Fighting Styles in Ara | World Anvil
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Fighting Styles

Basics


Fighting styles replace weapon and shield proficiencies. They are a means to add a little more variety to a martial class’s repertoire while also providing a meaningful distinction between different weapon choices beyond their damage dice and damage type. All fighting styles have at least three components: types, proficiencies, and armor. Many also have special abilities gained when a user becomes a veteran or a master at the style (see below)
Types: A fighting style’s type is a two-part set of keywords which determines its relationship to other fighting styles. All fighting styles are classified as either Fast, Balanced, or Heavy. These three classifications function like a rock-paper-scissors relationship. When using a Fast fighting style, an attacker gains advantage on attack rolls against a defender using a Heavy fighting style; an attacker using a heavy fighting style gains advantage against a defender using a balanced fighting style; and a balanced attacker gains advantage against a defender using a fast fighting style. Some, but not all, are also classified as either Aggressive or Defensive in addition to their primary classification of Fast, Balanced, or Heavy. When using an aggressive fighting style, you gain a +2 to all your attack rolls but suffer a -1 to your AC. When you are using a defensive fighting style, you gain a +1 to your AC, but suffer a -2 to all your attack rolls.
Proficiencies: All fighting styles grant proficiency in at least one weapon and sometimes with shields. Proficiencies you gain from a fighting style are permanent and in effect at all times, not just when you are using that fighting style. Armor proficiencies (other than shields) are gained from your class, as normal.
Armor: Armor shows the heaviest type of armor a character can wear while still using the fighting style effectively.

Using Fighting Styles

Fighting styles provide their benefits and penalties while they are in use. You may choose to adopt a fighting style at any point during your turn. This does not require any action, but may only be done once per turn. You remain using that style until you choose otherwise. Changing fighting styles does not automatically change any armor, weapons, or shields you have equipped. You must stow or drop existing weapons and draw new ones as normal. If you so choose, you may opt not to use any fighting style. If you do so, you do not engage in the rock-paper-scissors relationship the fighting styles present, but you also do not gain any of the benefits of any fighting style.

Using Different Weapons and Armor

A fighting style’s special abilities are only usable with the weapons the style grants proficiency in. Similarly, a style is only usable while wearing armor that is no heavier than armor rating of the fighting style. Using heavier armor imposes disadvantage on all your attack rolls. You may still use a fighting style while wearing lighter armor than the style grants proficiency in. Using a shield with a fighting style that does not grant proficiency with shields does not grant you an AC bonus from the shield. If you are wearing armor you are not proficient in, you suffer the regular penalties, regardless of the style you are using. For example, the Dervish style has a Medium armor rating. If you attempted to use the Dervish style while wearing Heavy armor (even if you were proficient in it), you would suffer disadvantage on all your attack rolls. If you had a shield equipped while using the Dervish style, you would gain no AC benefit from it.

Learning Fighting Styles

All classes learn at least one fighting style at character creation. When you first learn a new fighting style, you are considered a novice. A novice has access to the proficiencies the style grants as well as any bonuses or penalties from the style being aggressive or defensive. In order to gain the benefits of the veteran or mastery abilities, a character needs to develop their experience with the style. Some classes allow one or more fighting styles to be improved to veteran rank at character creation. You may also choose to improve a fighting style to veteran rank whenever you reach a level in a class which would ordinarily grant you the fighting style feature and improve a fighting style to veteran or master rank whenever you reach a level in a class which would grant you an extra attack (see Modified Class Features below). There are also two new feats: Veteran Warrior and Warrior Master which allow you to learn new fighting styles or improve existing ones. A character cannot improve a fighting style to master rank until they’ve improved it to veteran rank.

Barbarian

When creating a barbarian, you gain your choice of four styles, excluding Handguns and Rifles. Alternatively you may choose to improve a style you have already learned to Veteran rank instead of learning a new style. You may only do this twice during character creation.
When multiclassing into Barbarian, you gain your choice of one fighting style, excluding Handguns and Rifles. Alternatively, you may choose to improve a style you have already learned to Veteran rank instead of learning a new style.

