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Fighting Syles

Here are the list of fighting style options that a character can take in Ashieldr when they have the "Fighting Style" class feature, some options are restricted to certain classes indicated in (). Additionally, characters of certain races or origins may select an Exotic Fighting Style in place of any of the following.

-Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

-Armor Breaker Your weapon attacks with the Breach property deal +1 damage on a hit and have the Sundering trait.

-Blessed Warrior(Paladin) 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. You may replace one of your attacks with a cantrip when you gain the multi attack feature.

-Brawler Prerequisite Str 11
- If you have a hand free, you may make a shove or grapple attack as a bonus action on your turn.
- You can move at full speed while you have are grappling a creature.

-Blind Fighting Prerequisite: proficiency in Perception You have Blindsight with a range in feet equal to 5 times your Proficiency Bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

-Bludgeoning Specialist Your attacks that deal bludgeoning damage count as one size larger for the purposes of being parried. You deal an additional damage dice to objects.

-Defense While you are wearing armor, you gain a +1 bonus to AC.

-Druidic Warrior(Ranger) You learn two cantrips of your choice from the Druid spell list. They count as ranger 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. You may replace one of your attacks with a cantrip when you gain the multi attack feature.

-Dueling 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.

-Graceful Once per turn, when you attack with a Finesse weapon and would be forced to roll twice due to disadvantage, you can roll normally instead.

- Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon 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. The weapon must have the two-handed or versatile property for you to gain this benefit.

-Interception 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 to use this reaction.

-Mountaineer Prerequisite: proficiency in Athletics
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.

-Mariner Prerequisite: proficiency in Athletics
When you are not wearing heavy armor or a shield, you have a swimming speed equal to your walking
speed, and you gain a +1 bonus to your Armor Class.

You also suffer none of the normal drawbacks of underwater combat.

-Parry Master You can parry weapons up to one size larger than the weapon you are wielding normally could. When you parry using a weapon or shield, the AC bonus you gain increases by another half your proficiency.

- 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 add your proficiency bonus to their armor class, potentially causing it to miss. You must be wielding a shield.

-Piercing Specialist Your attacks that deal piercing damage ignore the Protection armor property.

-Polearm Fighting Prerequisite: Strength and Dexterity of 11 or higher
You gain a +1 bonus to damage rolls with weapons that have the reach property so long as you are attacking a creature that isn't within 5ft of you.

When you hit a target with a melee attack, you can move the target up to 5 feet towards or away from you.

-Slashing Specialist When you make a weapon attack that deals slashing damage and the damage dice rolls its max amount, add d4 extra damage.

-Strong Arm Prerequisite: Strength of 13 or Higher
When you use a weapon's Bolster property, add your strength modifier to the damage again (even if it was already added on the weapon, but not being modified by 2h trait)

-Standard Bearer Prerequisite: Charisma of 13 or higher
While holding a standard or banner aloft, and nothing else in that hand, you can rally allied creatures within a radius in feet equal to 5 times your Proficiency Bonus.

When a creature within this radius makes a saving throw, you can use your reaction to grant it advantage on its roll.

- Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, 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 second attack.


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