Difference between revisions of "Skirmisher"

From Legends of Hyrule
Jump to navigationJump to search
Line 11: Line 11:
 
== Flanking Strike ==
 
== Flanking Strike ==
 
At 3rd level, you learn to use your [[Opportunist#Sneakstrike|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.
 
At 3rd level, you learn to use your [[Opportunist#Sneakstrike|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.
 +
 +
== Fighting Style ==
 +
You adapt martial prowess by 6th level.  As this level, you can gain one [[fighting style]] that is available to the [[Fighter|fighter class]].
  
 
== Adaptive Stamina ==
 
== Adaptive Stamina ==
Starting from 3rd level, you may add your {{con}} modifier to your [[stamina point]] maximum if no other feature does so.
+
Starting from 9th level, you may add your {{con}} 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|fighter class]].
 
  
 
== Slip Through ==
 
== 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 {{str}} [[saving throw]], you can choose to make a {{dex}} [[saving throw]] in its place.
+
Starting at 9th level, you can nimbly dodge effects that most could only overcome with brute force. When you would be forced to make a {{str}} [[saving throw]], you can choose to make a {{dex}} [[saving throw]] in its place.
  
 
== Extra Attack ==
 
== Extra Attack ==
Beginning at 11th level, you can attack twice, instead of once, whenever you take the [[Attack Action|Attack]] action on your turn.   
+
Beginning at 12th level, you can attack twice, instead of once, whenever you take the [[Attack Action|Attack]] action on your turn.   
  
 
Optionally, you can replace one of these attacks with the [[Help Action|Help]] action.
 
Optionally, you can replace one of these attacks with the [[Help Action|Help]] action.

Revision as of 20:34, 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.

Fighting Style

You adapt martial prowess by 6th level. As this level, you can gain one fighting style that is available to the fighter class.

Adaptive Stamina

Starting from 9th level, you may add your Constitution modifier to your stamina point maximum if no other feature does so.

Slip Through

Starting at 9th 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 12th 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.