Keen Hearing and Sight. The skirmisher has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Sneak Attack (1/Turn). The skirmisher deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the skirmisher that isn't incapacitated and the skirmisher doesn't have disadvantage on the attack roll.
Blood Frenzy. The skirmisher has advantage on any attack against a creature that’s missing any of its hit points.
Bloodstained. Whenever the skirmisher sees a creature, it is automatically hostile to that creature unless that creature was a friend of the skirmisher before they were cursed, in which case the skirmisher must make a DC 18 Wisdom saving throw or become hostile towards that creature.
Medium Armor Master. Medium armor doesn’t impose disadvantage on the skirmisher’s Dexterity (Stealth) checks.
Multiattack. The skirmisher makes three attacks, only one of which can be made with its Hand Crossbow.
Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, ranged 30/150 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Bloodcrazed Hunter (Recharges each Short or Long Rest). The skirmisher gains the effect of the haste spell as though an external force had cast the spell on it.
Retreat. The skirmisher can move up to half its speed as a reaction when an enemy ends its turn within 5 feet of it. This movement doesn’t trigger opportunity attacks.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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2/10/2022 6:01:32 PM
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8
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0
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1
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Coming Soon
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2/13/2022 6:03:04 PM
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2
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0
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1.1
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Coming Soon
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