Fighter
Base Class: Fighter

Whereas many warriors brave battle encased in suits of armor and wielding large and powerful weapons, swashbucklers rely on speed, agility, and panache. Swashbucklers dart in and out of the fray, wearing down opponents with lunges and feints, all while foiling the powerful attacks against them with a flick of the wrist and a flash of the blade. Their deft parries and fatal ripostes are carnage elevated to an art form. Some may be arrogant and devil-may-care, but behind this veneer lie people deeply dedicated to their craft. Those of smaller races are particularly driven to prove that the right mix of discipline and daring is the perfect counter to size and strength, and enjoy nothing more than taking down lumbering brutes and bullies.

Additional Proficiency

At 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion, Performance, Intimidation, Deception, Athletics, and Acrobatics. 

Panache and Deeds

At Third Level, you gain the following features:

Panache. You gain a number of Panache points equal to your Charisma modifier + Proficiency Bonus (minimum of 1). You regain 1 expended panache point each time you roll a 20 on the d20 roll for an attack with a swashbuckler weapon, take a short rest, or deal a killing blow/deal first blood with a swashbuckler weapon to a creature of significant threat (DM’s discretion). You regain all expended Panache after a long rest. You may also regain 1 panache as a reward from your DM when you perform a feat of heroism or badassery of any kind.

Swashbuckler DC. Some abilities may force enemies to make a saving throw against your Swashbuckler DC. Your Swashbuckler DC is equal to 8 + proficiency bonus + Str/Dex/Cha modifier. When you spend Panache, the DC increases by 1 until the end of your turn.

Parry.  When a creature makes a melee attack roll against you, you may spend 1 panache point and expend a reaction to attempt to parry that attack. You may make an attack roll as if you were making an attack of opportunity. If your result is greater than the attacking creature’s result, the creature’s attack automatically misses. You must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. 

Riposte.  Upon performing a successful parry and if you have at least 1 Panache, you may make an attack against the creature whose attack you parried, provided that creature is within your reach. 

Damn Lucky Bastard. Before you roll an Athletics, Acrobatics, Performance, Bluff, Perception, or Initiative check, you may spend 1 Panache to add an exploding d6 to that roll. You may spend an additional Panache to reroll the d6, which you may only do once per turn.

Impressive Movement. When you make an Acrobatics or Athletics maneuver that would usually require a full action, you may spend 1 Panache and a bonus action instead. 

Precision. While you have at least 1 Panache, you add your proficiency bonus to damage with swashbuckler weapons. You may spend Panache to add 2x proficiency instead. 

Dazzling Attacks

At 3rd level, you learn 3 Dazzling Attacks from the following list. The first attack you make each turn you may use a Dazzling Attack to add an effect. All effects trigger when an attack does damage unless otherwise specified. You must be using a swashbuckler weapon to use this feature.

Pinpoint Strike- You add an exploding d6 to damage.

Feinting Strike- You may make an opposed bluff/insight check before your attack, if you succeed against the enemy's insight, you gain advantage on your attack. You may spend a panache to gain advantage on the bluff check.

Hamstringing Strike- Enemy makes a Dexterity save against your swashbuckler DC up. On a failed save, that creature's movement speed is halved until your next turn. You may spend panache to give the enemy disadvantage on the saving throw.

Evasive Strike- You don't provoke an attack of opportunity from the struck enemy until the end of your next turn.

Distracting Strike- Enemy makes a Dexterity save against your swashbuckler DC, on a failed save, that creature may not add their Dexterity modifier to their AC until the start of your next turn.

Outperforming Strike- If Enemy is occupying difficult terrain, you gain advantage on your attack rolls against that creature for the rest of your turn. This ability still triggers even if the creature is not usually impeded by difficult terrain. 

Disarming Strike- Enemy makes a Dex save against your Swashbuckler DC, on a fail the enemy drops one item of your choice that it's holding. 

Inspiring Strike- An ally within 30ft of you gains an exploding d6, which they may add to an attack, saving throw, or ability check on their next turn. When they roll this die, you may spend a Panache to reroll it, potentially granting a higher result.

ASI+

Starting at 4th level, you gain alternate options for the improve ability score feature. You only gain the benefits of this feature if you gain the feat when you're taking a level of fighter.

