Difference between revisions of "Skirmisher"

From Legends of Hyrule
Jump to navigationJump to search
Line 30: Line 30:
  
 
== Extra Cunning ==
 
== Extra Cunning ==
At 18th level, you can become so cunning and swift in battle that you are as a wisp, a specter, and a force that transcends logic or conventional limitations. Each turn, you can use your [[bonus action]] to take two [[Opportunist#Cunning Action|cunning action]]s each round, though you can't take the same cunning action twice.
+
At 18th level, you can become so cunning and swift in battle that you are as a wisp, a specter, and a force that transcends logic or conventional limitations. Each turn, you can use your [[bonus action]] to take two [[Opportunist#Cunning Action|cunning action]]s each round.
  
  
 
[[Category:Opportunist Subclasses]]
 
[[Category:Opportunist Subclasses]]
 
[[Category:Subclasses]]
 
[[Category:Subclasses]]

Revision as of 20:17, 8 May 2020

This page or section is incomplete, and will eventually be expanded with more information.

ClassesOpportunistSkirmisher

Skirmisher is one of several possible subclasses you can undertake as an opportunist.

Your subclass enacts features at 3rd level and every three levels thereafter: 6th, 9th, 12th, 15th, and 18th. See Opportunist#Skirmisher for an integrated list that combines skirmisher features with those of the base opportunist class.


Flanking Strike

At 3rd level, you learn to use your Sneakstrike more easily with the help of your allies. You can perform a sneakstrike on a target if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Adaptive Stamina

Starting from 3rd level, you may add your Constitution modifier to your stamina point maximum if no other feature does so.

Fighting Style

You adapt martial prowess by 7th level. As this level, you can gain one fighting style that is available to the fighter class.

Slip Through

Starting at 7th level, you can nimbly dodge effects that most could only overcome with brute force. When you would be forced to make a Strength saving throw, you can choose to make a Dexterity saving throw in its place.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Optionally, you can replace one of these attacks with the Help action.

Extra Strike

Beginning at 15th level, you can use your sneakstrike feature twice each round.

Extra Cunning

At 18th level, you can become so cunning and swift in battle that you are as a wisp, a specter, and a force that transcends logic or conventional limitations. Each turn, you can use your bonus action to take two cunning actions each round.