Buccaneer v3.0 - The Homebrewery
Buccaneer v3.0 - The Homebrewery
Buccaneer v3.0 - The Homebrewery
A
top the highest tower, swords clash. The half-elf
is poised with his rapier held steady and his
free hand tucked behind his back. As his half-
orc opponent swings, he sidesteps effortlessly
before landing a stab in her shoulder. She drops
her axe, clutches her wounds, and reluctantly
concedes her defeat.
There is a commotion in the streets. A fight has broken out
between two opposing merchants. An officer draped in
formal regalia pushes through the crowd as he draws his
saber. With a booming voice, he demands an end to the
disturbance. His authority alone is enough to end the fight.
Cannons fire. Sparks and splinters fly. As the ships collide,
the pirate captain swings aboard the enemy vessel to take his
prize. He dispatches two of the privateers with his throwing
daggers before drawing his cutlass. If they surrender, he just
might offer some of them a place on his crew.
Buccaneers are many things. Polite, but bold. Cunning, but
charming. Daring, but civilized. Fascinating, but deadly.
Tactical Warriors
What distinguishes a buccaneer from a common fighter?
Presentation. A buccaneer's wits are just as sharp as their
blades, and they are as fierce as they are charming.
Buccaneers are always looking to hone their swordplay
techniques. As such, they fight defensively, allowing their
opponent to reveal their hand before going in for the kill.
They favor precise cuts and counters over sheer force.
Honor Bound
Buccaneers live by honor codes that determine how they bear
themselves both on and off the battlefield. These codes are
composed of various virtues and values, but this does not
mean that all buccaneers are benevolent. After all, loyalty is a
virtue, even if it means loyalty to your pirate crew.
Captivating Personalities
Whether they're aiming to become a renowned general or a
pirate king, a buccaneer is always ambitious. To this end, they
will cultivate an air of sophistication and magnetism that
allows them to flourish in high society.
Creating a Buccaneer
Your relationship with swordplay is an important part of your
identity as a buccaneer. How were you trained with a blade?
Did you enlist in a military unit? Were you trained by a
wandering duelist who saved your town?
Next, you must define your goal. Buccaneers are ambitious,
and always have their sights set on their long-term objectives.
Do you seek fortune? Fame? Renown? Infamy?
Quick Build
You can make a buccaneer quickly by following these
suggestions. First, put your highest ability score in Dexterity,
and your next highest into Charisma. Second, choose the
soldier or pirate background.
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A Homebrew Class for DND 5e by u/Tandra_Boy
Class Features
As a buccaneer, you gain the following class features The Buccaneer
Proficiency
Hit Points Level Bonus Features Fencing
Hit Dice: 1d10 per buccaneer level 1st +2 Counter-Attack, Sidestep —
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution 2nd +2 Banter, Fighting Style 1d4
modifier per buccaneer level after 1st 3rd +2 Code of Virtue 1d4
Proficiencies 4th +2 Ability Score Improvement 1d4
Armor: Light armor 5th +3 Extra Attack, Vigilance 1d6
Weapons: Simple weapons, rapiers, scimitars, shortswords, 6th +3 Expertise 1d6
whips, hand crossbows, heavy crossbows
Tools: One gaming set of your choice 7th +3 Code of Virtue Feature 1d6
Saving Throws: Dexterity, Charisma 8th +3 Ability Score Improvement 1d6
Skills: Choose two from Acrobatics, Deception, Intimidation, 9th +4 Evasion 1d6
Performance, Persuasion, Sleight of Hand, and Stealth 10th +4 Flourish 1d6
Equipment 11th +4 Precision 1d8
You start with the following equipment, in addition to the
equipment granted by your background: 12th +4 Ability Score Improvement 1d8
13th +5 Code of Virtue Feature 1d8
(a) a rapier or (b) two short swords
(a) a diplomat's pack or (b) an explorer's pack 14th +5 Vainglory 1d8
leather armor and two daggers 15th +5 Enrapture 1d8
one gaming set you are proficient with
a feathered hat, a fancy doublet, and a shoulder cape 16th +5 Ability Score Improvement 1d8
17th +6 Reprisal 1d10
Multiclassing
Requirements: 13 Dexterity and 13 Charisma 18th +6 Code of Virtue Feature 1d10
Proficiencies Gained: Simple weapons, rapiers 19th +6 Ability Score Improvement 1d10
20th +6 Virtuoso 1d10
Counter-Attack
Crossing swords with you is like a deadly game of chess.
