Difference between revisions of "Swashbuckler (5A)"

From Action
Jump to navigation Jump to search
 
(8 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{5A}}
 
{{5A}}
 +
This is a [[Rogue_(5A)|Rogue]] subclass for [[5A]].
 +
 
''You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
 
''You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
  
 
''A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
 
''A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
 +
 +
'' '''Greyhawk''' ''
 +
''Schooled in fencing, but not nearly as much as they claim, the true mark of a swashbuckler is pluck!
  
 
Source: Xanathar's Guide to Everything
 
Source: Xanathar's Guide to Everything
Line 8: Line 13:
 
== Subclass Features ==
 
== Subclass Features ==
 
=== Fancy Footwork ===
 
=== Fancy Footwork ===
When you choose this archetype at 3rd level, 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, <span style="text-decoration: line-through;background-color:coral">that creature can't make</span> <span style="background-color:yellow">your movement doesn't trigger</span> opportunity attacks <span style="text-decoration: line-through;background-color:coral">against you</span> for the rest of your turn.
+
When you choose this archetype at 3rd level, 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 make opportunity attacks against you for the rest of your turn.
  
 
=== Rakish Audacity ===
 
=== Rakish Audacity ===
 
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
 
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
  
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 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 <span style="background-color:yellow">(incapacitated creatures do not count)</span> 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.
 +
 
 +
<span style="background-color:yellow">Finally, you can take a bonus action to use Charisma (Persuasion) to trick an opponent within 5 ft. Make a roll with a DC equal to target's passive Wisdom (Insight). If you succeed, the target is Stunned until the end of your current turn.</span>
  
 
=== Panache ===
 
=== Panache ===
 
At 9th level, your charm becomes extraordinarily beguiling. As a <span style="background-color:yellow">bonus</span> 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.  
 
At 9th level, your charm becomes extraordinarily beguiling. As a <span style="background-color:yellow">bonus</span> 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.  
<span style="background-color:yellow">After you use this ability, you cannot use it again against the same target until 1 minute has elapsed.</span>
+
<span style="background-color:yellow">After you succeed or fail to use this ability, you cannot try again against the same target until 1 minute has elapsed.</span>
  
 
If you succeed on the check and the creature is hostile to you, <span style="background-color:yellow">you gain advantage on attack rolls against the creature,</span> it has disadvantage on attack rolls against <span style="background-color:yellow">all</span> targets <span style="text-decoration: line-through;background-color:coral">other than you</span> and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, <span style="background-color:yellow">until it scores a hit against you,</span> 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 is hostile to you, <span style="background-color:yellow">you gain advantage on attack rolls against the creature,</span> it has disadvantage on attack rolls against <span style="background-color:yellow">all</span> targets <span style="text-decoration: line-through;background-color:coral">other than you</span> and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, <span style="background-color:yellow">until it scores a hit against you,</span> 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.
Line 24: Line 31:
  
 
=== Elegant Maneuver ===
 
=== Elegant Maneuver ===
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
+
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next <span style="background-color:yellow">Charisma,</span> Dexterity (Acrobatics), or Strength (Athletics) check you make during the same turn.
  
 
=== Master Duelist ===
 
=== Master Duelist ===
 
Beginning at 17th level, 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. Once you do so, you can't use this feature again until you finish a short or long rest.
 
Beginning at 17th level, 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. Once you do so, you can't use this feature again until you finish a short or long rest.

Latest revision as of 16:14, 18 January 2022

5A5A logo
Starfox's 5th Edition Fan Page

This is a Rogue subclass for 5A.

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Greyhawk Schooled in fencing, but not nearly as much as they claim, the true mark of a swashbuckler is pluck!

Source: Xanathar's Guide to Everything

Subclass Features

Fancy Footwork

When you choose this archetype at 3rd level, 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 make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

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 (incapacitated creatures do not count) 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.

Finally, you can take a bonus action to use Charisma (Persuasion) to trick an opponent within 5 ft. Make a roll with a DC equal to target's passive Wisdom (Insight). If you succeed, the target is Stunned until the end of your current turn.

Panache

At 9th level, your charm becomes extraordinarily beguiling. As a bonus 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. After you succeed or fail to use this ability, you cannot try again against the same target until 1 minute has elapsed.

If you succeed on the check and the creature is hostile to you, you gain advantage on attack rolls against the creature, it has disadvantage on attack rolls against all targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until it scores a hit against you, 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.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Charisma, Dexterity (Acrobatics), or Strength (Athletics) check you make during the same turn.

Master Duelist

Beginning at 17th level, 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. Once you do so, you can't use this feature again until you finish a short or long rest.