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# Fighting Styles ##### For all your weapon using needs
##### Fighting Styles | Fighting Style | Classes | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Archery | Fighter, Ranger | Something | — | — | — | — | — | — | — | — | — | — | — | | 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| ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ | — | — | — | — |
\pagebreakNum #### Archery You gain a +1 bonus to attack rolls you make with a bows. In addition, bows you wield gain the Brutal property if they did not already have it. #### Blessed Warrior You learn two 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. While your AC is 20 or more, you gain the Absorptive property 1 higher than normal. #### 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 two 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 die 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 mechanical description, including the extra die granted by critical hits and the Brutal property) #### 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 movement, 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 primary damage type: - **Piercing.** Keen - **Bludgeoning.** Pummeling - **Slashing.** Vicious \columnbreak #### Protection When a creature you can see attacks a target other than you that is 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 1d10 + your level. #### Reflexive Fighting At the start of your turn, you may make your speed become 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 can use your reaction to reroll the save. #### Shooting When making an attack with a crossbow or firearm while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. In addition, you gain a +1 bonus to attack rolls with such weapons. #### Skirmisher You can take the Disengage action as a bonus action. When you take the Disengage action, you may immediately move up to half your speed towards an enemy you can see. #### Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the 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 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.