Base Class: Fighter
As a Skirmisher, you are always ready for a fight. You awake quickly, grab your weapons, and jump into the battle.
7th Level: Constant Readiness
Starting at 7th level, you are always watching for a battle. You cannot be surprised, and you have advantage on initiative rolls.
10th Level: Unending Stamina
Starting at 10th level, you gain the ability to keep fighting and recover hit points without long/short rests. When using your second wind feature, you may expend hit dice to gain half of what you roll on your hit dice, in addition to the normal healing from second wind.
15th Level: Swift Attack
Starting at 15th level, you are always the one striking the first blow in combat. When you roll initiative, you may move up to half your movement speed and make an attack.
18th Level: Into the Fray
Starting at 18th Level, you can defeat a small enemy or two without lasting damage. When you roll initiative, gain 1d12 + Constitution temporary hit points.
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