Instead of taking your +2 ability score bonus, you can take a +1 and learn one of the following deeds.
Versed Duelist. While you have at least 1 Panache, while holding a swashbuckler weapon and a dagger, you may gain bonuses from abilities that require you to have no weapons in your off-hand.
To First Blood.
 When you are the first person in combat to deal damage, you may spend a Panache to deal an additional exploding d6. You may spend Panache to reroll the d6 and take the higher result any amount of times. 
Charming Bastard.
 When you make a Persuasion, Intimidation, or Animal handing check, you may Spend a panache to add an exploding d6 and add your proficiency bonus to the check if you aren't already.
Charmed Recovery. When you use your second wind, you regain a panache. 
Save Face. When you roll a natural 1 on a charisma check, you can spend a Panache to reroll that check. While you have at least 1 Panache, you may make charisma saving throws as though you were proficient.
Deft Dodger. You may spend a panache to make Dexterity saving throws as though you were proficient. if an effect requires you to make a Dexterity saving throw or take half damage, you may also spend a reaction to take 1/4 damage on a successful save. 
Inspiring Presence. As a bonus action, you can select any number of creatures you can see and spend that many Panache. The selected creatures add your proficiency bonus to their next attack.

You may swap your skills and learned Dazzling Attacks and learned deeds each time you reach an ability score increase.

Improved Dazzling Attacks

At 7th level, you learn 3 more dazzling attacks, and have a larger list to choose from.
You may also make 2 dazzling attacks per turn.

Improved Pinpoint Strike- You deal an extra d6 to damage. All damage dice are explosive.

Improved Evasive Strike- You can avoid attacks of opportunity until your next turn.

Improved Hamstringing Strike- Enemy makes a Dexterity save against your swashbuckler DC up. On a failed save, that creature's movement speed is reduced to 10 until your next turn. You may spend panache to give the enemy disadvantage on the saving throw.

Critical Strike- If you beat an enemy's AC by 10, your strike critically hits.

True Strike- You make this attack with disadvantage. On a hit, you make all attacks against the struck enemy with advantage until the start of your next turn.

Pushing Strike- Before your attack roll, the enemy may either move 5ft in any direction of your choice or grant you advantage on your attack roll. You may repeat this Dazzling Attack for each time the creature chooses to move. 

Stunning Strike- Enemy makes a Wisdom, Dexterity or Charisma save(their choice) against your swashbuckler DC or is stunned.

Dauntless Strike- All downed allies within 30ft of you make a death saving throw, which they can not fail. For each ally you may spend a Panache to give their saving throw advantage.

Improved Deeds

At 7th level, you gain more deeds.

Improved Parry. During your turn, the parry ability does not require a reaction or panache to activate.

Spring into action. When you have at least 1 panache, your movement increases by 10ft during your first round of combat. 

Heroic Leap. When determining the amount of distance you can long jump, you may spend a panache to increase the distance by 10 ft.

Quick Witted. If you could take a reaction, you may instead spend 1 panache instead.

Dazzling Blow. When you would be able to make a Dazzling Attack, you may spend a panache point to make a Dazzling Attack you have not learned. 

Weapon Manuevers

At 10th level, Your swordplay greatly improves. You learn the following list of weapon maneuvers. On your turn, you may spend a panache to give a chosen weapon the benefits of a maneuver you know, this effect persists until your next turn. You may choose a signature maneuver from the list, which you may use without expending panache.

Light as a Feather. A weapon you hold loses the heavy property. You may use this maneuver without any cost if you struck a creature at least 2 sizes larger than you on your last turn.
Versatile Artillery. A sword you hold without the heavy property gains the Swashbuckler Weapon property. 
Range Finder. A Swashbuckler Weapon you hold gains the thrown property with a range of 30/60 ft. If the weapon held has the thrown property, the range increases to 60/120 ft.
Outreach. A Swashbuckler Weapon you hold gains the reach property.
Charming Weapon. A Swashbuckler Weapon you hold gains a bonus to hit and damage equal to your Charisma modifier.
Explosive Blows. A Swashbuckler Weapon you hold always deals damage in exploding dice.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Baffling Speed

At 15th level, you gain the following deeds. You also learn 2 more signature Weapon maneuvers.

Quick Hands- Once per turn, you can spend a Panache to gain an extra bonus action.

Improved Reactions- While you have at least 1 Panache, you gain 3 reactions at the start of your turn instead of 1.

Charming Surge- You may spend a Panache to regain use of your action surge. Each use of this feature increases its cost by 1 Panache until you take a long rest.

Incredible Swagger

At 18th level, Short Rests, and Second Winds all restore all of your expended panache. Your Ability Score cap for Dexterity and Charisma raises to 24, and you gain +2 to your Ability Scores for both Dexterity and Charisma.

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