Carracosta MATM Fighting Styles in Carracosta | World Anvil
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Carracosta MATM Fighting Styles

Fighting Styles

  The following fighting styles are either existing Fighting Styles with an extra bit of flair or in some cases, a reworked version of a Fighting style. When you have one of these Fighting Styles already, you can add the extra bit of flair to your sheet.  

Archery

Fighter, Ranger
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.
Take Aim– As an action you can take aim at a creature's weak points. Until the end of your next turn, your next ranged weapon attack against that creature has an additional bonus of +2 to hit, and deals an extra 1d4 damage. In addition, if you have taken aim, the maximum long range of your ranged weapon is extended by its normal range. (e.g. Longbow, 150/600 to 150/750)  

Brawling

Fighter, Paladin
Your unarmed strikes deal bludgeoning damage equal to 1d4 + your Strength modifier instead of the normal damage for an unarmed strike. This increases to 1d6 at 8th level. In addition, you can treat your fists as two light weapons for all appropriate actions, benefits, and feats.
Counter– If you take the dodge action, and a creature misses a melee attack against you, you can use your reaction to make a single unarmed strike or grapple against that creature. You must not be wielding any weapons, and not be wearing a shield to perform a counter.  

Cavalry

Fighter, Paladin, Ranger
This Fighting Style does not stack with the ranger's pet bonuses.
Whenever you are mounted, you can add your proficiency bonus to the saving throws and AC of your steed. In addition you have advantage on any Wisdom (Animal Handling) checks made to control your mount when you attempt a risky maneuver.
Charging Attack – When you are mounted, if you move at least 20 feet in a straight line you can use your action to make a special melee attack against a large or smaller creature within your reach. If the attack hits, the creature must make a Dexterity saving throw. On a failed save, the creature is pushed up to 10 feet away from you and knocked prone. The DC for the save is equal to 8 + your Strength modifier + your proficiency bonus.  

Defense

Fighter, Paladin, Ranger
While you are wearing armor, you gain a +1 bonus to AC.
Heroic Sacrifice - 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 make a Strength(Athletics) check. On a success, you leap in front of the blow and change the target of the attack to yourself. The DC for the athletics check equals 5 + the creature’s bonus to hit.  

Dueling

Fighter, Paladin, Ranger
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.
Guarded Riposte - When a creature makes a melee attack against you, you can use your reaction to attempt to parry the blow, giving you an AC bonus of +3 for that attack, or a bonus of +1 if you are wearing a shield.
If the attack misses, you can make a single melee weapon attack against the creature as part of that reaction. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. You must be wielding a melee weapon in one hand and no other weapons to perform a riposte. You must declare your intention to use your riposte before the DM rolls the die.  

Great-Weapon Fighting

Fighter, Paladin
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.
Overhead Strike - When you attack with a weapon you are wielding with two hands, you can choose to attack with disadvantage to make an overhead strike. An overhead strike deals an additional 1d6 weapon damage on hit.
You cannot benefit from the advantage imposed by flanking and if you already have disadvantage on an attack, you also can not use this benefit.  

Protection

Fighter, Paladin
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.
Shield Specialization - The protection fighting style has an additional benefit depending on your shield. More shields will be released in the future.
Normal Shield: If you use your reaction to impose disadvantage on an attack, you can keep your shield in front of the protected creature, reducing your AC by a number equal to your shield's bonus to increase the protected creature’s AC by an equal amount until the start of your next turn, or until you are more than 5 feet away from the protected creature. A creature who is already gaining the benefits of a shield only increases their AC by 1 + the shield's magical bonus, so 2 for a +1 shield and 3 for a +2 shield.  

Thrown-Weapon Fighting

Fighter, Paladin, Ranger
You gain a +1 bonus to Attack rolls and damage rolls you make with Thrown Weapons, and you can draw a weapon with the thrown property as part of any thrown weapon attack you make.
Take Aim - As an action you can take aim at a creature. Until the end of your next turn, your next thrown weapon attack against that creature has an additional bonus of +2 to hit, and deals an extra 1d4 damage. In addition, if you have taken aim, the maximum long range of your thrown weapon is extended by its normal range. (e.g. Spear 20/60 to 20/80)

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