Skirmisher Maneuvers
Swift, Adaptable, Elusive
It is not always the hardest hits that win a fight – sometimes striking first is far more important. Embracing agility, hit-and-run tactics, and adaptability, Skirmishers engage in guerrilla warfare to outrun, outflank, and outsmart their foes. Many Skirmisher maneuvers can only be used with melee weapons, and some also require that weapon to have the Light property.
Classes: Adept, Barbarian, Bloodhunter, Fighter, Marshal, Ranger, Rogue, Slayer
1st Degree Maneuvers
| Field Surgeon | 1 focus | 1st degree Skirmisher free action When you make a Precision or Medicine check, you can add a roll of your Superiority Die to the result. |
| Hamstring | 2 focus | 1st degree Skirmisher action (attack) Take the Attack action. Once when you hit a creature with these attacks, add your Superiority Die to the attack's damage and it must succeed on a Strength saving throw or have the Prone condition. |
| Hit and Run | 1 focus | 1st degree Skirmisher bonus action Until the start of your next turn, you increase your movement speed by 10 + a roll of your Superiority Die (rounded up to the nearest increment of 5) and creatures you attack can't make opportunity attacks against you. |
| Swift Stance | 1 focus | 1st degree Skirmisher bonus action (stance) While you maintain this stance, your Speed increases by the maximum result on your Superiority Die (rounded up to the nearest increment of 5). |
2nd Degree Maneuvers
| Grenadier | 2 focus | 2nd 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. Thrown items increase their range by the maximum result of your Superiority Die, and potions and other gain a range equal to twice the maximum result of your Superiority Die (rounded up to the nearest increment of 5) . Alternatively, you may draw a weapon with the thrown quality and make a ranged weapon attack with it, increasing its short range by the maximum result of your Superiority Die, and its long rang by twice that amount (rounded up to the nearest increment of 5) |
| Rolling Strike | 2 focus | 2nd degree Skirmisher action (Attack) Take Attack and Tumble actions. Once on your turn when you succeed on the Dexterity (Athletics) check made as a part of the Tumble action, you gain advantage on your next attack with a melee weapon with the light or finesse property against the creature, and if you hit with this attack, add your Superiority Die to the attack's damage. |
| Sting | 3 focus | 2nd 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. If you hit, add your Superiority Die to the attack's damage. |
3rd Degree Maneuvers
| Disarm | 2 focus | 3rd degree Skirmisher action (attack) Take the Attack action. Once when you hit a creature with these attacks, add your Superiority Die to the damage and 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. |
| Eye Slash | 3 focus | 3rd degree Skirmisher free action When you flourish with a melee weapon with the light or finesse property, you can expend it to force the creature to make a Constitution saving throw. On a failed save, the creature takes slashing damage equal to a roll of your Superiority Die and is blinded until the end of your next turn. |
| Sabotage | 4 focus | 3rd degree Skirmisher action A number of creatures equal to half the maximum result of your Superiority Die in a 40-foot cube within 120 feet of you and make Wisdom saving throw. On a failed save, the creature's equipment malfunctions or they step into a trap you laid, taking acid, cold, fire, lightning, poison, or piercing damage (your choice) equal to two rolls of your Superiority Die and gaining the Slowed condition for one minute. These creature can make a Constitution saving throw at the end of each of its turns, ending the Slowed condition on a success. A creature who succeeds on the Wisdom saving throw takes half damage only. If you have the Extra Attack feature, you can use this maneuver while taking the Attack action by replacing two of your attacks and spending 1 extra focus. |
4th Degree Maneuvers
| First Blood | 2 focus | 4th degree Skirmisher reaction After rolling initiative for the first time in a combat, you can use your reaction to treat your initiative as if you had rolled a 20. Once on this turn, add your Superiority Die to the damage of an attack you make against a creature that has not acted yet this combat. |
| Flanking Strike | 4 focus | 4th degree Skirmisher action (attack) Take the Attack action. Add your Superiority Die to all of your melee attacks against the first creature you hit, and after you hit it once, all attacks against that creature count as flanking until the start of your next turn. At any point before or during the action, you can move to any space within 5 feet of the creature. |
| Jailbreak | 4 focus | 4th degree Skirmisher action You end the Grappled, Paralyzed, and Restrained conditions on a creature you touch. Then, roll your Superiority Die. For a number of minutes equal to the result, the target ignores difficult terrain, cannot have its speed reduced or movement impaired, is immune to the Paralyzed and Restrained conditions, and can escape a grapple by spending 5 feet of movement. |
5th Degree Maneuvers
| Dismantle | 3 focus | 5th degree Skirmisher free action When you hit a creature with one or more Recharge abilities with a melee weapon with the light keyword, you can attempt to dismantle their most powerful attacks. The creature must succeed on a Constitution saving throw or take necrotic damage equal to two rolls of your Superiority die, and one of their Recharge abilities goes on cooldown. If all of its Recharge abilities are already on cooldown, then one of the its Recharge abilities rolls the Recharge die twice and takes the lower result at the start of its turn. On a successful saving throw, the creature takes half as much damage only. |
| Plan B | 7 focus | 5th degree Skirmisher bonus action (stance) While you you maintain this stance, if you or an ally you can see is reduced to critical health or becomes charmed, incapacitated, or unable to choose what to do on its action for any other reason, you can immediately end this stance to take an additional turn at the end of the current turn. At the start of your turn, you and a up to five other creatures aware of you within 120 feet take 1 damage that cannot be reduced, then regain hit points equal to two rolls of your Superiority Die, and then roll against any effects that they can save to end at the end of their turn, adding your Superiority Die to the result. |
6th Degree Maneuvers
| Maneuver | X focus | 6th degree Skirmisher ACTION Text. |
| Maneuver | X focus | 6th degree Skirmisher ACTION Text. |
7th Degree Maneuvers
| Maneuver | X focus | 7th degree Skirmisher ACTION Text. |
| Maneuver | X focus | 7th degree Skirmisher ACTION Text. |
8th Degree Maneuvers
| Maneuver | X focus | 8th degree Skirmisher ACTION Text. |

