Base Class: Fighter
A fighter emulating the skirmisher archetype is a master of battlefield control. He darts between enemies, using tactics and positioning to his advantage.
Skirmish
You have learned to end a conflict between enemies quickly, allowing you to make the most of your attacks. Beginning at 3rd level, when you wake the Attack action on your turn, you deal an extra 1d6 damage with that attack. You can deal this extra damage to one target per turn. This damage increases as you gain levels in this class, as shown in the Skirmisher Damage table.
Skirmisher Damage
Fighter Level Damage
3rd 1d6
7th 2d6
10th 3d6
15th 4d6
18th 5d6
Superior Mobility
Starting at 3rd level, You are able to move more deftly in light or medium armor. While you are wearing anything with the exception of heavy armor, your movement speed increases by 10 feet.
Land's Stride
Starting at 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Improved Skirmish
Beginning at 10th level, you can deal extra damage with your Skirmish ability to up to two targets, provided you move at least 10 feet before each of the attacks. In addition, your walking speed increases by another 10 feet.
Combat Ferocity
At 15th level, you have learned to exploit an enemy's weakness when he is engaged with one of your allies. You have advantage on attack rolls against creatures that are within 5 feet of one of your allies, provided that ally is not unconscious
Pinnacle Skirmisher
At 18th level, you can deal extra damage with your Skirmish ability to any number targets, provided you move at least 10 feet before each of the attacks.
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