View Full Version : D&D 5e/Next Swashbuckler Homebrew Class

2016-02-08, 11:09 PM
So I wanted a unique swashbuckler class for one of my characters, so I decided to homebrew one on my own, ended up spending quite a bit of time on it but it is finally done for the most part. Just a lot of balancing to do I suppose

I tried my best to make it balanced but to what degree of success I can't tell. I would appreciate your constructive feedback to help improve this. :)


An elf holds up his blade with grace and finesse in battle, examining his opponent with his razor-sharp eyes. The abomination lashes out with his sword all of a sudden, only to be parried skillfully with the elf’s quick thinking. Immediately, he sees the opportunity to strike. With a the slash of the blade and a well-planned kick, the caught off-guard abomination struggles around as it tries to avoid the blade, only to fall victim to the perfectly executed kick, tripping and falling clumsily onto the ground face-down, dropping his sword in the meantime. It looks up to see a blade staring right at its face, while the elf stands proudly smirking to himself, clearly victorious.

The target stares wide-eyed at the masked tiefling sauntering towards him, immediately he realises that his fate has caught up to him. He scrambles up his horse, galloping away at full speed. With lightning quick reflexes, the tiefling mounts her horse giving chase to the runaway. As the two ride off, several of the target’s horsemen start to surround the tiefling. Sparing no thought, she lets go of her reins, pulling out her dual pistols and starts opening fire with deadly accuracy, all while continuing to give chase. Eventually, the tiefling catches up with the target, knocking him off the horse with the butt of her gun, hopping off her own horse gracefully to finish the kill.

Swashbucklers are masters of swordplay and are proficient in the wielding of certain firearms. They usually work alone, hardly relying on others’ help as they much prefer the one-on-one fights they are trained in. Regardless, they exhibit their skills and stunts well in any condition, being an formidable opponent to any kind of enemy.

Skillful and Proficient
Swashbucklers excel in the art of chivalry, often being able outsmart their opponents. These fighters know the tactics of dueling and the strengths and weaknesses of different weapons very well, often using this to gain the edge in a fight while performing incredible acts in battle to show off their flair.

Gun Mettle
Swashbucklers can learn the ways of firearms for them to pack a punch even from a distance. Swashbucklers can wield simple firearms such as pistols or muskets with their finesse to bring out the deadly precision in them. This allows them to weaken their opponents before engaging them head-on, or even outright execute an enemy with a perfect shot.

Creating A Swashbuckler
As you create your swashbuckler, consider how you came across your training and why did you devote your time to the training. Did you want to become powerful and strong to achieve a personal goal. Or are you a once a knight under a great king’s command to accomplish your superiors’ orders. Have you spent your life in hardship, left to fend for yourself, and consequently learning the ways of the swashbuckler. Or are you a noble, who picked up the art of a swashbuckler just to impress crowds of people with your magnificent flair during public duels, in order to bathe in fame and recognition. Were you trained by someone superior, or did you just watch and learn. Swashbucklers can be of any alignment, some can serve a king’s order and are of lawful nature. Others can be driven by greed or conquest and slide towards chaotic or evil alignments. Some swashbucklers just simply provide their services to whoever has the best offer, leaning them towards the neutral alignments.

Proficiency Bonus

Novice Tactics

Fighting Style, Examine Enemy

Swashbuckler Archetype, Relentless Pursuit

Ability Score Improvement

Extra Attack

Archetype Feature

Intermediate Tactics

Ability Score Improvement

Expertise Flair

Archetype Feature

Quick Reload, Analyse Enemy

Ability Score Improvement

Advanced Tactics

Archetype Feature

Everlasting Pursuit

Ability Score Improvement

Precision Strike

Master Tactics, Chivalry Master

Ability Score Improvement

Archetype Feature

Class Features
As a swashbuckler, you gain the following class features.

