The Swashbuckler
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
- Rapier, scimitar, or short sword.
- Pistol with 20 shots, or hand crossbow with 20 bolts.
- Dagger and one hidden dagger.
- Leather armor.
- Explorer’s pack or burglar’s pack.
- Navigator’s tools, dice or cards, and one dramatic personal effect: red sash, brass earring, lacquered pistol grip, old love letter, or unpaid docking notice.
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:
- Dueling: +2 damage with a one-handed melee weapon and no other weapon.
- Two-Weapon Fighting: Add ability modifier to off-hand damage.
- Pistoleer: Ignore loading property of pistols if one hand is free.
- Mariner: +1 AC and climbing/swimming speed equal to walking speed while not using heavy armor or shield.
- Dirty Fighting: Once per turn, +1 damage against a creature adjacent to an ally, prone, grappled, or surprised.
Swashbuckler Progression
| Level | Prof. | Features | Panache Dice | Die |
|---|---|---|---|---|
| 1 | +2 | Deck-Fighter, Flashing Blade | 2 | d6 |
| 2 | +2 | Fighting Style, Flourishes | 3 | d6 |
| 3 | +2 | Swashbuckler Calling | 3 | d6 |
| 4 | +2 | Ability Score Improvement | 4 | d6 |
| 5 | +3 | Extra Attack, Rakish Defense | 4 | d8 |
| 6 | +3 | Sea Legs, Fast Hands | 5 | d8 |
| 7 | +3 | Calling Feature | 5 | d8 |
| 8 | +3 | Ability Score Improvement | 6 | d8 |
| 9 | +4 | Uncanny Dodge | 6 | d8 |
| 10 | +4 | Laugh at Gravity | 7 | d8 |
| 11 | +4 | Calling Feature | 7 | d10 |
| 12 | +4 | Ability Score Improvement | 8 | d10 |
| 13 | +5 | Evasion | 8 | d10 |
| 14 | +5 | Impossible Timing | 9 | d10 |
| 15 | +5 | Calling Feature | 9 | d10 |
| 16 | +5 | Ability Score Improvement | 10 | d10 |
| 17 | +6 | Legendary Flourish | 10 | d12 |
| 18 | +6 | Devil’s Own Luck | 11 | d12 |
| 19 | +6 | Ability Score Improvement | 11 | d12 |
| 20 | +6 | Perfect Entrance | 12 | d12 |
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
| Flourish | Cost | Effect |
|---|---|---|
| Parry and Smile | Reaction | Spend a Panache Die to reduce melee damage by the die roll + Dex modifier. |
| Riposte | Reaction | When a creature misses you, spend a Panache Die to make one melee attack against it. Add the die to damage. |
| Disarming Flick | On hit | Add Panache Die to damage. Target makes Strength save or drops one held item. |
| Cut the Rigging | Action | Spend a die to create difficult terrain, falling debris, swinging lines, or a blocked passage in a 10-foot area. |
| Pistol Snap | Bonus Action | After a melee attack, spend a die to make a pistol attack against another target within normal range. |
| Insult to Injury | Bonus Action | Target that can hear you makes Wisdom save or has disadvantage on its next attack not targeting you. |
| Heroic Leap | Movement | Add Panache Die x 5 feet to a jump. You do not provoke opportunity attacks from one creature you pass. |
| Dirty Trick | On hit | Target makes Dexterity save or is blinded, deafened, or unable to take reactions until your next turn. |
| Captain’s Shout | Bonus Action | One ally who hears you may move up to half speed without provoking from one creature. |
| Blade Under the Ribs | On hit | Add Panache Die to damage. If target is below half HP, add your Charisma modifier as well. |
Subclasses
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
| d6 | Personal Code | Signature Detail |
|---|---|---|
| 1 | Never betray a shipmate while aboard. | Three earrings from three shipwrecks. |
| 2 | Always pay a debt, but never quickly. | Pistol named after an ex-lover. |
| 3 | Insults are invitations; good insults are contracts. | Blue sash of a disgraced captain. |
| 4 | Never draw steel in a chapel, unless the chapel draws first. | Deck of marked cards blessed by a drunk luxiat. |
| 5 | A ship is family. A navy is paperwork. | Tattoo map that is partly wrong. |
| 6 | The sea forgives nothing, so people should forgive quickly. | Gold tooth shaped like a tiny sun. |