Hi! We’re writing to give you an early look at the Swashbuckler, an upcoming Bard Prestige Enhancement line coming to DDO with Update 22. A major focus of Swashbuckler is a new style of fighting in DDO: Single-Weapon Fighting. We’re working on creating a line of Single-Weapon Fighting Feats, similar in power and scope to Two-Weapon and Two-Handed Fighting, tentatively giving some Dodge and Armor Piercing (ignoring enemy Fortification.) The Swashbuckler also supports Thrown Weapon builds. The Swashbuckler’s Sonic damage scales with Spellpower in most places.
We believe having the Swashbuckler focus on Single-Weapon Fighting makes for interesting build options, both for pure Bards and multi-classed characters. We’ve also worked to make sure that players can spend a moderate amount of points in the Swashbuckler tree and receive good benefits, even if the build isn’t focusing on Single-Weapon Fighting. We’re hoping to find time to improve Warchanter and Spellsinger as well, although those improvements are likely more limited in scope, and those changes may end up delayed beyond the launch of Update 22.
Please take a look at the Swashbuckler, and give us your comments, general ideas, and larger reactions in addition to feedback on individual abilities. As usual, this is an early look, so details may change, including names, individual numbers, including AP costs, and any balance concerns (which we welcome your input on.)
Core Abilities
- 1 AP, class level 1: Light on Your Feet: Passive: +1% Dodge, +1 AC, +1 Reflex for each Core enhancement taken in this tree. 1% Dodge is not powerful at level 1. I recently started a thread wherein the consensus was that even 2% dodge is pretty useless at level 1.
- 5 AP, class level 3: Swashbuckling: Defensive Stance: You gain 2% Doublestrike and Doubleshot as well as +1 to the Enhancement Bonus of the weapon in your main hand, and can use your dexterity or charisma modifier for to-hit and damage with Finessable weapons. Swashbuckling requires wielding a Finesseable or Thrown weapon in your main hand, wielding a Buckler or nothing in your off hand, and wearing Light Armor or no armor. (Druids cannot Swashbuckle while in animal forms.) If you're making Swashbuckler a Bard tree, it needs to be bard friendly from stat and feat standpoints.
- Passive: While Swashbuckling, the following weapons receive Competence bonuses to their critical profiles:
Dagger, Shortsword, Throwing Dagger: +1 Threat Range, +1 Multiplier
Light Mace, Sickle, Dart, Shuriken, Throwing Axe, Throwing Hammer: +2 Threat Range, +1 Multiplier
Kukri, Rapier: +1 Multiplier
Handaxe: +2 Range
Light Pick: +1 Range
- 10 AP, class level 6: Uncanny Dodge: You gain the Uncanny Dodge feat. Passive: Swashbuckling grants an additional 2% Doublestrike, 2% Doubleshot, and +1 Damage.
- 20 AP, class level 12: Panache: While Swashbuckling, you gain 2% Doublestrike, 2% Doubleshot, +1 Damage, the weapon in your main hand gains an additional +1 to its Enhancement bonus, and the Evasion feat.
- 30 AP, class level 18: Roll with the Punches: While Swashbuckling, you gain +5 Insight Bonus to Character Dodge Cap, the max dex bonus of light armor you wear improves by +5 , the Slippery Mind feat, +2% Doublestrike, 2% Doubleshot, and +1 Damage.
- 41 AP, class level 20: Evasive Maneuvers: +2 CHA, +2 DEX.While Swashbuckling, you gain the Improved Evasion feat, +2% Doublestrike, 2% Doubleshot, +1 Damage, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
5% Doublestrike/Doubleshot is just not enough considering what has to be given up. As others have pointed out, if the capstone is to be worthwhile, this needs to provide a boost to reflex saves. I think +5 by capstone is reasonable. On top of that, I don't think Evasion at 12 and Improved at 20 are out of line. This is an enhancement line for a class that needs to catch up in power, not maintain it.
Tier One
- On Your Toes: +1/2/3 Dodge
- Blow By Blow:
- Multiselector: Melee or Thrown Attack: Make an attack with +(1/2/3) critical threat range that deals (1d10/2d10/3d10) extra Sonic damage. This sonic damage scales with Spell Power. Input reasonable numbers for the sonic damage, and removed the threat decrease. The Swashbuckler is all about being flashy and attracting attention, and a threat reducer synergizes poorly with a lot of the enhancements in here that want enemies to be attacking (and missing) you.
- Multiselector: Insults I don't think you need a multiselector here, other than to use more cool ability names
. Make it one ability that reduces enemy saves by 3 and deals 1d4 (1d2+2) sonic damage per bard level that scales with Spell Power (15 SP, 6 sec cooldown). Tacking some damage onto debuff abilities makes them a whole lot more useful and interesting. No one uses straight debuffs!
- Scathing Words: Activate to reduce the Fortitude saves of nearby enemies by 3. (Costs Spell Points, moderate cooldown)
- Cutting Jibes: Activate to reduce the Will saves of nearby enemies by 3. (Costs Spell Points, moderate cooldown)
- Appalling Diatribe: Activate to reduce the Reflex saves of nearby enemies by 3. (Costs Spell Points, moderate cooldown)
- Tavern Shanties: +1/2/3 Bard Songs.
