dauntless/content/Classes/Fighter/Discipline of the Skirmisher.md
2026-03-08 21:51:42 -06:00

3.5 KiB
Raw Blame History

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Book of Blades

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Skirmishers use ranged attacks, melee attacks, and mobility to evade incoming strikes and reach enemies anywhere on the battlefield. They typically use crossbows with a Light weapon on hand for flexibility, taking aim at one foe while dodging anothers attacks, then 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, they use inexpensive weapons, and their training 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 ranged attacks and guile to offset their lack of protection. 

Skirmisher Progression
Fighter Level Features
3rd Agile, Crossbow Finesse
7th Focused Aim
11th Additional Fighting Style, Juke
15th Bleeding Strike

Agile 

3rd-Level Skirmisher Feature 

You gain a +2 bonus to all your DEX saves and ability checks while youre wearing light or no armor. 

Crossbow Finesse 

3rd-Level Skirmisher Feature 

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 propertys typical penalty against it.

In addition, if you take the Attack action and make a ranged weapon attack with a hand crossbow, you can use your bonus action to attack with a Light weapon you are wielding in your other hand.

Focused Aim 

7th-Level Skirmisher Feature 

You can use your bonus action to take precise, specific aim. Your ranged weapon attacks score critical hits on rolls of 19 or 20. When you score a critical hit in this way, you can also perform the Disarm, Hamstring, or Pinning Shot weapon option on the target (no action required). If you know the Aim Martial Action, you can use Focused Aim and Aim as part of the same bonus action.

Honed Reflexes 

11th-Level Skirmisher Feature 

You are particularly adept at responding to changes on the battlefield. Until the beginning of your next turn, you can take two reactions. You can do this a number of times equal to your PB. You regain all expended charges of this feature when you finish a long rest.

Juke 

11th-Level Skirmisher Feature 

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 DEX modifier.

Bleeding Strike 

15th-Level Skirmisher Feature 

When you hit an opponent with a crossbow bolt, your ammunition strikes a sensitive spot and the target bleeds profusely. At the start of the targets next turn, it takes one additional die of damage of the weapon that dealt it. At the end of its turn, the target must succeed on a CON save against DC 8 + your PB + your WIS modifier to end the effect. On a failure, the effect continues on the targets next turn.