Whenever a creature misses you with a melee attack during
their turn, you can use a reaction to target them with a melee Fighting Style
attack using a finesse weapon. You cannot make this attack Also at 2nd level, you adopt one of the following styles of
while wearing medium or heavy armor or wielding a shield. fighting as your specialty. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Sidestep
Whenever a creature misses you with a melee attack during Dueling
their turn, you can move 5 feet without provoking opportunity When you are wielding a melee weapon in one hand and no other
attacks from that creature. You can use this movement either weapons, you gain a +2 bonus to damage rolls with that weapon.
before or after making a Counter-Attack.
Lunging Strikes
Banter You treat all finesse melee weapons as though they have the
reach property if they do not already have it.
What's swordplay without wordplay? At 2nd level, you can use
a bonus action to attack a creature's pride. The creature must Parrying Dagger
make a Charisma saving throw against your fencing save DC You gain a +1 bonus to your AC while you are wielding a
if they can see or hear you. On a failed save, the creature melee weapon in one hand and a dagger in your other hand.
suffers the following effects until the start of your next turn:
The creature has disadvantage on attack rolls that target Thrown Weapon Fighting
creatures other than you. You can draw a weapon that has the thrown property as part
You deal an extra 1d4 damage whenever you hit the of the attack you make with the weapon.
creature with an attack using a finesse weapon. This die In addition, when you hit with a ranged attack using a
increases as you gain buccaneer levels, as shown in the thrown weapon, you gain a +2 bonus to the damage roll.
Fencing column of the Buccaneer Table. Two-Weapon Fighting
Fencing save DC = 8 + your proficiency bonus + your When you engage in two-weapon fighting, you can add your
Charisma modifier ability modifier to the damage of the second attack.
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A Homebrew Class for DND 5e by u/Tandra_Boy
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At 3rd level, you choose a set of ideals to uphold as a Flourish
buccaneer. Choose the Duelist, Officer, Pirate, Spellsword,
Treasure Hunter, or Musketeer code, all detailed at the end of At 10th level, you can use a bonus action on your turn to gain
the class description. Your code grants features at 3rd level advantage on the next Dexterity (Acrobatics) or Charisma
and again at 7th, 13th, and 18th level. (Performance) check that you make during the same turn.
Ability Score Improvement Precision
When you reach 4th level, and again at 8th, 12th, 16th, and At 11th level, your skill with a blade is so fine-tuned that all
19th level, you can increase one ability score of your choice your attacks with finesse weapons deal extra damage equal
by 2, or you can increase two ability scores of your choice by to a roll of your Fencing die, and you can use your Fencing
1. As normal, you can't increase an ability score above 20 die in place of the normal damage die for any finesse weapon.
using this feature.
Using the optional feats rule, you can forgo taking this Vainglory
feature to take a feat of your choice instead. By 14th level, your overbearing confidence in the face of a
challenge makes you immune to the frightened condition.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, Enrapture
whenever you take the Attack action on your turn. At 15th level, your persona is larger than life. If you hold a
pleasant conversation with a non-hostile creature for 10
Vigilance minutes, they become charmed by you for 1 hour or until you
Also at 5th level, if you take the Attack action on your turn, or your allies do anything harmful to it. During this time the
you can forgo one of your extra attacks to add your Charisma creature considers you a fast friend, and they do not realize
modifier to your AC until the start of your next turn. that they are charmed by you even after the effect is over.
Once you charm a creature this way, you cannot charm them
Expertise with this feature again until you complete a long rest.
At 6th level, choose two of your skill proficiencies. Your Reprisal
proficiency bonus is doubled for any ability check you make
that uses either of the chosen proficiencies. By 17th level, you can make the most of any opening. If you
score a critical hit on a melee attack using a finesse weapon,
Evasion and the target is a creature that is not incapacitated, you can
Beginning at 9th level, you can gracefully step out of the way target them with another melee attack using that weapon.
of certain area effects, such as an ancient red dragon’s fiery Virtuoso
breath or an ice storm spell. When you are subjected to an
effect that allows you to make a Dexterity saving throw to At 20th level, people tell tales of your famous duels and your
take only half damage, you instead take no damage if you dramatic exploits. Your Dexterity and Charisma scores each
succeed on the saving throw, and only half damage if you fail. increase by 4. Your maximum for those scores is now 24.
