The Skirmisher A human wearing bronze greaves and a light copper plate strapped to his heart throws javelins as he sprints across the battlefield, avoiding his enemies' strikes by sheer speed. A black haired elf under the covering fire of her human friend, run through the raging battle unarmed except for the weapon she just snatched from that surprised looking orc. In the back of the enemy line a shadowy figure dressed in black leather is wielding a long bladed whip at the poor goblin standard-bearer. From nowhere an old looking Gith appears and show them the way to a portal where they can retreat to safety. These heroes are all skirmisher from the four corners of the multiverse, fighting for different goals but with a united front. The walk Skirmishers prefer the feeling of the ground under their feet to the static position of a mounted knight in stirrups. The sweet caress of the sand, the sharp grip of the rocks and the numbing touch of the snow. They often spend years on the road going from one village to the other offering their services as journeyman and mercenaries. Odyssey All skirmisher are known for their tales, after all the knights are done with embellishing their prowess and gone to bed, they tell vivid and often gruesomely realistic stories of battles and defeats. Why a new class ? You sometimes find that D&D combat is static ? You think throwing weapons should be a viable option ? The skirmisher is the solution ! It also makes a really good spell less ranger Design & Balance Why the dual hit dice ? • Good way to increase potential recovery without increasing health pool. Hit-and-Run compared to Sneak Attack • Higher Risk & Rewards : You need multiple targets and if you miss an attack your damage is less than a sneak attack.

Class Features Hit Points Hit Dice: 2d4 per skirmisher level

2d4 per skirmisher level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 2d4 (or 5) + your Constitution modifier per skirmisher level after 1st Proficiencies Armor: Light armor, Shields

Light armor, Shields Weapons: All Simple weapons

All Simple weapons Tools: Cobbler's tools or one musical instrument Saving Throws: Strenght, Wisdom

Strenght, Wisdom Skills: Choose two from Acrobatics, Athletics, Medicine, Nature, Perception, Performance, Stealth, Survival. Unarmored Defense Exemple • Althaea a level 11 Wood Elf Skirmisher is affected by Longstrider & Haste. He as an AC of : 12 base + 2 Haste + ((35 base + 10 Unhindered Step + 10 Longstrider) ÷ 10) = 19 • If Althaea was grappled or restrained is AC would be 14 Hit-and-Run Exemple • Althaea is wielding two handaxes. He moves at least 15 feet then throws an handaxe. He does this 3 times targeting a new enemy, inflicting his Hit-and-Run damage every time. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon and a shield, (b) two simple weapons or (c) A spicked chain and a whip (if proficient)

(a) five javelins or (b) a trident and a net

(a) a dungeoneer's Pack or (b) an explorer's Pack or (c) a Diplomat's Pack The skirmisher Level Proficiency Bonus Features Hit-and-run Damage Unhindered Step 1st +2 Skirmisher Path, Unarmored Defense — — 2nd +2 Hit-and-run 1d4 — 3rd +2 Burst of Speed, Fighting Style 1d4 — 4th +2 Ability Score Improvement 1d4 — 5th +3 Extra Attack 1d4 — 6th +3 Unhindered Step 2d4 5ft 7th +3 Skirmisher Path 2d4 5ft 8th +3 Ability Score Improvement 2d4 5ft 9th +4 One Step Ahead 3d4 5ft 10th +4 Stalker's Flurry 3d4 5ft 11th +4 Skirmisher Path 3d4 10ft 12th +4 Ability Score Improvement 4d4 10ft 13th +5 Unhindered Step (2) 4d4 10ft 14th +5 Ability Score Improvement 4d4 10ft 15th +5 Burst of Speed (2), Quick-witted 5d4 10ft 16th +5 Ability Score Improvement 5d4 15ft 17th +6 Skirmisher Path 5d4 15ft 18th +6 Unhindered Step (3) 6d4 15ft 19th +6 Ability Score Improvement 6d4 15ft 20th +6 Celerity 6d4 15ft

