User:Guy/Splat/Styles

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A style, or fighting style, is an improvement to your combat prowess that usually results from deliberate talent. Champions specialize in fighting styles, but other classes can gain a style through the Apprentice Fighter perk or sometimes a subclass feature.

DC. Some styles call for an ability DC. Your DC for any ability score is (8 + your proficiency bonus + the ability score's modifier). If a creature has to make a "Dexterity saving throw against your Strength DC," for example, the DC for that saving throw equals 8 + your proficiency bonus + your Strength modifier.

Styles[edit]

Formation Fighting

Your fighting skills are at their best in tight formation. While you have at least two allies conscious and within 5 feet of you, you and these allies are in a formation, and gain the following benefits:

  • Every ranged attack roll targeting anyone in the formation has disadvantage.
  • Everyone in the formation has advantage on any saving throw made against an effect threatening to damage at least two of you at once.
  • No one in the formation can be knocked prone if at least two of you aren't prone.
  • If anyone in the formation is hit with a melee attack, you (but not others in the formation) can use your reaction to make one melee weapon attack or unarmed strike targeting the attacker.

Improvisation

By employing unconventional and unpredictable fighting, you gain the following benefits:

  • The damage die of your unarmed strike can deal bludgeoning damage equal to 1d6 + your Strength modifier.
  • Add your proficiency bonus to attack rolls with improvised weapons.
  • Once per turn if you hit a creature with an improvised weapon, you can choose to destroy that weapon to maximize the damage roll. You can't gain this benefit if the weapon wasn't found on the scene of this combat.
  • When you use the Attack action on your turn to attack a creature with an improvised weapon or unarmed strike, you can use your bonus action to grapple that creature, shove that creature, or move up to 10 feet away from the creature. When you move in this way, the hit creature can't target you with any attack made as a reaction.

Potshots

You're adept at used ranged weapons in close quarters, granting you the following benefits:

  • When you make a ranged weapon attack and the target is less than 20 feet away, add +2 to the attack roll.
  • You do not suffer the normal disadvantage (or lack of proficiency bonus) on ranged weapon attack rolls made against targets within 5 feet of you.
  • If your ranged weapon attack hits a creature that has yet to have a turn in this combat, your damage roll is maximized.

Protection

When you use your reaction to intercept (as per the champion feature), you can force the attacker to make a new attack roll and use the new result against your AC, potentially turning the hit into a miss. If this new attack roll is a critical hit, it doesn't do maximized damage or extra damage.

Resolve

Prerequisite: Constitution 13 or higher
When things look tough, you get tougher. While you have half or less of your hit points remaining, reduce any bludgeoning, piercing, and slashing damage you take by an amount equal to your Constitution modifier.

If you have multiple sources of damage reduction, only the highest applies.

Sniping

You're adept at used ranged weapons at far range, granting you the following benefits:

  • When you make a ranged weapon attack and the target is at least 20 feet away, add +2 to the attack roll.
  • You do not suffer the normal disadvantage (or lack of proficiency bonus) on ranged attack rolls made in their longer range.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.

Techniques

Prerequisite: Champion level 2nd or higher
You practice a wide array of maneuvers and tactics. Learn two techniques normally available to a champion, in addition to any you already know.

You can gain this style multiple times. Each time you do, learn two more techniques.

Witch Hunting

You excel at tracking, hunting, and slaying spellcasters. Gain the following benefits:

  • You can use a bonus action to study a creature or object within 30 feet of you that you can see. In doing so you become aware if the creature or object is under the effect of a spell or not, but you gain no inherent knowledge of the spell or its effect.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain concentration.
  • Immediately after a creature adjacent to you casts a spell, or makes a spell attack roll, you can use your reaction to make a melee weapon attack or unarmed strike against that creature.
  • You have advantage on any saving throw against a spell cast by a creature adjacent to you.

Wrestling

You exercise legendary talents for close-quarters grappling, and gain the following benefits:

  • You can grapple a creature two size categories larger than you, rather than only one, but you can't move such a creature as part of the grapple.
  • When you use an action to successfully grapple a creature, you can use your bonus action to either attempt to shove that creature or to make one unarmed strike targeting it.
  • When you make an unarmed strike against a creature you are grappling, the damage die increases to 1d6 if it would otherwise be lower.
  • When you use a shove to knock prone a creature you are grappling, you can force the creature to become restrained instead of prone. The creature remains restrained for as long as the grapple persists.