Base Class: Rogue
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
Swashbuckler Features
| Rogue Level | Feature |
|---|---|
| 3rd | Fancy Footwork, Rakish Audacity |
| 9th | Panache |
| 13th | Elegant Maneuver |
| 17th | Master Duelist |
Level 3: Fancy Footwork
You learn how to land a strike and then slip away without reprisal.
During your turn, if you make a melee attack against a creature, that creature can’t take reactions against you for the rest of your turn.
Level 3: Rakish Audacity
Your confidence often gets the better of others. You gain the following benefits.
You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
As a bonus action you choose a single creature within 30ft of you, you gain advantage on attack rolls against that creature and an extra sneak attack dice. While the creature is still alive, you have disadvantage on attacks against all other creatures
Level 9: Panache
Your charm becomes extraordinarily beguiling. You gain the following benefits.
As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t use reactions against targets other than you. 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.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Level 13: Elegant Maneuvers
Your very way of fighting mesmerizes foes to where they don't know where to attack and don't know how you'll attack. You gain the following benefit.
At the start of your turn, you gain a bonus to your AC as well as your Melee Attack and Damage rolls equal to your charisma modifier until the start of your next turn, or until you are hit for the first time.
Level 17: Master Duelist
Your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage, If the target is the creature you have used Panache on, in automatically crits instead. Once you use this feature twice, you can’t use this feature again until you finish a long rest.
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