Bard

Two of your choice from among the following: Bandit’s Bane, Cunning Blade, Dervish, Four Brigands, Mage’s Fallback, Scholar’s Recourse, Simple Archery, Six Brilliant Masters, Way of the Misty Dawn.

Cleric

Two of your choice from among the following: Bandit’s Bane, Cunning Blade, Four Brigands, Mage’s Fallback, Scholar’s Recourse, Simple Archery, Way of the Misty Dawn.

Druid

One of your choice from among the following: Assassin’s Missile, Dervish, Four Brigands, Half Brilliant Hand, Once Golden, Scholar’s Recourse, Way of the Misty Dawn.

Fighter

Your choice of four styles, one of which may be improved to Veteran rank. Alternatively, you may choose to improve a style you have already learned to Veteran rank instead of learning a new style. You may only do this twice during character creation.
When multiclassing into Fighter, you gain your choice of two fighting styles. Alternatively, you may choose to improve a style you have already learned to Veteran rank instead of learning a new style.

Monk

Two of your choice from among the following: Bandit’s Bane, Cunning Blade, Half Brilliant Hand, Mage’s Fallback, Once Golden, Scholar’s Recourse, Simple Archery, Way Of The Misty Dawn.
When multiclassing into Monk, you gain your choice of one fighting style from the list available to Monk’s at character creation. Alternatively, you may choose to improve a style you have already learned to Veteran rank instead of learning a new style.

Paladin

Your choice of three styles, excluding Handguns and Rifles. Alternatively you may choose to improve a style you have already learned to Veteran rank instead of learning a new style. You may only do this once during character creation.
When multiclassing into Paladin, you gain your choice of two fighting styles, excluding Handguns and Rifles. Alternatively, you may choose to improve a style you have already learned to Veteran rank instead of learning a new style.

Ranger

Your choice of four styles, excluding Handguns. Alternatively you may choose to improve a style you have already learned to Veteran rank instead of learning a new style. You may only do this twice during character creation.
When multiclassing into Ranger, you gain your choice of two fighting styles, excluding Handguns. Alternatively, you may choose to improve a style you have already learned to Veteran rank instead of learning a new style.

Rogue

Three of your choice from among the following: Assassin’s Missile, Bandit’s Bane, Corsair, Cunning Blade, Dervish, Four Brigands, Handguns, Laughing Hound, Mage Hunter, Mage’s Fallback, Once Golden, Scholar’s Recourse, Simple Archery, Six Brilliant Masters, Way Of The Misty Dawn.

Sorcerer

Your choice of either Mage's Fallback or Scholar’s Recourse.

Warlock

One of your choice from among the following: Two of your choice from among the following: Bandit’s Bane, Cunning Blade, Four Brigands, Mage’s Fallback, Scholar’s Recourse, Simple Archery, Way of the Misty Dawn.

Wizard

Your choice of either Mage's Fallback or Scholar’s Recourse.

Artificer

Two of your choice from among the following: Bandit’s Bane, Cunning Blade, Four Brigands, Handguns, Mage’s Fallback, Rifles, Scholar’s Recourse, Simple Archery, Way of the Misty Dawn.
When multiclassing into Artificer, you gain your choice of one fighting style from the list available to Artificers at character creation. Alternatively, you may choose to improve a style you have already learned to Veteran rank instead of learning a new style.

Runemaster

Two of your choice from among the following: Bandit’s Bane, Cunning Blade, Four Brigands, Mage’s Fallback, Scholar’s Recourse, Simple Archery, Way of the Misty Dawn.

Wild Oracle

One of your choice from among the following: Bandit’s Bane, Cunning Blade, Four Brigands, Mage’s Fallback, Scholar’s Recourse, Simple Archery, Way of the Misty Dawn.

Tarochi

One of your choice from among the following: Bandit’s Bane, Cunning Blade, Four Brigands, Mage’s Fallback, Scholar’s Recourse, Simple Archery, Way of the Misty Dawn.

