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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