Fighter
Base Class: Fighter

After years on the sea,  the life of a pirate has affected you in how you move, think, and fight. 

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Athletics, Acrobatics, Deception, Intimidation, Perception, or Sleight of Hand. Alternatively, you gain proficiency in navigator’s tools, water vehicles, or you learn one language of your choice. 

Acrobatics

Proficiency in Acrobatics

 

Athletics

Proficiency in Athletics

 

Choose a Language

Choose a Language

 

Deception

Proficiency in Deception

 

Intimidation

Proficiency in Intimidation

Navigators Tools

Proficiency in Navigators Tools

 

Perception

Proficiency in Perception

 

Sleight of Hand

Proficiency in Sleight of Hand 

 

Water Vehicles

Proficiency in Water Vehicles

 

Swashbuckler Weapons

Beginning when you choose this archetype at 3rd level, you’ve become skilled in a range of weapons used by swashbucklers and duellists. Using these swashbuckler weapons, you can perform various flourishes and manoeuvres that you learn as you gain levels in this martial archetype. A swashbuckler weapon is any weapon wielded in one hand that has the light, finesse, or ranged property. Longswords are also swashbuckler weapons but only while being wielded in one hand.

 

Artful Swordplay

Upon choosing this archetype at 3rd level, you learn to perform a variety of impressive manoeuvres with your swashbuckler weapons. 

Flourishes. You learn three flourishes of your choice, which are detailed under “Flourishes” below. You can use only one flourish per attack.

You learn an additional flourish of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new flourish, you can also replace one flourish you know for a different one.

Flair. You gain a number of flair points equal to your Charisma modifier (minimum of 1). You can spend Flair points to perform various flourishes with a swashbuckler weapon. You can regain spent Flair points in the following ways:

Critical hit. Each time you score a critical hit with a swashbuckler weapon while in the heat of combat, you regain 1 spent Flair point.

Defeating an enemy. Each time you reduce a dangerous creature that isn’t incapacitated to 0 hit points with a swashbuckler weapon, you regain 1 spent Flair point.

Daring Maneuver. Each time you roll a 20 on a Strength or Dexterity (Athletics or Acrobatics) check while in the heat of combat, you regain 1 spent Flair Point.

You also regain all spent Flair points after finishing a short or long rest.

Saving Throws. Some of your flourishes require your target to make a saving throw to resist the flourish’s effects. The saving throw DC is calculated as follows:

Flourish save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Flourishes

These flourishes are presented in alphabetical order.

Athletic Maneuver

As a bonus action, you can expend a flair point to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during your turn. Additionally, the next time you hit a creature with a swashbuckler weapon before the end of your turn, you add your Charisma modifier to the attack's damage roll.

Disarming Flourish

When you hit a creature with a swashbuckler weapon, you can spend one flair point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add your Charisma modifier to the attack's damage roll. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet or in an unoccupied space you choose within 5 feet of the target.

Duellist’s Challenge

When you hit a creature with a swashbuckler weapon, you can spend one flair point to attempt to goad the target into attacking you. You add your Charisma modifier to the attack's damage roll. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

 

High Renown

When you make a Charisma (Persuasion or Intimidation) check while attempting to leverage your reputation, you can spend 1 flair point to roll an additional d20. You can choose to spend one of your flair points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the ability check. You cannot use this flourish if you have disadvantage on the ability check.

If you roll a 20 on this check when you use this flourish, you regain the 1 spent flair point.

Mesmerising Flourish

When you hit a creature with a swashbuckler weapon, you can spend one flair point to you distract the creature, giving your allies an opening. You add your Charisma modifier to the attack's damage roll. The next attack roll against the target from an attacker other than you has advantage if the attack is made before the start of your next turn.

Mobile Flourish

When you hit a creature with a swashbuckler weapon, you can spend one flair point to add your Charisma modifier to the attack's damage roll, and if the target is Large or smaller than you,  you can push the target up to 10 feet away from you. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Precise Strike

When you make an attack with a swashbuckler weapon, you can spend 1 flair point to gain advantage on the attack roll.

Quick Shot

As a bonus action, you can expend one flair point and make a ranged weapon attack with a swashbuckler weapon. Being within 5 feet of a hostile creature doesn’t impose disadvantage on this attack. If you hit, you can add your Charisma modifier to the attack’s damage roll.

Sea Legs

If an effect would knock you prone or move you against your will along the ground, you can use your reaction and expend one flair point to avoid being knocked prone and reduce the distance you are moved by up to 10 feet.

 

Terrifying Flourish

When you hit a creature with a swashbuckler weapon, you can expend one flair point to attempt to frighten the target. You add your Charisma modifier to the attack's damage roll. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Tripping Flourish

When you hit a creature with a swashbuckler weapon, you can spend one flair point to attempt to knock the target down. The target must make a Strength saving throw. A Large or larger creature has advantage on this saving throw. On a failed save, you knock the target prone. 

On a successful save, or if the target cannot be knocked prone, you can add your Charisma modifier to the attack's damage roll.

Whirling Flourish

You can use your action and expend one flair point to make a melee attack with a swashbuckler weapon against any number of creatures within 5 feet of you, with a separate attack roll for each target.

 

Derring-Do

Starting at 7th level, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Additionally, you don’t take damage from falling 20 feet or less if you aren’t incapacitated.

Rakish Audacity

Starting at 7th level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

High Spirited

Starting at 10th level, you can now regain spent flair points in the following ways:

  • When you roll initiative and have no flair points remaining, you regain 1 flair point.
  • Each time you defeat a dangerous creature whose challenge rating (or level, if it doesn't have a challenge rating) is equal to or greater than your level and that isn’t incapacitated to 0 hit points with a swashbuckler weapon, you regain 2 spent flair points (instead of 1).
  • Each time an allied creature that you can see within 30 feet of you defeats a dangerous creature whose challenge rating (or level, if it doesn't have a challenge rating) is equal to or greater than your level and that isn’t incapacitated to 0 hit points, you regain 1 spent flair point.

Swashbuckler's Grace

At 15th level, you gain one of the following features of your choice. When you reach 18th level, you can replace the feature you know with a different one.

Evasion

You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Parry and Riposte

When you are wielding a swashbuckler weapon and a hostile creature hits you with a melee attack, you can use your reaction to add your Charisma modifier your AC for that attack, potentially causing the attack to miss you. If this causes the attack to miss you, you can make a melee weapon attack against the creature with a swashbuckler weapon as part of the same reaction.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Going Down With The Ship

At 18th level, your bond with both ship and crew provides you with an iron will and unmatched endurance. While you are standing on a ship (with at least 1 hit point remaining) with your crew within 30 feet of an allied creature, you gain the following benefits:

  • You are immune to the frightened and prone conditions.
  • Whenever you make a saving throw, you gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5).
  • If you drop to 0 hit points and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5.

When you finish a short or long rest, the DC resets to 10.

 

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