Skirmisher

From Legends of Hyrule
Revision as of 21:37, 25 November 2020 by Guy (talk | contribs)
Jump to navigationJump to search
Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

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

Through trials and tribulations in battle, you adapt martial prowess by 6th level. As this level, you can gain one fighting style that is available to the fighter class.

Slip Through

Starting at 6th 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.

Adaptive Stamina

Starting from 9th level, you may add your Constitution modifier to your stamina point maximum if you don't already.

Technician

At 9th level, you can learn any two martial techniques of your choice.

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.