Alternate Fighting Styles

by SumtimesImFunny

Search GM Binder Visit User Profile

Alternate Fighting Styles

A Fighting Style Revision by SumtimesImFunny

Arcane Warrior

Prerequisite: Fighter Level 1,

You learn two cantrips of your choice from the wizard spell list. They count as fighter spells for you, and Intelligence is your spellcasting ability for them. At 5th level, you learn one 1st level spell from the wizard spell list. Whenever you gain a level in this class, you can replace one of these cantrips or spell with another cantrip or spell from the wizard spell list.

Archer

Replaces: Archery,

You gain a +2 bonus to attack rolls you make with bows. At 5th level, this bonus increases to +3, and you ignore half cover and three-quarters cover with bows, provided you haven't moved this turn or have height advantage on the target.

Athlete

Replaces: Mariner,

You gain a climbing and swimming speed equal to your speed, as long as you are not wearing Heavy Armor or holding a shield. At 5th level, you can stand up from prone, make a running long jump, or make a running high jump, using only 5 feet of movement.

Blind Fighter

Replaces: Blind Fighting,

You have Blindsight out to 10 feet from you. While you are not Incapacitated, attacks you make are never done at Disadvantage against creatures you percieve with Blindsight. At 5th level, you gain an additional 10 feet of Blindsight.

Bulwark

Replaces: Defense,

While you are wearing armor or holding a shield, you gain a +1 bonus to AC. At 5th level, this bonus becomes a +2.

Crossbowman

You ignore the Loading Property of crossbows, and gain a +1 bonus to attack and damage rolls with crossbows. At 5th level, you ignore half cover and three-quarters cover with crossbows, provided you haven't moved this turn or have height advantage on the target.

Crusher

You gain a +1 bonus to attack rolls with weapons that deal Bludgeoning damage. At 5th level, once per turn, when you deal Bludgeoning damage to a creature, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

Divine Warrior

Prerequisite: Paladin Level 2,

Replaces: Blessed Warrior,

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. At 5th level, you learn one 1st level spell from the cleric spell list. Whenever you gain a level in this class, you can replace one of these cantrips or spell with another cantrip or spell from the cleric spell list.

Dual Wielder

Replaces: Two-Weapon Fighting,

When holding a weapon in your main hand and off hand, you can add your ability modifier to the damage of the off-hand attack. At 5th level, you can make the off-hand attack as part of your Attack Action. When you do, you cannot make an off-hand attack using your bonus action.

Duelist

Replaces: Dueling,

When attacking a creature with a one-handed melee weapon, you gain a +2 bonus to damage rolls with that weapon if you have no creatures adjacent to you, other than the target. At 5th level, you also gain a +1 bonus to your Armor Class in these conditions.

Great Weapon Fighter

Replaces: Great Weapon Fighting,

When attacking with a weapon that you are holding with two hands, you gain a +2 damage bonus with that weapon. At 5th level, you can roll the weapon's damage twice and choose the desired total.

Guardian

You can make weapon attacks with Shields, using Strength for attack and damage rolls. On hit, they deal 2d4 Bludgeoning damage. Also, all creatures within 5 feet of you gain a bonus to their Armor Class equal to the Armor Class bonus of your shield. At 5th level, you and all creatures within 5 feet of you can add your Shield's Armor Class bonus to any Dexterity Saving Throw they make.

Gunslinger

Replaces: Close Quarters Shooter,

You gain proficiency with firearms. Firearm attacks made against creatures within 5 feet of you are not done at Disadvantage. At 5th level, you ignore the Loading Property of firearms.

Improvised Fighter

You gain proficiency with Improvised Weapons, and their damage die increases by one step (Maximum 1d12) when you attack with them. At 5th level, when attacking with an Improvised Weapon, you can choose to deal Bludgeoning, Piercing, or Slashing damage with the weapon, despite its damage type.

Lancer

You can use the Versatile damage die for Spears and Tridents while holding them in one hand. Also, attacking at long range doesn't impose disadvantage on Spear, Trident, or Javelin weapon attacks. At 5th level, the first melee attack with a Spear or Trident on your turn has a reach of 10 feet.

Peltast

Replaces: Thrown-Weapon Fighting,

You can draw a weapon that has the Thrown Property as part of the attack you make with that weapon. You also gain a +2 damage bonus with thrown weapons. At 5th level, attacking at long range doesn't impose disadvantage on thrown weapon attacks.

Piercer

You gain a +1 bonus to attack rolls with weapons that deal Piercing damage. At 5th level, once per turn, when you deal Piercing damage to a creature, you can reduce its speed by 10 feet until the start of your next turn.

Protector

Replaces: Protection & Interception,

When a creature you can see attacks a creature within 5 feet of you, you can use your reaction to impose Disadvantage on the attack. At 5th level, if the attack still hits after imposing disadvantage on it with your reaction, you reduce the damage dealt to the creature by your weapon's damage dice. You must be wielding a melee weapon to use this reaction.

Primal Warrior

Prerequisite: Ranger Level 2,

Replaces: Druidic Warrior,

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. At 5th level, you learn one 1st level spell from the druid spell list. Whenever you gain a level in this class, you can replace one of these cantrips or spell with another cantrip or spell from the druid spell list.

Pugilist

Replaces: Unarmed Fighting,

While not wielding a weapon on either hand, your Unarmed Strikes deal 1d6 Bludgeoning damage, and you can use Strength or Dexterity for the attack and damage rolls of Unarmed Strikes. At 5th level, the damage of your Unarmed Strikes increases to 1d8, and after you damage a creature with an Unarmed Strike, you can attempt to Grapple or Shove them using your bonus action.

Sentinel

Replaces: Tunnel Fighter,

When you take the Dodge action, you can make Opportunity Attacks without using your reaction, and you can make Opportunity Attacks against creatures that move within your reach. At 5th level, you can make Opportunity Attacks against creatures within 5 feet of you make attacks against a target other than you. You can only make one Opportunity Attack against a creature per round.

Slasher

You gain a +1 bonus to attack rolls with weapons that deal Slashing damage. At 5th level, once per turn, when you deal Slashing damage to a creature, you can deal Slashing damage to another creature within range equal to your Proficiency Bonus.

Superior Combatant

Prerequisite: Fighter Level 1,

Replaces: Superior Technique,

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

At 5th level, you learn another maneuver of your choice and gain an additional superiority die.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.