Fighting Styles
The following Fighting Style options are available to bards, fighters, geminis, nobles, rangers, paladins, and savants.
NAME | ABILITY |
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Archery | You gain a +2 bonus to attack rolls you make with ranged weapons. |
Blade Dancer | While you are wearing light armor or no armor, you gain a +1 bonus to Armor Class and may stand up from prone by spending only 5 feet of movement. |
Bladesong | When you use the Attack action, you gain advantage on Constitution saving throws to maintain concentration until the beginning of your next turn. You must be wielding a melee weapon in one hand and no other weapons or shields to gain these benefits. |
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. |
Blind Fighting | 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. |
Brutal Strike | Whenever you hit a creature with a melee weapon that you are wielding with two hands, you can attempt to drive the target back. If the target is Medium or smaller, it must make a Strength saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is pushed 5 feet away from you. The weapon must have the two-handed or versatile property for you to gain this benefit, and you may not use this effect more than once a turn. |
Charge Leader | When you roll initiative, all allies who can see or hear you gain advantage on their initiative roll so long as you are not surprised |
Close Quarters Shooter | When making a ranged attack 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. |
Defense | While you are wearing armor, you gain a +1 bonus to AC. |
Druidic Warrior | 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. |
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. |
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 or a simple or martial 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, and you gain a +1 bonus to armor class. |
Phalanx | When holding a shield and wielding a versatile weapon in one hand you deal damage as if you were wielding the weapon in two hands. |
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. |
Smart Defense | While you are wearing light armor, if you have one hand free you gain a bonus to AC equal to half your Intelligence modifer (rounded down). While wearing medium armor, you may use Intelligence instead of Dexterity when calculating AC. |
Superior Technique | 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).
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Thrown Weapon Fighting | You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
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Tunnel Fighter | As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. |
Two-Weapon Fighting | When you engage in two-weapon fighting, you can add your ability modifier to both your attacks. |
Unarmed Fighting | Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
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