Base Class: Fighter
Fighters who adopt the Phantom Skirmisher archetype specialize in speed, misdirection, and battlefield control. Rather than standing their ground, they weave through combat, striking from unexpected angles and vanishing before enemies can respond. Their techniques—whether learned through training, secret traditions, or strange influences—allow them to reposition with uncanny precision, making them difficult to track and even harder to pin down.
In battle, a Phantom Skirmisher moves like smoke, using bursts of obscuring cover and sudden shifts in position to disrupt their foes. They excel at fighting alongside allies, exploiting openings and controlling the flow of combat through constant movement. Outside of combat, their skills make them effective scouts and infiltrators, able to move quietly even in armor and escape danger with ease.
Level 3: Smokebomb
As a bonus action, you create a 10-foot-radius sphere of light obscurement centered on yourself. The smoke spreads around corners and lasts until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
During a short or long rest, you can create a number of smokebombs equal to your proficiency bonus. A creature holding one of these smokebombs can use a bonus action to activate it, creating this effect. A smokebomb you create loses its potency at the end of your next long rest.
Ghost Step
When you take the Attack action on your turn, you can teleport up to 10 feet to an unoccupied space you can see as part of that action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Armor Adaptation
Wearing armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
In addition, your walking speed increases by 10 feet while you are wearing armor or wielding a shield.
Hit-and-Fade
Once on each of your turns, immediately after you hit a creature with a weapon attack, you can teleport up to 10 feet to an unoccupied space you can see.
Blurred Presence
Once per turn, when you teleport using a feature of this archetype, the next attack roll made against you before the start of your next turn has disadvantage.
Close-Quarters Predator
Once on each of your turns, when you hit a creature with a weapon attack and at least one of your allies is within 5 feet of that creature, the attack deals an extra 1d6 damage of the weapon’s type.
This extra damage increases to 1d8 when you reach 15th level in this class, and to 1d10 when you reach 18th level in this class.
Improved Armor Movement
The bonus to your walking speed from your Armor Adaptation feature increases to 15 feet.
Fade from Sight
When you use your Ghost Step, you become heavily obscured to other creatures until the end of the current turn. This effect ends early if you are incapacitated.
Relentless Positioning
If you have teleported since the end of your last turn, you have advantage on the first attack roll you make on your current turn.
Phantom Mastery
When you use your Ghost Step and the triggering attack roll misses you, that use of Ghost Step isn’t expended.
In addition, once on each of your turns, you can teleport up to 10 feet to an unoccupied space you can see without using an action.
Previous Versions
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