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Level | Proficiency Bonus | Base Speed | Features |
1st |
+2 |
1 |
Fighting Style |
2nd |
+2 |
1 |
Custom Feature |
3rd |
+2 |
2 |
Ability Score Improvement |
4th |
+3 |
2 |
Lockdown |
5th |
+3 |
3 |
Duelist's Advance |
6th |
+3 |
3 |
Ability Score Improvement |
7th |
+4 |
4 |
|
8th |
+4 |
4 |
Undaunted Swashbuckling |
9th |
+4 |
5 |
Ability Score Improvement |
10th |
+5 |
5 |
|
hit dice:
hit points at 1st level:
3 + Your Consitution Score
hit points at higher levels:
3 + half your Constitution modifier (rounded down) per level after 1
armor proficiencies:
weapon proficiencies:
All Non-Cultured Melee Weapons, All Non-Cultured Defensive Weapons, Flintlock Pistols, 2 Weapons from your Culture
tools:
One tool of your choice
saving throws:
Dexterity, Charisma
skills:
Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, and Persuasion
starting equipment:
spellcasting:
class features:
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Brutal Finesse. You can add both your Strength and your Dexterity modifier to the damage roll of melee weapon attacks.
Dueling. When you are wielding a melee weapon you are proficient with in one hand and no other weapons (including defensive items), you gain a +2 bonus to attack rolls with that weapon.
Gambler. Your critical hit range for melee weapon attacks increases by 2. This means that, in most cases, you will perform a Critical Hit on an attack roll of (18-20). However, your Armor Class recieves a permanent -1 penalty.
Opportunist. When a creature attempts to attack a creature besides you hostile to it while the attacking creature is in your reach, you may make a melee weapon attack against the attacking creature as a reaction.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Underdog. You gain a +4 bonus to damage rolls with melee weapons while below 50% of your max HP (rounded down).
Custom Feature
By 2nd level, you've developed enough to form a special technique or tactic of your own invention. Pitch a concept of a class feature to your DM, and work with them to fine-tune and alter it for balance. This feature will be unique to your character, and should reflect the individual traits of that character.
Lockdown
By 4th level, you've learned to effectively prevent foes from aiming their firearms while you are engaged with them. Any humanoid enemy who you make a melee weapon attack against gains disadvantage on aim checks with all firearms until your next turn.
Ability Score Improvement
When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Duelist’s Advance
When you reach 5th level, you’ve learned to exploit the momentary shock and hesitation from yout blow to perform another before the opponent can recover. If you roll a melee weapon attack (regardless of the result), you may make an additional melee or pistol attack. You can only perform this additional attack against the target of your first attack.
Undaunted Swashbuckling
Starting at 8th level, you have reached new heights in your beguiling charisma and in your skill with a blade. Pick one of the features below to further boost your swashbuckling.
Audacious Resilience
Once per long rest, you may replace a saving throw that you failed with your Charisma score total, assuming that total would allow you to succeed.
Boisterous Defense
A number of times equal to your proficiency bonus per long rest, you may reduce the damage of an incoming attack by your Charisma modifier as a reaction.
Suave Bladework
The first melee weapon attack you hit with on your turn deals additional damage equal to your Charisma modifier.
subclass options: