Attack: When you hit a creature with swashbuckler as an individual.
a melee weapon attack, you can expend one swashing
point to attempt to damage another creature with the
same attack. Choose another creature within 5 feet of Dread Pirate
the original target and within your reach. If the original
attack roll would hit the second creature, it takes damage You are a fighter who stands out in the open, wading into
equal to half the damage, rounded down, of the original the fray. Everyone knows your name and everyone fears
attack. This damage is of the same type dealt by the it. When you are at sea you terrorize the trading lanes, at
original attack. port you terrorize the taverns.
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 Reckless Attack
must make a strength saving throw, on a failed save the When you choose this archetype at 3rd level, you can
target is knocked prone. throw aside all concern for defense to attack with fierce
desperation. When you make your first attack on your
turn, you can decide to attack recklessly. Doing so gives
Suave Defense you advantage on attack rolls during this turn, but
While wearing light or no armor and weilding no shield, attacks against you have advantage until your next turn.
your AC includes your Charisma modifier.

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.

Musketeer One for All


Musketeers are well trained irregular infantry. They Once you have reached level 20 you can draw support
combine nobility, grace, and daring, backed with a from your companions. You may expend three swashing
gunpowder kick. Your muskets and your blades put you points and until the end of your next turn you gain +1
up there among the finest of fighters. to all rolls except damage rolls that you make for each
ally you have that is within 30 feet of you and isn’t
incapacitated.
and equipment that a well prepared swashbuckler might
Equipment
This section is intedend to serve as a supplement for the
need. With the exceptions of firearms, a swashbuckler
may be considered proficient with these equipments
swashbuckler class, providing additional armor, weapons, during character creation.

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.

Weapons Firearms Properties


Reload. The Weapon can be fired a number of times
Special weapons equal to its reload score before you must spend an action
Bayonet: The bayonet deals 1d6 Piercing damage when to reload it. You must have one hand free to reload a
attached to a heavy crossbow or musket. firearm.
Misfire. Whenever you make an attack roll with a firearm
Firearms and the dice roll is equal to or lower than the weapon’s
A blended mix of sulphr, salt peter and carbon, black misfire score, the weapon misfires. The attack misses
powder is used in a shaped barrel to fire balls of lead at and the weapon cannot be used again until you spend an
incredible speeds towards a target, with a loud bang it action to try and repair it. (DC = 8 + misfire score). If the
sends up clouds of smoke and ruins the day of anything check fails, the weapon is broken and cannot be repaired
standing in front of it. in combat. The expense to repair the weapon is half the
weapon’s value.

Weapon Cost Damage Weight Properties


Simple Melee Weapons
Bayonet 3 GP 1d4 Piercing 2 lb. Light, Special
Martial Ranged Weapons
Firearms
Musket 500 GP 1d12 Piercing 10 lb. Ammo (Range 40/120), Misfire 1, Reload 1, Two-handed
Pistol 250 GP 1d10 Piercing 5 lb. Ammo (Range 30/90), Misfire 2, Reload 1

Adventuring Gear Adventuring Gear


Ammunition
Cost Weight
Compass: This simple device is designed to always
indicate magnetic north. Using a compass gives you + 2 to Shot (20) 30 GP 4 lb.
all Wisdom (Survival) checks for navigation.
Horn of Powder (20 Shots) 35 GP 3 lb.
Flares: A brightly illuminating controlled burn that lets
out a colorful tail of smoke, marking your position or Powder keg (500 shots) 250 GP 60 lb.
illuminating your surroundings. A flare can be launched Compass 100 GP 1/4 lb.
up to 60 feet with a flare gun.
Flares (5) 100 GP 3 lb.
Grenade: A closely packed explosive surrounded by metal.
A grenade deals 3d6 fire damage in a 20 ft. circle, and 2d6 Flare Gun 75 GP 3 lb.
piercing damage in a 40 ft. circle. Grenade 50 GP 1 lb.
Pocket Watch: A small time piece that keeps
extraordinarily good time so long as it is kept wound. Mine 125 GP 3 lb.
Smoke Bomb: A simple flask containing a thick solution. Pocket Watch 2000 GP 1/4 lb.
Shattering the flask releases a thick cloud of smoke in a Smoke Bomb 20 GP 1/2 lb.
20 foot radius, this cloud spreads around corners. The
area within the smoke cloud is heavily obscured for up to
five minutes but the cloud can be dispersed by a strong
wind.

You might also like