Swashbuckler

A lucky warrior, who uses tricks to achieve what he wants.

Quick Build: As a Swashbuckler, you should focus on your Luck Stat to maximize the damage from your Critical Hits. Additionally, you should also focus on your Strength or Dexterity stat to be good with Weapons

Contents

Swashbuckler Class Table

Level Tier Abilities Trick Points
1
1
Favorite Weapon (2), Tricks (2)
2
2
1
All or Nothing!
2
3
2
Favorite Weapon (4), Swash Style
2
4
2
Feat
2
5
3
Double Action, Tricks (4)
4
6
3
Favorite Weapon (6), Swash Style
4
7
3
Lucky Tricks
4
8
3
Feat
4
9
4
Tricks (6)
6
10
4
Audacious Bet
6
11
4
Swash Style
6
12
4
Feat
6
13
5
Tricks (8)
8
14
5
Save a Fortune
8
15
5
Swash Style
8
16
5
Legendary Feat
8
17
6
Grand Audacity, Tricks (10)
10
18
6
Last Trick up the Sleeve
10
19
6
Legendary feat
10
20
6
Swash Style
10

Max HP and Posture

The Swashbuckler gains 8 Max HP and 4 Max Posture per level.

Additionally, the Endurance skill is added to the Max HP only once.

The Reflex skill is also added to the max Posture only once as well.

Swashbuckler HP List

  • Max Posture per Swashbuckler Level: 4 Posture
  • Max HP per Swashbuckler Level: 8 HP

Swashbuckler Level 1

Favorite Weapon (2)

You are experienced with weapons.

Choose any 2 weapons to be your Favorite Weapons. When you finish a Full Rest, you can switch one of your Favorite weapons with another Weapon, which you can find here.

Tricks (2)

As a Swashbuckler, your confidence allows you to execute daring moves that only a fool or a genius would attempt.

You have access to 2 Trick options listed in the Trick list at the end of the Class description. Some of these Tricks can modify your attacks, but you can only use one Trick per Attack, unless the Trick specifies otherwise.

To use a Trick, you need to spend Trick Points, which are limited to the maximum number shown in the Swashbuckler Class table. You regain all your Trick Points after completing a Short or Long rest.

Keep in mind that some Tricks require a minimum Swashbuckler Level to learn, and you can’t learn them if your current Swashbuckler Level is below the requirement.

Swashbuckler Level 2

All or Nothing!

Once per round, before you make an Attack, you can place a bet. If that Attack hits, you score a Critical Hit with it. However, if the Attack misses, you score a Critical Fail with it.

Swashbuckler Level 3

Favorite Weapon (4)

Choose 2 more weapons to be your Favorite Weapons.

Swash Style

You developed your own Style as a Swashbuckler.

Choose one Swashbuckler Subclass for your character and gain its abilities at Level 3. You will gain additional abilities at Levels 6, 11, 15, and 20.

Swashbuckler Level 4

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Swashbuckler Level 5

Double Action

You can now use 2 Actions per turn.

Tricks (4)

You learn 2 new Trick options, and you can switch 1 Trick option you know with another Trick you don’t know.

Additionally, you gain 2 Trick Points to use.

Swashbuckler Level 6

Favorite Weapon (6)

Choose 2 more weapons to be your Favorite Weapons.

Swash Style

You gain the abilities of Level 6 of the chosen Subclass

Swashbuckler Level 7

Lucky Tricks

You can use 1 Luck Point to regain 2 Trick Points as a Free Action.

Swashbuckler Level 8

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Swashbuckler Level 9

Tricks (6)

You learn 2 new Trick options, and you can switch 1 Trick option you know with another Trick you don’t know.

Additionally, you gain 2 Trick Points to use.

Swashbuckler Level 10

Audacious Bet

When you use your All or Nothing! ability, you can place an even higher bet.

If the Attack hits, you can deal an extra 2d6 damage to that Critical Hit. However, if the Attack misses, it counts as 2 Critical Fails, making you roll on the Misfortune table twice.

Swashbuckler Level 11

Swash Style

You gain the abilities of Level 11 of the chosen Subclass

Swashbuckler Level 12

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Swashbuckler Level 13

Tricks (8)

You learn 2 new Trick options, and you can switch 1 Trick option you know with another Trick you don’t know.

Additionally, you gain 2 Trick Points to use.

Swashbuckler Level 14

Save a Fortune

Before you make a Save, you can use 2 Trick points to gain advantage on it.

Swashbuckler Level 15

Swash Style

You gain the abilities of Level 15 of the chosen Subclass

Swashbuckler Level 16

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Swashbuckler Level 17

Grand Audacity

You can now use your All or Nothing! ability twice per round.

