Fighter Fighting Styles (5e Class Feature)
Fighting Style
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
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.
- Blind Fighting (UA)
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
- Close Quarters Shooter (UA)
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. Your ranged attacks ignore half cover and three-‐‑quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks
- 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.
- Interception (UA)
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Mariner (UA)
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC
- 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.
- Thrown Weapon Fighting (UA)
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 +1 bonus to the damage roll.
- Tunnel Fighter (UA)
You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stancethat lasts untilthe start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting (UA)
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
- Superior Technique (UA)
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.
General
- 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, but before you make the attack roll, as a bonus action, you may gain a bonus to the attack roll equal to your proficiency bonus. 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 the weapon already has this property the reach increases by a further 5ft.
- Hurler
When you throw a weapon, as part of the same attack, you may pull out another weapon and you do not incur disadvantage for attacking with a thrown weapon at its long range.
- 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
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.
- Close Shot Counter
Prerequisite: the campaign should allow firearms.
When creature makes a melee attack against you, you may use your reaction to make a ranged weapon attack against that creature. You may do this a number of times equal to 1 + your proficiency bonus(to a maximum of 5). You regain all expended uses after a long rest.
Finally, your ranged attacks against targets within 30 feet of you have a +1 bonus to attack rolls and ignore half cover and three-quarters cover.
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