Skirmish Domain

Skirmish Domain characters excel at mobility, precision, and tactical awareness. Whether darting through the battlefield, slipping past enemy lines, or striking from unexpected angles, they rely on agility and positioning over brute force. Masters of feints, counters, and split-second decisions, Skirmishers thrive in chaotic situations where others falter. Their talents are equally suited to guerrilla warfare, scouting, duels, or street-level infiltration, making them indispensable allies and dangerous foes.

Tier 1 Base Card: Skirmish Initiate

At Tier 1, Skirmishers begin mastering movement and precision. They can slip through enemy lines, reposition in the blink of an eye, and deliver strikes that force enemies onto the back foot. While others rely on brute force, Skirmishers win through timing, awareness, and speed. Their signature feature lets them reposition when they land a hit—turning every attack into a potential movement combo.

Core Feature: Hit and Move

Once per turn, when you hit with a melee or ranged weapon attack, you may immediately move up to 5 feet without provoking reactions. This movement is in addition to your normal movement and does not increase your Action Load.

You may use this movement to break line of sight, gain cover, or reposition before the enemy can respond.

Choose two Domain Feature Cards from Tier 1.

Requirements to Advance to Tier 2 (complete 3):

Tier 1 Feature Cards – Skirmish Domain

Distraction Feint (Team Action – Reactive)

Action Load: 1

When an ally within 15 feet misses an attack, you may create a distraction to give them another chance.

The ally rerolls the attack with Advantage

Slip Through (Passive)

You may move through spaces occupied by enemies, as long as:

Darting Strike (Combat – Passive)

When you hit a creature with a melee weapon attack, you may immediately move 10 feet without provoking reactions.

Ambush Setup (Combat – Conditional)

If you begin your turn hidden or unseen, your first weapon attack gains Advantage

If the attack hits, the target cannot take reactions until the end of your next turn.

Quick Reflex (Reaction – Passive)

Once per round, when a creature enters melee range, you may move 5 feet as a reaction.

Scout’s Eye (Travel – Passive)

You are skilled at scouting, ambushing, and avoiding danger.

Streetwise Swagger (Roleplay – Passive)

You know how to navigate criminal scenes, mercenary circles, and tough crowds.

Tier 2 Base Card: Skirmish Adept

Skirmish Adept characters master misdirection, momentum, and battlefield evasion. They weave between foes, feinting and striking with blistering precision—and vanish before retribution can land.

Core Feature: Feint and Flow

When you take the Attack action, you may spend 1 additional Action Point to activate Feint and Flow:

“Mislead, strike, and vanish before they know what hit them.”

Tier 2 Feature Cards – Skirmish Domain

Interrupting Step (Reaction – Defensive)

When a creature misses you with a melee attack, you may immediately move up to 10 feet without provoking opportunity attacks.


Set‑Up Strike (Combat – Combo)

When you hit a creature that was damaged by an ally since your last turn, you deal an additional 1d6 damage.


Cliff Dancer (Movement – Passive)

Your agility in rough terrain is unmatched:


Flicker Step (Travel – Stress Cost)

When you are not observed by any creature, you may mark 1 Stress to instantly appear in another visible location within 20 feet.

This isn't necessarily magical or teleportation, it could just be quick movement.

Watch Their Feet (Combat – Reactive)

Once per turn, when an enemy misses you with an attack, you may choose to reduce their movement by 10 feet until the end of their next turn.


Requirements to Advance to Tier 3

To earn Skirmish Mastery, you must complete three of the following during this Tier:

Tier 3 Base Card: Skirmish Expert

Skirmish Expert characters become masters of dynamic battlefield presence. They strike with precision, evade detection, and disrupt enemy formations.

Core Feature: Enhanced Evasion

You’ve honed your reflexes to avoid harm:

“Your opponents strike only where you once stood.”

Tier 3 Feature Cards – Skirmish Domain

Shadow Spin (Combat – Combo)

Choose one adjacent creature and make one attack:


Spotting Shot (Combat – Precision)

When you hit a creature with a ranged attack from 30 feet or more, you mark it:


Cover Ally (Team – Reactive)

When an ally within 10 feet is hit by an attack, you may interpose:


Forced Exposure (Combat – Tactical)

When a creature disengages or otherwise moves away from you, you may use this reaction to:


Edge of the Web (Utility – Travel)

Once per encounter, you may:

  1. Designate a web anchor point within 30 feet.
  2. Later, any time you are within 30 feet of that anchor, you may instantly move to another point also within 30 feet of the anchor—without provoking opportunity attacks.

✅ Tier 4 Advancement Requirements

To achieve Skirmish Master at Tier 4, a character must complete four of the following achievements during Tier 3 play:

  1. Precision Evasion in Action Use Enhanced Evasion to both move and avoid an attack via its reactive movement at least once during a combat scenario.
  2. Multi‑Target Strike & Slip Successfully hit two different enemies in a single Attack action, then immediately Disengage and move (via Precision Evasion).
  3. Shadow Spin Execute the combo in one Action Load: attack one creature, move through its space, and make a second attack against a different creature.
  4. Power a Marked Target Use Spotting Shot to mark a creature and then enable an ally to deal bonus precision damage to that marked target.
  5. Heroic Ally Save Use Cover Ally to interpose—take a hit for an ally and retaliate with an attack in the same action chain.
  6. Stop a Retreat Use Forced Exposure to interrupt an enemy’s Disengage or retreat, halt their movement, and impose Disadvantage on their next attack.
  7. Web Anchor Mastery Set and use Edge of the Web to reposition mid-combat and gain a decisive tactical advantage.

Tier 4 Base Card: Skirmish Master

Skirmish Master characters epitomize battlefield finesse. Their strikes are precise, their escapes seamless, and their coordination world-class. At the pinnacle of the Skirmish Domain, they reshape combat through reflex, not magic.

Core Feature: Tactical Mastery

When you:

…you may mark 1 Stress to activate Tactical Mastery:

“You shape the battlefield—not with magic, but with speed, awareness, and trust.”

Tier 4 Feature Cards – Skirmish Domain

Flurry of Shadows (Combat – Burst)

When you use Enhanced Evasion or Shadow Spin, you may immediately make two additional weapon attacks against different creatures within reach.


Marked for Death (Combat – Combo)

If you or an ally hits a Spotted target (via Spotting Shot), you may mark 1 Stress to:


No Escape (Combat – Tactical)

When an enemy Disengages or attempts to retreat you may mark a stress to trigger Forced Exposure, and they suffer Slowed (movement halved) until the end of their next turn.


Blade Intercept (Team – Reactive)

When an ally within 15 feet would be hit by an attack, you may:

This gives a tangible defensive boost to your ally, making the choice not just about saving them—it's empowering them.

Ghoststep Gambit (Utility – Travel Burst)

After an Enhanced Evasion, Shadow Spin, or Edge of the Web use,

you may:

This turns your reposition burst into a one-time high-impact strike—more than just mobility, it's an attack combo timed with movement.