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
STR
12
+1
DEX
18
+4
CON
12
+1
INT
14
+2
WIS
11
+0
CHA
15
+2

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.