Base Class: Fighter
Skirmishers are commonly deployed as a vanguard, flank guard or rearguard to screen a tactical position or a larger body of friendly troops from enemy advances. They are usually deployed in a skirmish line, an irregular open formation that is much more spread out in depth and in breadth than a traditional line formation. Their purpose is to harass the enemy by engaging them in only fast-paced or sporadic combat to delay their movement, disrupt their attack, or weaken their morale. Such tactics are collectively called skirmishing.
Skirmishers' open formations and smaller numbers can give them superior mobility over the regular forces, allowing them to engage only on favorable terms, taking advantage of better position or terrain, and quickly withdrawing from any threat of superior enemy forces.
Fast Movement
When you choose this archetype at 3rd level, your speed increases by 10 feet. This bonus is forfeit if you don Heavy armor or wield a weapon with the Heavy property. You can also take the Dash or Disengage action as a bonus action. As a reaction, when an enemy ends its turn within 5 feet of you, you can move up to half your speed without provoking opportunity attacks.
At 15th level, your speed increases by an additional 10 feet.
Precision Attacks
Starting at 3rd level, your intensity in battle can help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn.
You can use this feature three times, and you regain all expended uses of it when you finish a short rest.
Enhanced Senses
Starting at 7th level, your discipline and attention to detail has enhanced your senses. You gain proficiency in Wisdom (Perception) checks, if you are already proficient you gain expertise
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Rapid Strike
Starting at 10th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per action.
Tireless Precision
Starting at 15th level, when you roll initiative and have no uses of Precision Attacks remaining, you regain one use.
Fast Movement Improvement
At 14th level, your Fast Movement speed bonus increases to 20 feet while you are not wearing Heavy armor or wielding a Heavy weapon.
Relentless Skirmish
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
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