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## Fighting Styles Redux Fighting Styles are gained in one or more of these ways: - Fighters at level 1. - Paladins at level 2. - Rangers at level 2. - All martials at level 7. - Anyone as a feat, which also grants +1 to Strength or Dexterity. You can only have one Offensive style and one Defensive style active at a given time. If you know more than that, you can switch which is active when you finish a short or long rest. When you gain a level in a martial class, you can change out one known style for another. #### Related Changes and Design Notes My [Advanced Fighting Styles](https://www.gmbinder.com/share/-NvL0AYMkUhfH1oyK2v_) (and accompanying Power Attack) are part of the bigger picture that this is made to fit into. That includes a WIP War Caster that doesn't have the OA replacement, hence giving it here. - I've left out dedicated options for thrown weapons, instead opening up other styles to be compatible with it (i.e. choose between Archery, Dueling and TWF). - The simplest melee styles get built-in backups for when they can't get close, and GWF also gets a slight damage buff (+1.33 > +1.5) that doubles as an equalizer between greataxes and the 2d6 options. - The new options (wrestling, swordplay, magic) aren't generally that strong I think, but support fringe playstyles without any obvious problematic combos. ### Offensive Styles - **Archery**: +2 to ranged weapon attack rolls. - **Classical Swordplay**: While wielding a weapon in one hand and no shield or other weapons, you gain +1 to melee attack rolls with that weapon and +1 AC. - **Dueling**: While wielding a melee weapon in one hand and no other weapons, you gain +2 to damage rolls with that weapon, including if you make a ranged attack by throwing it. - **Great Weapon Fighting**: When attacking with a Heavy melee weapon, roll an extra damage die and drop the lowest. You may use Strength to attack with Heavy ranged weapons. - **Two-Weapon Fighting**: Add your ability modifier to the damage of the bonus attack from two-weapon fighting. - **Versatile Wrestling**: While wielding a Versatile weapon, its damage dice increase by one die size (d6 > d8 > d10 > d12), and you can use a bonus action to attempt to Grapple or Climb a Creature. - **Mystical Warrior**: Learn two cantrips from any class. Intelligence, Wisdom or Charisma is your spellcasting ability for them. When you make the first attack as part of casting a cantrip, it has +1 to the attack roll. \columnbreak
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Art by Kakei Kotaki
### Defensive Styles - **Guerilla Tactics**: While wearing light or no armor, you have +1 AC and a swim and climb speed equal to your walking speed. - **Armored Acrobatics**: While wearing medium armor, you have +1 AC and cannot fall prone as a result of landing in difficult terrain. - **Meditative Fortress**: While wearing heavy armor, you have +1 AC and blindsight with a range of 10 feet. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you. - **Protection**: Your shield provides +1 AC. 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 interpose your shield if you're holding one. The triggering attack has disadvantage, as do other attacks against the target that same turn provided you stay within 5 feet of the target. - **Dragoon**: While you are riding a controlled mount, both you and your mount have +1 AC, and you can use a bonus action to command the mount to take an action. - **Magitank**: While holding a spellcasting focus, you have +1 AC and when a creature triggers an Opportunity Attack from you, you can instead use your reaction to cast a spell at them. The spell must have a casting time of 1 action and must target only that creature.