Fighter
Base Class: Fighter

The Skirmishers are masters of the thrown weapons. Their powerful arms and expertise in the throwing arts have guided their spears and javelins to targets far beyond the reach of regular throwers. Their eyes have accustomed to long ranges and have assisted them in striking true.

 

Born of the Hunt

Beginning when you choose this archetype at 3rd level, you may take the dash action as a bonus action.

 

Strong Arm

Beginning when you choose this archetype at 3rd level, you double your regular throwing range. In addition, you can use a bonus action on your turn to lock on a target and give yourself advantage on one attack against the same target.

 

Huntsman's Physique

Starting at 7th level, your experience and survival in barren lands has altered your metabolism such that you need only consume half the amount of rations and water a regular person needs in a day.

Nature Provides

At 10th level, you gain proficiency in Poisoner's Kit and may use a bonus action to coat your weapon in poison.

In addition, you learn to craft two types custom short duration poisons from this list:

1) Lingering Poison - When a creature is struck by this poison, it must make a Constitution saving throw against your ability save DC. On a failed save, it takes an extra 1d6 poison damage and 1d6 poison damage at the end of each of its next 2 turns. On a successful save, it takes an extra 1d6 poison damage and no other effect.

2) Little Foot - When a creature is struck by this poison, if must make a Constitution saving throw against your ability save DC. On a failed save, its speed is reduced by 10 feet until the end of its next turn.

3) Scout Light - When a creature is struck by this poison, you gain advantage on any Survival Checks to track the creature for the next hour. Any magical healing will remove this effect.

4) Rot Tear - When a creature is struck by this poison, it must make a Constitution saving throw against your ability save DC. On a failed save, the creature is unable to heal until the end of its next turn.

5) Darkest Day - When a creature is struck by this poison, it must make a Constitution saving throw against your ability save DC. On a failed save, the creature is blinded until the end of its next turn.

You may learn how to craft an extra type of custom poison when you reach level 15

Ability save DC = 8 + Proficiency Bonus + Wisdom Modifier

Throwing Mastery

At 15th level, your mastery of throwing weapons allows you to do the following:

- When you make a thrown weapon attack, you may force a creature to move half of its movement speed in a random direction without prompting attack of opportunity by foregoing base weapon damage. Roll a d4 for the direction: 1, north; 2, south; 3, east; 4, west.

- When you make a thrown weapon attack, you may reduce a creature's speed to 0 feet until the end of its next turn by foregoing base weapon damage if the creature does not have any special movement and is Large or smaller (i.e. flying, swimming, burrowing)

- When a creature enters your regular range, not long range, you may use a reaction to attack the creature

You may use this feature three times, and you regain all uses when you finish a short or long rest

Survival Instincts

At 18th level, your instincts and experience allow you to respond to danger and fight with whatever means you have. In combat, you may use your reaction to move up to half your movement speed without prompting attack of opportunity when a creature ends its turn within five (5) feet of you. In addition, you may now treat any weapon as a throwing weapon with the thrown property and range of 10/30 feet.

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