Blood Hunter

Your choice of three styles, excluding Handguns and Rifles. Alternatively you may choose to improve a style you have already learned to Veteran rank instead of learning a new style. You may only do this once at character creation.
When multiclassing into Blood Hunter, you gain your choice of two fighting styles, excluding Handguns and Rifles. Alternatively, you may choose to improve a style you have already learned to Veteran rank instead of learning a new style.

 

New Feats

There are two new feats associated with Fighting Styles: Veteran Warrior and Warrior Master  

Veteran Warrior

Prerequisites: None Benefits: You learn a new fighting style. Alternatively, you may improve a fighting style you already know to Veteran rank. You may take this feat multiple times. Each time you take it you may learn or improve a new fighting style  

Warrior Master

Prerequisites: At least one fighting style at veteran level. Level 5 or higher. Benefits: You improve a fighting style you know from Veteran rank to Master rank. You may take this feat multiple times. Each time you take it, you may improve a new fighting style.

Modified Class Features

Additional Fighting Style: The Fighting style class feature no longer provides its standard benefit. It now allows you to either learn a new fighting style or improve an existing fighting style to Veteran or Master rank.
College of Valor: You may learn your choice of two other fighting styles, excluding Rifles. Alternatively, you may choose to improve one or two of your existing fighting styles instead of learning a new one.
Combat Superiority: Instead of learning a maneuver, you may instead learn a new fighting style or improve an existing fighting style to Veteran rank.
Extra Attack: Whenever you would gain the Extra Attack feature from a class, you may instead choose to learn a new fighting style or improve an existing one to Veteran or Master rank.
Expertise: Instead of gaining Expertise in a skill, you may instead learn a new fighting style or improve an existing fighting style to Veteran rank. You may do this for each skill you would gain expertise in.
Fate of the Frenzied: You learn your choice of two other fighting style, excluding Handguns and Rifles. Alternatively, you may choose to improve one or two of your existing fighting styles instead of learning a new one.
Fighting Style: The Fighting style class feature no longer provides its standard benefit. It now allows you to either learn a new fighting style or improve an existing fighting style to Veteran rank.
Improved Combat Superiority: Instead of learning a maneuver, you may instead learn a new fighting style or improve an existing fighting style to Veteran or Grandmaster rank.
War Domain: You may learn your choice of two other fighting styles, excluding Handguns and Rifles. Alternatively, you may choose to improve one or two of your existing fighting styles instead of learning a new one.

Monks and Fighting Styles

Some of the Monk class features reference specific “monk weapons”. For the purposes of these features, “monk weapons” are any weapons you are proficient with from fighting styles you gained from your first level of monk.

Fighting Styles

 

Fast Fighting Styles


Assassin's Missile

Fast
Proficiencies: Dart, Javelin, Blowgun
Armor: Light
Veteran: Attacks made with dart, javelin and blowguns while hiding do not reveal your location.
Mastery: If you hit a target with a javelin, a creature of your choice within 5 feet of the original target takes half the damage dealt to the original target as long as there is not full cover between the secondary target and either you or the primary target. Attacks you make with the blowgun deal 1d3 damage and you may ignore the reloading property of the blowgun. Any creature afflicted with poison from an attack you make with a dart has disadvantage on their saving throws against its effects.

Corsair

Fast
Proficiencies: Hand Crossbow, Scimitar, Rapier, Palm Pistol
Armor: Light, Medium
Veteran: When making a ranged attack with a hand crossbow or a palm pistol while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks made with a hand crossbow or a palm pistol.
Mastery: If you use the Attack action to make an attack with a scimitar or rapier, you may use your bonus action to make an attack with a hand crossbow or a palm pistol. You may reload a hand crossbow or palm pistol while holding a scimitar or rapier in your other hand.

Cunning Blade

Fast
Proficiencies: Dagger, Handaxe, Light Hammer
Armor: Light, Medium
Veteran: When making a ranged attack with a dagger, handaxe, or light hammer while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks made with daggers, handaxes, and light hammers.
Mastery: When you hit a target with a ranged attack using a dagger, handaxe or light hammer, the weapon bounces to another target within 5 feet of the original target. Make another attack roll against the secondary target. This does not count against the number of attacks you may make per round. Each weapon may only bounce once.

Dervish

Fast
Proficiencies: Sickle, Scimitar, Shortsword
Armor: Light, Medium
Veteran: When you engage in two-weapon fighting using a sickle, scimitar, or shortsword in each hand, you can add your ability modifier to the damage of the second attack.
Mastery: Once per turn, when you strike an opponent with a melee attack using a scimitar, sickle, or shortsword your movement speed is increased by 10 feet until the end of your turn and you may immediately move up to 10 feet without provoking an attack of opportunity.

 

Half Brilliant Hand

Fast
Proficiencies: Unarmed
Armor: Light
Veteran: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Mastery: You gain the Grappler feat, even if you do not meet the prerequisites.

Laughing Hound

Fast, Defensive
Proficiencies: Longsword, Shortsword, Scimitar
Armor: Medium, Shield
Veteran: 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.
Mastery: When you strike an enemy with a melee attack using a longsword, shortsword, or scimitar, you may make a menacing yell against the same creature as a bonus action. The target must succeed on a Wisdom Saving throw (DC equal to 8 + your proficiency bonus + your charisma bonus) or be frightened of you until the beginning of your next round.

Mage Hunter

Fast
Proficiencies: Shortbow, Shortsword, Longsword
Armor: Light, Medium, Shield
Veteran: If you damage an enemy with a shortsword, longsword, or shortbow, the target suffers disadvantage on its Constitution saving throw made to maintain concentration.
Mastery: If an enemy begins casting a spell within melee range of you that has a casting time of at one action while you are wielding a shortsword or a longsword or within 30 feet of you while you are wielding a shortbow, you may use your reaction to make an opportunity attack. The target must make a Constitution saving throw (DC 10 or ½ the damage dealt, whichever is higher) or their spell fails to cast and they expend the spell slot (but do not consume any material components of the spell). Additionally, you may both stow a Shortbow and draw a Scimitar (or vice versa) as a free object interaction once per turn.

Once Golden

Fast
Proficiencies: Club, Quarterstaff, Flail
Armor: Medium
Veteran: You have blindsight with a range of 10 feet. 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.
Mastery: When you use the Attack action while wielding a flail, quarterstaff, or club, you may forgo any extra attacks you would normally gain with the Attack action. Instead, each time you hit a creature with such an attack, you may make an additional attack with a cumulative -2 penalty. This may continue until you choose to stop or until you miss an attack. If you miss on any attack other than your first, all attacks made against you until the beginning of your next turn have advantage.

Scholar's Remorse

Fast
Proficiencies: Daggers, Darts, Slings
Armor: None

Simple Archery

Fast
Proficiencies: Shortbow, Light Crossbow, Sling
Armor: None

Six Brilliant Masters

Fast, Aggressive
Proficiencies: Dagger, Rapier, Shortsword
Armor: Light
Veteran: When you engage in two-weapon fighting using a dagger, rapier, or shortsword, you can add your ability modifier to the damage of the second attack.
Mastery: When you take the Attack Action to make a weapon attack with a dagger, rapier, or shortsword, you may make one additional attack as part of the attack action.

Way of the Misty Dawn

Fast, Defensive
Proficiencies: Light Hammer, Quarterstaff, Club, Shield
Armor: Light, Medium
Veteran: While you are wearing armor, you gain a +1 bonus to AC.
Mastery: When you take the Dodge action, you gain the benefits of the Disengage Action.

Balanced Fighting Styles


Ancient Hammers

Balanced
Proficiencies: Mace, Morningstar, Warhammer, Warpick, Shield
Armor: Heavy
Veteran: 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.
Mastery: You gain a +2 bonus to all attack rolls made with a mace, morningstar, warhammer, or warpick against an enemy who is wearing metal armor as well as any creatures with natural armor that grants them a base armor class of more than 12. You also gain a +2 bonus to all damage rolls made against a creature wearing light armor, medium armor which is not metal, or has natural armor that gives it a base Armor class of 12 or less.