Hit Points
Hit Dice: 1d8 per swashbuckler level
Hit Point at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per swashbuckler level after 1st

Armor: Light armor, Buckler
Weapons: Dagger, Scimitar, Shortsword, Rapier, Pistol, Musket
Tools: Disguise Kit
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Sleight of Hand, Deception, Stealth, Intimidation, Perception, Performance, Insight, Persuasion

You start with the following equipment, in addition to the equipment granted by your background:

(a) rapier or (b) shortsword, 2 daggers and buckler
(a) simple pistol and 10 bullets or (b) shortsword, 2 daggers and buckler
(a) diplomat’s pack or (b) explorer’s pack
leather armor and a disguise kit

Grit is the motivation of a swashbuckler to perform certain acts during battle. A swashbuckler has a maximum grit which increases with level. A swashbuckler can expend grit points to carry out actions from the tactics learned (Novice, Intermediate, Advanced, Master). Grit is fully restored after a long rest. Delivering a killing blow on opponent will award build-up points to your pool equal to that creature’s CR. One grit point will be awarded once your build-up points equal to your swashbuckler’s level, this will deduct the build-up points from your pool, any additional build-up points will be left in your pool. For example, a 1st level swashbuckler kills a CR ¼ creature, he will now have ¼ build-up points in his pool. After killing 3 more CR ¼ creatures, he gains ¾ build-up points, therefore he now has 1 build-up point in his pool. Since his level is 1, 1 build-up point will be deducted from his pool, gaining him one grit point. Only creatures that you encounter naturally will give you these build-up points.

Novice Tactics
The basic techniques of a swashbuckler’s battle maneuvers. Expend grit points to perform these actions.

Parry. If an enemy successfully attacks you, you may spend 1 grit point as a reaction to attempt to parry the attack. Roll a Dexterity check, taking halved damage (rounded up) on a successful throw and full damage on a failed throw.

Counter-Attack. If an enemy misses you, you can spend 2 grit points to quickly strike against the enemy as a reaction.

Soft-Beat. You lightly beat at your enemy’s weapon to serve as a distraction in an attempt to throw off the enemy’s guard. This uses up 1 grit point, the creature must make a Constitution saving throw. If successful, the creature stays concentrated with its guard up. On a failed throw, the creature is distracted and the next attack from an allied creature other than you gains an advantage to the attack roll. This counts as a bonus action.

Feint. You pretend to strike from a certain direction before withdrawing your weapon quickly to make another strike from another angle. This action can be used for 2 grit point and counts as a bonus action. The target must make an Intelligence saving throw, on a failed throw, your next attack gains an advantage to the attack roll. On a successful throw, the creature calls your bluff and is unaffected by it.

Disengage. You outmaneuver your enemy using 1 grit point as a bonus action, skillfully pulling back from your enemy without provoking an opportunity attack.

Trip. You swing your blade towards an enemy’s front, while following it up with a low kick behind your enemy. Attempting to trip an enemy costs 2 grit points and counts as an attack action. You cannot try to trip a creature that is two sizes or more larger than you. The creature must make a Dexterity saving throw, a creature is knocked prone on a failed throw.

Fighting Style
At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

You gain +2 bonus to attack rolls you make with all firearms.

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Wearing a buckler does not affect this fighting style.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Gun and Blade
When you dual-wield a melee weapon and a light pistol, you can add your dexterity modifier to your pistol attacks.

Examine Enemy
You target one creature, focusing your concentration on it, you must be able to see the creature, examining its actions and tactics with your sharp mind. Before and after initiating this ability, you cannot make any bonus actions or attack. You can take no reactions, and whenever you are attacked in between turns, you must make a Charisma saving throw, ending the ability on a failed throw. On your next turn, you learn its movement and tactics, easily being able to predict its next actions and how best to combat them. You double your proficiency bonus against that enemy. If you lose sight of your enemy, this ability ends immediately. You must make the saving throw even if the attack does not hit you. You cannot target multiple enemies at once. You can only use this ability up to 3 times until you take a long rest, a failed attempt counts as one use. You cannot use this ability while in a pursuit. The benefit lasts for 30 seconds or until the target dies.

Swashbuckler Archetype
At 3rd level, you choose an archetype that you emulate in your experience: Picaroon or Musketeer, both detailed at the end of the class description. You choice grants you features at 3rd level and again at 6th, 10th, 14th and 20th level

Relentless Pursuit
A magical veil surrounds you as you mark an enemy as your target on will, you must be able to see the creature. You can now dash using a bonus action instead, and when you successfully hit your target, you can use your grit points to channel this energy to deal additional force damage. For every grit point you use, you deal an additional 1d4 damage, up to a maximum of 5d4. Using this ability while you are examining or analysing an enemy immediately cancels that effect. This ability ends after 1 minute or when your target dies or when you are incapacitated. If lose sight of your target for 1 round, this ability ends. You can only use this once per long rest.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th ,16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Intermediate Tactics
As you become more experienced, you start to learn certain acts which require more skills, you are now an adept at these new actions.

