Illytian Player Option

The Swashbuckler

A D&D 5e Class for Duelists, Corsairs, Pistoleers, and Trouble with Excellent Footwork

Illytian Swashbucklers are children of tide, sail, pistol-smoke, knife-work, wager, and insult. They thrive on decks, docks, balconies, rigging, tavern tables, embassy roofs, and any courtroom foolish enough to leave windows open.

This class represents a full martial-adventuring path rather than a rogue subclass. It is built for Illytian characters, but may suit any duelist, privateer, deck-fighter, smuggler, noble rake, or heroic nuisance.

Class Summary

Hit Die: d8.

Primary Abilities: Dexterity and Charisma.

Saving Throws: Dexterity and Charisma.

Armor: Light armor.

Weapons: Simple weapons, rapiers, scimitars, short swords, hand crossbows, pistols, muskets, daggers, nets, and improvised weapons found aboard ships.

Tools: Navigator’s tools, vehicles water, dice set or playing cards.

Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, or Survival.

Starting Equipment

Panache Dice

You have a pool of Panache Dice, representing daring, timing, luck, theatrical violence, and the Illytian belief that the world is improved by a well-timed flourish.

You regain all expended Panache Dice after a short or long rest.

Panache Save DC

8 + proficiency bonus + Charisma modifier

Fighting Styles

At 2nd level, choose one:

Swashbuckler Progression

LevelProf.FeaturesPanache DiceDie
1+2Deck-Fighter, Flashing Blade2d6
2+2Fighting Style, Flourishes3d6
3+2Swashbuckler Calling3d6
4+2Ability Score Improvement4d6
5+3Extra Attack, Rakish Defense4d8
6+3Sea Legs, Fast Hands5d8
7+3Calling Feature5d8
8+3Ability Score Improvement6d8
9+4Uncanny Dodge6d8
10+4Laugh at Gravity7d8
11+4Calling Feature7d10
12+4Ability Score Improvement8d10
13+5Evasion8d10
14+5Impossible Timing9d10
15+5Calling Feature9d10
16+5Ability Score Improvement10d10
17+6Legendary Flourish10d12
18+6Devil’s Own Luck11d12
19+6Ability Score Improvement11d12
20+6Perfect Entrance12d12

Core Class Features

Deck-Fighter

At 1st level, you ignore difficult terrain caused by ropes, wet planks, crowded docks, ship clutter, loose cargo, tavern furniture, and other nautical hazards. You have advantage on ability checks made to keep your footing aboard a moving vessel.

Flashing Blade

Once per turn when you hit with a finesse weapon or pistol and no ally is within 5 feet of your target, deal extra damage equal to your Charisma modifier, minimum 1.

Flourishes

At 2nd level, you learn three Flourishes. You learn one additional Flourish at 6th, 10th, and 14th level. Unless stated otherwise, you may use only one Flourish per attack.

Extra Attack

At 5th level, you can attack twice when you take the Attack action.

Rakish Defense

At 5th level, while wearing light armor and not using a shield, add your Charisma modifier, maximum +3, to your AC against opportunity attacks.

Sea Legs

At 6th level, you gain a climbing speed and swimming speed equal to your walking speed.

Fast Hands

At 6th level, you may draw or stow two one-handed weapons when you would normally draw or stow one.

Uncanny Dodge

At 9th level, when an attacker you can see hits you, use your reaction to halve the attack’s damage.

Laugh at Gravity

At 10th level, reduce falling damage by five times your Swashbuckler level. If you fall within reach of rigging, rope, awnings, banners, sails, or a suitably dramatic chandelier, you may land standing.

Evasion

At 13th level, when you make a Dexterity saving throw to take half damage, you instead take no damage on a success and half damage on a failure.

Impossible Timing

At 14th level, when you roll initiative and have no Panache Dice remaining, regain 1 Panache Die.

Legendary Flourish

At 17th level, once per turn, when you spend a Panache Die, roll it twice and choose either result.

Devil’s Own Luck

At 18th level, once per long rest, when you fail an attack roll, saving throw, or ability check, treat the d20 roll as a 20. You must describe the absurd coincidence that saves you.

Perfect Entrance

At 20th level, when combat begins, you may move up to your speed, draw two weapons, and make one attack before initiative is resolved. If you hit, regain one expended Panache Die.