Unarmored Defense Beginning at 1st level, while you're not wearing armor, your AC equals 12 + your movement speed divided by 10, rounded down. You can use a shield and still gain this benefit. Temporary effects multiplying your movement speed, like haste, do not affect your AC Skirmisher Path Choose a skirmisher path from the following list : Path of the Dunes walker, Path of the Kara-Tur Envoy, Path of the Shadowalker, The Planar Path, The Great Current path or The Windrider Path. They are detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 7th, 11th, and 17th level. Hit-and-run Tactics At 2nd level, you know how to stay out of reach and use that momentum to strengthen your blows. If you moved at least 15 feet before you make an attack with a melee weapon or a sling you can inflict your hit-and-run damage, the amount of extra damage is shown in the skirmisher table. The damage dealt by this feature is the same as your weapon damage type. You cannot target the same creature twice during the same round with this feature and must always move 15 feet before using it. You cannot use this ability if you are wearing heavier than light armor. Fighting Style At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Alacrity As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Gathering Steps When you are wielding a melee weapon in one hand and no other weapons, the weapon you are wielding is considered to have the reach property; if the weapon already has this property the reach increases by an other 5ft. Maverick You can ignore the free hand requirement to load a ranged weapon you are wielding with one hand. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of any bonus attacks. Thrown Weapon Fighting You can draw a weapon with the thrown property as part of the attack you make with that weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. Burst of Speed Starting at 3rd level, you can push yourself beyond your normal limits for a moment to reposition yourself on the battlefield. On your turn, your movement speed is doubled. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest. Starting at 15th level, the number of times you can use it is doubled. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Unhindered Step Starting at 6th level, your speed increases by 5 feet while you are not wearing medium or heavy armor. In addition, you may spend half of your movement to automatically escape from a creature that is grappling you or nonmagical restraints such as manacles. This bonus increases when you reach certain skirmisher levels, as shown in the skirmisher table. At 13th level, You are unaffected by difficult terrain and using the dash action breaks any spells or other magical effects that would reduce your speed. At 18th level, you can move through the spaces of other creatures unhindered, but you can't end your turn in their space. Additionally, you can squeeze through tight spaces as if you were a creature one size smaller, and climbing over objects no more than 5 feet tall doesn't cost you any movement. One Step Ahead Beginning at 9th level, your movements are so fast that attackers rarely gain the upper hand against you. While your movement speed isn't reduced, and you aren't standing in difficult terrain that you don't otherwise ignore, attacks of opportunity have disadvantage against you. You must be able to see to gain this benefit. Stalker's flurry Starting at 10th level, once on each of your turns when you miss with an attack, you can immediately repeat your attack against the same target. If the attack that missed would have inflicted your Hit and Run damage, this extra attack does as well. Quick-witted Starting at 15th level, your train of thoughts is so fast they cannot be read against your will. You are also able to perform multiple mental task at the same time, like playing dragonchess, solving a riddle and planning a coordinated assault on a map. In downtime activities, the time needed to execute a task is divided by your Wisdom modifier. Celerity At 20th level, your speed has reached an unnatural level. You are permanently under the effect of Burst of Speed and you can no longer be knock prone nor can you be disarmed. Skirmisher Paths The path taken is often dictated by the environment in which the skirmisher fought and lived. The skirmisher is first and foremost an adaptive warrior, molding himself to the situation at hand. Due to this quality their fighting styles varies greatly from one another.

