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ability

Swashbuckler

A Rogue who relies on footwork, daring, and personal presence in a duel.

You focus your tra ining on the art of the blade, relying on speed, elega nce, a nd cha rm in equa l parts. While some warriors a re brutes clad in heavy armor, your method of fi ghting looks almost like a performa nce. Du elists a nd pirates typically belong to this archetype. A Swashbuckler excels in s ingle combat, and can fight with two weapons while safely da rting away from a n opponent.

Fancy Footwork

W hen you choose this archetype at 3rd level, you learn how to land a strike a nd then slip away without reprisal. During your turn , if you make a melee attack against a creature, that creature can't ma ke opportu nity attacks against you for the rest of your tu rn. 135

Swashbucklers And Two-Weapon Fighting

The Swashbuckler relies on a good understanding of the D&D rules to realize its potential, specifically when it comes to fighting with two weapons. Other characters must use an action to Disengage if they want to escape a melee, but the Fancy Footwork feature of the Swashbuck ler bundles a more limited version of Disengage with in your attack. This allows you to use your bonus action to fight with two weapons, and then safely evade each foe you attacked.

Rakish Audacity

Starting at 3rd level, your unmistakable confidence pro pels you into battle. You can add your Charisma modi fier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persua sion) 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. If you succeed on the check and the creature is hostile to you , it has disadvantage on attack rolls against tar gets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, 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 Dexterity (Acrobatics) or Strength (Ath letics) 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 fin ish a short or long rest.

Source & compatibility

Source: Sword Coast Adventurer's Guide · page 135 · Legacy 5e.

Sword Coast Adventurer's Guide; locally supplied reference, original publisher rights retained.

Campaign adaptation: Legacy subclass reference. The DM must review its feature schedule against the 2024 class before automated progression uses it; retain the original feature levels shown below.

Compatibility: Original option; manual use pending compatibility review.