Flourishes

FlourishCostEffect
Parry and SmileReactionSpend a Panache Die to reduce melee damage by the die roll + Dex modifier.
RiposteReactionWhen a creature misses you, spend a Panache Die to make one melee attack against it. Add the die to damage.
Disarming FlickOn hitAdd Panache Die to damage. Target makes Strength save or drops one held item.
Cut the RiggingActionSpend a die to create difficult terrain, falling debris, swinging lines, or a blocked passage in a 10-foot area.
Pistol SnapBonus ActionAfter a melee attack, spend a die to make a pistol attack against another target within normal range.
Insult to InjuryBonus ActionTarget that can hear you makes Wisdom save or has disadvantage on its next attack not targeting you.
Heroic LeapMovementAdd Panache Die x 5 feet to a jump. You do not provoke opportunity attacks from one creature you pass.
Dirty TrickOn hitTarget makes Dexterity save or is blinded, deafened, or unable to take reactions until your next turn.
Captain’s ShoutBonus ActionOne ally who hears you may move up to half speed without provoking from one creature.
Blade Under the RibsOn hitAdd Panache Die to damage. If target is below half HP, add your Charisma modifier as well.
Swashbuckler Callings

Subclasses

Illytian Paths of Steel, Smoke, Charm, and Bad Judgment

Free Captain

LeaderPrivateerCommand

You are a captain by talent, mutiny, inheritance, fraud, or unanimous agreement after the previous captain exploded.

3rd: Captain’s Presence

You gain proficiency in Persuasion or Intimidation. As a bonus action, spend a Panache Die to give one ally within 30 feet temporary hit points equal to the die roll + your Charisma modifier.

7th: Broadside Order

When you hit a creature, one ally who can hear you may use their reaction to make one weapon attack against that creature.

11th: Hold the Line, You Cowards

Allies within 10 feet gain advantage on saves against being frightened while you are conscious and speaking.

15th: Name on the Wind

Once per long rest, when you enter a settlement with sailors, smugglers, mercenaries, or dockworkers, you can find safe lodging, a rumor, or a minor favor within 1 hour.

Gun-Silk Corsair

PistolsMobilitySmoke

Gun-Silk Corsairs fight with pistols, blades, scarves, smoke, and a frankly rude lack of concern for proper range.

3rd: Brace of Pistols

You may draw a pistol as part of an attack. Being within 5 feet of a hostile creature does not impose disadvantage on your pistol attacks.

7th: Smoke and Silk

When you fire a pistol, you may spend a Panache Die to create a 5-foot cloud of smoke until the start of your next turn. You may immediately move 10 feet without provoking opportunity attacks.

11th: Ricochet Shot

Once per turn when you miss with a pistol attack, spend a Panache Die and roll it. If the die roll is 6 or higher, reroll the attack against a different target within 10 feet of the original.

15th: Thunderous Entrance

When you roll initiative, you may fire one pistol before the first turn. On hit, the target must make a Wisdom save or be frightened of you until the end of its first turn.

Narrow-Deck Duelist

RapierDefenseSingle Combat

You are trained for knife-width bridges, rigging lines, gangplanks, stair rails, and every other place where falling is someone else’s problem.

3rd: One Line, One Blade

While wielding a finesse weapon and no shield, gain +1 AC against one creature you have hit this turn.

7th: Make Room

When you hit a creature with a melee attack, spend a Panache Die to push it 5 feet. If it fails a Strength save, push it 10 feet instead.

11th: Duelist’s Focus

Choose one creature you can see as a bonus action. Until the start of your next turn, you have advantage on opportunity attacks against it, and it has disadvantage on opportunity attacks against you.

15th: First Blood, Last Word

Once per short rest, when you hit a creature that has not yet damaged you in this combat, the attack is a critical hit.

Harbor Rat

SmugglerTricksSurvivor

You learned in alleys, bilges, gambling dens, customs offices, and under tables where important people foolishly assumed no one was listening.

3rd: Pocket Sand Theology

You gain proficiency in Stealth or Sleight of Hand. As a bonus action, spend a Panache Die to impose disadvantage on one creature’s next Perception check or attack roll before your next turn.

7th: Customs? Never Heard of Her

You have advantage on checks to hide small objects, forge dock papers, locate smugglers, or navigate criminal harbor etiquette.

11th: Knife from Nowhere

Once per turn, when you hit a creature that cannot see one of your hands, add your Panache Die to the damage without expending it.

15th: Vanish into the Crowd

When you are in a crowd, ship crew, market, dock, or tavern, you may Hide as a bonus action even when only lightly obscured.

Illytian Flavor

d6Personal CodeSignature Detail
1Never betray a shipmate while aboard.Three earrings from three shipwrecks.
2Always pay a debt, but never quickly.Pistol named after an ex-lover.
3Insults are invitations; good insults are contracts.Blue sash of a disgraced captain.
4Never draw steel in a chapel, unless the chapel draws first.Deck of marked cards blessed by a drunk luxiat.
5A ship is family. A navy is paperwork.Tattoo map that is partly wrong.
6The sea forgives nothing, so people should forgive quickly.Gold tooth shaped like a tiny sun.
Fight beautifully. Apologize rarely. Know where the exits are.