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Fighting Styles

The following Fighting Style options are available to bards, fighters, geminis, nobles, rangers, paladins, and savants.
NAMEABILITY
ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons.
Blade DancerWhile 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.
BladesongWhen 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 WarriorYou 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 FightingYou 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 StrikeWhenever 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 LeaderWhen 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 ShooterWhen 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.
DefenseWhile you are wearing armor, you gain a +1 bonus to AC.
Druidic WarriorYou 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.
DuelingWhen 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 WeaponFighting 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.
InterceptionWhen 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.
MarinerAs 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.
PhalanxWhen holding a shield and wielding a versatile weapon in one hand you deal damage as if you were wielding the weapon in two hands.
ProtectionWhen 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 DefenseWhile 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 TechniqueYou 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.
Thrown Weapon FightingYou 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.
Tunnel FighterAs 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 FightingWhen 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.
  • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

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