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A Homebrew Class for DND 5e by u/Tandra_Boy
Codes of Virtue Poise
Buccaneers hold different values near and dear to their Also at 3rd level, you have impeccable balance. Whenever you
hearts. The code you choose to uphold reflects these values. make a Dexterity (Acrobatics) check, you can treat a d20 roll
of 9 or lower as a 10.
Duelist Additionally, you do not gain disadvantage on attack rolls
An honorable duelist values courage, respect, and integrity. due to being prone. This extends to other unstable positions
They will gladly stake their life on their honor and tend to do where you might have disadvantage on attack rolls, such as
so regularly. They are proud and boisterous warriors. walking on a tightrope or backpedaling on a staircase.
Classical Technique Pirouette
When you choose this code at 3rd level, your approach to At 7th level, you can twirl a finesse melee weapon you are
combat is as traditional as it is effective. You can assume wielding with deadly grace whenever you choose to change
battle stances, each with its own benefits and drawbacks. your stance, allowing you to deal damage equal to a roll of
At 3rd level, you learn two stances of your choice from the your Fencing die to a creature within the weapon's reach.
options listed below. You learn an additional stance at 7th, That creature cannot target you with opportunity attacks for
13th, and 18th level in this class. You can only assume the rest of the turn.
stances that you know, and can only assume one stance at a
time. You can assume or exit a stance that you know as a En Garde!
bonus action on your turn, or after you make a Counter- At 13th level, you can challenge a particular foe to face you
Attack. Stances have no effect while you are incapacitated. one-on-one. At the start of combat when rolling initiative, but
before each creature's initiative has been determined, you can
Aegis. You gain +2 AC, but you gain disadvantage on any choose a hostile creature you can see that is also rolling
attack roll you make that is not a Counter-Attack. initiative. Your initiative becomes the creature's initiative +1.
Blitz. You add your Charisma modifier to damage rolls for You can only target the chosen creature with attacks or spells
melee attacks with finesse weapons, but you have -2 AC. during your first turn in combat.
Focus. You gain advantage on Counter-Attacks, but you
cannot use Sidestep. Offensive Parry
Gash. Your melee attacks with finesse weapons score a Starting at 18th level, you can predict your opponent's attacks
critical hit on a roll of 19 or 20, but you have disadvantage before they strike, allowing you to use a reaction to target a
on Strength and Dexterity saving throws. creature with a Counter-Attack the moment that they target
Notch. Your movement speed increases by 10 feet, but you you with a melee attack. If your Counter-Attack lands, the
cannot make opportunity attacks. creature's attack misses automatically.
Savvy. You gain advantage on Strength and Dexterity
saving throws, but your movement speed is halved. Lucien Watercolor Stain 14
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A Homebrew Class for DND 5e by u/Tandra_Boy
Officer
Officers are instilled with the values of trust, discipline, and
structure. Before resorting to violence, they will attempt to
pacify their foes if possible. They are attentive, efficient,
confident, and reliable: all the traits of a natural leader.
Modern Technique
When you choose this code at 3rd level, you seek to end
conflicts without bloodshed when possible. Whenever you
make a Counter-Attack, you can strike the target using the
pommel of your weapon, causing the attack to deal
bludgeoning damage.
When you hit a creature with this kind of Counter-Attack,
they must make a Dexterity saving throw against your fencing
save DC. On a failed save, the creature becomes stunned
until the end of their turn.
You can use this feature a number of times equal to your
proficiency bonus, and regain all expended uses of it
whenever you complete a short or long rest.
Gravitas
Also at 3rd level, your stern demeanor makes it very difficult
to tell what is really on your mind. Charisma (Deception) and
Wisdom (Insight) checks targeting you are made with
disadvantage.
Furthermore, you can read others as though they were an
open book, allowing you to add your Charisma modifier to
any Wisdom (Insight) check you make.
Pacify
At 7th level, you can cause your foes to question their
motives. If a creature rolls a 1 on a saving throw they make
against your Banter, they become charmed by you until the
start of your next turn or until you or your allies take hostile
actions against them.
Perfect Opening
Starting at 13th level, your disciplined technique allows you
to ruthlessly punish your enemy's mistakes. You
automatically score a critical hit with your Counter-Attack if
the target rolled a 1 on the triggering attack roll.
