Fighter Subclass: Skirmisher

The Skirmisher is a versatile fighter who uses ranged attacks, melee attacks, and mobility to evade incoming strikes and reach enemies anywhere on the battlefield.

They typically use a crossbow with a light weapon in the other hand for flexibility, taking aim at one foe while dodging another’s attacks, slipping away to a more advantageous position.

Skirmishers fill rank and file positions of many armies. Most come from the common class—sons and daughters of farmers and shepherds dragged into conflict. Lacking the wealth to purchase heavy armor and swords, any training they receive is hasty and informal. To their commanders, skirmishers are expendable. They make strategic strikes against enemies to whittle them down until the heavy infantry rolls in.

Skirmishers train with light armor, crossbows, daggers, and other light throwing weapons. They practice hit-and-run tactics, focusing on deadly ranged attacks and guile to offset their movement.

Agile

When you choose this archetype at 3rd level, you gain +2 to all Dexterity saving throws and Dexterity skill checks made while you’re wearing light or no armor.

Crossbow Finesse

Also at 3rd level, you can fire more than once in a turn with a crossbow, or other ranged weapon with the loading property, which you are proficient with, ignoring that property’s typical penalty against it.

In addition, if you use the Attack action and make a ranged weapon attack with a hand crossbow, you can use your bonus action to make an attack with a light melee weapon you are holding in your other hand.

Focused Aim

Starting at 7th level, you may use your bonus action to take precise, specific aim. When you do so, you gain a bonus equal to your proficiency modifier on ranged weapon attacks against one target and disadvantage to hit all other targets until the start of your next turn.

Juke

At 10th level, you become more difficult to pin down on the battlefield. When a creature misses you with an attack roll, you can use your reaction to immediately move up to half your movement without provoking attacks of opportunity.

In addition, when a creature makes a melee attack roll against you, if you are wielding a light weapon in one hand, you can use your reaction to increase your AC by a number equal to your Dexterity modifier.

Additional Fighting Style

Also at 10th level, you can choose a second option from the Fighting Style class feature.

Bleeding Strike

Starting at 15th level, when you hit an opponent with a crossbow bolt, your ammunition strikes an artery or similarly sensitive spot, and the target bleeds profusely. At the start of the target’s next turn, it takes one additional weapon die of damage. Each round thereafter, the target must make a Constitution saving throw against DC 8 + your Proficiency bonus + your Wisdom bonus. Success ends this effect. On a failure, the target takes another weapon die of damage.

Keen Reflexes

Starting at 18th level, you are particularly adept at responding to changes on the battlefield. You can take two reactions in a turn.

Section 15: Copyright Notice

Cult of the Song Undying © 2022 Open Design LLC; Author: Jeff Lee.

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