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


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Had downtime. Have fun with this.


Dungeon Fighting
Your melee attacks with a torch deal fire damage equal to 1d4 damage plus your Strength modifier.
In addition, you no longer have disadvantage on attack rolls and Dexterity saving throws when squeezing into a smaller space.

Heavy Weapon Fighting
If you successfully shove a creature, you may push the creature 10 feet away from you. If you choose to knock the creature prone instead, the creature's speed is also reduced by 10 feet until the start of your next turn. You must be wielding a heavy weapon to gain this benefit.

Improvised Fighting
You gain a +2 bonus to damage rolls with improvised weapons

Jousting
You do not suffer disadvantage when you attack a target within 5 feet of you with a lance.
In addition, when you are mounted and hit with a melee attack using a lance after moving at least 20 feet prior, you can add one of the lance's damage die to the damage roll

Matador
When you are wielding a melee weapon in one hand and a cloak or cape in the other hand, you gain a +1 bonus to AC, Strength saving throws, and Dexterity saving throws.

Monkey Grip
You can wield weapons made for a creature one size larger than you with a -4 penalty to attack rolls instead of disadvantage. The weapon must not have the heavy property.
In addition, you can wield a weapon without penalty if you are a small character.

Net Fighting
When you are wielding a net in one hand and no shield, you gain a +2 bonus to AC

Shieldbreaker
When you are wielding a flail, mace, morning star, or warpick, you gain a +2 bonus to damage rolls with that weapon
In addition, if you attack a creature with a shield with a flail, mace, morning star, or war pick, you gain +2 bonus to attack rolls with that weapon.

Zen Archery
You can use your Wisdom modifier instead of your Dexterity modifier when making a attack roll with a ranged or thrown weapon
 

I recall two but one problem with fighting styles is they are a bit fiddly
Guiding/Leading or Vanguards Strike
If your attack hits any attack that follows it against the same target gains your Intelligence modifier damage bonus.
Opening Gambit
Any one who attacks the enemy you hit til the beginning of your next turn does so with a +1 to their attack roll.
 

Spell-blade Style You can cause any weapon you wield to deal Cold, Fire, Thunder, Lightning, or acid damage, instead of its normal damage, and can change the damage type as part of drawing or attacking with the weapon. As a bonus action, you can intensify the elemental damage. Your attacks deal bonus damage of the chosen damage type equal to your Intelligence Modifier until the start of your next turn.
 

School of The Magic Circle When attacking with any light weapon, you can treat it as finesse if it isn’t already, and [something Int related]
 


Here's the other Fighting style I had came up with for my Fighter sub class. All of them were based on a specific skill. Not all of 'em are winners...

Beguiling Raven Style
When you inflict damage to a creature with a weapon attack, you can choose to make the damage equal to your Charisma modifier. If you do so, one ally who can see you within 20 feet of the target can spend their reaction to move their speed. This movement does not provoke opportunity attacks from creatues that can hear you.

Brutal Badger Style
When you inflict damage with a simple melee weapon or a sling, you can spend a bonus action to make an additional attack with the same weapon. When you use your Action Surge class feature to take the Attack Action, you can make one additional attack with a simple melee weapon or a sling.

Dancing Mantis Style

Once per Attack Action, when you inflict slashing damage to a creature with a melee attack, you can choose to use your weapon to also inflict slashing damage equal to your Strength modifier OR your Dexterity modifier to a different creature within 5 feet of you.

Eagle Eye Style
When making a ranged weapon attack while you do not have advantage or disadvantage, you can choose to impose disadvantage on your attack. If that attack hits, select either Strength, Dexterity or Constitution: the target of the attack has disadvantage on their next Saving Throw of the selected ability until the start of their next turn. A creature cannot be affected in this way more than once per turn.

Fell Scorpion Style
Once per Attack Action, when you inflict piercing damage to a creature, you can add twice your Wisdom modifier to the damage roll, but if you do so the target of the attack has advantage on their next attack roll against you until the start of your next turn. The creature cannot be an Abberaton, a Construct, an Elemental or an Ooze. In addition, you can apply a dose of poison to a weapon, consume a potion, or administer a potion, as a bonus action.

(posibly could be split into two? I dunno)

Howling Wolf Style

When you score a critical hit, or use your Action Surge class feature, one ally that can hea you can use their reaction to make an attack. This ally adds your Charisma modifier to that attack roll.

(Considering the Champion is a crit fisher, it's surprising there's nothing that triggers on a crit...)

Raging Ram Style
Once per turn, when you inflict bludgeoning damage to a creature that is no more than 1 size larger than you, you can push that creature 5 feet and then you can move 5 feet. This movement does not provoke opportunity attack from the target, and you must end that movement within 5 feet of the target.

Regal Lion Style

When you roll for initiative, add wice your intelligence modifier to your Dexterity roll. After you and all your allies have olled, but before learning the result of your enemies' initiative roll, you can exchange initiative result with one willing ally that can hear you.

I also had more advanced fighting styles (the Divine Styles) later on in the subclass progression. I tried to make four, based on what I imagine as the main four types of Fighters: Sword and Board, Big Whacking Stick, Twin Weapons and Archer. I got two out of four that worked well, but I still needed work. I think the most interesting one was :

White Tiger Divine Style
When making an attack, you have a +2 bonus to damage rolls made against creatures you have already attacked this turn and a +2 bonus to attack rolls when attacking a crature you have not attacked this turn.

The idea being that using two weapon fighting you'd constantly have to weight in the advantage of spreading damage or focusing your fire. And of course, it would conbine with whatever other Fighting styles you had previously picked.
 


Something for the halflings and the Goliaths out there.

Stone Thrower You are proficient with thrown stones, ball bearings, and other similar objects that can fit comfortably in one hand, and can throw them with lethal force without the aid of a sling. The thrown objects are one-handed ranged weapons with a range of 60/100, and they deal 1d6 damage, and have the finesse property. You can draw a weapon as part of the attack, as long as it is a ranged attack.

Small objects are two-handed ranged weapons with a range of 20/60, and deal 1d8 damage, but can only use strength.

[possible addition]Additionally, you can throw an object that is the same size category as you, as a weapon in which you are proficient. It deals 2d6 damage, and the target must succeed on a Dexterity Saving Throw or be knocked prone. This weapon has a strength requirement of 13, and the range of the attack is a number of feet equal to twice your strength score. The attack and damage use your strength.

obviously the wording sucks, I’m in a hurry and just had the idea. Could be 2 separate styles, idk.

the point is to let Goliaths and other Powrful Build races throw some really big stuff at people, and to let halflings be the lethal little rock throwers they should be. Also, gives another decent ranged attack choice to strength characters.
 

We had a very similar thing as a racial trait for Halflings:

Stone Slinger. From a lifetime of games and fun, you are adept at throwing small, light objects quickly and with accuracy. When you make a ranged attack with a small, light object (no more than 1 lb.), you gain a +1 to the attack roll. Items include darts, daggers, and stones (not from a sling) . As a bonus action, you make an additional ranged attack when you are making a ranged attack with these small items.
 

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