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.

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 points 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. Spending a panache point increases the DC 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 point, you may make an attack against the creature whose attack you parried, provided that creature is within your reach. 

Damn Lucky. Before you roll an Athletics, Acrobatics, Performance, Bluff, Perception, or Initiative check, you may spend 1 Panache point to add 1d6 to that roll.  If the result of the d6 roll is a natural 6, roll another 1d6 and add it to the total. (This same mechanism will be referenced later in the document as exploding dice rolls)

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. 

Precise Blows

Starting at 3rd level, while you have at least one Panache Point and you're attacking with a swashbuckler weapon, you add your proficiency bonus to damage. You may spend a Panache after your attack connects to double the damage.

Improved Feats

Starting at 4th level, the following feats also add +1 to one of your ability scores. You only gain the benefits of this feature if you gain the feat when you're taking a level of fighter.
Mobile, Dual Wielder, Inspiring Leader, Charger, Defensive Duelist, Fighting Initiate, Martial Adept.

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 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. 

Dazzling Attacks

At 7th level, you learn three 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.

You may also choose to learn another dazzling attack and increase one ability score by +1 instead of taking an ability score increase.

Precise 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, or any creatures within 5 ft of them until the end of your next turn.

Critical Strike- If you beat the enemy's AC by 10 or more, that strike is a critical hit. 

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.

True Strike- You make this attack with disadvantage. On a hit, you gain advantage on any attack rolls you make until the start of your next turn.

Pushing Strike- You make an additional attack against the enemy with disadvantage. 

Improved Dazzling Attacks

At 10th level, You learn 2 more Dazzling attacks, and may make 2 Dazzling attacks per turn instead of 1. When you critically hit with a Dazzling Attack, all your damage dice becomes exploding.

Superior Mobility

At 10th level, While you have at least 1 panache point, your movement speed increases by 10 ft, you may move through enemy spaces without making an acrobatics or athletics checks.

Baffling Speed

At 15th level, you gain the following features.

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

Improved Reactions- You gain 2 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 it's cost by 1 Panache until you take a long rest.

Incredible Stamina

At 18th level Short Rests, Action Surges, and Second Winds all restore all of your expended panache.

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