Jerbeen Swashbuckler
Humblewood Campaign Setting p. 200 (Third Party)
- Size
- Small
- Type
- humanoid (jerbeen)
- Alignment
- Any Non-Lawful Alignment
- AC
- 17 (leather armor)
- Hit Points
- 34 (8d6+6)
- Speed
- walk 30 ft.
- Skills
- Acrobatics +8, Athletics +5, Persuasion +6
- Passive Perception
- 10
- Languages
- Birdfolk, Jerbeen
- Challenge
- 3
- Lineage
- Swashbuckler
Traits
Proficiency Bonus
+2
Standing Leap
The swashbuckler's base long jump is 30 feet, and their base high jump is 15 feet, with or without a running start.
Team Tactics
The swashbuckler can take the Help action as a bonus action.
Sharp Witted Defense
While the swashbuckler is wearing light or no armor and wielding no shield, their AC includes their Charisma modifier.
Actions
Multiattack
The swashbuckler makes three attacks, one with a dagger and two with their rapier.
Dagger
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Rapier
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Riposte
The swashbuckler reduces the damage dealt by one melee attack that would hit them by 4 (1d8), and deals that much piercing damage to their attacker. The swashbuckler must see the attacker and be wielding a melee weapon.
Other data
description
A common figure in many jerbeen folktales, a swashbuckler is a champion who fights with finesse and daring. Natural leaders, swashbucklers keep their wits about them during a duel, pressing small advantages to win the day. Jerbeen swashbucklers often train in the tradition of their Amaranthine, Gaspard. Each year swashbucklers participate in fencing matches held in Gaspard's honor. Not all swashbucklers follow this path, with some using their talents for brigandry.