Skirmisher Maneuvers

Swift, Adaptable, Guerrilla

It is not always the hardest hits that win a fight—sometimes striking first is far more important. Embracing rapid blows and agility, warriors of the Skirmisher tradition know how to use speed to its utmost to defeat a foe.

Classes: Adept, Barbarian, Bloodhunter, Fighter, Marshal, Ranger, Rogue, Slayer

1st Degree Maneuvers

Deflect2 focus1st degree Skirmisher reaction
When you are wielding a melee weapon and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack. This bonus is maintained until the beginning of your next turn, but it decays by 1 for every melee attack made against you.
Eye Slash2 focus1st degree Skirmisher bonus action
The first time you hit a creature with a melee weapon on your turn, it makes a Constitution saving throw or is blinded until the end of your next turn.
Hit and Run1 focus1st degree Skirmisher bonus action
Until the end of your turn, your movement speed increases by 10 feet, and creature you attack can’t make attacks of opportunity against you.
Swift Stance1 focus1st degree Skirmisher bonus action (stance)
While you maintain this stance, your Speed increases by 5 feet. If you have access to 3rd degree maneuvers, it increases by 10 feet instead.

2nd Degree Maneuvers

Grenadier2 focus2nd degree Skirmisher bonus action
You use a consumable item, like a potion, bomb, or alchemist fire. The item must take 1 action to use, and cannot cast a spell. Alternatively, you may draw a weapon with the thrown quality and make a ranged weapon attack with it.
Rolling Strike2 focus2nd degree Skirmisher action
Take the Tumble action. Once on your turn when you succeed on the Dexterity (Acrobatics) check made as a part of this action, you may make a melee weapon attack with a finesse or light weapon with advantage against the creature whose space you moved through.
Sting2 focus2nd degree Skirmisher reaction
When a creature attacks you, and is at least one size category larger or wielding a weapon that has the heavy property, you can use your reaction to make a melee weapon attack against it using a weapon that has the finesse or light property.

3rd Degree Maneuvers

Disarm2 focus3rd degree Skirmisher action (attack)
Take the Attack action. Until the end of your turn, when you hit a creature with a melee weapon attack, it must make a Strength saving throw. On a failed save, it drops the creature or object you choose. The object lands within 5 feet of it.
Rapid Strikes2 focus3rd degree Skirmisher action (attack)
Take the Attack action against a single creature. As long as you hit the creature at least once on your turn, you can use your bonus action to make a melee weapon attack with a finesse or light weapon against the same creature. On a hit with this additional attack, you can use your reaction to spend 2 focus points and make another attack with the same weapon against the creature again.
Whirlwind Attack2 focus3rd degree Skirmisher action
Make melee attacks against any number of creatures within your reach, with a separate attack roll for each target. If you have the Extra Attack feature, you may instead take the Attack action, replacing two of your attacks with this maneuver. If you don't, it costs 1 focus instead of 2.

4th Degree Maneuvers

Elusive Stance3 focus4th degree Skirmisher bonus action (stance)
While you maintain this stance, you have advantage on saving throws made to resist being grappled, paralyzed, restrained, or stunned. In addition, you ignore difficult terrain.
Flanking Strike2 focus4th degree Skirmisher action (attack)
Take the Attack action against a creature within 5 feet of you. At any point before or during the action, you can move to any space within 5 feet of the creature. If you hit the creature at least once on your turn, all attacks made against the creature until the end of your next turn count as flanking.
First Blood2 focus4th degree Skirmisher reaction
After rolling initiative, you can use your reaction to treat your initiative as if you had rolled a 20.

5th Degree Maneuvers

Artful Dodge2 focus5th degree Skirmisher reaction
When a creature hits you with a melee attack, you can use your reaction to evade the attack. Make a Dexterity (Acrobatics) check. If your result is higher than the attack roll, the attack misses. After the results of the attack, you can move up to half your speed without provoking attacks of opportunity.
Tsunami Dash3 focus5th degree Skirmisher action
Take the Dash action. During your turn, any time you become adjacent to a creature, you can make a melee attack against it using a weapon that has the finesse or light properties. You only attack each creature once with this maneuver, and you can only make a number of these attacks equal to your proficiency bonus.