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):
- Use Hit and Move to escape melee range
- Make an attack from an unexpected position (e.g., cover, elevation, or concealment)
- Avoid all incoming attacks for an entire round
- Strike a creature without being seen or heard first
- Use a Skirmish Domain Feature to create a tactical advantage for an ally
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:
- You do not stop in an occupied space
- You spend +1 foot of movement for each enemy passed through
Darting Strike (Combat – Passive)
When you hit a creature with a melee weapon attack, you may immediately move 10 feet without provoking reactions.
- This does not increase your Action Load
- You must take the movement immediately, or lose it
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.
- This movement does not provoke reactions
Scout’s Eye (Travel – Passive)
You are skilled at scouting, ambushing, and avoiding danger.
- You may travel at normal pace while stealthing
- You never have Disadvantage when noticing danger while moving
- When scouting, you may ask the GM to reveal one tactical terrain feature, such as:
- A chokepoint
- Concealed cover
- Terrain that hinders pursuit
Streetwise Swagger (Roleplay – Passive)
You know how to navigate criminal scenes, mercenary circles, and tough crowds.
- You may use Finesse or Presence instead of Force when intimidating or commanding
- Once per scene, you may gather information or size up a potential threat without taking an action or adding to Action Load
- Roll at least 1d4, even if you lack the appropriate Aspect
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:
- Feint: Choose one creature you can see; until the start of your next turn, it suffers Disadvantage on attacks against you.
- Flow: If your attack hits, you may immediately move up to 15 feet without provoking reactions.
“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.
- Use this movement to close distance, disengage, or slip to cover.
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.
- This extra damage is precision‑based, not considered primary weapon damage.
Cliff Dancer (Movement – Passive)
Your agility in rough terrain is unmatched:
- You gain Climbing speed equal to your walking speed.
- You do not take damage from falling 10 feet or less.
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.
- You cannot reappear adjacent to enemies.
- Use it to reposition for an ambush, avoid attention, or escape.
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.
- You use sharp reflexes to hamper their follow‑up.
Requirements to Advance to Tier 3
To earn Skirmish Mastery, you must complete three of the following during this Tier:
- Hit three or more different creatures in one round using Skirmish features.
- Use a Skirmish feature to prevent or redirect an incoming attack on an ally.
- End your turn behind enemy lines (i.e., within enemy reach) without taking damage.
- Use stealth or terrain‑interaction (e.g., Slip Through, Ambush Setup) to escape from multiple pursuers.
- Combine two or more Skirmish abilities (feature + base + feature, etc.) in a single turn.
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:
- You gain +2 bonus to Evasion until the beginning of your next turn when you move.
- In addition, when an attack misses you, you may move up to 5 feet without provoking reaction attacks.
“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:
- If it hits, you may move 5 feet through the target’s space (doesn’t provoke), and make a second attack against a different creature within reach—using the same Action Load as the first.
Spotting Shot (Combat – Precision)
When you hit a creature with a ranged attack from 30 feet or more, you mark it:
- Until the start of your next turn, the target is revealed (ignores concealment/stealth), and whenever an ally attacks it, they deal +1d6 precision damage.
Cover Ally (Team – Reactive)
When an ally within 10 feet is hit by an attack, you may interpose:
- Move adjacent to them (no provoke).
- You take the hit in their place.
- If you are adjacent when the attack hits, you may immediately make a melee attack against the attacker—using your current Action Load.
Forced Exposure (Combat – Tactical)
When a creature disengages or otherwise moves away from you, you may use this reaction to:
- Make an opportunity attack even if they used Disengage.
- If the attack hits, their movement is halted and they suffer Disadvantage on their next attack.
Edge of the Web (Utility – Travel)
Once per encounter, you may:
- Designate a web anchor point within 30 feet.
- 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.
- Designating the anchor and each use of this movement are limited to once per encounter.
✅ Tier 4 Advancement Requirements
To achieve Skirmish Master at Tier 4, a character must complete four of the following achievements during Tier 3 play:
- 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.
- Multi‑Target Strike & Slip Successfully hit two different enemies in a single Attack action, then immediately Disengage and move (via Precision Evasion).
- 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.
- 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.
- Heroic Ally Save Use Cover Ally to interpose—take a hit for an ally and retaliate with an attack in the same action chain.
- Stop a Retreat Use Forced Exposure to interrupt an enemy’s Disengage or retreat, halt their movement, and impose Disadvantage on their next attack.
- 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:
- Use a Skirmish Feature that involves movement (e.g., Enhanced Evasion, Shadow Spin, Edge of the Web), and
- Hit a creature during the same turn,
…you may mark 1 Stress to activate Tactical Mastery:
- You and one adjacent ally gain an additional +2 bonus to Evasion until the start of your next turn.
- You also immediately move up to half your speed without provoking opportunity attacks.
“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.
- These attacks are part of the same Action Load.
Marked for Death (Combat – Combo)
If you or an ally hits a Spotted target (via Spotting Shot), you may mark 1 Stress to:
- Deal an additional 2d6 precision damage, and
- Gain Advantage on the attack roll.
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:
- Move adjacent to them (without provoking).
- Take the hit in their place.
- If the attack hits you, you may immediately make a melee attack against the attacker using your current Action Load.
- Additionally, the ally gains +2 bonus to Evasion until the start of your next turn.
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:
- Mark 1 Stress, then
- Move up to your full speed in a straight line (no provoke), then
- Make one weapon attack at any point during that movement.
This turns your reposition burst into a one-time high-impact strike—more than just mobility, it's an attack combo timed with movement.