D&D R:E - Fighting Styles

by Robwill

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Fighting Styles

For all your weapon using needs



















Fighting Styles
Fighting Style Classes
Archery Fighter, Ranger
Blessed Warrior Paladin
Blind Fighting Fighter, Ranger, Paladin
Command Fighter, Paladin
Defense Fighter, Paladin
Druidic Warrior Ranger
Dueling Fighter, Paladin, Ranger
Great Weapon Fighting Fighter, Paladin
Mounted Fighting Fighter, Ranger, Paladin
Natural Weapon Fighting Fighter, Ranger
Protection Fighter, Paladin
Reflexive Fighting Fighter
Slayer Paladin, Ranger
Shooting Fighter, Ranger
Skirmisher Fighter, Ranger
Thrown Weapon Fighting Fighter, Ranger, Paladin
Two-Weapon Fighting Fighter, Ranger, Paladin
Unarmed Fighting Fighter, Paladin

Archery

You gain a +1 bonus to attack rolls you make with a Bow, Blowgun or Sling. In addition, while wielding those Weapons, they gain the following Properties based on the type of Weapon:

  • Bow. Brutal.
  • Blowgun. Keen.
  • Sling. Puncture.

Blessed Warrior

You learn three Cantrips of your choice from the Cleric Spell List. They count as Paladin Spells for you.

Blind Fighthing

You have Blindsight with a Range of 10 Feet. Within that Range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Command

You can take the Help action as a bonus action. Whenever you take the Help action to give an ally advantage on an attack roll, it has a range of 30 feet.

Defense

Your AC increases by 1, and the Magic Item Modifier for the Avoidant and Absorptive Property of Armors you wear increases by 1.

Dueling

You gain a +2 bonus to Damage Rolls with Melee Weapons you wield in one hand if you are wielding no Weapon in your other hand. You gain a +1 bonus to Attack Rolls with such Weapons if no Creatures other than you are within 5 Feet of your Target.

Druidic Warrior

You learn three Cantrips of your choice from the Druid Spell List. They count as Ranger Spells for you.

Great Weapon Fighting

You gain a +1 bonus to Attack Rolls with Melee Weapons you are wielding with two hands and may roll their Core Damage Dice twice, choosing the higher result of each roll, similarly to Advantage. The Weapon must have the "Two-Handed" or "Versatile" Property for you to gain this benefit.

(Core Damage Die refers to the the Damage Die listed in the Weapon's description in the "Weapons and Armor" Document, including the extra Dice granted by Critical Hits and the Brutal Property)

Guardian

When a Source you can See attacks a Target other than You that is within your Reach, or within Reach of a Melee Weapon you are Wielding, you can use your Reaction to impose Disadvantage on the Attack Roll.

If the Attack still Hits, reduce the Damage it deals by your PB + your Level.

Mounted Fighting

You have Advantage on Saving Throws made to avoid falling off your Mount, and Controlled Mounts you are riding may take the Attack Action when giving your Mount a Simple Command. In addition, Mounting or Dismounting a Creature costs you only 5 Feet of Speed, rather than half your Speed.

Natural Weapon Fighting

You gain a +2 bonus to Damage Rolls with Natural Weapons. Natural weapons you Attack with gain one of the following Properties, depending on their Core Damage Type:

  • Piercing. Keen
  • Bludgeoning. Pummeling
  • Slashing. Vicious

Reflexive Fighting

At the start of your Turn, you may set your Speed to 0 until the start of your next Turn in order to enter a Defensive Stance. While in this Defensive Stance, you gain one additional Reaction, which is lost at the start of your next Turn. If you lose your Reaction due an Effect, you lose this additional Reaction alongside it.

Slayer

Choose two Creature Types from the following list: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Humanoids, Oozes, Plants or Undead. You gain a +2 bonus to Damage Rolls against those Creatures. Additionally, if you would Fail a Saving Throw caused by such a Creature, you may use your Reaction to reroll the Save.

Shooting

Being Prone does not grant you Disadvantage on your Attack Rolls made with Crossbows and Firearms. In addition, you gain a +1 bonus to your Weapon Attack Rolls with such Weapons.

Skirmisher

You may take the Disengage Action as a Bonus Action on each of your Turns. When you take the Disengage Action, you may immediately move up to half your Speed towards a Hostile Creature you can See.

Thrown Weapon Fighting

You may draw a weapon that has the Thrown Property as part of the Attack you make with it. In addition, your Ranged Attacks made with Thrown Weapons gain a +2 bonus to their Damage Roll.

Two-Weapon Fighting

When you engage in Two-Weapon Fighting, you may add your Damage Modifier to the Damage Roll of your additional Two-Weapon Fighting Attack. In addition, you gain a +1 bonus to Attack Rolls while engaged in Two-Weapon Fighting, with the specific Weapons used to engage in Two-weapon Fighting.

Unarmed Fighting

Your Unarmed Strikes made with Strength now deal 1d6 Damage and gain the Pummeling Property.

While both of your hands are free, this increases to 1d8 Damage.

 

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