Fighting Styles

Sniper

Requires: you are wielding a ranged, non-thrown weapon.  

Green

Long Range: add 5ft to your weapon's optimal range for every level you have.  

Seasoned

Aim: when you are not threatened by melee weapons, you can use your Bonus Action to aim, granting +1d4 on your next attack roll. Alternatively, you can make a ranged Disarm, Grapple, or Trip attempt.  

Veteran

Overwatch: once per Proficiency per Round, when a creature you can see moves at least 10ft without cover, you can make a ranged attack against them with a stacking -1 penalty.  

Master

Sniper: you can ignore one source of Disadvantage on ranged attacks. You must be able to see the target and must not be threatened by a melee weapon.  

Champion

Thread the Needle: You can take a -5 to your attack to make your shot pierce the target. The attack hits each creature in a 5ft per Proficiency line behind the target, using the same attack roll, and stops when it would miss or do 0 damage. For each creature struck, the damage is halved, rounding down.   If the shot hits a solid object, the last enemy struck is pinned to the object. They count as Grappled, and must use their Action to escape, suffering 1d6 Bleeding Wounds in the process.  

Skirmisher

Requires: wielding a ranged weapon within its optimal range.  

Green

Range Advantage: +2 to ranged attack rolls within your weapon's optimal range.  

Seasoned

Point Blank: you do not suffer Disadvantage on ranged attacks when threatened by melee weapons.  

Veteran

Bouncing Shot/Piercing Shot: for every 3 by which you defeat a target's AC, you can extend the attack to another target, who suffers the same attack roll and damage roll. Piercing weapons can only hit targets directly behind the first one. Non-piercing weapons bounce to the side of the original target. The bounce misses if the total distance traveled by the projectile is more than its optimal range.  

Master

Soften 'em Up: you can use your Bonus Action to make an attack with Disadvantage. If you succeed, in addition to the regular effects, that target cannot make Opportunity Attacks against you until the start of your next turn.  

Champion

Curved Shot: you can suffer -5 to an attack roll to make a curving shot. For the purposes of cover, the attack counts as originating from another space of your choice that you can see. This space cannot be more than half of your weapon's optimal range away from you.  

Duelist

Requires: wielding a one-handed weapon, and either a buckler, a personal weapon, cloak, or nothing in your off hand.
You are trained at defeating foes in single combat by out-thinking and out-maneuvering them.  

Green

Parrying Hand: you gain a +1 to AC.  

Seasoned

Focus: add half your Intelligence Bonus to attack rolls and combat maneuvers while fighting only one opponent.  

Veteran

Riposte: once per Proficiency per round, you can attack an enemy after they miss you with an attack. They must be within your threatened range.  

Master

Two Steps Ahead: add 1d4 per your Intelligence Bonus to weapon damage as long as you are fighting only one opponent.  

Champion

Absolute Precision: on a natural 19, ignore the target's armor if the attack still hits. When you crit, your damage is maximized.  

Heavy

Requires: wielding a two-handed weapon.
You are trained in the use of two-handed weapons, using their size to great advantage.  

Green

Really Big Weapons: you increase the Concussive or Armor Piercing for your weapon by 1.  

Seasoned

Smash It All: you deal double damage against inanimate objects.  

Veteran

Cleave: for every 3 by which you succeed your attack, you can apply the attack to an additional enemy within reach as long as there is nothing impeding the path of your weapon.  

Master

Whirling Steel: when you move less than 10ft on your turn, the area you threaten becomes Very Difficult Terrain and counts as an aura that deals damage of your weapon's type equal to your Strength Bonus and knocks targets back 5ft unless they succeed an Exertion Check.  

Champion

Pulverize: suffer a -5 to your attack roll to try to pulverize your targets. If the attack hits, add double your Strength Bonus to damage (quadruple if it crits), and the target must succeed an Exertion Check or be shove back 5ft per Strength Bonus and Knocked Prone.  

Guardian

Requires: wielding a shield larger than a buckler.  

Green

Shield's Up: your shield is always raised.  

Seasoned

Protector: use your Reaction to give Disadvantage to a ranged attack against an ally within 5ft of you.  

Veteran

Shielded Advance: the first Opportunity Attack against you each round hits your Shield if you can see the attacker.  

Master

Perfect Defense: increase the AC bonus of shields you wield by 2.  

Champion

Charging Bulwark: when an attack misses because of your shield, you can move up to half your speed and make an attack with a melee or thrown weapon. One ally within 5ft of you can follow you, but must stay behind you throughout the movement.  

Dual Wielder

Requires: you are wielding a weapon in each hand, and neither one is Heavy or Two-Handed.  

Green

Offhand Defense: you have +1 AC.  

Seasoned

Surprising Strike: your offhand weapon attacks add your Strength Bonus to damage.  

Veteran

Dual Strike: whenever you succeed an Attack Roll with either of the weapons you wield by 5 or more, you hit with both weapons. The attack deals both weapons' damage + double your Strength Bonus.  

Master

Fluid Strike: when you miss an attack with your primary weapon, your next attack with your offhand weapon has Advantage.  

