Fighter Fighting Styles (5e Class Feature)

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Fighting Style[edit]

The following styles are added to the list for fighters. Under the discretion of DM, the following fighting styles can be added to the list for paladins and rangers.

General[edit]

Brawler

If you take the Attack action on your turn to make one or more melee weapon attacks—excluding unarmed strikes—but hit with none of them, you can use your bonus action to make an unarmed strike.

Brutal Strike

Whenever you hit a creature with a melee weapon that you are wielding with two hands, you can attempt to drive the target back. If the target is Medium or smaller, it must make a Strength saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is pushed 5 feet away from you. The weapon must have the two-handed or versatile property for you to gain this benefit, and you may not use this effect more than once a turn.

Careful Strike

When you make a melee attack, but before you make the attack roll, as a bonus action, you may gain a bonus to the attack roll equal to your proficiency bonus. If the attack hits, you subtract your proficiency bonus from the attack's damage.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.

Fast Reloading

When you learn this fighting style, choose one type of crossbow you are proficient in. You ignore the loading property of the chosen weapon.

Gathering Steps

When you are wielding a melee weapon in one hand and no other weapons, the weapon you are wielding is considered to have the reach property, if the weapon already has this property the reach increases by a further 5ft.

Hand-to-Hand Combat

You gain the following benefits while you are unarmed or wielding only light melee weapons and you aren't wearing heavy armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strike and light melee weapons.
  • You can roll a d6 in place of the normal damage of your unarmed strike or light melee weapon.
  • When you use the Attack action with an unarmed strike or a light melee weapon on your turn, you can make one unarmed strike as a bonus action.
Hurler

When you throw a weapon, as part of the same attack, you may pull out another weapon and you do not incur disadvantage for attacking with a thrown weapon at its long range.

Piercing Shot

You gain a +2 bonus to damage rolls you make with two-handed ranged weapons.

Power Attack

When you make a melee attack, before you make the attack roll, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you add your proficiency bonus to the attack's damage. You cannot do this if you are using the finesse property of the weapon.

Versatile Weapon Master

When wielding a versatile weapon in one hand you get a +1 bonus to your damage rolls. When wielding a versatile weapon in two hands, you gain +1 bonus to your attack and damage rolls.

Versatility

You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.

Improvised Fighting

When wielding an improvised weapon, you get a +1d4 bonus to your damage rolls.

Campaign-dependent[edit]

The following fighting styles can be adopted on a specific campaign, which allows a specific set of rules as a prerequisite.

Musketeer

Prerequisite: the campaign should allow firearms.

When you engage a two-weapon fighting with a firearm and a melee weapon, if you make both attacks on the same target, you have advantage on the attack roll you make with the second attack.

Riot Control

Prerequisite: the campaign should allow firearms.

When you are wielding a pistol on one hand and a shield on another hand, you gain a +1 bonus to your AC and attack rolls.

Sniper

Prerequisite: the campaign should allow firearms.

Being Prone does not impose disadvantage on your attacks with firearms.

Tactical Stance

Prerequisite: the campaign should allow firearms.

While you are wielding a firearm and no melee weapon, you gain a +1 bonus to your AC and damage rolls.

Close Shot Counter

Prerequisite: the campaign should allow firearms.

When creature makes a melee attack against you, you may use your reaction to make a ranged weapon attack against that creature. You may do this a number of times equal to 1 + your proficiency bonus(to a maximum of 6). You regain all expended uses after a long rest.

Finally, your ranged attacks against targets within 30 feet of you have a +1 bonus to attack rolls and ignore half cover and three-quarters cover.



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