Tricks (10)

You learn 2 new Trick options, and you can switch 1 Trick option you know with another Trick you don’t know.

Additionally, you gain 2 Trick Points to use.

Swashbuckler Level 18

Last Trick up the Sleeve

As a Free Action, you can regain all your Trick Points.

You can only use this ability once per Long rest.

Swashbuckler Level 19

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Swashbuckler Level 20

Swash Style

You gain the abilities of Level 20 of the chosen Subclass

Trick options List

Audacious Confidence

If you miss an Attack, you can use any number of Trick Points and add a bonus of +2 per point used to the Attack, potentially making it hit instead. You can use this Trick with other Trick options at the same Attack.

Break Posture Trick

Requirement: 9th Level Swashbuckler

When you hit an Attack against a creature with Posture, you can use 3 Trick Points to deal double Posture damage.

In addition, after the target takes damage from the Attack, it must also succeed on a Reflex Save against your own Reflex, or become Stunned.

A target with 25 or more Posture makes this Save with advantage, and a target with 50 or more Posture automatically succeeds this Save.

Buckler Master

Requirement: 5th Level Swashbuckler

When you use your Reaction to defend an Attack with a Buckler, you can spend 2 Trick Points to make 1 Attack of Opportunity with the same Reaction you used your Buckler.

Critical Weak Spot

Requirement: 17th Level Swashbuckler

Once per round, when you score a Critical Hit, you can use 6 Trick Points to make the creature you just hit weak against 1 type of damage in which it is not resistant or immune for that hit.

Deceptive Strike

If you successfully Influence a creature with the Deception skill, you can use 1 Trick Point to gain advantage on your next Attack against that creature during this turn.

Dirty Trick

Before making a Melee Attack, you can spend 2 Trick Point to throw dirt, sand, or another appropriate thing at your target with a free hand. The target must then succeed on a Reflex Save against your Sleight of Hand, or become completely Blinded for 1 turn.

Disarming Trick

When you hit an Attack against a creature wielding a weapon or object, you can use 2 Trick Points. That creature must then succeed on a Reflex Save against your Sleight of Hand, or become Disarmed.

Distracting Trick

As a Bonus Action, you can use 1 Trick Point and choose 1 creature 15 feet of you. That creature must succeed on a Perception Save against your Performance, or become Surprised until the end of your turn.

Elusive Trick

Requirement: 5th Level Swashbuckler

Before a creature makes an Attack against you, you can use your Reaction and 1 Trick point to impose disadvantage on that Attack. If the Attack was already being made with disadvantage, it automatically misses instead.

False Death

Requirement: 13th Level Swashbuckler

If you would be reduced to 0 HP, you can use 4 Trick Points to instead drop to 1 HP instead.

False Fail

When you score a Critical Fail, you can use 1 Trick Point and ignore that Critical Fail and treat it as a normal miss. You can use this Trick with other Trick options at the same Attack.

Fancy Footwork

When you Disengage, you can use 1 Trick Point to become in fast terrain until the end of your turn.

Flamboyant Charm

As a Bonus Action, you can use 1 Trick Point and choose 1 creature within 60 feet of you that can see and/or hear you. That creature must succeed on an Insight Save against your Performance, or become Enchanted by you for 1 turn, or until you Attack it, or do anything harmful to it.

Invasive Threat

Before you Attack a creature, you can use 1 Trick Point to threaten it. That creature must then succeed on an Insight Save against your Intimidation, or become Scared of you for 1 turn.

Nasty Little Trick

Requirement: 13th Level Swashbuckler

When you hit an Attack, you can use 1 Trick Point to add a bonus of +2 to the damage roll of that Attack.

If that Attack was a Critical Hit, you add a bonus of +4 to the damage roll instead. You can use this Trick with other Trick options at the same Attack.

Never tell me the Odds!

Before you make an Attack, you can use 2 Trick Points to gain advantage on that Attack.

If the Attack was being made with disadvantage, you can transform that disadvantage into advantage instead.

Shadow Trick

When you fail a Stealth or Sleight of Hand Check, you can use 1 Trick Points to reroll that result. You must use the second result and you cannot reroll it again.

Throw Trick

When you miss an Attack with a weapon that you have thrown, you can use 1 Trick Point and reroll that Attack. You must use the second result and you cannot reroll it again.

You must also redirect that Attack to a second target that is within 30 feet of the first target of your Attack.

Swashbuckler Subclass

To be a Swashbuckler is to have pure confidence in your skills. However, every Swashbuckler has a special style that defines who they are and, consequently, what they do best.

Your Subclass grants abilities on the Levels 3, 6 , 11, 15 and 20. With the admission of your GM, you can switch your Subclass anytime, but try to commit with a single Subclass.

