Skirmisher - Martial Archetype v1

by Rain-Junkie

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Skirmisher

Those who emulate the typical Skirmisher are fast and deadly. They use a battlefield to their advantage as they dart around using cover and terrain. With their great speed and agility, no foe is too far, and no fight is too dangerous.

Skirmisher's Step

Starting at 3rd level, you can nimbly dart around combat. As a bonus action on your turn, you can move up half your walking speed without provoking attacks of opportunity. Additionally, you have advantage on the next weapon attack roll you make before the end of the current turn.

You have 3 uses of this feature, and regain all uses when you finish a short or long rest.

Superior Mobility

When you reach 7th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Rapid Analysis

Also ay 7th level, you can quickly survey a location or area, allowing you to assess its strengths or weaknesses. After spending 1 minute surveying an area within 100 feet of you, you can learn one of the following pieces of information about the area:

  • If any ground in the area is difficult terrain.
  • If any objects or terrain in the area would provide cover to creatures of your size.
  • If there are any hiding spots or places that could be used to ambush others.
  • If there are any nearby places that would provide a vantage point over the area.

Reactive

At 10th level, you're able to easy adjust to the fast pace of combat, even in an instant. Whenever you make an initiative check, you can treat a d20 roll of 9 or lower as a 10. Additionally, when you roll initiative and have no uses of Skirmisher's Step remaining, you regain one use.

Evasion

At 15th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Agile

Starting at 18th level, you become nothing but a blur on the battlefield. When you use your Skirmisher's Step feature, attacks against you have disadvantage until the start of your next turn.


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