3.5 KiB
| source |
|---|
| 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 another’s 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 you’re 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 property’s 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 target’s 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 target’s next turn.