Base Class: Fighter
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Sea Thief excels in single combat, and can fight in many terrains with incredible balance, using two weapons while safely darting away from an opponent.
Swashbuckling Dice
At third level, you gain six Swashbuckling dice. These dice represent your ability to draw on inner reserves of wit and daring to perform extraordinary feats. You cannot use a Swashbuckling die if you are wielding a weapon with the Heavy or Two-handed property, or if you are carrying a shield or wearing heavy armor.
Your swashbuckling dice are d8s. They become d10s at level 10 and d12s at level 18. You gain an additional Swashbuckling die at levels 7, 10, and 18.
All Swashbuckling dice are regained on a long or short rest.
Creative Swordsmanship
You have learned to bait your opponent into making mistakes, and take advantage of those mistakes with unconventional swordplay. When you are hit by an opponent with a melee attack, you can spend a Swashbuckling die as a Reaction and add the result to your AC. If this causes the opponent to miss, you can follow up with a Swashbuckling Counter as part of the same Reaction. Most counters call for a save, and the save DC is 8 + your Strength or Dexterity + your Proficiency bonus. The following counters are available to all Swashbucklers:
Daring Do
At 3rd level, your irrepressible spirit allows you to perform incredible fears deemed impossible. You may roll a Swashbuckling die and add the results to any of the following:
- A Strength (Athletics) or Dexterity (Acrobatics) check.
- A Dexterity save or Strength save.
- Lockpicking Checks.
- Your jump distance for one round.
- Your climb speed for one round.
- Intimidation checks.
- Parley checks.
- Performance checks.
- Survival checks.
- Checks to hold your breath.
- Animal Handling checks.
Laugh in the Face of Danger
You laugh in dangers face, allowing you to banter with an opponent, forcing them to focus on you. When you banter with an enemy, make a contested (Charisma) Persuasion check vs. Wisdom saving throw. The enemy must be able to see you, hear you and share a language with you.
If you succeed in the contest, the enemy is focused on bantering with you, and has disadvantage on wisdom, intelligence, and constitution saving throws. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. You can use this feature a number of times equal to your Charisma Modifier + 1 (Minimum of 1) before you must take a long rest to replenish your uses.
Additionally, you become inured to fear. You've seen worse. You gain advantage on saving throws against being frightened.
Ingenious Swordsmanship
At 10th level, your swordplay is supremely creative and unpredictable. Once per short rest, you can use a more powerful version of one of your Counters when using your Creative Swordsmanship ability. You can choose to use this ability to improve the effect of your counter after you know whether or not your opponent has succeeded on their save against your counter. At 13th level it becomes twice per short rest. At 16th level it becomes 3 times per short rest.
Redirect
Superior Critical
At 18th level, your weapon attacks score a critical hit on a roll of 19-20.
Relentless Swordsmanship
At 18th level, if you do not have a Swashbuckling die at the beginning of combat, you gain one. Additionally, you may use "Ingenious Swordsmanship" whenever you want instead of once per short rest.