Base Class: Rogue
The swashbuckler is a dashing rogue known for flamboyant acts and grandiose accomplishments.
Using cunning and skill, swashbucklers inflict devastating attacks before slipping into the shadows.
Masters of misdirection, swashbucklers often avoid the blame for their potent strikes.
Swashbucklers depend on Dexterity as their primary stat because it determines maximum power and increases damage.
Those who seek to engage in combat with grace and panache while crippling opponents with strategic attacks will find the Swashbuckler profession to their liking. The Swashbuckler is a rogue who prefers to perform flamboyant acts of skill and daring, striking suddenly and using shadows to confuse opponents. The Swashbuckler best serves a party as a secondary line of physical offense, inflicting damage on opponents—particularly in devastating first strikes.
Daring Exploits
When you choose this archetype at 3rd level, you learn exploits that are fueled by special dice called daring dice.
Exploits. You learn three exploits of your choice, which are detailed under “Exploits” below. Many exploits enhance an attack in some way. You can use only one exploit per attack.
You learn two additional dare of your choice at 7th, 10th, and 15th level. Each time you learn new dares, you can also replace one dare you know with a different one.
Daring Dice. You have four daring dice, which are d8s. A daring die is expended when you use it. You regain all of your expended daring dice when you finish a short or long rest.
You gain another daring die at 7th level and one more at 15th level.
Saving Throws. Some of your dares require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Dares save DC = 8 + your proficiency bonus + your Dexterity modifier (your choice)
En Garde
Every time an enemy parries, blocks, ripostes, or deflects the swashbuckler, the swashbuckler is granted another chance to attack. Every time the swashbuckler parries, ripostes, or blocks an enemy, the swashbuckler is granted another chance to attack.
Additionally, if you are wielding one weapon and it is finesse and you have nothing in your other hand you multi-attack.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
You become proficient in medium chain shirt.
Exploits
Exploits: You learn three exploits of your choice. Many exploits enhance an attack in some way. You can use only one exploit per attack. You learn two additional exploits of your choice at 7th, 10th, and 15th level. Each time you learn new exploits, you can also replace one exploit you know with a different one.
Devious Blade
When you take the Attack action on your turn, you enrage the target. The target must use its next turn to attack the creature who last dealt damage to it, or used a hostile action agaist it. You roll one daring die and add the number to your attack damage.
Disarming Strike
When you hit a creature with a weapon attack, you can expend one daring die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the daring die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Dispatch
When you hit with a weapon attack, you can expend one daring die to add the total to the damage roll and the target must make a DEX saving throw (DC {{savedc:str,dex}}). On failure, it's AC is lowered by 2 and you may choose one elemental damage type for the creature to become vulnerable to for a number of rounds equal to the number rolled on the Daring Dice plus 1. You can expend one daring die and add the number to your attack damage.
AC and resistences scale with Improved Daring Exploits at level 10 (-3 AC, +2 rounds) and again at level 18 (-4 AC, +3 rounds).
Flamboyant Strike
When you hit with a weapon attack, you can expend one daring die to add the total to the damage roll and the target must make a WIS saving throw (DC {{savedc:str,dex}}). On failure, it's INT score is lowered by 2, and has disadvantage on damage dice rolls for spell attacks for an number of rounds equal to the number rolled on the Daring Dice plus 1.
Flash of Steel
When you hit with a weapon attack, you can expend one daring die to add the total to the damage roll and the target must make a DEX saving throw (DC {{savedc:str,dex}}). On failure, it's Strength is lowered by 2, and in gains disadvantage on damage dice rolls for physical attacks for a number of rounds equal to the number rolled on the Daring Dice plus 1.
Gouge
When you hit with a weapon attack, you can expend one daring die to add the total to the damage roll and the target must make a DEX saving throw (DC {{savedc:str,dex}}). On failure the target is unable to use its action to Dash, Dodge, or Grapple, as well as the target is unable to use its reaction for hostile actions for a number of rounds equal to the number rolled on the Daring Dice plus 1.
Hangman's Noose
When you hit with a weapon attack, you can expend one daring die to add the total to the damage roll and the target must make a DEX saving throw (DC {{savedc:str,dex}}). On failure, spells that target this creature have advantage for a number of rounds equal to the number rolled on the Daring Dice plus 1. The targets speed is cut in half, regaining 5 feet movement speed on a subsequent DC check everytime it becomes the target of an attack.
Kidney Stab
When you hit with a weapon attack, you can expend one daring die to add the total to the damage roll and the target must make a DEX saving throw (DC {{savedc:str,dex}}). On failure you may choose a physical damage type (bludgeoning, slashing, or piercing), the target loses all resistances to this damage type for a number of rounds equal to the number rolled on the Daring Dice plus 1. The target also is forced to drop concentration on any spells.
Lung Puncture
When you hit with a weapon attack, you can expend one daring die to add the total to the damage roll and the target must make a DEX saving throw (DC {{savedc:str,dex}}). On failure, severely impairs targets melee and spell casting abilities for 1 minute.
Puncture
When you hit with a weapon attack, you can expend one daring die to add the total to the damage roll and the target must make a DEX saving throw (DC {{savedc:str,dex}}). On failure the target moves to the bottom of initiative order.
Shank
When you hit with a weapon attack, you can expend one daring die to add the total to the damage roll and the target must make a DEX saving throw (DC {{savedc:str,dex}}). On failure the target takes 1d8 extra damage from physical attacks for a number of rounds equal to the number rolled on the Daring Dice plus 1.
Shenanigans
You expend one daring dice in a cunning attempt to trick the target into believing the swashbuckler is bleeding to death the target must make a WIS saving throw, increasing its hate towards the swashbuckler. The swashbuckler launches a powerful surprise attack if the target strikes within the next few seconds. (Roll Sneak Attack)
Hurricane
Your primary attack has a chance to hit target and adjacent enemies. Primary takes full damage and the others roll a DEX saving throw, if fail creature takes half damage.
Band of Thugs
Starting at 13th level, you can use a bonus action on your turn to summon two thugs that join the fight for 30 seconds. You cannot recall them till you perform a short rest.
Avast Ye
If you have advantage on the target and you are flanking or behind you gain an extra attack.