Kryx RPGThemesMonsters

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 with the Athletics skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.
  • When you are prone, standing up uses only 1.5 meters of your movement.
  • You can make a running long jump or a running high jump after moving only 1.5 meters on foot, rather than 3 meters.

Slip

2nd

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.

You gain a +1 bonus to Defense while you are wielding a separate melee weapon in each hand.

You gain proficiency with three simple or martial weapons of your choice.

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

You can select this feat multiple times.

You can use the Dash action as a bonus action on your turn.

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

You strike with blinding speed or slip your weapon past an enemy’s guard. You gain a +1 bonus to attack rolls you make with light weapons.

You are exceptionally speedy. Your speed increases by 3 meters.

When you use the Attack action on your turn and attack with an unarmed strike or a natural weapon, you can make one additional unarmed strike. You don’t add your ability to the damage of this unarmed strike, unless that ability is negative.

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 turn.

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.

You are difficult to pin down, you gain a +1 bonus to Defense.

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.

Skirmish maneuvers

As a reaction, which you take when you make an Acrobatics check, you can compose yourself with grace. You have a +2 bonus on the triggering Acrobatics ability check.

You can use this maneuver before or after the ability check is made, but before any effects of the check are applied.

Enhance

You can expend 1 additional stamina die to instead have advantage on the Acrobatics ability check.

As a bonus action, you can swap places with a willing ally within 1.5 meters, provided you spend at least 1.5 meters of movement. This movement doesn’t provoke opportunity attacks.

As a bonus action you can make a thrown weapon attack with a dagger.

Enhance

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

As a reaction, which you take when an enemy moves within 1.5 meters of you, you can move up to half your speed. This movement doesn’t provoke opportunity attacks.

As a reaction, which you take when you are hit by an attack, you spin gracefully away, avoiding the swing. Until the start of your next turn, including against the triggering attack, you have a +1 bonus to Defense.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can increase the Defense bonus by 1 for each additional stamina die expended (max +3).

  • Uncanny Dodge. You can expend 1 additional stamina die to instead halve the attack’s damage against you.

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack, you can knock it off balance with your blow. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll, you move into the creature’s space, and it moves 1.5 meters in a direction you choose.

On a successful save, the target takes 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 a reaction, which you take when you make a Reflex saving throw, you react with quickened reflexes. Until the start of your next turn, including against the triggering saving throw, you have a +1 bonus to Reflex saving throws.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

As a bonus action, you can take the Dash action without expending your action. You can add the stamina die to the attack’s damage roll on your next attack roll before the end of your turn.

Enhance

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

As a bonus action, you can take the Dash or Disengage action without expending your action, you have advantage on Athletics checks to jump, and you ignore difficult terrain for the turn.

As a reaction, which you take 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 the stamina die to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

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

As a bonus action, you can take the Dash action without expending your action. During your Dash, if you move within 1.5 meters of a creature, you can make a melee weapon attack against that creature. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll. You can only attack one creature you pass.

Enhance

If you expend 2 additional stamina dice, you can attack an additional creature you pass, but you can only attack each creature once.

As a bonus action when you hit a creature with a weapon attack, you can make one additional melee weapon attack. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

Augment sizes

1 stamina die2 stamina dice3 stamina dice4 stamina dice5 stamina dice
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick