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Fighting Styles

Fighting Styles

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting Style you know with another Style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.
 
Arcanist Warrior: You learn two cantrips of your choice from the Wizard Spell List. They count as Wizard Spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard Spell List.
 
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
 
Blind Fighting: You have Blindsight with a range in feet equal to 5 times your Proficiency Bonus. Within that range, you can effectively see anything that isn't behind total cover, even if you're Blinded or in darkness. Moreover, you can see an Invisible creature within that range, unless the creature successfully hides from you.
 
Blessed Warrior: You learn two cantrips of your choice from the Cleric Spell List. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Cleric Spell List.
 
Close Quarters Shooter: Having a hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are attacking a target within 5 feet. When you make a ranged weapon attack against a creature within 5 feet, it cannot target you with opportunity attacks for the rest of the turn regardless if you hit or missed your attack.
 
Defensive Fighting: When you are wearing medium armour, heavy armour, or a shield you gain a +1 bonus to your Armor Class.
 
Duelling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. You can use a shield and still gain this benefit.
 
Druidic Warrior: You learn two cantrips of your choice from the Druid Spell List. They count as Druid Spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid Spell List.
 
Fast Reloading: When you learn this fighting Style, choose one type of crossbow you are proficient in. You ignore the loading property of the chosen weapon.
 
Featherweight Fighting: Proficiency in Acrobatics When you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.
 
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
 
Hurler: You can draw a Thrown weapon as part of each ranged attack you make, and the Range of your thrown attacks is doubled. When wielding only Thrown weapons, you can make one ranged attack with a Thrown weapon as a bonus action.
 
Interception: When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a melee weapon to use this reaction.
 
Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed.
 
Mountaineer: So long as you are not wearing heavy armor or a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class. Also, whenever you take falling damage, you can use your reaction to reduce the damage by twice your level.
 
Mounted Warrior: Prerequisite: proficiency in Animal Handling While you are riding a controlled mount, both you and your
mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.
 
Polearm Fighting: You gain a +2 bonus to damage rolls with glaives, halberds, pikes, quarterstaffs, and spears so long as you are wielding only that weapon and no shield.
 
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
 
Superior Technique: You learn one of your choice of Maneuvers, if a maneuver requires a saving throw the DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, and if no are not a Battlemaster it is a d6. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
 
Thrown Weapon Fighting: When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
 
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack.
 
Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
 
Versatile Fighting: While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can use your bonus action to make a grapple or shove attack, or to take the Use an Object action.
 
Weaponmaster's Mark: When you hit a creature with a melee weapon attack, you mark the creature until the beginning of your next turn. This effect ends early if you are Incapacitated or you die, or if someone else marks the creature. A creature marked by you has disadvantage on any attack roll that doesn’t target you.

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