The Captain Style

They say that a Captain is nothing without its crew, but a crew with a good Captain is an unbeatable force. The Captain knows this from the bottom of his heart and takes advantage of this in every way possible.

Quick Build: As Swashbuckler Captain, you should focus more on your group, as you will gain multiple effects that depend on your friends.

Level Tier Abilities Trick Points
3
2
Group Tactics, Crew Formation
2
6
3
One for All
4
11
4
Captains Command
6
15
5
Captain's got your Back
8
20
6
Unbeatable Crew
10

Captain Style Level 3

Group Tactics

Your experience as a leader allows you to better coordinate a group on the battlefield.

Once per round, you can give yourself advantage on an Attack if there’s an ally within 5 feet of the target you’re attacking.

This ally must be able to hear and understand your language.

Crew Formation

You know how to quickly position your group.

When you roll for Initiative, you can choose any number of creatures within 30 feet of you. They can immediately move up to 30 feet, without provoking any Attacks of Opportunity.

In addition, if there is a Surprised round, you can also make yourself and those creatures not become Surprised.

Those creatures must be able to hear and/or see you and understand your language.

Captain Style Level 6

One for All

As a Bonus Action, you can use your Concentration and 1 Trick Point to choose a number of creatures that can hear/see and understand you equal to your Tier, except yourself.

While Concentrating, they gain the following abilities:

  • Once per round, those creatures can add a bonus of 1d4 to one damage roll they make.
  • Those creatures can also add 1d4 to any Group Check that they make with you as well.

Your Concentration on this ability lasts for 10 minutes.

Captain Style Level 11

Captain’s Command

As a Bonus Action, you can use 2 Trick Points and choose 1 creature affected by your One for All ability.

That creature can use 1 extra Action during your turns, but it cannot cast any Normal Spell with that Action.

Captain Style Level 15

Captain’s got your Back

When any creature affected by your One for All ability misses an Attack or fails a Save, you can use 1 Trick Points and make that creature reroll the result. That creature must use the second result, and cannot reroll it again.

Captain Style Level 20

Unbeatable Crew

A creature affected by your One for All ability can now add a bonus of 1d12 to its damage rolls, instead of a bonus of 1d4.

In addition, a creature affected by your One for All ability can also reduce any damage it takes by 1d12 once per round.

The Deceiver Style

The Deceiver does not only lie to others, but also to himself. His greatest trick is not to make others believe what he’s saying, but it is to make himself believe his own lies…

Quick Build: As a Deceiver Swashbuckler, you should prioritize your Charisma stat instead of your Luckstat, since you will be able to use the Charisma stat to calculate your Luck Points.

Level Tier Abilities Trick Points
3
2
Fight with Lies, Forked Tongue
2
6
3
Natural Deception
4
11
4
Fake Roll
6
15
5
Cheater
8
20
6
Fake Game
10

The Deceiver Style Level 3

Fight with Lies

You move and attack with deceitful tricks, which makes you depend less on your luck, and way more on your charisma and deception.

You can use your Charisma stat to calculate the number of Luck Points you have instead of the Luck stat itself.

In addition, if you score a Critical Hit, you can make the damage become equal to 1d6 + your Deception skill instead.

Moreover, you learn the Deceptive Strike Trick. If you already knew this Trick, you can choose to learn another Trick of your choice instead.

When you pick this subclass, you can also switch the bonuses from Luck stat with your Charisma stat if you want.

Forked Tongue

Whenever you fail a Deception Check or Save, you can reroll that result. You must use the second result, and you cannot reroll it again.

This skill is also considered an Essential skill for you. If you had any skill points invested in it, they are reallocated.

The Deceiver Style Level 6

Natural Deception

Lies are so natural for you, that they stopped being a Trick.

You can now use your Deceptive Strike Trick without using any Trick Points.

The Deceiver Style Level 11

Fake Roll

Your Deception skills have become incredible, to the point where you can even lie to the true gods.

Once per round, before you or any other creature you can see within 60 feet of you makes an Attack or Save, you can use 2 Trick Points and attempt to fake that result. If you do so, you must make a Deception Check (DC 20).

On a success, you can choose the result of that Attack or Save with no need to roll any dice, but you can no longer use this ability until you finish a Short or Long rest.

The Deceiver Style Level 15

Cheater

You always lie and cheat whenever it is possible.

When you miss an Attack, you can use 1 Trick Point and reroll the result. If you miss that Attack again, you can repeat this ability and reroll it again, spending another Trick Point.

The Deceiver Style Level 20

Fake Game

You can continue to use your Fake Roll ability even after you have succeeded the Deception Save, with no need to make a Short or Long rest.