Lunge. You expend 3 grit points and as your attack action, you lash out with your weapon striking at your opponent. Your melee attacks gain +5 ft. reach. If you lunge while your target is directly in front of you, on a successful hit, you impale your enemy dealing additional 2d6 piercing damage.

Riposte. After a successful parry or defensive hard-beat, you can expend 3 additional grit points to strike against your attacker as a reaction, gaining you an advantage to your attack roll.

Disarm. By spending 4 grit points, you forcefully strike at your opponent’s weapon as your attack action. Your opponent must make a Strength saving throw, dropping a weapon of your choice on a failed throw. You cannot disarm a weapon that is attached to a creature.

Hard-beat. When you are attacked by an enemy, you can use 3 grit points to perform a defensive hard-beat as a reaction. You must make a Dexterity check, you take ¼ of the damage(rounded up) while moving 5 feet backwards if possible, any further attacks by the same enemy is imposed a disadvantage on the attack roll. You take ¾ of the damage(rounded up) on a failed throw.

Feint Grapple. You pretend to lash out with your blade, immediately grabbing for your target for 3 grit points as your attack action. The target must make a Intelligence saving throw, on a failed throw, the target is caught off-guard and cannot make an opportunity attack. The target can make an opportunity attack on a successful throw. Afterwards, you gain an advantage to your roll, while the creature has a disadvantage to its roll during the grapple contest on a failed throw.

Expertise Flair
Immediately after performing a successful tactical maneuver, you gain the capability to impress entire crowds of people with your skill and flair. You can now cast the spell Charm Person for up to 1 people only if you had just performed a successful tactical maneuver and the targets have seen it.

Quick Reload
You gain further affinity of your firearms, you can now reload a pistol or musket as a bonus action without provoking an opportunity attack.

Analyse Enemy
By 11th level, you improve your examination skills. You can now target two targets at once. Your target is now highlighted with a glow which grants you vision of them even when behind cover. You can still track your enemy if it goes invisible due to the glow of light. You still have to see an enemy before targeting it. You can use this ability 3 times per long rest. All other effects from examine enemy still apply.

Advanced Tactics
Through your work, you have now become an expert of advanced maneuvers and are now able to perform these skillful actions in battle.

Flunge. While dashing, you can make a 10 feet long jump flying towards your enemy with your blade having an extra +5 feet reach as a bonus action for 5 grit points. You must have a 15 feet. dashing start. On a successful hit your attack does an additional 3d8 piercing damage. You can use this with your pursuit abilities without expending the bonus action.

Passata Sotto. When an enemy successfully hits you, you can expend 7 grit point as an reaction to slide to the ground in an attempt to dodge the attack while making a counter-attack. Make a Dexterity Acrobatics check, negating all damage done to you. The target must make a Wisdom saving throw on a successful hit as long as you succeed your acrobatics check, becoming frightened for 30 seconds on a failed throw. The target can make another Wisdom saving throw on its turn, ending the effect on a success. You take full damage if you fail the throw but you can still attack with a disadvantage. You must have a free hand to use this maneuver.

Remise. Whenever you miss any attack, you can expend 4 grit pointto reroll your attack roll with an advantage. Any previous advantages will stack with this bonus. You can use remise up to 2 times per failed attack, the remise bonus advantages does not stack with each other.

Everlasting Pursuit
By 13th level, you upgrade your relentless pursuit. You target is now highlighted with a glow providing vision even when behind cover. You automatically dash up to 3 times your normal speed without expending a bonus action. Using grit points now gains 2d4 force damage per point instead of 1d4 up to a maximum of 10d4. You can now assign another target after the previous one dies. This lasts for 1 minute, you can use this ability once per long rest. All other effects from relentless pursuit still apply.

Precision Strike
You learn to strike at weak spots making critical strikes more likely. Add one extra number to count as a critical. Natural 19-20 attack rolls now counts as criticals. If you already have a modifier to critical chance, add the one extra number. For example, if natural 18-20 are critical due to your everlasting pursuit, after gaining this ability, natural 17-20 are now critical.

