Enhanced Fighting Styles (5e Class Feature)
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Experienced Fighter[edit]
Optional 10th level feature for Fighters, Paladins, and Rangers You have trained and honed your fighting style to the point where you have started to develop your own versions of your selected fighting style:
Rules
- From below, select two options based on the fighting style you have already chosen. If you have access to more than one, you can select from either option.
Archery
- Elven Archery: You deal additional damage with any longbow or shortbow equal to half your proficiency modifier.
- Piercing Shot: When you hit a creature with a crossbow attack, you can weaken the their armor and reduce the targets AC by 2. This lasts until the start of your next turn. Once you use this ability, you can’t do so again until you finish a short or long rest
- Hunters Lore: Choose a creature type from the list: Aberrations, Beasts, Celestials, constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, Undead, or Humanoids. You gain a bonus to all attack rolls equal to half your proficiency modifier when making attacks against your chosen creature type. (If you are a ranger you must choose one of your favored enemies.)
- Steady Aim: As a bonus action, you can make your next ranged attack roll on your turn with advantage against a target you can see. The target must be within the effective range of your ranged weapon. After you use this ability twice, you can’t do so again until you finish a short or long rest.
- Return Fire: When another creature damages you with an attack, you can expend your reaction to fire a ranged attack back at the attacker. After you use this ability twice, you can’t do so again until you finish a short or long rest.
Defense
- Armor Master: When you are hit by an attack, as a reaction, you can increase your AC by 3 until the start of your next turn, including against the triggering attack. Once you use this ability, you can’t do so again until you finish a short or long rest.
- Stealth Training: Wearing medium armor doesn't impose disadvantage on Stealth checks.
- Dwarven Armor Training: You aren't slowed by heavy armor.
- Fist Fighter: While wearing medium or heavy armor, you deal additional damage when striking with your fists equal to half your proficiency bonus.
- Light Armor Training: While wearing light or medium armor, your movement speed increases by 10 feet.
Dueling
- Botta-in-tempo: When you are hit by an attack while you're wielding a weapon in one hand and no other weapons, as a reaction, you can increase your AC by 3 until the start of your next turn, including against the triggering attack. Once you use this ability, you can’t do so again until you finish a short or long rest.
- Contratempo: When a creature damages you with an attack, you can use your reaction to make a melee attack against the attacking creature. Once you use this ability, you can’t do so again until you finish a short or long rest.
- Coup de main: As a bonus action, you can cause your next attack roll to be made with advantage against a target you can see. After you use this ability twice, you can’t do so again until you finish a short or long rest.
- Bravazzo: When there are two or more hostile creatures within your reach, you gain a +1 bonus to your AC while wielding a weapon in one hand and no other weapons.
Great Weapon Fighting
- Mighty Training: When you hit a medium or smaller creature with a melee weapon that you are wielding with two hands, you can use a bonus action to shove the creature. Once you use this ability, you can’t do so again until you finish a short or long rest.
- Mighty Wind Up: As an action, you can cause your next attack to target all hostile creatures within your melee range. (Roll separate attack rolls for each target.)
- Savage Fighter: As a reaction, whenever you hit a target with a melee weapon that you are wielding with two hands, you can force the target of the attack to make a Constitution saving throw equal to 8 + your Strength modifier + your proficiency bonus or be stunned until the start of your next turn. Once you use this ability, you can’t do so again until you finish a short or long rest
- Wounding Strike: When you make an attack on your turn, you can expend a bonus action to deal half the weapon's damage when you attack on your turn. If the attack hits, the target's movement speed is reduced by 10 feet and can't take reactions until the start of your next turn.
- Giant Training: When you hit a large or larger target with a melee weapon that you are wielding with two hands, you can force them to make a Dexterity saving throw equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone. Once you use this ability, you can’t do so again until you finish a short or long rest
- Small Folk Training: When you hit a small or smaller target with a melee weapon that you are wielding with two hands, you can force them to make a Strength saving throw equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone. Once you use this ability, you can’t do so again until you finish a short or long rest.
Protection
- Shield Protector Training: Friendly creatures within five feet of you gains a bonus to their AC equal to half your shield's bonus (rounded down). You must be wielding a shield to grant this bonus.
- Hold Out: When a creature hits you with an attack, you gain a +2 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
- Rally: Whenever an ally within 30 feet of you is struck with an attack, you can use your reaction to move up to 15 feet toward them.
- Brace: As a bonus action, you can gain advantage on all ability checks and saving throws against effects made to shove you until the start of your next turn.
Two-Weapon Fighting
- Cunning Fighter: While you are holding different weapons in each hand and you hit a medium or smaller creature with both weapons on the same turn you can force it to make a Dexterity saving throw equal to 8 + your Strength or Dexterity modifier + your proficiency bonus or cause it to be knocked prone. Once you use this ability, you can’t do so again until you finish a short or long rest.
- Brutal Fighter: When you hit with two different weapons on your turn, you can deal an additional 1d4 damage of the second weapon's damage type.
- Overwhelming Fighter: While you are holding a different weapons in each hand, when you hit a foe with a weapon attack on your turn, your next attack gains a +2 bonus to its attack roll. After you use this ability twice, you can’t do so again until you finish a short or long rest
- Berserk Fighter: Whenever you hit a creature with an attack while you are holding a different weapons in each hand, you can use your reaction to make another weapon attack.
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