Furthermore, the creature has disadvantage on the next
saving throw it makes before the end of your next turn.
Final Warning
At 18th level, you can give your opponents a chance to back
away before things get ugly. Whenever you roll for initiative,
you can give a number of creatures up to your Charisma
modifier (minimum of 1) that you can see within 60 feet of
you a chance to leave combat before it even begins.
Creatures that cannot see or hear you are unaffected by
this feature, and you also cannot use this feature if you are
surprised.
You can target each creature that refuses to surrender with
your Banter. When you use your Banter this way, creatures
that fail the saving throw against it must roll their initiative
with disadvantage, and the effects of your Banter last a
creature until they damage you.
Once you use this feature, you cannot use it again until you
complete a short or long rest.
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A Homebrew Class for DND 5e by u/Tandra_Boy
Pirate
The pirate code is defined by liberty, autonomy, and loyalty to
one's crew. All a pirate truly wants is to be beholden to no
lord or king. They'll fight tooth and nail to live free.
Bloodthirsty Technique
When you choose this code at 3rd level, you take to combat
like a shark to blood in the water. You can give yourself a
bonus to your initiative rolls equal to your Charisma modifier.
In addition, due to your brutality, whenever you roll a
damage die for a Counter-Attack, you can choose to reroll it
and must use the new roll.
Finally, your movement speed is increased by 10 feet while
you are wielding a finesse weapon in each hand.
Seafarer
Also at 3rd level, you gain proficiency with water vehicles and
Navigator's Tools if you don't have them already, and can
determine which way is north by examining the stars on your
home plane of existence.
Pet Parrot
At 7th level, you can cast Find Familiar at will to summon a
parrot. The parrot's stats are the same as those of a raven,
but the parrot has a superior form of the raven's Mimicry, as it
can perfectly mimic any sound it has heard, including voices.
A creature that hears the sounds of your parrot can tell they
are imitations if they succeed a Wisdom saving throw against
your fencing save DC.
The parrot has also been trained as a lookout, giving it a
passive perception of 15 plus your Charisma modifier
(minimum of 16 passive perception).
Armed to the Teeth
At 13th level, you're never so foolish as to be caught unarmed.
Whenever you make a thrown attack with a dagger, you can
instantly draw a new dagger from a hidden compartment in
your armor (such as inside your boot or up your sleeve), even
if you don't have any daggers stored in your equipment.
Daggers drawn this way are lost at the end of combat.
Additionally, if you successfully use your Banter on a
creature during your turn, you can target them with a ranged
attack using a dagger as part of the same bonus action.
Knifepoint
At 18th level, whenever you hit a creature with a Counter-
Attack, you can force them to make a Dexterity saving throw
against your fencing save DC if they are within 5 feet of you
and no more than one size larger than you. On a failed save,
you hold your weapon within an inch of the creature's vitals,
causing them to be grappled by you.
To escape this grapple, the creature must make another
Dexterity saving throw against your fencing save DC as an
action on their turn. On a successful save, the creature
escapes the grapple. On a failed save, you can target the
creature with a Counter-Attack without expending a reaction.
Your movement speed is not halved due to this grapple,
allowing you to easily force the creature into hazards they
would normally avoid, such as off of a high ledge or into a
blazing inferno.
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A Homebrew Class for DND 5e by u/Tandra_Boy
Spellsword Martial Metamagic
The martial metamagics are presented in alphabetical order.
A spellsword values ingenuity, innovation, and the pursuit of Afterimage. At the start of each of your turns, you can
knowledge for its own sake. They are chosen for their innate spend 1 spellsword point to create a ghostly afterimage of
arcane talent and then taught to wield blades. yourself that imitates your movements with a slight delay.
Until the start of your next turn, you gain a bonus to damage
Sorcerous Technique rolls with finesse weapons equal to your Charisma modifier.