Master Tactics
You become a master in all forms of combat actions, gaining you access to the most powerful of maneuvers.

Full Parry. By expending 4 grit points, you fully parry an opponent’s successful attack. Make a Dexterity check, negating all damage on a success, and taking halved damage(round up) on a failed throw.

Double Disarm. You can now disarm 2 weapons for 8 grit points. You can now grab one of its weapon as long as it is wieldable in one hand if you have a free hand.

Second Intention. You lash out with your blade not intending to hit for 10 grit points as your attack action. You make a normal attack roll as usual, but you immediately follow it up with another attack roll with advantage and dealing an additional 4d6 damage. This counts as two attack actions.

Stop Cut. If an enemy within a 15 by 15 feet square around you, makes a reaction or an opportunity attack. You can roll a Dexterity check for 3 grit points, you impose a disadvantage on a
successful throw. This counts as a reaction.

Chivalry Master
By 18th level, you mastered the arts of chivalry. Critical hits now allow you to use three damage rolls of your weapon instead of two.

Swashbuckler Archetypes
Swashbuckler generally share common traits and tactics regardless of their archetype. Therefore, their archetypes are more of a specialization to either gun or blade, representing the musketeer and the picaroon respectively.

You indulge yourself in the dangers of covert operations to carry out special tasks under a secret identity. Trained to hide from danger and strike at moments of opportunity, you prefer the silent death the blade offers in order not to attract too much attention.

Tough Work
By 3rd level, you become adept at remaining hidden from your enemies. You gain proficiency in stealth and acrobatics. If you are already proficient in them, gain double proficiency.

Nimble Movement
As a picaroon at 3rd level, you spend most of your time running from place to place through rough terrain. Climbing no longer cost extra movement and the distance you cover increases by a number of feet equal to your dexterity modifier. You can use a roll to negate or reduce fall damage for 3 grit points

Disguise Identity
By 6th level, you can use a disguise kit to mask yourself against enemies if you DM deems it is appropriate. Attacking any creature that is unaware of your true identity gains you an advantage to your attack roll.

Exploit Weakness
By 10th level, attacking a creature that is unaware of your true identity, now gives you the chance to deal deadly critical damage. A natural 20 is a guaranteed hit with deadly critical. Roll two dice instead of one for a deadly critical.

Execution Specialist
By 14th level, you learn to strike against an enemy with a deadly impact even without hiding from them. All natural 20s on your attack rolls are now deadly criticals. Dealing a killing blow on an enemy now gains you twice as much build-up points towards your grit.

By 20th level, you fully master the techniques of the blade and thus your blade is now infused with magical power. By channeling that power with 15 grit points, you can go into a blade frenzy against one target that you mark that you have sight of. You instantaneously teleport to your enemy’s location, lashing out vigorously 5 times in rapid succession from multiple different angles. All damage you deal is considered as force damage. Each successful strike gains a bonus 2d4 to your attack. You can only use this ability once per long rest. You return to your original position after this ability. You cannot use any attack actions, bonus actions or move before and after this attack. You are now incapacitated until the end of your next turn. If you are dual wielding, do not roll your attack roll twice, instead roll once for your attack roll, if it hits, roll your weapon damage twice as usual, you only get a bonus 2d4 and not 4d4 for your damage bonus.

As an elite infantry unit or soldier, you usually serve your superior in the rage of battle. A musketeer is trained to use all kinds of firearms, allowing them to wound or kill several enemies from a distance. You are also proficient in riding a mount, mostly a horse, and also attacking while mounted.

At 3rd level, you become proficient in all types of firearms, you can also now dual wield light one-handed firearms without disadvantage on your attack rolls. Shooting a two-handed firearm using one hand does not impose a disadvantage on your attack roll anymore.

Mounted Combat
At 3rd level, you gain proficiency in the lance and the riding of creatures such as horses. You can also wield one light one-handed firearm while mounted, although you are imposed an disadvantage in your attack roll while doing so.

Gun Specialist
By 6th level, you can now reload guns at will without a bonus action. You still provoke an opportunity attack until you gain your Quick Reload at 11th level. Ignore the bonus action needed on the Quick Reload text. Fixing a jammed gun now only takes a bonus action, this provokes opportunity attacks. You can now wield firearms while mounted without drawbacks. You can also dual wield light one-handed firearms while mounted.

