The Skilled

[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]


Class Name: The Skilled

Core Fantasy: The Skilled is a Dexterity-based Breaker who turns close-quarters combat into a precise art. In Gate runs, they stay in the monster’s reach, controlling space with clean footwork, tight combos, and efficient, disciplined strikes.

Level 1 Features

Gate-Do Fundamentals (Level 1)
Your body and technique are tuned for close-quarters work under Gate conditions.
Rules:

  • You gain proficiency with simple weapons, improvised weapons, and unarmed strikes if you don’t already have it.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and simple melee weapons that lack the heavy or two-handed property.

  • Your unarmed strikes deal 1d6 bludgeoning damage instead of their normal damage, and they count as finesse and light weapons.

  • Your unarmed strikes count as a spellcasting focus for your class spells.

Combat Footwork (Level 1)
Your training keeps you balanced and hard to pin down in tight spaces.
Rules:

  • While you are not wearing heavy armor, your walking speed increases by 5 feet and you gain a +1 bonus to AC.

  • You have advantage on Dexterity (Acrobatics) checks you make to escape a grapple or to avoid falling prone.

Level 3 Feature

E-Rank: Engagement Flow (Level 3)
At E-Rank, you learn to flow around your target as you strike.
Rules:

  • Your walking speed increases by 5 feet (this stacks with Combat Footwork).

  • Once on each of your turns when you hit a creature with a melee weapon attack or unarmed strike, you can move up to 5 feet. This movement must be directly toward or directly away from that creature and does not provoke opportunity attacks from that creature.

  • Difficult terrain does not cost you extra movement while you are within 5 feet of a hostile creature.

Level 7 Feature

D-Rank: Combination Fighter (Level 7)
At D-Rank, your baseline fighting pattern adds a clean follow-up strike.
Rules:

  • When you take the Attack action on your turn and make at least one melee weapon attack or unarmed strike, you can make one unarmed strike as a bonus action.

  • This bonus action unarmed strike must use Dexterity for its attack and damage rolls.

Level 10 Feature

C-Rank: Refined Impact (Level 10)
At C-Rank, every hit lands with improved precision and force.
Rules:

  • Your unarmed strike damage die increases to 1d8.

  • Once on each of your turns when you hit a creature with a melee weapon attack or unarmed strike that uses Dexterity, you can reroll one of that attack’s damage dice and use the new roll.

Level 13 Feature

B-Rank: Pattern Assault (Level 13)
At B-Rank, you can lock onto priority targets and run a practiced combo sequence.
Rules:

  • As a bonus action, choose up to two creatures you can see within 30 feet of you. These creatures are marked as pattern targets for 1 minute.

  • While a creature is a pattern target and you can see it:

    • When you move at least 10 feet before making a melee weapon attack or unarmed strike against that creature on your turn, you have advantage on that attack roll.

    • The first time on each of your turns that you hit a pattern target with a melee weapon attack or unarmed strike, you deal extra damage to that target equal to your Dexterity modifier (minimum 1).

    • You don't provoke opportunity attacks against pattern targets.

  • The effect on a creature ends early if it drops to 0 hit points or is no longer a creature (for example, if it dies and is turned into an object).

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Level 16 Feature

A-Rank: Total Control Stance (Level 16)
At A-Rank, your baseline movement and survivability in close quarters reach Gate-ops standards.
Rules:

  • While you are not wearing heavy armor:

    • Your walking speed increases by 10 feet (this stacks with other bonuses).

    • You gain advantage on initiative rolls.

    • At the start of each of your turns, you gain temporary hit points equal to your Dexterity modifier (minimum 1). These temporary hit points last until the start of your next turn, and any remaining temporary hit points from this feature are lost when you gain new ones from it.

Level 20 Feature

S-Rank: Gatefield Mastery (Level 20)
At S-Rank, you move through the melee like a drill-hardened weapon system, striking and repositioning without pause.
Rules:

  • As an action, you enter a mastery state that lasts for 1 minute.

  • While this state lasts:

    • When you take the Attack action on your turn and make at least one melee weapon attack or unarmed strike, you can make one additional melee weapon attack or unarmed strike as part of that same action.

    • Once on each of your turns when you hit a creature with a melee weapon attack or unarmed strike, you can move up to 10 feet. This movement does not provoke opportunity attacks from that creature.

    • You ignore difficult terrain.

  • The mastery state ends early if you are incapacitated.

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.