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.

Official[edit]

The following fighting styles are listed on either System Reference Document or Unearthed Arcana.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter (UA)
Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Mariner (UA)
Protection

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 impose disadvantage on the attack roll. You must be wielding a shield.

Tunnel Fighter (UA)
Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Homebrew[edit]

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, before you make the attack roll, as a bonus action, you can choose to add your proficiency bonus to the attack roll. 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 it does not have it already.

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.

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.

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.



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