D&D 5E New Fighting Styles That Don’t Overshadow Existing Ones

This actually reminds me of a gap that I'd like to see filled: additional reactions. With new subclasses and feats granting more uses for reactions it feels really restrictive only having one. So how about something like this:

Opportunistic Fighting: Whenever you make an attack as part of a reaction, gain a +2 bonus to the attack roll. You can take one additional reaction each round.
I'd be on board with that. It would let the character use Ready to get his full complement of attacks, and still have a reaction to leverage for other class features or OA.
 

log in or register to remove this ad

This actually reminds me of a gap that I'd like to see filled: additional reactions. With new subclasses and feats granting more uses for reactions it feels really restrictive only having one. So how about something like this:

Opportunistic Fighting: Whenever you make an attack as part of a reaction, gain a +2 bonus to the attack roll. You can take one additional reaction each round.

Not a bad addition, but again a slight rewording IMO as otherwise this style allows you two reactions every round:

Opportunistic Fighting
Whenever you make an attack as part of a reaction, gain a +2 bonus to the attack roll. You can take one additional reaction if you use your reaction as part of this style.

Otherwise, I would suggest the feat we have for house-rules:

Reactive
You can take two reactions in a round instead of one.
 

I had a few in my old Cloud Mountain Disciple Fighter subclass I tried to make... I'll grab 'em from my computer later today, but here's a few I remember:

Kirin Soul Style
You can spend a bonus action to make one weapon you are wielding be counted as magical for the purpose of overcoming resistance to non-magical weapon until the end of your next turn. If the weapon you are wielding is already magical, you instead gain a bonus to damage roll with it equal to your Intelligence modifier. The selected weapon cannot have the Two-Handed property.

(Good for a gish and promotes use of Versatile weapons)

Monkey King Style
When you inflict damage with a weapon with the Reach property, or a quarterstaff, you can also move five feet without provoking opportunity attacks from the target of your attack. You treat the quarterstaff as having the Finesse property.

(Grants mobility and the finesse thing is just styling)

Cobra Fang Style
You have advantage on all attacks made with a Light weapon you drew as part of the Attack action. You can stow a weapon as a bonus action.

Serene Turtle Style
When you take the Dodge action you gain advantage on all Wisdom saving throws until you take damage or until you take a short rest, whichever comes first.

I got a few more but those are the ones I can recite easily.
 

here is my take on styles;

Defense: +1 AC,

Archery: +1 attack with ranged weapon attacks, +2 damage,

Weapon and shield: +1 AC from shield bonus, +1 weapon damage with single one handed melee weapon,

Twohanded weapon: +1d6 damage with twohanded melee weapon attacks,

Shield wall: while having a shield, give +1 AC to adjacent allies. Single ally cannot get this bonus more then 2 times(if there is more allies with this style around them)

Blessed/Nature warrior: get 2 cantrips from cleric/druid list, gain one extra cantrip at 8th and 20th level,

Thrown weapon:
you can draw thrown weapons as part of the attack,
double normal range of thrown weapons(if you have SS feat, add 50% to total range),
increase damage dice by one step while throwing the weapon,
You can throw any one handed melee weapon that you are proficient at the range of 10/20ft for 1d8 damage or 1d6 damage if it is a light weapon,

Reach weapon; while fighting with a weapon that has reach, increase the reach of that weapon by 5ft,

Two weapon fighting: add ability modifier to off hand damage and make off hand attack as the part of Attack action. If you have Extra attack feature you can make second attack with off hand weapon as a Bonus action.
 

I'm all for more options in 5E. I like the simplicity overall but it the designers went a bit too far towards simple for my tastes.

Anyway, anytime there is a discussion on expanding fighting styles, it becomes immediately apparent that the problem is the lack of distinction between a fighting style and a feat. Why are some abilities feats and why are some fighting styles? How did the designers make that designation?

Fighting Style almost feels like an afterthought (+1 AC? Boring). They scale don't scale at all like almost everything else in the game and again, it feels arbitrary as to what is a feat and what is a fighting style. I also don't like that they are restricted to fighters. Why can't rogues get Two-Weapon Fighting?

This is less of a problem with Fighting Styles and per se and more a flaw in the feat system.

I want to blow up the entire feat system, make fighting styles into feats, and grant the fighter a bonus feat instead, perhaps classifying feats at the same time, thus restricting choices at times.
 

Anyway, anytime there is a discussion on expanding fighting styles, it becomes immediately apparent that the problem is the lack of distinction between a fighting style and a feat. Why are some abilities feats and why are some fighting styles? How did the designers make that designation?

I've been saying that some feats feel like 'advanced' version of fighting styles, like Polearm Master or Shield Mastery or Heavy Armor Mastery etc
 

These are the ones I use at my table:

Parrying Style. When you Dodge as an action on your turn, once per turn until the start of your next turn, you can make an attack as a free action against an enemy within 5 ft that misses you with an attack.

Resilient Style(fighter only). You can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus.

War Wizardry Style (Fighter only). You learn two cantrips of your choice from the wizard spell list. 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.

Close Quarter Style. Being within 5 ft of an enemy doesnt impose disadvantage on range attack rolls and you deal +2 damage with ranged or thrown weapon in the enemy is within 15 ft of you.

Pavise Crossbowman Style. You can can use a shield without hands while wielding a crossbow with the two-handed property. You lose its benefit if you move on your turn.
 


But what if you want to use a shield that has hands?
No that's OP. Feet would be okay tho.
A shield with hands could wield another shield with hands, which in turn, could hold a shield with hands...It would become a portable wall of handsy protective gear!
 

Some ideas:
  • +1 AC (boring but reflects the defensive advantages of reach)
  • Enemies that move through your reach to attack you have disadvantage (Too strong? Imposing disadvantage could be a reaction but that would clash with polearm master - not something that would bother me personally though).
  • Take the shove action for free on a critical hit.
  • Can disengage as a bonus action if opponents lack reach.

With Batlle Master manouveres and Sentinel you already get a pretty good Polearm user, so enhancing those would be useful for a specialist
- Lunge attack gives you 15ft of stabbling range and Sentinel means victims cant move or disengage when they enter your range, push attack and manouvering attacks work great too
 

Remove ads

Top