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
Deflect | 2 focus | 1st 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. You gain this bonus to your AC against melee attacks until the start of your next turn. |
Eye Slash | 2 focus | 1st 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 Run | 1 focus | 1st 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 Stance | 1 focus | 1st 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
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. Alternatively, you may draw a weapon with the thrown quality and make a ranged weapon attack with it. |
Rolling Strike | 2 focus | 2nd 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. |
Sting | 2 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. |
3rd Degree Maneuvers
Disarm | 2 focus | 3rd 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 Strikes | 2 focus | 3rd 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 Attack | 2 focus | 3rd 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 Stance | 3 focus | 4th 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 Strike | 2 focus | 4th 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 Blood | 2 focus | 4th 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 Dodge | 2 focus | 5th 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 Dash | 3 focus | 5th 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. |