Expanded Fighting Styles
With the Expanded Fighting Styles rules, the Fighter gains access to additional Fighting Styles. Other Martial-aligned Classes also gain Fighting Styles at appropriate Levels or through features. The following Fighting Styles are available to the following classes.
As per usual, you cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style. Whenever you gain a level in the class to which you gained a Fighting Style, you can switch it for another available Fighting Style of your choice.
Fighting Styles by Class
The following classes gain these Fighting Style options:
Barbarian
- Blind Fighting
- Classic Swordplay
- Dual-Weapon Fighting
- Dueling
- Featherweight Fighting
- Great Weapon Fighting
- Heavy Fighting
- Improvised Fighting
- Marine FIghting
- Mounted Fighting
- Shield Fighting
- Superior Technique
- Thrown Weapon Fighting
- Unarmed Fighting
- Wrestling
Monk
- Blind Fighting
- Classic Swordplay
- Close-Quarters Marksman
- Dueling
- Featherweight Fighting
- Improvised Fighting
- Interception
- Marine Fighting
- Superior Technique
- Thrown Weapon Fighting
- Unarmed Fighting
- Wrestling
Paladin
- Blind Fighting
- Classic Swordplay
- Defensive Fighting
- Dual-Weapon Fighting
- Dueling
- Great Weapon Fighting
- Heavy Fighting
- Interception
- Mounted Fighting
- Protection
- Shield Fighting
- Standard Bearer
- Superior Technique
- Thrown Weapon Fighting
- Unarmed Fighting
- Wrestling
Ranger
- Blind Fighting
- Classic Swordplay
- Close-Quarters Marksman
- Defensive Fighting
- Dual-Weapon Fighting
- Dueling
- Featherweight Fighting
- Improvised Fighting
- Interception
- Marine Fighting
- Standard Bearer
- Superior Technique
- Thrown Weapon Fighting
- Unarmed Fighting
- Wrestling
Rogue
- Blind Fighting
- Classic Swordplay
- Close-Quarters Marksman
- Dual-Weapon Fighting
- Dueling
- Featherweight Fighting
- Improvised Fighting
- Marine Fighting
- Superior Technique
- Thrown Weapon Fighting
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.
Classic Swordplay
While you are wielding a melee weapon in one hand and nothing else (including a shield), you gain a +2 bonus to your damage rolls and a +2 to your Armor Class so long as you are not wearing heavy armor.
Close-Quarters Marksman
When making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged weapon attacks ignore half-cover and three-quarters cover within 30 feet of you.
Defensive Fighting
While wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.
Dual-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability score modifier to the damage of the off-hand attack.
Once per turn, when you use two-weapon fighting, you can perform the off-hand attack as part of your Attack action instead of as a bonus action.
Dueling
Whenever you attack with a weapon that has the versatile property in one hand, you can roll damage as if you were holding it in both hands.
Featherweight Fighting
While you are wielding only light weapons, your movement speed increases by 10 feet and you gain a +2 bonus to your damage rolls, so long as you are not wearing medium armor, heavy armor, or wielding a shield.
Great Weapon Fighting
Whenever you attack with a weapon that you are wielding with two hands, if you roll a 1 on the damage die, track those results, and reroll the damage. Additional 1s continue to trigger this Fighting Style, and once you stop, tally the total damage of the attack including the total rerolled 1s. The weapon must have the heavy, versatile, or two-handed property to gain this benefit.
Heavy Fighting
You use your weight and the weight of your weapon to land devastating blows. While you are wielding a heavy weapon, you gain a +2 bonus to damage rolls and to Strength (Athletics) checks.
Improvised Fighting
You gain proficiency with improvised weapons.
Once per turn, when you hit with a improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do this, the improvised weapon is destroyed and cannot be used for further attacks. The improvised weapon isn't destroyed if it is a magical object.
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 melee weapon to use this reaction.
Marine Fighting
When you are not wearing heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.
Mounted Fighting
Once per turn, when you hit a creature with a melee attack while riding a mount, you can force the target to make a Strength saving throw. On a failed save, a Large or smaller target is knocked prone.
Protection
When an ally that you can see within 5 feet of you is the target of an attack, you can use your Reaction to swap places with that ally, causing the attack to target you instead. You can resolve this reaction whether or not the attack is rolled beforehand, taking the hit if it would hit your AC.
Shield Fighting
You can use your wielded shield as a martial melee weapon. On a hit, you deal 2d4 bludgeoning damage. If you are wielding a shield and no other weapons, you gain a +1 bonus to your damage rolls with shield attacks, and to your Armor Class. A magical shield's +1-3 bonus also counts towards your attack and damage rolls with it, in addition to your AC.
Standard Bearer
When a creature within 30 feet of you makes an attack against a creature you that you can see, you can grant them advantage on their attack roll as a reaction. You must be carrying a banner, flag, or standard in your hand to use this reaction.
Superior Shooting
Whenever you attack with a ranged weapon, you gain a +2 bonus to damage rolls with it.
Superior Technique
You learn one maneuver of your choice from among those available to the Combat Superiority feature. 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 d4 (this dice 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 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 shiled when you make the attack roll, the d6 becomes a d8.
Wrestling
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as your have a free hand to do so. Also, you can drag grappled creatures up to your full movement speed.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature you're grappling.