By 10th level, you can surprise your enemy by pulling out a light one-handed very quickly while firing three shots at a single target in rapid succession. Your firearm must not be equipped before this ability. Each of your three shots have an disadvantage to your attack roll. This ability expends 6 grit points and counts as a bonus action and an attack action. Your gun jams after using this ability. You must have enough ammunition to use this ability. This counts as 1 attack action. You can use this 3 times per long rest.

By 14th level, your reflexes become extremely quick allowing you to use a bonus action to go into overwatch mode. In this mode, you hoist your firearms, ready to fire at anything that moves. Any enemy movement or attacks within a 50-foot radius will trigger an opportunity attack, you automatically fire a gun at that enemy. Dual wielding allows you take two shots instead of one although you are imposed a disadvantage on both attack rolls. You cannot attack the same enemy twice if it has multiple attacks or movement. This ability ends after you attacked 3 enemies or until your next turn. Going to overwatch mode cost 12 grit points. You can use this once per long rest.

By 20th level, you fully master the techniques of the gun and thus your firearms are now infused with magical power. By channeling that power with 15 grit points, you can go into a trigger frenzy against one target that you mark that you have sight of. You fire a volley of 5 shots ignoring ammo consumption entirely. Your guns have infinite range during this ability. All damage you deal is considered as force damage. Each successful shot gains a bonus 2d4 to your attack. You can only use this ability once per long rest. You cannot use any attack actions, bonus actions or move before and after this attack. You are now incapacitated until the end of your next turn. Your guns jam after this ability. If you are dual wielding, do not roll your attack roll twice, instead roll once for your attack roll, if it hits, roll your weapon damage twice as usual, you only get a bonus 2d4 and not 4d4 as your damage bonus.

Additional Equipment

A small shield strapped to your arm. You gain 1 AC against melee attacks only. Wielding a melee weapon on your arm with the shield imposes a disadvantage on the attack roll.
Cost: 5gp
Weight: 2lb

Reloading firearms counts as a bonus action and provokes opportunity attacks. A jammed firearm requires 1 major action to fix. All firearms use dexterity as their modifier.

Simple Pistol
A simple and most basic matchlock pistol.
Cost: 50gp
Weight: 2lb
Damage: 1d6 piercing
Ammo Capacity: 4 bullets
Jam Chance: Natural 1-2
Properties: Simple, Light, Ammunition (120,200)

Heavy Pistol
A heavier, bulkier pistol that has a higher ammo capacity and packs a bigger punch.
Cost: 100gp
Weight: 3lb
Damage: 1d8 piercing
Ammo Capacity: 6 bullets
Jam Chance: Natural 1-4
Properties: Simple, Ammunition (100,180)

Dragon Pistol
A pistol that fires a scatter shot.
Cost: 200gp
Weight: 2lb
Damage: 1d4 piercing
Ammo Capacity: 3 scatter bullets
Jam Chance: Natural 1-6
Properties: Martial, Light, Ammunition (15ft. cone)

A two-handed rifle that can deal a good amount of damage and is quite accurate.
Cost: 400gp
Weight: 6lb
Damage: 1d10 piercing
Ammo Capacity: 8 bullets
Jam Chance: Natural 1-2
Properties: Martial, Two-Handed, Ammunition (150,300)

Long gun
A two-handed gun that has a low ammo capacity but does a lot of damage.
Cost: 500gp
Weight: 10lb
Damage: 2d8 piercing
Ammo Capacity: 2 bullets
Jam Chance: Natural 1-4
Properties: Martial, Heavy, Two-handed, Ammunition (180,400)

A large gun that fires powerful scatter shots over a large area.
Cost: 400gp
Weight: 15lb
Damage: 1d6 piercing
Ammo Capacity: 2 scatter bullets
Jam Chance: Natural 1-6
Properties: Martial, Heavy, Two-Handed, Ammunition (20ft. cone)

2016-02-09, 06:18 AM
Fluff-Yay fluff! Not everyone (me included) adds fluff, so it's cool to see that. So props to you.

HP and Proficiences-Bucklers aren't a thing. Just regular shields are. In addition, pistols and muskets aren't really a thing either. If I were you, I'd include what stats you're using for them on here, because that'll determine a lot.

