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Swashbuckler Class
Swashbuckler Class
Swashbuckler Class
While Exploring...
You keep up your defenses in preparation for combat, and keep an eye out for hidden
threats. You also overcome physical challenges in your way, breaking down doors, lifting
obstacles, climbing adeptly, and leaping across pits.
In Downtime...
You might perform manual labor or craft and repair armaments. If you know techniques you
no longer favor, you might train yourself in new ones. If you’ve established your reputation,
you might build an organization or a stronghold of your own.
You Might…
Others Probably…
Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are
untrained in anything not listed unless you gain a better proficiency rank in some other way.
Perception
Expert in Perception
Saving Throws
Trained in Fortitude
Expert in Reflex
Trained in Will
Skills
Trained in your choice of Acrobatics or Deception
Trained in a number of additional skills equal to 4 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in unarmed attacks
Trained in all one-handed slashing or piercing melee weapon
Trained with firearm
Defenses
Trained in light armor
Trained in unarmored defense
Class DC
Trained in Swashbuckler class DC
Class Features
You gain these features as a Fighter. Abilities gained at higher levels list the levels at which
you gain them next to the features' names.
You Class Features
r
Lev
el
11 Flamboyant exploit,
swashbuckler expertise, general
feat, skill increase
Swashbuckler’s
Swashbuckler’s Advance
UncommonSwashbucklerTransmutation
Source JM Rulebook pg. 69
Requirements You are wielding only a one-handed slashing or piercing melee weapon and
have your other hand or hands free. Or are wielding a firearm.
Trigger You strike or use an action or activity with the attack trait.
Duration One Strike or the end of your next turn
Cast
You focus your mind into the edge of your blade or gun. Until the end of you turn your attack
gain the failure and success below.
Success: Your target takes damage as normal and the effect of Swashbuckler’s Advance
last for another strike.
Failure: Your attack deals any damage it would have dealt on a hit, excluding all damage
dice. You Step or Thumble through. The effect end.
Heightened (+4) The Failure effect deal an extra weapon damage dice.
Ostentatious Display
Swashbuckler
Source JM World Guide pg. 69
Trigger An opponent within your reach use an action with the attack trait against you
You dodge or misdirect the attack at the last second. Make a flat check DC 11, if you
succeed, you disrupt the action.
Swashbuckler Feats
At 1st level and every even-numbered level thereafter, you gain a Swashbuckler class feat.
Swashbuckler class feats are described beginning on page 69.
Initial Proficiencies
At 1st level you gain a number of proficiencies that represent your basic training. These
proficiencies are noted at the start of this class.
Thrill Level 1
As you started on the path of the swashbuckler, you began to develop your own style to
pursue your daring activities. Your thrill shapes your swashbuckler techniques and the way
you approach any danger. You may hold the world hostage by the tip of your sword, you
may hide behind a mask a seek glory and fame, or you may prefer the whims and fancies of
black powder! Choose a swashbuckler’s thrill.
Luck Level 3
Having faced countless foes and the chaos of battle, you have learned that you cannot only
rely on skills to make it through the day. Your proficiency rank for Will saves increases to
expert. Once per day you may reroll a failed saving throw.
General Feats Level 3
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in
Chapter 5.
Skill IncreasesLevel 3
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this
increase either to increase your proficiency rank to trained in one skill you’re untrained in, or
to increase your proficiency rank in one skill in which you’re already trained to expert.
At 7th level, you can use skill increases to increase your proficiency rank to master in a skill
in which you’re already an expert, and at 15th level, you can use them to increase your
proficiency rank to legendary in a skill in which you’re already a master.
Ability BoostsLevel 5
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use
these ability boosts to increase your ability scores above 18. Boosting an ability score
increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry FeatsLevel 5
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and
every 4 levels thereafter. The list of ancestry feats available to you can be found in your
ancestry’s entry in Chapter 2.
You can take the reload action once (reloading a one-handed firearm or 1 step toward the
completion of reloading a two-handed firearm). Or you can draw a weapon.
Weapon SpecializationLevel 7
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2
additional damage with weapons and unarmed attacks in which you are an expert. This
damage increases to 3 if you’re a master, and to 4 if you’re legendary.
Requirements You are wielding only a one-handed slashing or piercing melee weapon and
have your other hand or hands free.
You quickly and precisely strike with your blade, trying to cripple part of a foe’s body. The
swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the
attack’s normal damage, the target suffers one of the following effects based on the part of
the body targeted. If a creature doesn’t have one of the listed body locations, that body part
cannot be targeted. Creatures that are immune to sneak attacks are also immune to
targeted strikes. Items or abilities that protect a creature from critical hits also protects a
creature from targeted strikes.
○ Arms: The target takes no damage from the attack, but it drops one carried item of
the swashbuckler’s choice, even if the item is wielded with two hands. Items held in
a locked gauntlet cannot be chosen.
○ Head: The target must succeed at a Fortitude save against your class DC or be
confused for 1 round. This is a mind-affecting effect.
○ Legs: The target is knocked prone. Creatures with four or more legs or that are
immune to trip attacks are immune to this effect.
○ Torso: The target takes 2D6 Bleed damage and is sickened.
Evasion Level 15
You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your
proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex
save, you get a critical success instead.