Dunes Walker Most dunes walker were born in the harsh deserts of Athas. They had to fight to survive against foes and the elements alike. They not only suffered from wounds of battle but also starvation and sleep deprevation. Athasian Nomad You wandered the wasted lands of Athas for so long, your body has become extremely resilient to hardship. Starting at 1st level, when you would gain a level of exhaustion, you can choose not to gain it. You can use this feature a number of times equal to half your Wisdom modifier rounded up (a minimum of once). You regain one expended uses when you finish a long rest. Fasting Hunger and thirst are no stranger to you and you know how to keep them at bay. Starting at first level, you can go without water for a number of days equal to you Wisdom modifier and without food for a number of weeks equal to your Wisdom modifier. You regain the ability to water fast when you drink normally for a day and to fast when you eat normally for a week. Survival expert At 1st level, you gain proficiency in the Survival skill and you add double your proficiency bonus to your Survival checks make in desertic areas. Momentum At 7th level, your momentum can propel you to great lengths. If you run double the distance needed to do a long jump you can instead use half your movement speed as your jumping distance. Relentless Harassment At 11th level, you found a way to exploit your foes' instincts. You can inflict your hit-and-run damage multiple times to a single enemy, but you must always move 15ft before doing so. Mirage Starting at 17th level, you move with such haste your foes sometime confuse you with your afterimage. Every time you inflict your hit-and-run damage you gain an illusory duplicate as per the Mirror image spell. All your illusory duplicates dissipate at the beginning of your next turn.

Kara-Tur Envoy Born in the isles of Kara-Tur, east of Faerûn, they were taught the strange ways of these lands. The envoys had to learn to hold their tongues as the greatest threat are often the consequences of their own actions in this world of intrigue and politics. Budō You have been trained in many ceremonial types of martial arts and learned not only how to fight but also how to do so with grace and beauty. Starting at 1st level, your unarmed strikes gain the finesse and light quality. Envoy At 1st level, you gain proficiency in the Persuasion skill if you don't already have it, and you add double your proficiency bonus to any Persuasion checks made to interact with lords and rulers. Namba Aruki From the youngest age, you have been taught to walk swinging the same arm and leg forward. Doing so reduces the twisting of your upper body making you more stable and keeping your stamina for a longer period. Starting at 1st level, while you are unarmed your movement speed is increased by 15 ft. Emissary You thoroughly understand the urgency of the messages you carry, granting you the ability to push yourself and your company beyond limits. Starting at 7th level, when you and your group travel on roads, your travelling pace is double. Iaijutsu For the longest time now you have been wearing your blade edge up, granting you the ability to strike faster after unsheathing it. Starting at 11th level, when you draw a weapon you can make an extra attack against an enemy within your reach. Also, you can unsheathe your weapon as a reaction when an enemy enter your reach. To be able to use this feature you must not have a shield or an other weapon in hand and you must have a weapon sheathed edge up. Bushidō You value your cause more than your life, ready to die to accomplish your goals and respect your code of honor. Starting at 17th level, when you are reduced to 0 hit point you enter a state of selfless focus. You can immediately move up to your speed, making a number of attacks equal to your Wisdom modifier against each enemy within your reach at any point during this movement. Once you use this feature, you must finish a short or long rest before you can use it again.

Shadowalkers The shadowalkers are almost without exception from the Shadowfell. Their interactions with the Shadar-kaï as allies or enemies has led them to adopt some of their ways. Their grim gaze, martial prowess and the unsettling way they walk in perfect silence. Shadar-kaï Weapon Training You have been trained by a master Shadar-kaï in the way of the Shadowalkers. At 1st level, you gain proficiency with the spiked chain and whip. Also, the whip is considered a light weapon for you. Spiked Chain Price Damage Weight Properties 15 gp 1d6 slashing 5 lb. Finesse, reach, versatile (2d4) Fade Away Your extensive martial training grants you the ability to foresee great blows and avoid them. At 1st level, you can turn a critical strike into a regular one as a reaction. Once you use this feature, you must finish a short or long rest before you can use it again. Shadowfell Stealth At 1st level, you gain proficiency in the Stealth skill and you add double your proficiency bonus to any Stealth checks made in dim light or darkness. Dance of Death Fighting is a second nature for you, an art and a way of life. Even your regular movements can be deadly to others. Starting at 7th level, when you take the Dash or Disengage actions you can make one weapon attack as a bonus action. Instinctive Strike Beginning at 11th level, you can attack twice, instead of once, whenever you use a bonus action to make an attack. Herald of the Raven Queen You have walked the path between life and death so often you know all its turns and secrets making you very hard to kill. Starting at 17th level, you gain the following benefit : • Advantage on death saving throws • Advantage on saving throws against necromancy spells • Resistance to necrotic damage

