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Swashbuckler enhancements

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Swashbuckler enhancements

Swashbuckler enhancements tree
Swashbuckler enhancements tree

Core abilities[edit]

Confidence: Passive: +1% Dodge, +1 Reflex Save, and +1 to the Max Dex Bonus of your Armor per Swashbuckler Core Ability you have.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Bard Level 1
Swashbuckling: Stance: You gain 1% Doublestrike and Doubleshot as well as +1 to the Enhancement Bonus of the weapon in your main hand. Swashbuckling requires wielding a Light* or Thrown weapon in your main hand, wielding a Buckler or nothing in your off hand, and wearing Light Armor (or a robe) or no armor. (Druids cannot Swashbuckle while in animal forms.) (For Warforged and Bladeforged, you must be using either the Composite Plating or Mithral Body feats).

Passive: While Swashbuckling, the following weapons receive Competence bonuses to their critical profiles1:

1 Critical threat range bonuses are doubled with the appropriate Improved Critical feat, but are not affected by weapons with the Keen or Impact attributes.
2 Bard is not naturally proficient with these weapons.
3 With Inquisitive tier 4 enhancement: Inquisition Style: Dashing Inquisition.

Notes: A majority of weapons post bonuses effectively have 18-20x3 critical profiles, increased to 15-20x3 with Improved Critical. Exceptions include light picks, scimitars, and light crossbows. Weapons with non-standard crit profiles may improve this further.

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Bard Level 3, Confidence
Uncanny Dodge: Uncanny Dodge: You gain the Uncanny Dodge feat. Passive: Swashbuckling grants an additional 1% Doublestrike, 1% Doubleshot, and +1 Attack Damage.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Bard Level 6, Swashbuckling
Panache: Panache: While Swashbuckling, you have an additional 1% Doublestrike, 1% Doubleshot, +1 Attack Damage, +1 Reflex Saving Throw, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Bard Level 12, Uncanny Dodge
Roll with the Punches: Roll with the Punches: While Swashbuckling, you gain +5 Insight Bonus to Character Dodge Cap, the Slippery Mind feat, +1% Doublestrike, 1% Doubleshot, and +1 Attack Damage.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Bard Level 18, Panache
Evasive Maneuvers: Evasive Maneuvers: +2 CHA, +2 DEX. While Swashbuckling, you gain the Evasion feat, +1% Doublestrike, 1% Doubleshot, +1 Attack Damage, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Bard Level 20, Roll with the Punches

Tier One[edit]

Requires Confidence, Bard Level 1

On Your Toes: +(1/2/3)% Dodge
AP Cost: 1 Ranks: 3 Progression: 1
Blow By Blow: Choose one:
  • Blow By Blow: Make a Melee attack with +[1/2/3] critical threat range that deals +[1/2/3]d6 extra Sonic damage, and reduces your threat with nearby enemies by [100/200/300]. This Sonic damage scales with spell power.
  • Blow By Blow (Ranged): Make a Ranged attack with +[1/2/3] critical threat range that deals +[1/2/3]d6 extra Sonic damage, and reduces your threat with nearby enemies by [100/200/300]. This Sonic damage scales with spell power.
Cooldown: 12 seconds.
AP Cost: 1 Ranks: 3 Progression: 1
Insults: Select an Insult to lower respective saves

Choose one:

  • Appalling Diatribe: Activate to reduce the Reflex saves of nearby enemies by 3. (SP Cost: [16/12/8], Cooldown: [20/15/10] seconds.)
  • Cutting Jibes: Activate to reduce the Will saves of nearby enemies by 3. (SP Cost: [16/12/8], Cooldown: [20/15/10] seconds.)
  • Scathing Words: Activate to reduce the Fortitude saves of nearby enemies by 3. (SP Cost: [16/12/8], Cooldown: [20/15/10] seconds.)
AP Cost: 1 Ranks: 3 Progression: 1
Tavern Shanties: +[1/2/3] Bard Songs
AP Cost: 1 Ranks: 3 Progression: 1
Limber Up: +[1/2/3] to Balance, Swim, and Tumble. Rank 3: When you Tumble, you gain +3 to saves against traps for 6 seconds. 12 second cooldown.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Bard Level 2, 5 APs spent in tree

En Pointe: Melee Attack: Deals +[10/20/30]% Damage. Make two attacks with an extra +[4/8/12] Critical Threat Range, but -1 Critical Multiplier. (SP Cost: 10, Cooldown: 12 seconds.)
AP Cost: 1 Ranks: 3 Progression: 5
Deflect Arrows: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
Antirequisite: Deflect Arrows
AP Cost: 2 Ranks: 1 Progression: 5
Fast Movement: you run 1% faster for each of your Bard levels.
AP Cost: 2 Ranks: 1 Progression: 5
Sword Dance: While Swashbuckling, when enemies miss you in combat, you deal 1d[10/12/20] Sonic Damage. This Sonic damage scales with spell power.
AP Cost: 2 Ranks: 3 Progression: 5
Action Boost: Choose One: (Cooldown: 30 seconds.)
  • Double Shot Boost: Activate to gain +[10/20/30]% Action Boost bonus to Doubleshot for 20 seconds. Usable 5 times per rest.
  • Double Strike Boost: Activate to gain +[10/20/30]% Action Boost bonus to Doublestrike for 20 seconds. Usable 5 times per rest.
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Bard Level 3, 10 APs spent in tree

