Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Rapier. Weapon Attack. +4 to hit.
Hit. 7 (1d8+2) Piercing damage.
Pistol. Weapon Attack. +0 to hit, Range 30/120
Hit. 16 (1d6+12) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 4 (1d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 3 (1d4) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 12 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 12 DEX save, Failure to beat a 12 gets both.
Parry. Swashbuckler gains Disengage and adds 3 (1d4) to it's AC.
Distracting Strke. DC 12 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 12 grants disadvantage on saves.
Taunt. DC 12 CHA save. Target cannot move beyond 50ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 12 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 25ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 10ft without provoking Opportunity Attacks.
Rapier. Weapon Attack. +5 to hit.
Hit. 12 (2d8+3) Piercing damage.
Pistol. Weapon Attack. +0 to hit, Range 30/120
Hit. 20 (2d6+13) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 7 (2d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 4 (1d6) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 13 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 13 DEX save, Failure to beat a 13 gets both.
Parry. Swashbuckler gains Disengage and adds 4 (1d6) to it's AC.
Distracting Strke. DC 13 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 13 grants disadvantage on saves.
Taunt. DC 13 CHA save. Target cannot move beyond 50ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 13 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack (with sneak attack) if a creature casts a spell within 25ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Multiattack. The Swashbuckler makes one Sneak Attack or 2 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +6 to hit.
Hit. 9 (1d8+4) Piercing damage.
Pistol. Weapon Attack. +1 to hit, Range 30/120
Hit. 18 (1d6+14) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 11 (3d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 4 (1d6) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 14 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 14 DEX save, Failure to beat a 14 gets both.
Parry. Swashbuckler gains Disengage and adds 4 (1d6) to it's AC.
Distracting Strke. DC 14 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 14 grants disadvantage on saves.
Taunt. DC 14 CHA save. Target cannot move beyond 50ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 14 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 25ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Multiattack. The Swashbuckler makes one Sneak Attack or 2 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +7 to hit.
Hit. 14 (2d8+5) Piercing damage.
Pistol. Weapon Attack. +2 to hit, Range 30/120
Hit. 22 (2d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 14 (4d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 5 (1d8) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 15 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 15 DEX save, Failure to beat a 15 gets both.
Parry. Swashbuckler gains Disengage and adds 5 (1d8) to it's AC.
Distracting Strke. DC 15 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 15 grants disadvantage on saves.
Taunt. DC 15 CHA save. Target cannot move beyond 40ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 15 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 20ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Multiattack. The Swashbuckler makes one Sneak Attack or 2 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +7 to hit.
Hit. 19 (3d8+5) Piercing damage.
Pistol. Weapon Attack. +2 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 14 (4d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 5 (1d8) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 15 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 15 DEX save, Failure to beat a 15 gets both.
Parry. Swashbuckler gains Disengage and adds 5 (1d8) to it's AC.
Distracting Strke. DC 15 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 15 grants disadvantage on saves.
Taunt. DC 15 CHA save. Target cannot move beyond 30ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 15 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 15ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.
Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 10ft without provoking Opportunity Attacks.
Multiattack. The Swashbuckler makes one Sneak Attack or 2 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +7 to hit.
Hit. 23 (4d8+5) Piercing damage.
Pistol. Weapon Attack. +2 to hit, Range 30/120
Hit. 29 (4d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 18 (5d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 6 (1d10) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 15 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 15 DEX save, Failure to beat a 15 gets both.
Parry. Swashbuckler gains Disengage and adds 6 (1d10) to it's AC.
Distracting Strke. DC 15 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 15 grants disadvantage on saves.
Taunt. DC 15 CHA save. Target cannot move beyond 30ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 15 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack (with sneak attack) if a creature casts a spell within 15ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Multiattack. The Swashbuckler makes one Sneak Attack or 2 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +8 to hit.
Hit. 23 (4d8+5) Piercing damage.
Pistol. Weapon Attack. +3 to hit, Range 30/120
Hit. 29 (4d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 18 (5d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 6 (1d10) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 16 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 16 DEX save, Failure to beat a 16 gets both.
Parry. Swashbuckler gains Disengage and adds 6 (1d10) to it's AC.
Distracting Strke. DC 16 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 16 grants disadvantage on saves.
Taunt. DC 16 CHA save. Target cannot move beyond 20ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 16 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 10ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.
Multiattack. The Swashbuckler makes one Sneak Attack or 3 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +9 to hit.
Hit. 14 (2d8+5) Piercing damage.
Pistol. Weapon Attack. +4 to hit, Range 30/120
Hit. 22 (2d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 21 (6d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 7 (1d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 17 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 17 DEX save, Failure to beat a 17 gets both.
Parry. Swashbuckler gains Disengage and adds 7 (1d12) to it's AC.
Distracting Strke. DC 17 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 17 grants disadvantage on saves.
Taunt. DC 17 CHA save. Target cannot move beyond 20ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 17 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 10ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.
Multiattack. The Swashbuckler makes one Sneak Attack or 3 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +8 to hit.