Grit-A little complicated, but overall cool. I like it. One issue, though-sack of rats. Carry around a sack of rats, kill a bunch in between combats, regain all Grit. I'd put in a clause somewhere that stops this.

Novice Tactics-For Counter-Attack, I'd just make it advantage, not +2. Same for Soft-Beat.

In addition, what actions do these take? Bonus actions? Reactions?

In addition in addition, make it an adjustable DC, notably on Trip. The usual is 8+Proficiency+Stat mod.

Fighting Style-Is fine.

Examine Enemy-You do realize most combats end within three rounds, right? Making this ability kinda useless. Again, the DC should be malleable, probably based on damage.

In addition, in the rare case combat lasts longer, this is overpowered as hell. An automatic crit ability at level 2 makes this an insanely good dip for Rogues or Paladins, making BBEG slaying a piece of cake.

Relentless Pursuit-Too much with multiclass shenanigans. Rogues and Paladins will love this, and it craps all over the Champion.

ASIs and Extra Attack-Are fine.

Intermediate Tactics-Why do so many of these grant bonuses to the attack roll? That feels... Wrong to me. It's like Battlemaster Superiority dice, but better. Overall, the Intermediate tactics, as well as not fitting in 5E's design paradigm, are kinda overpowered.

Expertise Flair-Too much. Especially with the sack of rats issue. Notably, 30 seconds is 5 rounds, so start each combat with a single tactical maneuver. Free +4 to all saves. Overpowered.

Level 9 is a dead level. Don't have those.

Quick Reload is meaningless without letting us know musket and pistol stats.

Analyse Enemy-Criminy Christmas this is overpowered! Now you can autocrit three guys, and gain an extra 5 grit? Even without Sneak Attack/Smite cheese, that's too much.

Advanced Tactics-These are just too much, eve for the grit cost. Except grit costs stopped mattering, because now you can regain 5 just by looking really hard at people. Yes, Analyse Enemy is that bad.

Everlasting Pursuit-You know, this class started okay. But this? You went from d4s (2.5 on average) to d10s (5.5 on average) as well as yet more Grit restoration. There's no resource management here-there's just get more grit, all the time, from anything.

Precision Strike-What do you have against Champion Fighters? What did they do to you? Because you're doing a hell of a lot to them.

Admittedly, this ability isn't actually that bad. You get it at 15th level, and while it does stack with Champion's ability, that's 18 levels invested. So this ability isn't bad on its own. But combined with the rest of your crit-enhancers, it's bad. Real bad.

Level 17 is dead. Stop that.

Master Tactics-Just... Too much.

Chivalry Master-Way too much. Again, Grit management is even less of an issue, and since you're critting on 17-20, you have a HUGE chance to be getting extra attacks all the damn time.

I'm not even going to bother going over the archetypes, because the base class alone gets far too much. This class needs to be scaled back a ton, and written more in line with 5E design principles.

2016-02-11, 07:01 AM
First wave of nerfs, still much to do but this will be a start.

Main changes:

Got rid of most if not all of grit restoration bonuses
Increased grit cost for the tactics
Removed critical shenanigans
Removed set values for advantages/disadvantages and dice throws

To do list:

Firearms and additional equipment
Nerf archetypes hard, especially musketeers I think
Fix examine/analyse enemy and the pursuit abilities (Help needed)

