Fighting Styles

by Biggest of the Milks

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Fighting Styles

The Archery, Defense, and Protection fighting styles are removed. Most other fighting styles are reworked in some way.

Whenever you gain the Fighting Style feature, you can pick from all available fighting styles instead of just the ones available to your class, with the exception of the fighting styles with prerequisites. Those can only be taken if you meet the prerequisite.

Blessed Warrior

Prerequisite: Paladin 2nd level.


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, 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.

Druidic Warrior

Prerequisite: Ranger 2nd level.


You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level, you can replace one of these cantrips with another cantrip from the druid spell list.

Dueling

If you are holding a weapon in one hand and no other weapons, and if you don't make any attacks other than with the weapon you are holding this turn, you gain a +2 bonus to damage rolls with that weapon. If you are within 5 feet of the target and no other creatures are within 5 feet of you, this bonus increases to +5.

Great Weapon Fighting

Whenever you engage in Great Weapon Fighting, you can add your ability modifier to the extra attacks you make.

Monkey Grip

You can add your ability modifier twice to the damage you deal with an colossal weapon when you hit with a melee weapon attack using one.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d4 + your proficiency bonus (to a minimum of 0 damage). If you are wielding a shield, you can add your shield bonus to the damage reduced (including any magic bonus, such as from a +1 shield).

Targeting Yourself.

Whenever you use a spell or effect specifies a creature or target you can see, you are considered a valid target for that effect unless the feature says otherwise.

Sharpshooter

At the start of your turn, you can choose to reduce your speed by half until the end of the current turn. While your speed is reduced this way, you ignore half and three-quarters cover, ignore the penalty for attacking in your weapons second range increment, and whenever you hit with an attack using a ranged weapon, you can maximize the weapon's damage die instead of rolling. You can only maximize a weapon's damage if you are not engaging in two-weapon fighting.

Superior Technique

You learn two maneuvers of your choice from among those available to the fighter. 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 two superiority dice, which are 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.

Two-Weapon Fighting

You can add your ability modifier to the damage of any additional attacks granted by engaging in two-weapon fighting. Additionally, you can draw a weapon that has the thrown property as part of the attack you make with the weapon.

Unarmed Fighting

Your unarmed strike uses a d6 for damage. Whenever you succeed on a Strength (Athletics) check to grapple or shove an enemy, you can choose to deal damage equal to your unarmed strikes damage die to that creature.

Additionally, the first time you hit a creature grappled by you with an unarmed strike on your turn, you can roll your unarmed damage die a second time and add it to the damage of the attack.

Dirty Fighting

You are considered proficient with improvised weapons. Additionally, whenever you use a piece of adventuring gear that forces a target to make a saving throw (such as an Alchemist's Fire), you can add your proficiency bonus to the saving throw DC.

Tricks of the Trade

Preqreuisite: Rogue 3rd level

You learn two maneuvers of your choice from among those available to the fighter. Each of these maneuvers must activate whenever you hit a creature with an attack. If your maneuver requires the target to make a saving throw, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Instead of superiority dice, whenever you want to use a maneuver, you forgo two dice from your sneak attack for the damage roll, using one of them as the superiority die. Once you use a maneuver this way, you cannot use it again until the start of your next turn. You cannot use a maneuver this way on an attack which does not benefit from sneak attack.

 

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