Bandit's Bane

Balanced, Aggressive
Proficiencies: Handaxe, Sickle
Armor: Medium
Veteran: You gain a +1 bonus to all damage rolls made with a sickle or a handaxe against an enemy who is wearing cloth or leather armor that is light or medium as well as any creatures with natural armor that grants them a base armor class of 12 or less.
Mastery: When you take the Attack Action to make a weapon attack with a sickle or a handaxe, you may make one additional attack as part of the attack action.

Draw Archery

Balanced
Proficiencies: Shortbow, Longbow
Armor: Light
Veteran: When you make an attack roll against an enemy using a shortbow or longbow, you may choose to arc your arrow and have it strike the enemy from above, potentially bypassing cover.
Mastery: When you make an Attack action while wielding a shortbow or longbow, instead of making multiple attacks, you may instead make a single precise shot. This functions as a normal attack made with your bow, but you have advantage on the attack roll and, if you hit the enemy, you deal maximum damage.

Exotic Weapons

Balanced
Proficiencies: Net, Sling, Lance, Blowgun, Unarmed, Shield
Armor: Light
Veteran: While you are wearing armor, you gain a +1 bonus to AC.
Mastery: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Four Brigands

Balanced
Proficiencies: Dart, Javelin, Spear, Trident
Armor: Light, Medium
Veteran: You can draw a dart, javelin, spear, or trident as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using such a weapon, you gain a +2 bonus to the damage roll.
Mastery: When you take the Dash action, you may use your bonus action to make an attack with a dart, javelin, spear, or trident.

Handguns

Balanced
Proficiencies: Palm Pistol, Pistol, Pepperbox
Armor: Light, Medium

Iron Guard

Balanced, Defensive
Proficiencies: Javelin, Spear, Shortsword, Trident, Shield
Armor: Light, Medium
Veteran: When a creature you can see hits a target, other than you, 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, javelin, spear, shortsword, or trident to do this.
Mastery: If you use your action to Disengage, you may use a bonus action to make a melee weapon attack with either a javelin, spear, shortsword, or trident.

Mage's Fallback

Balanced
Proficiencies: Quarterstaff, Light crossbow
Armor: None

Mariner

Balanced
Proficiencies: Net, Trident
Armor: Light
Veteran: If you use the Attack action to make a weapon attack with a trident, you may use your bonus action to make an attack with a net as well.
Mastery: When you hit a creature with an attack using a trident against whom you have advantage, you can re-roll the attack’s damage dice, and take the higher of the two rolls. Additionally, when you score a critical hit with a Trident to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Shield-Foe

Balanced
Proficiencies: Flail, Whip
Armor: Medium
Veteran: When you make an attack roll with a flail or a whip, you gain a bonus to your attack roll equal to the AC bonus of the target’s shield. You ignore anything less than total cover when making a melee attack with a flail or whip.
Mastery: When you are attacked by an enemy within 5 feet of you, you may use your reaction to parry the blow if you are wielding a flail or whip. Make an attack roll. If the result is higher than the opponent’s attack roll, their blow is deflected and does not harm you.

Whip and Flail

Balanced
Proficiencies: Whip, Flail
Armor: Medium
Veteran: You make all attempts to disarm an opponent using a whip with advantage. You gain advantage on all attempts to knock an opponent prone using the Push action while wielding a flail.
Mastery: Whenever you strike an opponent with a whip, you may immediately make a disarm attempt as a bonus action. Whenever you strike an opponent with a flail, you may immediately make a push attempt as a bonus action, but only to knock them prone.

Heavy Fighting Styles


Crimson Crescent

Heavy, Aggressive
Proficiencies: Battleaxe, Greataxe
Armor: Medium, Heavy
Veteran: When you roll a 1 or 2 on a damage die for an attack you make with a battleaxe or greataxe that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Mastery: Once per turn, when you deal damage to a creature using a battleaxe or greataxe, the target must make a Constitution saving throw. The DC is equal to 10 or half the damage you dealt, whichever is higher. If they fail, you create a deep wound in the target. A creature already suffering from such a wound has advantage on this check. The target suffers an additional 1d4 damage on the start of each of their turns. The target or an ally may use an action to make a DC 12 Medicine check to stop the bleeding.

