Skirmisher (5e Class)
Skirmisher[edit]
Creating a Skirmisher[edit]
- Quick Build
You can make a Skirmisher quickly by following these suggestions. First, dexterity should be your highest ability score, followed by Constitution. Second, choose the urchin background. Third, choose 2 sickles, a buckler and studded-leather.
Class Features
As a Skirmisher you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Skirmisher level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Skirmisher level after 1st
- Proficiencies
Armor: Light armor and Bucklers (+1 AC, but dose not take a hand so you can still use two-handed weapons).
Weapons: Handaxes, Sickles, Battleaxes, Shortswords, Longswords and Greataxe.
Tools: Poisoner's kit, thief's tools and disguise kit.
Saving Throws: DEX and CON
Skills: Choose 3 from this list: Acrobatics, Intimidation, Slight of hand or Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two sickles or (b) Two shortswords or (c) Two handaxes
- (a) Battleaxe or (b) Longsword or (c) Greataxe
- (a) Buckler or (b) Studded-leather
- (a) Burglar's Pack or (b) Explorer's Pack or (c) Dungeoneer's Pack
- If you are using starting wealth, you have 2d4 × 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | <!-Class Feature1-> |
2nd | +2 | Subclass Choice |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | <!-Class Feature1-> |
6th | +3 | <!-Class Feature1-> |
7th | +3 | <!-Class Feature1-> |
8th | +3 | Ability Score Improvement |
9th | +4 | <!-Class Feature1-> |
10th | +4 | <!-Class Feature1-> |
11th | +4 | <!-Class Feature1-> |
12th | +4 | Ability Score Improvement |
13th | +5 | <!-Class Feature1-> |
14th | +5 | <!-Class Feature1-> |
15th | +5 | <!-Class Feature1-> |
16th | +5 | Ability Score Improvement |
17th | +6 | <!-Class Feature1-> |
18th | +6 | <!-Class Feature1-> |
19th | +6 | Ability Score Improvement |
20th | +6 | <!-Class Feature1-> <!-Class Feature1-> |
<!-Class Feature->[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
Subclass Choice[edit]
<!-At 2 level, you chose a path. Choose between savage or slasher, both detailed at the end of the class description. Your choice grants you features at 6 and again at 10, 14, 18 and 20.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
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- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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