Fighting Style Feats
These feats are in the Fighting Style category, and are typically gained from the Fighting Style feature that certain classes have.
You learn two Cleric cantrips of your choice. The chosen cantrips count as Paladin spells for you, and Charisma is your Spellcasting Ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.
You learn two Druid cantrips of your choice. The chosen cantrips count as Ranger spells for you, and Wisdom is your Spellcasting Ability for them. Whenever you gain a Ranger level, you can replace one of those cantrips with another Druid cantrip.
You gain a +2 bonus to Attack Rolls you make with Ranged weapons.
You have Blindsight with a range of 10 feet.
While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
While you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to Damage Rolls with that weapon.
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
When a creature you can see hits another creature within 5 feet of you with an Attack Roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 + your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering Attack Roll and all other Attack Rolls against the target until the start of your next turn if you remain within 5 feet of the target.
When you hit with a Ranged Attack Roll using a weapon that has the Thrown property, you gain a +2 bonus to the Damage Roll.
When you make an extra attack as a result of using a weapon that has the Light property, you can add your Ability Modifier to the damage of that attack if you aren't already adding it to the damage.
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 + your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the Attack Roll, 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.
Blessed Warrior
(Prerequisite: Paladin)You learn two Cleric cantrips of your choice. The chosen cantrips count as Paladin spells for you, and Charisma is your Spellcasting Ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.
Druidic Warrior
(Prerequisite: Ranger)You learn two Druid cantrips of your choice. The chosen cantrips count as Ranger spells for you, and Wisdom is your Spellcasting Ability for them. Whenever you gain a Ranger level, you can replace one of those cantrips with another Druid cantrip.
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.
Defense
While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Dueling
While you're holding 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 damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Interception
When a creature you can see hits another creature within 5 feet of you with an Attack Roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 + your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering Attack Roll and all other Attack Rolls against the target until the start of your next turn if you remain within 5 feet of the target.
Thrown Weapon Fighting
When you hit with a Ranged Attack Roll using a weapon that has the Thrown property, you gain a +2 bonus to the Damage Roll.
Two-Weapon Fighting
When you make an extra attack as a result of using a weapon that has the Light property, you can add your Ability Modifier to the damage of that attack if you aren't already adding it to the damage.
Unarmed Fighting
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 + your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the Attack Roll, 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.