Crossbows

Heavy
Proficiencies: Light Crossbow, Heavy Crossbow, Hand Crossbow
Armor: Light, Medium
Veteran: You gain a +2 bonus to attack rolls you make with light crossbows, heavy crossbows, and hand crossbows.
Mastery: When you deal a critical hit with a light crossbow, heavy crossbow, or hand crossbow, you deal an additional die of damage.

Dozen Rivers Touch

Heavy, Aggressive
Proficiencies: Glaive, Halberd
Armor: Medium, Heavy
Veteran: When wielding a halberd or a glaive, you have advantage on attack rolls made against creatures at least one size category larger than you.
Mastery: When wielding a halberd or a glaive, you add an additional ½ of your Strength bonus (rounded down) to your damage rolls. Additionally, when you score a critical hit using a halberd or a glaive you double all the bonuses you add to your damage roll in addition to the normal effects of a critical hit.

Iron Breaker

Heavy
Proficiencies: Morningstar, Warpick, Shield
Armor: Light, Medium
Veteran: You gain a +1 bonus to all attack rolls made with a war pick or a morningstar against an enemy who is wearing metal armor as well as any creatures with natural armor that grants them a base armor class of more than 12.
Mastery: Once per turn, if you use your Attack action to make an attack with a war pick or a morningstar, you may declare the attack a sundering attack. If the attack deals damage, you make a Strength check against the target’s AC. If you succeed, the target has the AC value of their armor or natural armor decreased by 1. If the target has manufactured armor and its base value is ever reduced below 10, it is destroyed. This does not apply to armor generated by spells or magic effects such as mage armor. If the target’s armor has a higher enhancement bonus than your weapon (such as a +2 armor and a +1 war pick), you have disadvantage on this roll.

Knight's Charge

Heavy
Proficiencies: Lance, Spear, Shield
Armor: Heavy
Veteran: If you hit an enemy with an attack made with a lance or a spear, you may use your bonus action to make an overrun attempt. You have advantage on this attempt and, if successful, the creature is left prone and you do not provoke an opportunity attack when you leave the creature’s reach.
Mastery: You deal an extra die of damage for every 10 feet you move in a continuous line before making an attack with a lance or a spear while mounted.

One Mountain Strike

Heavy, Aggressive
Proficiencies: Greatclub, Maul, Warhammer
Armor: Medium
Veteran: When you roll a 1 or 2 on a damage die for an attack you make with a greatclub, maul, or warhammer that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Mastery: Once per turn you may take a -5 penalty to your attack roll when making an attack with a greatclub, maul, or warhammer. If your attack hits, the target must make a Constitution save (DC 10 or half the damage dealt, whichever is higher). If they fail their save, they are stunned until the beginning of your next turn.

Phalanx

Heavy
Proficiencies: Pike, Halberd, Trident, Spear, Shield
Armor: Medium, Heavy
Veteran: While you are wearing armor, you gain a +1 bonus to AC.
Mastery: As a bonus action while wielding a poke, halberd, trident, or spear, you may enter a defensive stance which lasts until your next turn. While in your defensive stance, anyone entering your reach provokes an opportunity attack from you. These attacks do not take your reaction. For every 10 feet in a straight line the target moves before entering your reach, you gain a +1 on your attack and damage roll against it.

Rifles

Heavy
Proficiencies: Blunderbuss, Musket
Armor: Light

Three Breath Path

Heavy
Proficiencies: Handaxe, Warpick, Battleaxe, Shield
Armor: Medium
Veteran: When you are wielding a handaxe, warpick, or battleaxe in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Mastery: When making an attack with a battleaxe, warpick, or handaxe, you deal a critical hit when you roll either a 19 or a 20. If you already have an ability that grants this bonus, you increase the number range by 1.

Wolf's Fang

Heavy, Aggressive
Proficiencies: Glaive, Greatsword, Longsword
Armor: Medium, Heavy
Veteran: When you roll a 1 or 2 on a damage die for an attack you make with a glaive, greatsword, or longsword that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Mastery: When you have advantage on an attack roll made with a greatsword, glaive, or longsword, you deal an extra die of damage.

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