Fighting Styles in Xeos | World Anvil
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Fighting Styles

Gun Fighting: Only applicable to guns, no other ranged weaponry (bows, crossbows, siege weapons)   Rank 1: Shoot First - Double your initiative mod if you gun is in hand.   Rank 2: Spin the Barrel: Reload as a free action   Rank 3: Point Blank: ignore the disadvantage shooting into melee   Rank 4: Double Tap: make a second shot as a free action, make a normal attack roll at a -2, +2 to damage   Rank 5: Bullet Club: Crit on 18,19, or 20. If you misfire, reroll and keep the second roll.     Street fighting: unarmed or with light/finesse/thrown weapons   Rank 1: Duck and Weave: Add half your dex (rounded up) your Dex for AC if you aren’t wearing armor.   Rank 2: Knocking the Wind Out: Target the torso at a -2 to the attack roll, if successful the target suffers a -2 to AC and disadvantage on dex saves until the end of your next turn.   Rank 3: Taunt: As a bonus action, intimidate the opponent into attacking you. If successful you gain an advantage to your next attack roll, the opponent has disadvantage against any other creature.   Rank 4: One-Two Punch: If not a rogue-apply half your level appropriate sneak attack(see rogue level chart) once per fight. If a rogue-double your sneak attack dice once per fight.   Rank 5: Last Ditch Effort: When Bloodied (half your max hp or less) you can, once per turn, treat any weapon damage as max. This does not include add-on damage (example: sneak attack, smite, etc)     Sojutsu: can only be used with spear, javelin, trident, glaive, or halberd, as long as it is a polearm   Rank 1: Warding Stance- While wielding a polearm, add 1d6 to your AC   Rank 2: Thrust - Take a -5 penalty to hit, to add a second damage die.   Rank 3: Danger Radius: other creatures provoke an opportunity attack from you when they enter your reach. Increase a weapon's reach by 5ft.   Rank 4: Wide Arc: Once per turn, use your attack to swing your weapon in a wide arc, and attack up to three creatures. Three separate attack rolls, if any miss, the Wide Arc attack misses from that roll on.   Rank 5: Sojutsu Master: Crit on an 18, 19, or 20. Double thrown range. If Opponents are in a line, attack each as the weapon skewers each creature, with a -2 to the attack for each creature attacked this way.   Knife fighting: can only be used with short sword or smaller   Rank 1: Anticipate: When wielding a short sword or smaller, add 1d6 to your AC   Rank 2: Advantage Angle: Trick your opponent with a feint as your attack, use your bonus action to attack-give yourself advantage, but cannot apply your proficiency( d20+attack mod)   Rank 3: Vital Attack: Once per fight subtract your dex mod from the target’s AC.   Rank 4: Slash and Stab: In one attack action, attack twice. The second attack is made at a -2 penalty, but will yield a +2 damage.   Rank 5: Speed Slash: Crit on 18, 19, or 20. When you have advantage on an attack, attack two more times, -2 damage penalty for each hit that lands.     Combat archery: can only be used with a bow/crossbow,(if using a combo weapon, only when it is a bow)   Rank 1: Nocked-add 1d6 to your ac when wielding a bow. (if using a combo weapon, only when it is a bow)   Rank 2: Quick shot: if the attack action was used on your previous turn with a bow, you may use your reaction to fire off another shot at -3 penalty.   Rank 3: Heavy Draw: Double your range, +2 to damage   Rank 4: Ricochet: Ignore half, 3/4s, total cover however, the shot does half damage   Rank 5: Piercing Shot: Once per fight, Ignore your STR mod in AC. If Shield spell is called, +2 to attack roll. Crit on a 18, 19, or 20   Muy Thai: can only be used when at least one hand is free.   Rank 1: Beginner’s Technique- Gain Proficiency in unarmed attacks.Unarmed strike to the target’s leg to reduce damage by half to reduce the target’s speed by half rounds equal to your str mod   Rank 2: Brawler’s Might: Your unarmed strikes deal 1d4+str mod lvls 1-4, 1d6+str lvls 5-10, 1d8+str lvls 11-15, 1d10+str lvls 16-20. .   Rank 3: Iron Skin: if you wear no armor, add your Con mod to your AC   Rank 4 Combo Move: Perform two unarmed strikes as a bonus action. If a target willing enters your threat range, you may take an attack of opportunity against the target.   Rank 5: Thai Body Blow: An unarmed strike-you land a vicious elbow or knee to the target’s head or midsection. After damage, force a con save (your con mod+8+ prof) to inflict the stunned, prone, and blinded condition for 3 rounds.   Shield Fighting: Can only be used with a shield that provides at least +1 AC   Rank 1: Block like Cap': If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.   Rank 2: Shield Bash: as an attack action, you can slam your shield into your opponent. Small shield (+1 ac) - 1d4+str , medium shield (+2 ac) - 1d6+str, tower/large shields (+3 ac) - 1d8+str(tower shields cannot be constructed kensai weapon, must be enchanted with the charm).   Rank 3: Pinball Throw: Throw your shield, medium or smaller, and roll attack against up to three different creatures. If one misses, whatever roll after misses. After the last hit/bounce or on a miss, the shield flies back to your arm.   Rank 4: Protection Style: 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. Gain a second reaction for this purpose only.    Rank 5: Unmovable Object: When attacked, single target melee or spell, roll your attack. If higher than the opponent's roll, the attack misses, regardless if it was going to hit (only Crits bypass this skill), twice per fight. When wielding a shield, cannot by grappled, pinned, knocked prone, or moved by a Huge creature or smaller, except by magical means.    More to come

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