Fighter
Base Class: Fighter

The Skirmisher moves around the battlefield to reach tactical targets or control the movement of their enemies.

Level 3: Dodge & Roll

When a hostile creature moves within 5ft of you, or you succeed on a Strength, Dexterity, or Constitution saving throw you can use your reaction to move up to half your speed without provoking attacks of opportunity.

Level 3: Running Strike

After you have moved at least 20 ft on your turn, the next attack you make with a weapon or unarmed strike deals an additional 1d6 damage if it hits. You can only use this feature once per turn. The additional damage dealt with this attack increases when as you level up, becoming 2d6 damage at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Level 7: Rapid Movement

Your Speed increases by 10 feet while you aren't wearing Heavy Armour. You can Dash or Disengage as a Bonus Action.

Level 10: Strike Weakness

When you make an attack against a [Tooltip Not Found] creature, you can to give yourself advantage on the attack roll (no action required). You can use this feature only once per turn.

Level 15: Tough as Nails

Your experience surviving and travelling in the wilds has toughed your body. You gain resistance to poison, fire, and cold damage.

Level 18: Swift

You gain the following benefits:

Blurred Run. Whenever you take the Dash action, your movement does not trigger attacks of opportunity. 

Roll into Attack.When you use your Dodge & Roll reaction, you can make one weapon attack after you finish your movement.

Comments

Posts Quoted:
Reply
Clear All Quotes