Fighting Styles
Fighter, Paladin, and Ranger get 1 fighting style at 1st level, 2nd level, and 3rd level, for a total of 3 fighting styles at 3rd level.
Barbarian get 1 fighting style at 3rd level, 4th level, and 5th level, for a total of 3 fighting styles at 5th level.
Monks and Rogues get 1 fighting style at 3rd level.
(You can only use one Fighting Style that increases your AC.)
Classical Swordplay
While you are wielding a finesse weapon in one hand and no other weapons, you gain a +1 bonus to your attack rolls and a +2 bonus to your Armor Class as long as you are not wearing heavy armor, armor that imposes disadvantage to Stealth, or a shield.
Bludgeoning Specialist
When you hit with a weapon attack that deals bludgeoning damage and the attack roll exceeds the target's AC by 5 or more, the target must succeed a Constitution saving throw or become Dazed until the end of your next turn. The DC = 8 + your proficiency modifier + your Strength modifier.
Bloody Bruiser
When your current HP is 3/4 of your max, you gain a +1 to melee damage, 1/2 max increases the bonus to a +3, 1/4 max increases the bonus to a +5.
Close Quarters
You are adept at fighting up close and personal. If you are wielding a 1 handed
weapon and the creature you’re attacking is within 5ft of you, you gain a +2 to
your melee attack rolls.
Shrug it Off
Once per short rest you can choose to heal yourself a number of hit points equal to half your maximum hit points, in exchange for 1 level of Exhaustion.
Dirty Fighting
As a bonus action, you can perform some sort of dirty trick to give an edge on your next attack. The target must succeed at Dexterity saving throw, DC = your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failure, you get a +2 on your next attack roll against that creature before the end of your turn.
Wall of Steel
You have been trained to take on multiple opponents at once. Hostile creatures
don’t gain any advantage for having you flanked/surrounded.
Clear the Way
You can make a large sweeping attack covering 180 degrees. You can use your action to make a melee attack against any number of creatures within your reach, but they all must be within a 180-degree arc. All creatures within that 180-degree arc must make must make a Dexterity save DC = 8 + your attack modifier with that weapon. All creatures that fail their saving throw take 1d6 + your damage modifier.
This can’t be combined with the effects of Great Weapon Master.
Bulwark
You can interpose yourself between an ally and potential enemies. If you position yourself 5 foot in front of an ally you provide them with half cover (+2 to AC and Dex saves) from enemies in a cone in front of you. Your ally can still attack around you without penalty, but if the cover bonus causes an attack to miss your ally you take damage equal to the enemies’ attack modifier (Str, Dex, Int, etc.).
Defense
While you are wearing armor, you gain a +1 bonus to AC. If using a shield, this bonus increases to +2.
Nimbleness
While wear light or medium armor, and not using a shield, you get an AC bonus equal to half your proficiency modifier (rounded down).
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
Druidic Warrior [Ranger only]
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.
Blessed Warrior [Paladin only]
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.
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.
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.
Opportunist
If a creature within your melee range attempts to attack you but misses, you get a +2 on your next melee attack roll made against them before the end of your next turn.
Flee
You can use your Reaction to make a shove attack (this can use your Strength or Dexterity modifier) against any creature within 5 feet of you, regardless of whether or not this attack succeeds, you can move up to half your movement speed. Moving in this way doesn’t provoke opportunity attacks.
Adaptable
While you are wielding a weapon with the Versatile property, you gain a +1 bonus to attack rolls with that weapon; if you are wielding that weapon in one hand, you gain a +1 bonus to damage rolls with that weapon; if you are wielding that weapon with two hands, you gain a +1 bonus to AC.
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. If a creature within 5 feet of you provokes an opportunity attack from you, you can make a ranged attack against that creature instead of a melee attack.
Guerilla
If you have advantage on an attack, you get a + 1 to your attack and damage rolls.
Close the Gap
While taking the Attack action, when you hit a creature with a melee attack, you can push the creature up to 5 feet; you can move 5 feet in the same direction as the creature, this movement doesn’t provoke opportunity attacks.
Harrier
If you are not wearing Medium or Heavy armor, you gain a +5 bonus to your speed, and while using the Dash action, opportunity attacks made against you have disadvantage.
Simple Weapon Fighting
When wielding simple weapons, you gain +1 to attack rolls, and that weapons damage dice increase one step (d4 becomes d6, d6 to d8, d8 to d10).
Two Weapon Flurry
While wielding two weapons, you can make an additional attack as part of your attack action, instead of your bonus action.
You can't make a weapon attack as part of a bonus action on the same turn you use this feature.
Maiming
While wielding a melee weapon with the Two Handed or Versatile (while two handed) feature, when you deal melee damage to a creature, you can deal an additional 1d4 damage.
Bravado
As long as you are not wearing armor, and you are wielding a weapon with the finesse property, your AC is 10 + Dexterity Modifier + Charisma Modifier.
Tough as Nails
You can use your Strength Modifier instead of your Dexterity Modifier when calculating AC.
Shield Bash
If you take the Shove action while wielding a shield, whether you succeed or not, the creature takes damage equal to your Strength Modifier. You can use the Shove action as your opportunity attack.
Encouraging Leader
As a bonus action, you can choose one creature other than yourself within 30 feet. That creature gains temporary hit point equal to half your level + your Charisma modifier (minimum 2).
Unit Movement
The first time you move after you roll initiative, you can choose a number of creatures within 20 feet of you equal to your Charisma modifier (minimum 1). These creatures move the same distance and direction that you move but cannot move farther than their speed would allow. Creature can stop this movement at any point along the path.
Creatures moving this way don’t provoke opportunity attacks.
Concealed Approach
If you have at least a minute to prepare, you can add your Wisdom modifier to a Dexterity (Stealth) check for you and up five allied creatures. If you are hidden when you roll initiative you can add your Wisdom modifier as a bonus to the initiative result.
Lead the Charge
You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally, when you roll initiative you gain temporary hit points equal to twice your Charisma modifier (minimum 2).
Study Foe
You can spend your bonus action studying a creature within 10 feet, until the end of your next turn that creature has disadvantage on all attacks, spells, and ability check that target you, and only you.
Combat Brute
You gain a +2 bonus to attack rolls you make with heavy and two handed melee weapons.
Build Momentum
You can use your bonus action spinning your flail, building up momentum. Your next melee attack that hits before the end of the turn with your flail, your weapon damage is treated as if the maximum damage was rolled.
When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
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