Fighter
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:

Riposte​
You take advantage of the momentary gap in your opponent’s defense for a quick counter attack. Make a normal attack against this opponent as part of your Reaction, but do not add an ability modifier to the attack’s damage.​
Throw​
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Your opponent is off-balance, so it’s a great time to pull them off their feet, leg sweep them, or kick them over. Your opponent must make either a Dexterity or Strength saving throw. On a failed save, your opponent falls prone. You may make the opponent fall into any space within five feet of their previous position.​
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You cannot use this Counter if your opponent is more than one size category larger than you, or if they are a quadruped.​
Disarm​
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You flip your opponent's weapon out of their grasp. Your opponent must make a Strength or Dexterity save--on a failed save, the weapon they just attempted to attack you with flies from their hand. It lands in a square of your choice ten feet away from your opponent.​
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You cannot use this ability against opponents wielding weapons with the Heavy property.​
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Distract​
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Your opponent’s failed attack gives you an opening to throw sand in their face, pull their hood down over their eyes, slap them, or in some other way discombobulate their attacks. Your opponent must make a Dexterity save. On a failed save, your opponent suffers disadvantage on attacks for the remainder of their turn, and cannot take reactions until their next turn.​
Reposition​
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You avoid your opponent's attack by sliding under them, leaping over them, or ducking under their weapon. You move directly through your opponent’s space, ending up in a square of your choice within five feet of your opponent. Your opponent must make a Dexterity saving throw. On a failed save, they lose their Reaction this round and therefore cannot take an attack of opportunity against you.​
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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​

​As Riposte, but you can use the damage die of your opponent's weapon instead of your own, and you can make the attack against any opponent within five feet of both you and your opponent.​
​Throw Into​
​As throw, but you may direct your opponent into the space of any other opponent within five feet of your opponent. The second opponent must also make a Strength or Dexterity save. If they fail the save, they are also knocked prone.​
​Snatching Disarm​
​As Disarm, but if your opponent’s weapon is a light or finesse weapon you may snatch it in your off-hand as part of your disarm. You may now use the weapon as an off-hand weapon if you would otherwise be able to do so.​
​Humiliating Distraction​
​As Distract, but your opponent is also humiliated. You cut the buttons from their coat, steal the feather off their helmet, tweak their nose, or in some other way make them look foolish and incompetent.​
Your opponent takes disadvantage on any of their remaining attacks this round, and loses their reaction, as normal for the Distract counter. At the beginning of their next turn, the opponent must make a Wisdom saving throw. On a failed save, they fly into a rage and attack you without concern for their own safety.​ The opponent gains the Reckless Attack ability as a Barbarian for one round, and must recklessly attack you this round. Of course, the opponent may well not have the durability of a raging Barbarian to go along with the reckless behavior…​
Under most circumstances, this ability can only be used against humanoids. At the DM’s discretion, it may also be applied to non-humanoids who have a human-like sense of self that would allow them to experience embarrassment.​
​Slashing Reposition​
​As the Reposition counter, except that if your opponent fails their Dexterity save you can also use the Riposte Counter as part of the same reaction, slashing your opponent as you go by.​

 

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.