- Limber Up: +(1/2/3) to Balance, Jump, Swim, and Tumble. 3rd Rank: When you Tumble, you gain +3 to saves against traps for 6 seconds. 12 second cooldown. I like the bonus for taking all three ranks.
Tier Two
- En Pointe: Melee Attack: Make an attack with +4/8/12 critical threat range, but -1 Critical Multiplier. Costs Spell Points to activate. You had me until the -1 modifier. No thank you.
- Deflect Arrows: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6/4/2 seconds. (Antireq Tempest Deflect Arrows)
- Aqua Vitae: Gain 3 Temporary Hit Points per Bard Level for 9 seconds. Heal 1d6 HP every two seconds while the temporary hitpoints persist. (Long cooldown). You guys seem to be overestimating this one. 6 temps at level 2 is one hit. At best you're looking at 6+4d6 hp, or an average of 24 hp (and why the 9 seconds with healing every 2? Does the healing start on the second second?) I recommend doubling it, for a max of 120 temps and 2d6 every 2 seconds at level 20 bard. That puts it just below Coccoon in power level, but it requires 20 bard levels.
- Sword Dance: While Swashbuckling, when enemies miss you in combat, you deal 1d10/1d12/1d20 Sonic Damage. Scales with Spell Power. (This triggers off of various miss chances, including Dodge, Armor Class, Displacement, etc.)
- Multiselector: These are nice and a nice twist on the action boost type of enhancement.
- Action Boost: Doublestrike: You gain +10/20/30% Action Boost bonus to Doublestrike for 20 seconds. Usable 5 times per rest.
- Action Boost: Doubleshot: You gain +10/20/30% Action Boost bonus to Doubleshot for 20 seconds. Usable 5 times per rest.
Tier Three
- Elegant Footwork: When enemies miss you while Swashbuckling, they have a small chance to be knocked down with no save. Cooldown: 12 seconds. 5% seems about right - basically the same chance of getting crit.
- Swashbuckling Style: These are cool.
- Dashing Scoundrel: While Swashbuckling with nothing in your off hand, you gain +1 Damage per 5 Character levels and 7% Doublestrike/Doubleshot.
- Skirmisher: While Swashbuckling with a Buckler in your off hand, you gain 7% Dodge.
- Arcane Marauder: You can now Swashbuckle with an Orb in your off hand. (Does not count as a Buckler for Buckler-specific abilities). Requires Magical Training.
- Cannoneer: You can now Swashbuckle with a Rune Arm in your off hand. (Does not count as a Buckler for Buckler-specific abilities). Requires Runearm Proficiency.
- Resonant Arms: While Swashbuckling, the Finesseable or Thrown weapon in your main hand deals an additional 2d6/4d6/6d6 Sonic Damage on critical hits.This Sonic damage scales with spellpower. Seems underwhelming until you realize how often this thing will crit. Nice.
- Fast Movement: You run faster. Additional Bard levels increases the speed bonus. Always welcome.

- CHA/DEX
Tier Four
- On the Mark: Passive +1/2/3 to attack rolls to confirm critical hits and damage on critical hits (before weapon multipliers) Thank you for putting the confirmation and damage in a single enhancement.
- Multiselector: Swashbuckling Style II
- Slap in the Face: While Swashbuckling and wielding nothing in your off hand, activate to deal 1 Bludgeon damage. Damaged enemies can't cast spells for 3/6/9 seconds and are stunned for one second (Perform + d20 saves for the Stun). 18 second cooldown. Costs 10 Spell Points. I love the concept, but I'm not sure a 1 second stun with an 18 second cooldown is that great. This is going to miss a lot just because of wonky combat mechanics and targeting.
- Low Blow: While Swashbuckling and wielding a Buckler in your off hand, activate to perform a shield bash with +2 Critical Threat Range and Multiplier. On hit, briefly knock down affected enemy (Perform + d20 saves for the Knockdown). Costs 10 Spell Points. Nice.
- Loud & Clear:Toggle: While Swashbuckling with an Orb in your off hand, +10 Sonic Spell Power. This should be more like +25 Sonic Spell Power.
- Tune Arm/Music Box: Toggle: While Swashbuckling with a Rune Arm in your off hand, your Rune Arm Weapon Imbue deals an additional 1d6 Sonic damage.
- Battering Barrage: (2 AP, 2 ranks) While Swashbuckling, critical hits inflict Destruction/Improved Destruction.
- Wind at my Back: +1 to the Enhancement Bonus of your equipped Throwing Weapons, plus an additional +1 for every five Bard levels. You should add a healthy dose of Doubleshot (at least 25%), or simply replace this completely with some type of expertise/10k stars ability. Even if it turns out to be decent, it's boring.
- CHA/DEX
Tier Five
- Thread the Needle: While Swashbuckling, +5 Damage while the Precision feat is active.
- Exploit Weaknesses:While Swashbuckling, every time you damage an enemy but do not critically hit, you gain a stacking +1 Insight Bonus to Critical Threat Range until you successfully critically hit.
- Hey You Guuyyys!: While Swashbuckling, you are immune to falling damage.