Hit. 19 (3d8+5) Piercing damage.
Pistol. Weapon Attack. +3 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 21 (6d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 7 (1d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 16 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 16 DEX save, Failure to beat a 16 gets both.
Parry. Swashbuckler gains Disengage and adds 7 (1d12) to it's AC.
Distracting Strke. DC 16 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 16 grants disadvantage on saves.
Taunt. DC 16 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 16 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.
Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 15ft without provoking Opportunity Attacks.
Multiattack. The Swashbuckler makes one Sneak Attack or 3 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +8 to hit.
Hit. 19 (3d8+5) Piercing damage.
Pistol. Weapon Attack. +3 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 25 (7d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 7 (1d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 16 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 16 DEX save, Failure to beat a 16 gets both.
Parry. Swashbuckler gains Disengage and adds 7 (1d12) to it's AC.
Distracting Strke. DC 16 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 16 grants disadvantage on saves.
Taunt. DC 16 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 16 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack (with sneak attack) if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Multiattack. The Swashbuckler makes one Sneak Attack or 4 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +9 to hit.
Hit. 19 (3d8+5) Piercing damage.
Pistol. Weapon Attack. +4 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 25 (7d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 13 (2d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 17 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 17 DEX save, Failure to beat a 17 gets both.
Parry. Swashbuckler gains Disengage and adds 13 (2d12) to it's AC.
Distracting Strke. DC 17 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 17 grants disadvantage on saves.
Taunt. DC 17 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 17 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 20ft without provoking Opportunity Attacks.
Multiattack. The Swashbuckler makes one Sneak Attack or 4 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +9 to hit.
Hit. 23 (4d8+5) Piercing damage.
Pistol. Weapon Attack. +4 to hit, Range 30/120
Hit. 29 (4d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 28 (8d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 13 (2d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 17 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 17 DEX save, Failure to beat a 17 gets both.
Parry. Swashbuckler gains Disengage and adds 13 (2d12) to it's AC.
Distracting Strke. DC 17 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 17 grants disadvantage on saves.
Taunt. DC 17 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 17 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack (with sneak attack) if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.
Multiattack. The Swashbuckler makes one Sneak Attack or 4 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +9 to hit.
Hit. 19 (3d8+5) Piercing damage.
Pistol. Weapon Attack. +4 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 28 (8d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 13 (2d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 17 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 17 DEX save, Failure to beat a 17 gets both.
Parry. Swashbuckler gains Disengage and adds 13 (2d12) to it's AC.
Distracting Strke. DC 17 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 17 grants disadvantage on saves.
Taunt. DC 17 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 17 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 25ft without provoking Opportunity Attacks.
Multiattack. The Swashbuckler makes one Sneak Attack or 4 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +10 to hit.
Hit. 23 (4d8+5) Piercing damage.
Pistol. Weapon Attack. +5 to hit, Range 30/120
Hit. 29 (4d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 32 (9d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 20 (3d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 18 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 18 DEX save, Failure to beat a 18 gets both.
Parry. Swashbuckler gains Disengage and adds 20 (3d12) to it's AC.
Distracting Strke. DC 18 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 18 grants disadvantage on saves.
Taunt. DC 18 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 18 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Multiattack. The Swashbuckler makes one Sneak Attack or 5 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +10 to hit.
Hit. 19 (3d8+5) Piercing damage.
Pistol. Weapon Attack. +5 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 32 (9d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 20 (3d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 18 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 18 DEX save, Failure to beat a 18 gets both.
Parry. Swashbuckler gains Disengage and adds 20 (3d12) to it's AC.
Distracting Strke. DC 18 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 18 grants disadvantage on saves.
Taunt. DC 18 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 18 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.
Multiattack. The Swashbuckler makes one Sneak Attack or 5 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +10 to hit.
Hit. 19 (3d8+5) Piercing damage.
Pistol. Weapon Attack. +5 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 35 (10d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 20 (3d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 18 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 18 DEX save, Failure to beat a 18 gets both.
Parry. Swashbuckler gains Disengage and adds 20 (3d12) to it's AC.
Distracting Strke. DC 18 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 18 grants disadvantage on saves.
Taunt. DC 18 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 18 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.
Legendary Resistance (OOOO/day). When the Mercenary Infantry fails a saving throw, it may choose to succeed instead.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.
Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 25ft without provoking Opportunity Attacks.
Multiattack. The Swashbuckler makes one Sneak Attack or 5 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +10 to hit.
Hit. 19 (3d8+5) Piercing damage.
Pistol. Weapon Attack. +5 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 35 (10d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 26 (4d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 18 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 18 DEX save, Failure to beat a 18 gets both.
Parry. Swashbuckler gains Disengage and adds 26 (4d12) to it's AC.
Distracting Strke. DC 18 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 18 grants disadvantage on saves.
Taunt. DC 18 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 18 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.
Legendary Resistance (OOOO/day). When the Mercenary Infantry fails a saving throw, it may choose to succeed instead.