When you choose this code at 3rd level, you unlock innate Blue Blade. Whenever you target a creature with a melee
magical abilities that you use to enhance your combat attack using a finesse weapon, you can spend 1 spellsword
techniques. You have a number of spellsword points equal to point to envelope your blade in azure energy. This allows you
half of your buccaneer level, rounded up. These points can be to force your target to make a Dexterity saving throw against
spent to perform martial metamagic. You regain all expended your fencing save DC instead of making an attack roll against
spellsword points once you complete a short or long rest. You them. On a failed save, your attack hits. On a successful save,
learn 2 martial metamagic options, detailed under "Martial your attack misses. If the target rolls a 1 on this saving throw,
Metamagic" below. You learn an additional option at 7th, your attack is a critical hit. On a hit, this attack deals
13th, and 18th buccaneer level. additional damage equal to a roll of your Fencing die, and the
When you gain a level in this class, you can choose one of attack's damage type becomes force damage.
the martial metamagic options you know and replace it with Homebound. As a bonus action on your turn, you can
another martial metamagic option. spend 1 spellsword point to return to the space where you
started your turn, assuming it is still unoccupied.
Recall Homing Throw. When you make a thrown attack with a
Also at 3rd level, you can use a bonus action to summon a finesse weapon, you can spend 1 martial sorcery point to
melee weapon that you made an attack with on your last turn make the thrown weapon ignore all cover, as it maneuvers
back to your hands instantly if you are no longer holding it. around all obstacles other than the intended target.
Invisible Staircase. As a bonus action on your turn, you
Arcane Artisan can spend 1 spellsword point to begin ascending an invisible
By 7th level, you can use an action to enchant a set of staircase. Until the start of your next turn, every 10 feet you
artisan's tools, granting you proficiency with them for 10 walk will lift you 5 feet into the air. You can continue walking
minutes. Regardless of what set of tools you choose, you use in the air with this ability as if you were on the ground, and
Charisma as your ability modifier when performing checks will only begin falling at the end of your next turn. Conversely,
with tools affected by this ability. Once you use this ability, you can use this ability to descend the staircase, being
you must complete a short or long rest to use it again. lowered 5 feet for every 10 feet you walk.
Moonlight Slice. As an action, you can expend 1
Dynamo spellsword point to expel an arc of emerald energy from a
At 13th level, your magic propels you forward. Whenever you finesse melee weapon you are wielding. This arc travels in a
spend a spellsword point on your turn, your movement speed 30-foot line that is 5 feet wide. You target each creature
increases by 10 feet until the end of the turn. within that line with a melee attack with the weapon used to
create the arc. These attacks deal force damage.
Signature Move Shift. Immediately after you hit a creature with a Counter-
At 18th level, you have mastered your arcane abilities, Attack, you can spend 1 spellsword point to teleport to an
allowing you to use them regularly and reliably. Choose one unoccupied space of your choice within 15 feet of the
martial metamagic you know. That martial metamagic no creature you hit.
longer costs you any spellsword points to use.
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A Homebrew Class for DND 5e by u/Tandra_Boy
Treasure Hunter
In a line of business where it's easy to get double-crossed,
treasure hunters live by the code of honor amongst thieves.
Ancient artifacts, lost expeditions, and hidden troves
fascinate them. Just don't cut them out of a deal.
Lucky Technique
When you choose this code at 3rd level, by all rights,
something ought to have killed you by now. Whenever you
end your turn without having targeted any creatures with
attacks, spells, or harmful effects, you automatically gain the
benefits of the Dodge action, and gain advantage on any
Counter-Attack you make before the start of your next turn.
Additionally, you have a knack for making the best of a bad
situation. Whenever you roll a 1 on a melee attack roll with a
finesse weapon, you can still deal damage equal to a roll of
your Fencing die to the target.
Globetrotter
Also at 3rd level, exploring the far corners of the world
requires you to be ready for anything. You gain proficiency
with Cartographer's Tools if you did not have it already.
Additionally, while you are not wearing heavy armor, you gain
a climbing and swimming speed of 20 feet.
Delver and Discoverer
At 7th level, you excel at unearthing secrets and mysteries
considered lost to the sands of time. You can add your
Charisma modifier to any Intelligence (Investigation) or
Intelligence (History) check you make.
Additionally, you are familiar with most languages, even if
you haven't studied them extensively. You can identify
languages when you see them written or hear them spoken,
even if you do not know how to read or speak that language.
If you rack your brain, you can come up with translations
for languages on the fly. You can make a DC 10 Intelligence
(History) check to become proficient with a language of your
choice for 1 minute.
Each time that you attempt this Intelligence check after the
first, the DC for the check increases by 5. Once you complete
a short or long rest, the DC resets to 10.
Underhanded Tactics
At 13th level, you aren't afraid to fight dirty when you have to.
