Fighter
Base Class: Fighter

"You can't kill what you can't find or catch." Skirmishers take this ideal to heart in battle. Using terrain to their advantage, Skirmishers use hit and run tactics to ambush and overwhelm larger forces while avoiding counter attack. The archetypal Skirmisher focuses on stealth and mobility to surprise and outmaneuver their opponents only to disappear leaving behind the carnage and chaos of their coordinated assault. Those who adhere to this archetype use the carefully coordinated element of surprise to overwhelm their enemies before slipping away to evade retaliation.    

Raider

Beginning when you choose this archetype at 3rd level, you get a bonus of 10 feet added to your base movement speed and you automatically get double your proficiency to stealth and athletics.  

Evasive Footwork

Starting at 7th level, you have learned how to evade danger on the battlefield. You can take the dodge or dash action as a bonus action.

Superior Defense

Starting at 10th level, you can use your a reaction to add your proficiency modifier to either your AC or one save you are not proficient with in order to avoid one attack or resist one effect per round. 

Ambusher

At 15th level, you can use the element of surprise to deal extra damage to your opponents. Once per turn, you can deal an extra 4d6 damage to one creature you hit with an attack if the creature is unaware of your position. 

Camaraderie

At 18th level, your ability to support your allies improves as you learn to work with others. You can use your reaction to enable an ally that you can see within 30 feet to use either your second wind or action surge slot as if they had that ability. They must use it before the start of your next turn or the effect is lost and the slot is used up.    

Previous Versions

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1/20/2021 4:09:42 AM
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