The Duelist Style

They say that a duel is a fight that two people make to set aside their differences, but for some is like a dance between opponents. No matter the reason, the Duelist only cares about a good duel and is always chasing it. It will never stop looking for a challenge, fighting is not an option for him, it’s his lifestyle..

Quick Build: As a Duelist Swashbuckler, you will need to maintain your Concentration on your Incite Duel, so you should invest on your Concentration skill.

Level Tier Abilities Trick Points
3
2
Duel Obsession, Incite Duel
2
6
3
Resilient Stance
4
11
4
Aggressive Stance
6
15
5
Riposte Stance
8
20
6
Master of Duels
10

Duelist Style Level 3

Incite Duel

As a Bonus Action, you can use 1 Trick Point and your Concentration to target 1 creature within 30 feet of you.

That creature becomes your Adversary while you’re concentrating and you gain the following effect against it:

  • Once per Action, when you hit a Melee Attack against your Adversary, you can deal extra 1d4 damage against it.

  • Your Adversary has disadvantage on all Attacks against other creatures besides you. You must be within 10 feet from it to apply this effect.

  • When your Adversary is reduced to 0 HP, you regain 1 Trick Point back.

Duel Obsession

You are completely obsessed with duels, making it really hard for you to lose focus on them.

You gain advantage on all your Concentration Saves. In addition, when you fail a Concentration Save, you can use 1 Trick Point and succeed on it instead.

Moreover, you gain advantage on all Memory Checks in order to recall any information about Duels or fights.

Duelist Style Level 6

Resilient Stand

As a Bonus Action, you can use 1 Trick Point to gain Posture equal to your Swashbuckler level.

Duelist Style Level 11

Aggressive Stand

You gain the following effect for your Incite Duel ability:

  • Once per Action, when you hit a Melee Attack against your Adversary, you can deal extra 1d6 damage against it instead of 1d4 damage.

  • When you score a Critical Hit against your Adversary, you can deal extra 1d6 damage with that Critical Hit.

Duelist Style Level 15

Riposte Stand

You gain the following effect for your Incite Duel ability:

  • When your Adversary misses an Attack against you, you can use 1 Trick Point and immediately make 1 Melee Attack against him.

Duelist Style Level 20

Master of Duels

You gain the following effect for your Incite Duel ability:

  • Once per Action, when you hit a Melee Attack against your Adversary, you can deal extra 3d6 damage against it instead of 1d6 damage.

  • When you score a Critical Hit against your Adversary, you can deal extra 3d6 damage with that Critical Hit instead of 1d6 damage.

The Fool's Style

They say beginners have luck, and what is a fool but a beginner in life? To be a fool is to believe in one’s luck even if that luck defies all logic. It is uncertain if the luck’s fool is a divine blessing or just cheer coincidence, but it is undeniable that a fool has its luck.

Quick Build: As a Fool’s Style Swashbuckler, you should maximize your Luck stat in order to gain as many Luck points as possible.

Level Tier Abilities Trick Points
3
2
Fool's Luck, Fortune's Bless
2
6
3
Unbelievable Luck
4
11
4
Critical Fortune
6
15
5
Mad Luck
8
20
6
Impossible Luck
10

The Fool's Style Level 3

Fool’s Luck

When you finish Long rest, roll one d20 and record the result to be your Lucky Number. Whenever you roll your Lucky Number on any Attack, Check or Save, you can transform that result into a natural 20. You reroll your Lucky Number whenever you finish another Long rest.

In addition, when you would record a roll of 18, 19 or 20 to be your Lucky Number, you can reroll the d20. You can reroll this d20 again if you roll another 18, 19 or 20.

Fortune’s Bless

You gain a +1 bonus to your Luck stat, to a max bonus of +6.

The Fool's Style Level 6

Unbelievable Luck

Whenever you roll for your Lucky Number, you can roll 2d20s and choose 1 result to be your Lucky Number.

In addition, you gain a +1 bonus to your Luck stat, to a max bonus of +7.

The Fool's Style Level 11

Critical Fortune

Whenever you roll your Lucky Number, you can regain 3 Trick Points.

In addition, if you roll your Lucky Number for an Attack, you deal extra 3d6 damage with that Critical Hit

The Fool's Style Level 15

Mad Luck

You now have a total of 2 Lucky Numbers at once. Roll for each one of them when you finish a Long rest.

In addition, you gain a +1 bonus to your Luck stat, to a max bonus of +8.

The Fool's Style Level 20

Impossible Luck

You now have a total of 3 Lucky Numbers at once. Roll for each one of them when you finish a Long rest.

In addition, you gain a +2 bonus to your Luck stat, to a max bonus of +10.