Skirmish

Skirmishers dart in and out of battle, moving in to strike at opportune times.

Table of contents

Skirmish feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You have undergone extensive physical training to gain the following benefits:

  • You become capable, or proficient if you are already capable and are 5th level or higher, with the Athletics skill.
  • When you are prone, standing up uses only 1 meter of your movement.
  • You can make a running long jump or a running high jump after moving only 1 meter on foot, rather than 2 meters.

Prerequisites: Capable with the brawling weapon group

You are capable with improvised weapons and you can roll a d4 in place of the normal damage of your unarmed strike. If you are 5th level or higher, you become proficient with improvised weapons.

You employ precise, yet fluid, steps that allow you to surmount obstacles. Moving through nonmagical difficult terrain costs you no extra movement.

Slip

2nd

Prerequisites: Capable with at least one weapon group

You learn how to slip away without reprisal. You gain the following benefits:

  • Opportunity attacks have disadvantage against you.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Prerequisites: Capable with at least one weapon group

Choose two weapon groups to become capable, or proficient if you are already capable and are 5th level or higher, with via the Weapons skill.

If you are a Monk, weapons in these groups are considered monk weapons for you if they lack the heavy and special properties.

You can select this feat multiple times.

You are exceptionally speedy. Your walking speed increases by 2 meters.

You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Reflex saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Skirmish fighting styles

If your class or archetype has fighting styles, you can learn them.

Once on your turn when you use an action to make a weapon attack with an unarmed strike or monk weapon, you can make an additional unarmed strike.

If you are 6th level or higher, you can make an additional unarmed strike.

This cannot be used with the normal Two-Weapon Fighting rules.

When you engage in two-weapon fighting, you can add your ability to the damage of the second attack. Additionally you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

If you are 6th level or higher, you gain a +1 bonus to Defense while you are wielding a separate melee weapon in each hand and either you gain a +1 bonus to attacks with light weapons you are wielding in separate hands or you can use two-weapon fighting even when the one-handed weapons you are wielding aren’t light.

Skirmish maneuvers

As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.

Enhance

You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, make a weapon attack to knock the creature off balance with your blow.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you move into the creature’s space, and it moves 1 meter in a direction you choose.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

If the target is Large, you can occupy any space that it left. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or terrain such as a wall.

As an action, you can use the Dash action. During your Dash, if you move within 1 meter of a creature, you can make a melee weapon attack against that creature. You can only attack one creature you pass.

Enhance

You can attack an additional creature you pass for each additional stamina die expended, but you can only attack each creature once.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended and add the full stamina dice result to the attack’s damage roll.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. You make the roll with advantage or the attack against you is made with disadvantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Skirmish spells

Augment sizes

1 stamina die2 stamina dice3 stamina dice4 stamina dice5 stamina dice
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick