Base Class: Rogue
Skirmishers thrive in the thick of the fight, going toe to toe with creatures and people alike. You don't back down and you definitely do not take no for an answer. You're used to being knocked down and beaten up, but you thrive on the adrenaline that comes with it.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the Martial Weapons and Shields.
Decimate
Starting at 3rd level, you know where to strike your enemies. Once per long rest, when you deal damage with your sneak attack feature, you may choose to double the damage of the amount rolled. Once you reach 14th level, you may use this twice per long rest.
Scar Tissue
Starting at 9th level, your time on the front lines has hardened your skin. You gain resistance to non-magical bludgeoning, slashing, and piercing damage.
Supportive Tactician
At 13th level, you gain the ability to understand what makes a foe tick. When you successfully apply sneak attack damage onto a creature you get to learn one of the following attributes from them:
- Hit points: Higher or lower than yours
- One Ability Score
- Damage Resistances or Immunities
- Condition Immunities
Once you learn one of these aspects you cannot target the same creature with this ability until after the start of your next turn.
Rupture Tendons
Starting at 17th level, you become a master of striking weak points. When you deal damage to a creature with your sneak attack feature you can force the creature to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). On a successful save you reduce the target's movement speed by 15 ft. If the save fails, the target is paralyzed for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can’t do so again until you finish a long rest.
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