Base Class: Fighter
As a skirmisher, you are a light, fast, and deadly force on the battlefield. Where others would choose one or two weapons as their favorites, you think it best to wildly swap between several, confounding your opponents with whirlwind strikes. You also feel safer and more free in light armor, where you can more easily dodge out of the way, rather than relying on armor to simply deflect blows for you.
Whirlwind Strikes
Starting at 3rd level, you've begun to master the use of multiple weapons. When making an attack with a light weapon (a weapon with the "Light" property), if the last attack you've made since the start of your last turn was made with a different light weapon, you deal an additional 1d4 damage. You do not gain this bonus if you haven't made an attack with a weapon since the start of your last turn.
This bonus damage increases to 1d6 when you reach 10th level in this class.
Free Bird
You've trained in the art of dodging and weaving through the fray in light armor. While wearing light armor and using no shield, you gain a +1 to your AC and your walking speed is increased by 5 feet.
Tornado of Steel
Starting at 7th level, your hands and arms have become incredibly quick and agile, and you can quickly swap between new weapons to perform even deadlier attacks. You can draw or stow weapons during your turn with no action required. When you hit a creature with a weapon attack, using a light weapon that you've not used since the start of your last turn, the weapon attack deals an additional 1d6 damage, in addition to the bonus damage of Whirlwind Strikes.
Liberated
Starting at 10th level, you are hard to hold back and your reactions are quickened while you use light armor. While you are wearing light armor and using no shield, you have advantage on ability checks or saving throws made to avoid being grappled or restrained, as well as ability checks or saving throws made to escape or end such effects. Additionally, if you are not already proficient in Dexterity saving throws, you can add half of your proficiency bonus to Dexterity saving throws.
Hurricane Force
Starting at 15th level, you can toss your foes aside with your furious strikes. When you hit a creature with 3 different weapons on your turn, you can force them to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, they are knocked prone or pushed up to 15 feet away from you, your choice. Creatures two or more size categories larger than you have advantage on this saving throw. You can use this feature only once on each of your turns.
Onslaught
At level 18, you've mastered the art of diving into the fray and attacking wildly. As a bonus action, after having taken the attack action on your turn, you can make up to two weapon attacks, using weapons you've not made attacks with since the start of your turn. Additionally, if you are wearing light armor and using no shield, you gain a +4 bonus to your AC until the start of your next turn after taking this bonus action.
You can use this feature once per long rest, but regain one use of it after using Action Surge.
Previous Versions
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1/17/2022 10:28:45 PM
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