Champion

Overwhelming Critical: when you crit with your primary weapon, the offhand weapon crits as well. Roll crit damage separately for both weapons and add them together.  

Brawler

Requires: wielding no weapons, brass knuckles, gauntlets, or other knuckle wrappings.  

Green

One-Two: when you succeed an Unarmed Attack, you can use your Bonus Action to make a second Unarmed Attack with +1 Concussive.  

Seasoned

Dirty Fighting: you can attempt to Trip or Grapple a target as part of an unarmed attack.  

Veteran

Deadly Hands: for every 3 by which your attack succeeds, your unarmed strike deals an additional die of damage.  

Master

Like a Butterfly: you get +2 AC.  

Champion

Like a Bee: increase the damage die of your Unarmed Attacks by 1 step. When you crit, your Unarmed Attacks add 2 to their Concussive.  

Grappling

Requirements: you are proficient in Grappling and wielding no more than a Personal Weapon in each hand.  

Green

Quick Grab: you can make a Grapple Check as a Bonus Action.  

Seasoned

Take 'em Down: the first time you succeed a Grappling Check each round, you can attempt to Shove, Trip, or Disarm the target.  

Veteran

Ground and Pound: whenever you succeed a Grapple Check, the target suffers damage from one weapon you are wielding (fists count too). If they are prone, you can attack them with both weapons you wield instead.  

Master

Masterful Technique: choose Dexterity, Intelligence, or Wisdom when you get this ability. Add that Attribute's bonus to your Grapple Checks in addition to your Strength.  

Champion

Always In Control: when you succeed a Grapple Check to escape a grapple, you can choose to continue the grapple from the same stage with yourself in control (instead of simply reducing the grapple by one stage.  

Anti-Armor

Requirements: wielding a weapon with either the Armor Piercing or Shanking.  

Green

Armor Piercer: weapons you wield increase their Armor Piercing by 1, or increase its damage die by 1 step if it is Shanking.  

Seasoned

Half-Swording: you can use your Bonus Action to enter Half Swording stance. In this stance, your attacks have Disadvantage and your weapon no longer has Reach if it had it but it gains Shanking.  

Veteran

Find The Gap: for every 3 by which your attack against an armored opponent succeeds, increase the Armor Piercing value of your weapon by 1.  

Master

Cut the Straps: when you succeed an attack by at least 5 against an opponent in armor, they lose one armor die until they can repair their armor.  

Champion

Armor Slayer: when you deal damage with a Shanking weapon against an opponent who is Locked Down or Incapacitated, your damage dice increase by two steps.  

Swordmaster

Requirements: you are wielding a sword.  

Green

Always In Motion: whenever you make an attack, you can move 5ft as part of the attack.  

Seasoned

Iaido: you can draw your weapon in the blink of an eye. Add your Proficiency to Initiative rolls. If you initiate the combat, you can also make an attack as part of the Initiative roll.  

Veteran

Fluid Strikes: when you succeed an Attack Roll, you can make another attack against the same target or another target within 5ft of it with a -1 penalty. If you miss an attack,  

Master

Impossible Cut: your mastery with the sword allows you to slice through things that are normally impervious to sword strikes (such as metal chains). To do so, you must spend 3 Hit Dice, and your next sword attack counts as Adamantine and Magical.  

Champion

Divide the River: once per Meal, when you are targeted by magic that has a physical manifestation (such as a beam or ray), you can make the Save against it with an attack roll. If you succeed, you slice the beam in half around you. This might hit other things nearby at the GM's discression, but will only have half the effect as normal if it does.  

Lancer

Requirements: you are mounted and wielding a spear, lance, or similar Piercing weapon.  

Green

Two as One: if you are not proficient in Handle Animal, you become proficient. If you are proficient, then you gain Expertise in Handle Animal (Jousting) or Handle Animal (Stay In The Saddle).  

Seasoned

Couched Lance: you can Couch your lance to provide extra power to your attacks. While couched, your attacks gain 1d10 damage, knock their targets Prone, and knock their targets back 5ft if they fail a Toughness Save. You must also succeed a Handle Animal (Stay In Saddle) Check with DC 15 (or 20 if the target succeeds their Toughness Save) or be knocked partially off your saddle.  

Veteran

Vicious Charge: when you make a Charge attack, your movement (including that of your mount) does not provoke Opportunity Attacks from creatures who are not Braced for a charge. Additionally, add 1d10 damage to the attack for every 10ft you moved in a straight line before the attack (this stacks with the 1d10 from Couching).  

Master

Deathly Momentum: when you Couch your lance, you use the weight and design of your armor to destroy your foes. Add 1 Armor Piercing to your attack for every armor die that your current armor has.  

Champion

Trampling Advance: your mount can attempt a Shove against a creature to move through its space. If your mount fails, it is diverted to the side of the target and cannot trample again this round. If your mount succeeds, then the target is knocked prone, suffers 1d10 Bludgeoning damage, and triggers an Opportunity Attack from you that does not use your Reaction. You can do this any number of times, but each subsequent attempt subtracts 1d4 from your mount's Shove attempt.