Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting Style you know with another Style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.
Arcanist Warrior: You learn two cantrips of your choice from the
Wizard Spell List. They count as
Wizard Spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the
Wizard Spell List.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting: 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.
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. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the
Cleric Spell List.
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.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Duelling: 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.
Druidic Warrior: You learn two cantrips of your choice from the
Druid Spell List. They count as
Druid Spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the
Druid Spell List.
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.
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: 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 melee weapon to use this reaction.
Mariner: 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.
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.
Superior Technique: You learn one of your choice of
Maneuvers, if a maneuver requires a saving throw the DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, and if no are not a Battlemaster it is a d6. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting: 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 can add your ability modifier to the damage of the off-hand attack.
Unarmed Fighting: 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. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Weaponmaster's Mark: When you hit a creature with a melee weapon attack, you mark the creature until the beginning of your next turn. This effect ends early if you are
Incapacitated or you die, or if someone else marks the creature. A creature marked by you has disadvantage on any attack roll that doesn’t target you.