Skirmisher

The Skirmisher excels in a unique combat style that favors fast movement and devastating attacks. Skirmishers are often found amongst the ranks of armies utilized for scouting and reconnaissance. However, many outlanders and hermits exemplify the skirmisher’s mobile prowess preferring to remain on the move.

Skirmisher Features Fighter Level Features 3rd Bonus Proficiencies, Skirmish (1d6), Trackless Step 7th Flawless Stride 10th Ambusher, Skirmish (2d6) 15th Improved Stride, Skirmish (3d6) 18th Freedom of Movement 20th Skirmish (4d6)

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.

Skirmish

A skirmisher relies on mobility to deal extra damage and improve its defense. At 3rd level, you gain the following benefits when you move at least 10 feet away from where you start on a turn. You must not be wearing medium or heavy armor, and cannot be mounted in order to gain these benefits.

You deal an extra 1d6 damage on all weapon attacks. The extra damage applies only to attacks made during your turn. The skirmisher must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The extra damage can apply to ranged attacks, but only if the target is within 30 feet. The extra damage increases by 1d6 when you reach 10th level (2d6), 15th level (3d6), and 20th level (4d6).

You gain a +1 bonus to AC. The bonus applies as soon as you have moved 10 feet, and lasts until the start of your next turn.

Trackless Step

Starting at 3rd level, you leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Flawless Stride

Starting at 7th level while you aren't wearing medium or heavy armor, your speed increases by 10 feet and moving through non-magical difficult terrain costs you no extra movement.

Ambusher

Starting at 10th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

Improved Stride

Starting at 15th level while you aren't wearing medium or heavy armor, your speed increases by an additional 10 feet.

Freedom of Movement

Starting at 18th level while you aren't wearing medium or heavy armor, you can use your action to automatically escape magical effects or non-magical restraints that reduce your speed or cause you to be paralyzed or restrained.