Elegant Footwork: When enemies miss you while Swashbuckling, they have a 20% chance to be knocked down with no save. Cooldown: 12 seconds.
AP Cost: 2 Ranks: 1 Progression: 10
Swashbuckling Style: Choose One:
  • Arcane Marauder: Passive: 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: Passive: You can now Swashbuckle with a Rune Arm in your off hand. (Does not count as a Buckler for Buckler-specific abilities).
Requires Rune Arm Use
  • Dashing Scoundrel: Passive: While Swashbuckling with nothing in your off hand, you gain +1 Attack Damage per 5 Character levels and 10% Doublestrike/Doubleshot.

Notes: Works with light (non-repeating) crossbows if you've taken Dashing Inquisition (Inquisitive), even if dual-shooting, as long as you do not have a Runearm equipped.

Bug: Dashing Scoundrel gives 6 damage regardless of level.
  • Skirmisher: Passive: While Swashbuckling with a Buckler in your off hand, you gain 10% Dodge, and you may use a Buckler and still benefit from the Single Weapon Fighting line of feats.

Notes:

  • Allows you to benefit from both Single Weapon Fighting and Shield Mastery simultaneously. (Melee Power does not stack, both feat chains grant Combat Style bonus).
  • While using Different Tack your buckler also gets selected modifier to damage (CHA/INT)
  • Swashbuckling is only required for the 10% Dodge bonus; Single Weapon Fighting & Shield Mastery effects apply while wielding a buckler even without Swashbuckling, or with a non-finesse weapon.

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Magical Training (or the Spellsinger enhancement equivalent)/Rune Arm Use/-/-
Resonant Arms: Imbue Toggle: While Swashbuckling, deal 1d6 Sonic damage that scales with Sonic Spell Power.
AP Cost: 1 Ranks: 1 Progression: 10
Different Tack: Choose One:
  • Smooth Flourishes: You get Charisma to Damage with weapon attacks while swashbuckling.
  • Two Steps Ahead: You get Intelligence to Damage with weapon attacks while swashbuckling.

Notes: Applies to equipped Orbs as well.

AP Cost: 2 Ranks: 1 Progression: 10
Charisma or Dexterity: Choose One:
  • +1 Charisma
  • +1 Dexterity
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Bard Level 4, 20 APs spent in tree

On the Mark: Passive +[1/2/3] to attack rolls to confirm critical hits and damage on critical hits (before weapon multipliers)
AP Cost: 1 Ranks: 3 Progression: 20
Swashbuckling Style II: Improve your Swashbuckling Style:
  • Loud & Clear: Passive: While Swashbuckling with an Orb in your off hand, +20 Sonic Spell Power.
Bug: Loud and Clear is turned off if you toggle swashbuckling off/on and sometimes on logout. To fix un-equip and re-equip your orb. You will see a buff icon if it's working.
  • 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, knock down affected enemy for three seconds (Perform + d20 saves for the Knockdown). (SP Cost: 10, Cooldown: 18 seconds.)
  • Music Box: Passive: While Swashbuckling with a Rune Arm in your off hand, gain +1 Imbue Dice.
  • 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 6 seconds and are stunned for three seconds (Perform + d20 saves for the Stun). (SP Cost: 10, Cooldown: 18 seconds.)
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Swashbuckling Style
AP Cost: 1 Ranks: 2 Progression: 20
Wind at my Back: +1 to the Enhancement Bonus of your equipped Throwing Weapons, plus an additional +1 for every five Bard levels.
AP Cost: 2 Ranks: 1 Progression: 20
Charisma or Dexterity: Choose One:
  • +1 Charisma
  • +1 Dexterity
AP Cost: 2 Ranks: 1 Progression: 20

Tier Five[edit]

Requires Bard Level 5, Character Level 12, 30 APs spent in tree

Thread the Needle: While Swashbuckling, +5% to hit, +5 Damage while the Precision feat is active.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Precision
Second Skin: While Swashbuckling, +[2/4/6] to your Reflex Saves and +[2/4/6] to the Max Dex Bonus of your Armor. Rank 3: +20% Competence bonus to Hit Points.
AP Cost: 1 Ranks: 3 Progression: 30
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.
AP Cost: 2 Ranks: 1 Progression: 30
Coup de Grace: Multiselector, Melee or Ranged Attack: Make an attack with +30% Damage. If it strikes any Fascinated, Sleeping, Dancing, Dazed, Tripped, Mesmerized, Paralyzed, Petrified, or Stunned enemy, it must make a Fortitude save (d20 + your Perform skill) or die instantly. (20 second cooldown)
Bug: The ranged version of Coup de Grace's DC is not accurate. It's likely to be a 'Fortitude vs 1d20' not 'Fortitude vs Perform skill + 1d20'.
AP Cost: 1 Ranks: 1 Progression: 30