You can make a Dexterity (Acrobatics) check instead of a
Strength (Athletics) check when attempting to grapple or
shove a creature. This represents moves that deftly throw the
target off-balance without overpowering them, such as
knocking a creature prone by tripping them with your foot or
grappling a creature by twisting their arm behind their back.
Additionally, after you hit a creature with a Counter-Attack,
you attempt to grapple or shove the creature as part of the
same reaction if they are within 5 feet of you.
Gambit
Starting at 18th level, you know that it's all in the timing. If
you end your turn without having targeted any creatures with
attacks, spells, or harmful effects, then you can regain your
reaction whenever you successfully land a Counter-Attack
until the start of your next turn.
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A Homebrew Class for DND 5e by u/Tandra_Boy
Alternative Arms
Musketeer At the discretion of the DM, the Bullets, Pistols, and Muskets
For a musketeer, a sword is just a side-arm. Their code that this Code of Virtue uses can be exchanged for Crossbow
demands that they be polite, efficient, and have a plan to kill
everyone they meet... just in case. bolts, Light Crossbows, and Heavy Crossbows respectively.
Instead of being referred to as a Musketeer, this Code of
Marksman's Technique Virtue and be called a Marksman or Sharpshooter.
When you choose this code at 3rd level, your experience with
ballistic weapons grants you proficiency with the renaissance Trickshot
firearms described in chapter 9 of the Dungeon Master's At 7th level, you can ricochet bullets between your enemies. If
Guide. Additionally, you gain the following benefits: you have advantage on a ranged attack you make with a
Bayonet. You can treat renaissance firearms as finesse renaissance firearm, you can choose to forgo that advantage.
melee weapons that deal 1d6 piercing damage. When If you still hit your target, you can make another ranged
used as melee weapons, pistols have the light property, attack with the same weapon against a new target within 30
and muskets have the reach property. feet of the initial target. You can ignore the weapon's loading
One-Liner. If a creature fails the saving throw against property for this secondary attack.
your Banter, you gain advantage on the next ranged attack
you make against them before the end of your next turn. Return Fire
Quickdraw. Whenever you draw or stow a weapon, you At 13th level, you can fire back at your enemies with ranged
can draw or stow a renaissance firearm as well. Counter-Attacks using renaissance firearms. Creatures
provoke a ranged Counter-Attack from you when they miss
Gunsmithing you with a ranged attack.
Also at 3rd level, you gain proficiency with Tinkerer's Tools if
you didn't have it already. By investing time and money, you Blunderbuss
can use Tinkerer's Tools to craft firearms. At 18th level, you can pack your firearms full of deadly
shrapnel. As an action on your turn, you can target each
Firearm/Ammo Crafting Time Materials Cost creature within a 15-foot cone in front of you with an attack
Bullets (10) 1 hour 3 gp using a renaissance firearm you are wielding. You can ignore
Pistol 24 hours 250 gp the weapons' loading property for each attack after the first.
Musket 48 hours 500 gp Watercolor Stain 8 musket
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A Homebrew Class for DND 5e by u/Tandra_Boy
V3.0 Changelog
Class Changes
Banter now only lasts until your next turn, but cannot end
early. Easier to keep track of it this way.
Added two unique fighting styles: Lunging Strikes and
Parrying Dagger
Momentum has been replaced with Vigilance is now a
5th level feature with a new effect: give up one attack to
gain AC equal to your Charisma modifier.
Evasion has been added as a 9th level feature.
Vexation was no longer necessary since Banter doesn't
last as long, so Flourish is now 10th level.
Precision now adds extra damage equal to a roll of your
fencing die rather than your proficiency bonus.
Fabled Fencer is now called Virtuoso. It also has its
values back up to 24. I am keeping it this way. Capstone
features should be powerful.
Subclass Changes
The Duelist's Poise now works like Reliable Talent or
Silver Tongue. Instead of adding Charisma, rolls of 9 or
lower on acrobatics checks become a 10. The Notch
fighting style has been changed so that it doesn't overlap
with one of the new fighting styles I added.
The Officer's Pacify and Final Warning is slightly revised
due to Banter Changes
The Pirate's Bloodthirsty Technique now allows you to
reroll damage dice on Counter-Attacks rather than giving
bonus critical hit damage. Armed to the Teeth is now
easier to use, and more simply worded.