Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Rake. 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. 59 (4d6+45) 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.
Grappler The guard can grapple any opponent within 5ft as a Bonus Action, and has advantage on attacks against creatures it is grappling.
2x Bolter Multiattack. +6 to hit, 120 ft.
Hit: 15 (2d10+4) Cold damage & Target is slowed by 10ft.
Thorn Whip: Spell Attack: +6 to hit, 30 ft.
Hit.: 18 (4d6+4) Piercing damage.
Target must make a DC 14 STR Save or be pulled back 10ft. Failure by 5 or more and they are grappled. While grappled in this way, they are restrained if struck by a second whip.
WarSlammer:Melee Weapon. +2 to hit.
Hit: 22 (4d8 +4) bludgeoning damage.
Target must succeed on a CON save vs half the damage or be stunned until their next round.
Alarm The guard can set an alarm against unwanted intrusion. When the triggering condition is met, they'll receive an audible ping. This alarm requires a DC 14 Arcana check to identify.
Arcane Lock. The guard can set arcane lock, increasing the DC of any intrusion efforts by 10. Casting Knock suppresses the effect for 10 minutes.
Turret Each Guard has a Turret with an AC of 18, and an HP of 36. As a bonus action, they activate one of their Turret features.
Flamethrower. All creatures within a 15ft. Cone or 30ft. Line to make a DC 16 DEX Save, or take 9 (2d8) Fire Damage.
Ballista. Ranged Weapon Attack. Range 120ft. +6 to hit.
Hit. 9 (2d8) Force Damage.
Protection. The turret adds +2 to the AC of all friendly creatures within 10ft.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
4x Shortbow Multiattack +2 to hit., Range 40/320 ft.
Hit. 4 (1d6+0) Slashing damage.
Body Slam. Melee Attack. +2 to hit.
Hit. 3 (1d4+0) Piercing damage.