Base Class: Fighter
The Skirmisher is a fighter who focuses on a unique style of combat, using improvised weapons and their bare fists to fight their enemies. They are nimble and quick on their feet, adapting to any situation and using their surroundings to their advantage.
The origin of these abilities is unknown, but it is theorized that occasionally a powerful entity decides to “bless” a common brawler with unnatural abilities just for the fun of it.
Martial Prowess
Starting at 3rd level, you gain proficiency in unarmed strikes. Your unarmed strikes deal 1d4 + your Strength modifier bludgeoning damage. In addition, when you hit with an improvised weapon attack and have one open hand, you can make an unarmed strike attack as a bonus action.
Furthermore, the amount of weight you can lift, carry, or pull is doubled and your improvised weapons cannot encumber you.
Starting at 7th level, your unarmed strike damage increases to 1d6 + your Strength modifier.
Starting at 10th level, you can use your unarmed strikes while wielding an improvised shield. This includes your bonus action unarmed strike.
Improvised Combat
At 3rd level, you gain a connection to a mystical force that allows you to wield unconventional weaponry with surprising effectiveness. This gives you proficiency in improvised weapons. You can use any non-magical* object that is not designed to be a weapon as an improvised weapon as long as it weighs less than ½ of your encumbrance weight. When you use an improvised weapon in this way, you can roll a d8 in place of a d4 for the weapon’s damage. This die changes as you gain fighter levels, as shown in the Improvised Weapon Damage table. If the object has a special quality, such as being on fire or being as long as a pike, you may ask your DM for the effects of that quality.
Furthermore, the weapon’s damage type depends on the object. For example, a chair might deal bludgeoning damage while a glass chandelier might deal piercing damage.
Starting at 15th level, you can now use magical objects as improvised weapons or shields. These magical items cannot be altered or given any properties. Your DM determines the additional effects of the weapon.
Improvised Weapon Damage
|
Fighter Level |
Damage Dice |
|
3rd |
1d8 |
|
5th |
1d10 |
|
9th |
2d6 |
|
13th |
2d8 |
*If the object has a magical element, such as an infinitely lit flame on a torch, ask your DM if, or how, you can use the object.
Evasive Footwork
Starting at 7th level, you gain the ability to move quickly and deftly around the battlefield. When you take the Dash action on your turn, you can move without provoking opportunity attacks.
Additionally, if you move at least 15 feet away from a creature that is within 5 feet of you, that creature's opportunity attacks against you are made with disadvantage.
Impromptu Enhancement
At 7th level, the mysterious force that allows you to wield random items with such efficiency now allows you to add mystical qualities to your weapons. Your attacks with any weapon now count as magical for the purpose of overcoming resistances.
Furthermore, as a bonus action, you can now add one property from the list below to any improvised weapon you wield. You can only use one property per weapon and once you give a weapon a property, you can’t give that property to any other weapon. If you do give the property to another weapon, it is removed from the first weapon. You can use this feature a number of times per long rest equal to half of your proficiency bonus.
Item Properties
|
Weapon Property |
|---|
|
Finesse |
|
Light |
|
Reach |
|
Thrown (range 20/60) |
|
Versatile (1d10 to 1d12, 2d6 to 2d8, 2d8 to 2d10) |
Improvised Defense
At 10th level, you gain the ability to create improvised shields. They can use any object that follows the same rules as your improvised weapons that are not designed to be a shield. Using one of these improvised shields provides a +2 bonus to your AC. You can also use your unarmed strikes while wielding an improvised shield. This includes your bonus action unarmed strike.
You can also use your reaction to deflect a missile that would hit you. When using an improvised shield, you can roll a Strength (Athletics) check with a DC equal to the attack roll of the incoming missile. If you succeed, the missile is deflected harmlessly away, and you can choose to make a melee weapon attack against a creature within 5 feet of you as part of the same reaction. If the Skirmisher fails the check, the missile strikes them as normal.
You can use this feature a number of times per long rest equal to your Strength modifier.
Unnatural Reflexes
Starting at 15th level, you gain unparalleled reflexes, allowing you to react quickly in combat. When you are targeted by an attack or a spell that requires a Dexterity, Strength, or Constitution saving throw, you can use your reaction to move up to your speed without provoking opportunity attacks as well as gaining advantage on the saving throw or forcing the attacker to make the attack roll with disadvantage.
You can use this feature twice per long rest.
Master of Spontaneity
At 18th level, your proficiency with improvised weapons reaches a new level of mastery. You can now add your proficiency bonus to your damage rolls with unarmed strikes and improvised weapons. Furthermore, you can now add two properties to one improvised weapon. However, you can still only use each property once.
Additionally, once per turn, when you hit a huge or smaller creature with an improvised weapon attack, you can force the creature to make a Strength saving throw (DC equal to the attack roll). On a fail, the creature is knocked prone or pushed up to 10 feet away from you.
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