Difference between revisions of "Skirmisher"
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== 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 | + | 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. |
Classes→ Opportunist→ Skirmisher
Contents
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.