skirmisher

by TatsuDragunov

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The Skirmisher

Trained for short, fast, and chaos-filled battles, skirmishers are trained to roam the entire battlefield, attacking as many people with as many attacks as possible to achieve a quick and decisive victory, whether walking together as an entire battalion , either just following the main battalion, or just doing a routine patrol in the advanced territories, the skirmishers are always ready to start a war that will last no more than a few hours.

Using These Subclass

Unlike regular subclasses, the option presented here are designed to be compatible with multiple classes. The class that are compatible with each subclass option are specified in each subclass’s entry

Choosing the Subclass

When you choose a subclass for your character (a Fighter Martial Archetype or a Roguish Archetype), you can instead choose these subclass option, so long as the subclass is compatible with your character’s class. You can choose the subclass only once, even if you multiclass into another class that is also compatible with the subclass.

How the subclass manifests in your character’s story is up to you. Perhaps your rogue have gotten into many fights with many people at the same time and have learned to use the agility against a large number of opponents, or your fighter has shown great potential with their agility and wit in the middle of battle instead of strength.

At Higher Levels

Like regular subclasses, the subclass you choose here grants your character new abilities at higher levels. When your character would normally gain a new subclass feature (as noted in your character’s class table), you gain a feature from this subclass instead. All the subclass features detailed here have a level prerequisite, as noted beneath their name, and you must meet the prerequisite to gain the feature. For example, to gain a feature noted as “Level 7+,” your character must be 7th level or higher in the class for which the subclass was chosen. So if you’re a fighter with the Skirmisher subclass, you must be a 7th level fighter to gain the No time to Rest feature.

When you reach certain levels, you might be eligible to choose from among multiple features in the subclass. When you reach such a point, you select one of these features for your character to gain. Unless otherwise specified, you can gain no more than one subclass feature at a time. For example, if you are a rogue with the Skirmisher subclass, at 17th level you gain your choice of either the Onslaught and Retreat feature or the Skirmish feature, but not both.

The Skirmisher

Upon selecting the Skirmisher subclass, you gain two features: Guerrilla Tactics and Deliver the Mayhem.

In this subclass’s features, any reference to your class refers to the class from which you gained the subclass. If you’re a rogue, the skirmisher counts as your roguish archetype, if you’re a fighter, the skirmisher counts as martial archetype.

When you subsequently reach a level in your class that gives you a subclass feature, you gain one feature of your choice from the options presented here. Each feature has a class level prerequisite, as noted beneath its name. You must meet that prerequisite to gain the feature.

Guerrilla Tactics

Level 3+ Skirmisher feature.

Your combat agility is remarkable, you add half your proficiency bonus rounded down to constitution and dexterity saving throws. You also become proficient in the following skills: acrobatics, athletics, nature, if you are already proficient your bonus in them is doubled.

Deliver the Mayhem

Level 3+ Skirmisher feature.

You are used to chaos on the battlefield, not only that you are also used to causing this chaos when you take the dash action on your turn, if you're wielding a weapon that has light property, you can can make one melee weapon attack with that weapon against a creature when you enter and exit that creature's melee attack range. You also gain advantage on the first creature you attack after using this feature. When you use this feature, all movement always provokes opportunity attacks

No time to Rest

Level 7+ Skirmisher feature.

You have to always be ready for the next battle so when you roll a hit die, you gain 1 more hit point, plus for each level you have in this class and for each new level you gain in it, your maximum hit points increase by 1.

Always Watching

Level 10+ Skirmisher feature.

You are always aware of enemy openings, but more than that you are also always aware of your own openings during your turn, when you hit a melee attack with a light weapon against a creature, you can instead of dealing damage with that weapon attack, add the damage to your AC until the end of your turn or until you move in another creature melee attack range. You can increase your AC with this feature with only one attack per creature.

Onslaught and Retreat

Level 15+ Skirmisher feature.

During your turn, you can use one of the following abilities:

  • Onslaught You gain a 30f speed bonus when moving toward a hostile creature that is more than 30 ft from you that you can see.

  • Retreat: You gain a 30f speed bonus when you move toward a friendly creature that is more than 30 ft from you that you can see or hear.

Skirmish

Level 17+ Skirmisher feature.

You can mark a creature as the target of your skirmish, it is marked for 1 minute, during this period for every 5ft of speed you spend within its melee attack range you can make 1 melee attack against it with a weapon that has the light property, however the damage of all attacks after using this skill are halved (rounded down), even if you do them without using it.

 

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