Grit: Added line "Only creatures that you encounter naturally will give you these build-up points." to prevent abuse.
Counter-attack: Removed advantage on attack roll
Soft-Beat: Removed set values
Feint: +1 grit point cost, removed set values
Trip: Removed set values
Examine enemy: Not Complete, Removed set value, removed guaranteed effects, yet to decide on the new effects of this ability.
Relentless pursuit: Not Complete, Removed set value, removed critical advantage, changed max 10d4 to 5d4 extra damage.
Intermediate Tactics: Increased grit cost.
Lunge: +1 grit point cost, removed advantage to attack roll, reduced additional damage to 2d6 from 2d8.
Riposte: +1 grit point cost, removed set value, removed higher chance for critical.
Disarm: +1 grit point cost, removed set value.
Defensive Hard-Beat: Changed name to just hard-beat, +1 grit point cost, removed advantage on attack roll, added "any further attacks by the same enemy is imposed a disadvantage on the attack roll", removed set values.
Offensive Hard-beat: Removed.
Feint Grapple: Removed set value.
Expertise Flair: Changed charm limit to 1, removed grit restoration, removed advantage to charisma throws. Changed to level 9 feature
Analyse Enemy: Not Complete Removed grit restoration, reduced amount of uses to 3 per long rest, changed target limit to 1
Advanced Tactics: Increased grit cost and other changes
Flunge: +1 grit point cost, reduced damage to 3d6 instead of 6d8.
Passata Sotto: Increased to 7 grit point cost, added frightening chance, removed higher chance of critical, removed set values, changed the advantage of the attack roll on a failed throw to a disadvantage.
Remise: +2 grit point cost, removed set values
Intimidation Flair: Removed.
Stunning Strike: Removed.
Everlasting Pursuit: Not Complete Using grit points give you +2d4 each instead of 1d10, removed grit restoration, reduced amount of uses to once per long rest.
Precision Strike: Changed to level 17 feature.
Master Tactics: Increased grit point cost, and other nerfs
Full Parry: +2 grit point cost, removed set values.
Double Disarm: +4 grit point cost.
Masterful Distraction: Removed.
Second Intention: +5 grit point cost, extra damage reduced to 4d6 from 8d12. Added line "This counts as two attack actions".
Stop Cut: +1 grit point cost, only imposes disadvantage on a successful throw, added line "This counts as a reaction"
Fletche: Removed.
Chivalry Master: Removed extra attacks, removed grit restoration.

2016-02-14, 01:28 AM
Update 2, Changed archetype abilities, fixed pursuit and examine/analyse enemy abilities, added additional equipment. With this update, I feel that this class is complete, unless you can point out other things that need changes of course. Hopefully, the nerfs have been enough to make this balanced. :)

Examine Enemy: You double your proficiency bonus against your target as the benefit.
Analyse Enemy: Can now target two targets at once.
Everlasting Pursuit: Added maximum bonus damage of 10d4.
Nimble Movement: +1 grit point for roll, can no longer use in combat.
Exploit Weakness: Removed higher critical chance.
Blademaster: Removed attack roll advantage, changed additional damage to 2d4 instead of 2d8, you are now incapacitated after the ability.
Quickdraw: Increased grit point cost to 6, all three shots now have disadvantage, your gun jams after this ability, this counts as 1 attack action.
Overwatch: Increased grit point cost to 12, dual wielding imposes disadvantage to attack rolls, ability ends after 3 attacks.
Gunmaster Removed attack roll advantage, changed additional damage to 2d4 instead of 2d8, you are now incapacitated after the ability, your guns jam after the ability.
Additional Weapons: Added.

2016-02-14, 06:16 AM
Suggest an alternative two weapon fighting.

Sword and pistol.

Allows off hand pistol attacks to get dex mod and nonlight mainhand.

2016-02-14, 12:36 PM
My first inclination is to say that this looks like the Gunslinger and Swashbuckler from dandwiki.com homebrew had a child. It seems like a fun one, with a focus that combines the two. I think that the wiki Swashbuckler lives up to the "dread-pirate-roberts/3-musketeers/scarlet-pimpernel" feel better. In fact, those are literally the names of its archetypes.

Overall I like it, but the name doesn't quite fit for me. Is there a word that is in the middle?

2016-02-15, 01:28 AM
Swashbuckler has had, through technological ages, the same general meaning with different fine points (Usually on the end of a sword... HAH!)

Yes, the Dread Pirate Roberts is a Swashbuckler. As is the Scarlet Pimpernel. But so is Captain Elizabeth Swan, or Captain Jack Sparrow. High seas adventure with sword and pistol, swinging amidships and sending barrels of grog rolling across the deck to sweep away the boarders. Yar.

Once pistols became a thing, the idea of Swashbucklers followed the technology. Though, admittedly, media is far more obsessed over straight sword-fighting swashbucklers than it is with sword and pistol folk.

2016-02-15, 03:29 AM
Suggest an alternative two weapon fighting.

Sword and pistol.

Allows off hand pistol attacks to get dex mod and nonlight mainhand.

Very well, added the Gun and Blade fighting style, i will also remove "Wielding a pistol in your off-hand will now still give you the dueling fighting style benefit." from Quick Reload as that is a little similar to this new fighting style.