Planar Path From all corners of the multiverse, adventurers filled with an never ending curiosity borrowed the path of the planes. Going from one portal to another, facing countless dangers and discovering wondrous lands and treasures. Detect Portal At 1st level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within half a mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. Plane Wanderer At 1st level, you gain proficiency in the Insight skill and you add double your proficiency bonus to any Insight checks made to guess the intentions of entities not native to the plane you are currently in. Planar Resonance You have traveled to so many planes your body vibrates in an unnatural way. Starting at 1st level, once per turn when you deal damage with a weapon attack you may choose for the attack to deal force damage instead. Ethereal Steps At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature the spell last for a number of rounds equal to your Wisdom modifier. Once you use this feature , you can't use it again until you finish a short or long rest. Starting at 18th level, you can cast it a number of time equal to your Wisdom modifier before taking a short or long rest. Flicker Strike At 11th level , you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can spend up to 15 feet of movement before each attack to teleport that distance to an unoccupied space you can see. For each different creature you hit during your turn you regain 5 feet of movement. Spectral Defense At 17th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

The Great Current Path The vast majority of skirmishers taking the great current path come from the elemental plane of water. Their insatiable wanderlust can only be quenched by navigating the high seas and swimming in perilous rivers. Apnea You have always been fascinated by the seabed and all the riches and secrets you could discover. At 1st level, you can multiply the amount of time you can hold your breath by your proficiency bonus. Lookout You have spent long months at sea either in the crow's nest or at the helm of a ship. At 1st level, you gain proficiency with navigator's tools and you add double your proficiency bonus to your checks made at sea. Underwater Combatant Starting at 1st level, you no longer suffer any disadvantage from attacking underwater. Buoyancy You have learned to adapt your adventuring gear to be water resistant and float. Starting at 7th level, you gain a swimming speed equal your base movement speed plus twice your unhindered speed bonus. Also you cannot sink against you will if you are unencumbered. Futhermore, none of your your possession can be damaged by water. Turn The Tide Fighting in water means fighting threats from all sides even from above and below. Your senses have been sharpened and no small movement escape your sight. At 11th level, you can inflict your hit-and-run damage on your attack of opportunity. Also, creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach. Liquid Body You can control water in your body to an extent that is inimaginable to other creatures. At 17th level, all healing on you is double. Also, if you start your turn conscious in a body of water you regain 1d4 hit point.

The Windrider Path Unlike other Skirmishers, the Windriders love to ride at full speed jumping in and out of the fray. They utilize parthian tactic to defeat their enemies while staying out of reach. Most Windriders come from countries with vast plains. Wild Rider You do not fear the wild ride of an untamed beast. Starting at 1st level, you can control a mount even if it hasn't been trained to accept a rider. Beast Handler You have spent most of your life on horseback making it more natural for you to handle most drudge. At 1st level, you gain proficiency in the Animal Handling skill and you add double your proficiency bonus to your Animal Handling checks made to mount or control a creature. Unsaddled Defense You have no need for a saddle as you are a master rider and it would only impede your mount. Beginning at 1st level, while your mount is not wearing armor, its AC equals 12 + (its movement speed ÷ 10) . Temporary effects multiplying its movement speed do not affect its AC Unhindered Mount You guide your mount so precisely that its hooves touch the ground exactly where you intended. Starting at 7th level, any creature you mount gains the same benefit you do from your Unhindered Step and Celerity features. Zephyr Charge You charge like the wind, impaling ennemis with greater force as you gain speed. Starting at 11th level, you can use d6 for your hit-and-run damage if you moved 45ft before an attack. You must move 45 more feet to use this feature again. Symbiosis You are as one with your favorite mount, your best friend ... your muse. At 17th level, you and your mount are considered a single creature. Both you and your mount cannot be the target of the same spell or attack. You also share one hit die pool made of your combined hit dice.