Skirmisher (5e Class)
Skirmisher[edit]
Masters of hit-and-run tactics, Skirmishers dart through the battlefield with unmatched agility. Trained in guerrilla warfare and survival, they strike swiftly, vanish into the terrain, and exploit every opening with precise, mobile assaults. Elusive and relentless, a Skirmisher is never where the enemy expects.
Fighters, Rangers, and Rogues benefit most from this prestige class, especially those who favor mobility and precision over brute force. Monks and lightly armored builds with the Extra Attack feature can also thrive as Skirmishers, enhancing their evasiveness and battlefield control.
Prerequisites[edit]
In order to become a skirmisher, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):
- Dexterity 15. Skirmishers are highly agile and mobile, so a high Dexterity is vital for succeeding in the skirmishing training.
- Constitution 13. Running around the battlefield and hiding from challenges is extraneous on the body, requiring thus lots of vitality.
- Extra Attack feature Only highly skilled combatants succeed in learning the war tactics of a skirmisher.
- Proficiency in the Nature or Survival skill. Skirmishers are known for their deep knowledge of the region they fight in, often acting as guerrilha fighters.
Class Features[edit]
As a Skirmisher you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Skirmisher level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Skirmisher level
- Proficiencies
Tools: None
Saving Throws: None
Skills: None
Level | Proficiency Bonus |
Features | Agile Movement | Skirmish |
---|---|---|---|---|
1st | Agile Movement, Relentless Strider | +5 feet | - | |
2nd | Skirmish, Evasion | +5 feet | +1d6 | |
3rd | Ability Score Increase | +10 feet | +1d6 | |
4th | Battle Ready | +10 feet | +2d6 | |
5th | Evanescence | +15 feet | +2d6 | |
6th | Celerity | +15 feet | +3d6 |
Agile Movement[edit]
At 1st level, you rely on your extra mobility to gain the upper hand in combat. While wearing light armor or no armor, your movement speed increases in +5 feet. You gain additional movement boosts as you gain levels in this class.
In addition, any opportunity attack made against you have Disadvantage.
Relentless Strider[edit]
Also at 1st level, your movement is unhindered by non-magical difficult terrain, and you can move through spaces occupied by hostile creatures.
Skirmish[edit]
Starting at 2nd level, if you move at least 10 feet from where you started your turn before making an attack, you can add 1d6 damage to the attack. This additional damage can be done only once per turn.
The damage of your skirmish attack increases as you gain levels in this Prestige class, as shown on the Skirmish column on the Skirmisher table.
Evasion[edit]
Also at 2nd level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity 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.
Ability Score Increase[edit]
When you reach 3rd level, level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Battle Ready[edit]
At 4th level, you gain proficiency in Dexterity saving throws, and you add your proficiency bonus to all your Initiative checks.
If you are already proficient in Dexterity saving throws, you can replace the proficiency with either Strength or Constitution saving throws.
Evanescence[edit]
At 5th level, you can use a Bonus Action to teleport to an unoccupied place you can see within 30 feet and become invisible. The invisibility lasts until the end of your next turn, unless you make an attack or cast a spell.
You can use this feature a number of times equal to your proficiency bonus, regaining uses after finishing a long rest.
Total Freedom[edit]
At 6th level, you can cast Freedom of Movement, targeting only yourself once, without spending a spell slot or requiring any components. Once you cast this spell, you can't do it again until you finish a long rest.
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