Fighter
Base Class: Fighter

No stranger to the battlefield or the brothel, the skirmisher is a soldier of fortune. They are motivated by coin, never glory: adopting a short range style, never straying too far from the fray. The skirmisher moves in and out of melee range with ease.

Skirmish

Upon reaching 3rd level and if not wearing heavy armor: you can tactically retreat up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. You can pick up a number of your expended thrown weapons equal to your ½ of your proficiency bonus as you tactically retreat.

Bonus skills

Upon reaching 3rd level you gain proficiency in two of the following skills: Acrobatics, Athletics, Perception, Investigation, Survival, Nature, Stealth, Sleight of Hand, Persuasion, or Intimidation. 

Improved Critical

Upon reaching 7th level, and if you are within 20ft of your target, your non-heavy ranged/thrown weapon attacks score a critical hit on a roll of 19 or 20.

Skirmish Captain

You are very quick at readying your weapons and shield. As long as you are not wearing heavy armor, as your bonus action, you can make a ranged/thrown attack with a non-heavy weapon as long as you are within 20 ft of your target. When tactically retreating you may make an opportunity attack with a non-heavy ranged/thrown weapon as a part of that reaction.

Superior Critical

Upon reaching 15th level: if you are within 20ft of your target, your non-heavy ranged/thrown weapon attacks score a critical hit on a roll of 18 or 20.

Elusive

Upon reaching 18th level: you are so evasive that attackers rarely gain the upper hand against you. If not wearing heavy armor, no attack roll has advantage against you while you aren’t incapacitated.

Previous Versions

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9/20/2022 8:42:04 PM
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