Additional Fighting Styles

Drudenfusz

First Post
Made some new fighting sytles, since the ones in the player's hand book have not been enough for me.

Armor Accustomed
for Fighter and Ranger
While wearing medium armor your maximum Dexterity modifier you can apply to your AC increases by 1.

Canny Defense

for Fighter, Paladin, and Ranger
While you wear not any armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. You can use shields and still get this benefit.


Charm Defense
for Fighter, Paladin, and Ranger
While you wear not any armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can use shields and still get this benefit.


Combat Readiness

for Fighter, Paladin, and Ranger
You gain +2 bonus to initiative rolls.

Cunning Defense
for Fighter, Paladin, and Ranger
While you are not wearing heavy armor, you may used your Wisdom modifier instead of your Dexterity modifier in calculation of your AC.

Intangible
for Fighter, Paladin, and Ranger
You gain a +1 bonus to saving throws for which you not have a proficiency.


Personal Defense
for Fighter, Paladin, and Ranger
While you are not wearing heavy armor, you may used your Charisma modifier instead of your Dexterity modifier in calculation of your AC.


Pugilist
for Fighter, Paladin, and Ranger
Your unarmed strike uses a d4 for damage and has the light property.


Savvy Defense
for Fighter, Paladin, and Ranger
While you wear not any armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use shields and still get this benefit.


Tactical Defense
for Fighter, Paladin, and Ranger
While you are not wearing heavy armor, you may used your Intelligence modifier instead of your Dexterity modifier in calculation of your AC.




I think I also would like to have a fighting style that generates temporary hitpoints, but I have no good idea on that so far. Also, yes that all the defenses are available to all three classes is intetional, sure I assume that Ranger will go mostly with Savvy Defense while Paladin might prefer Charm defense (if they choose at all that this is a better approach than their armor), but I didn't wanted to limit out of the box characters.
Opinions? Any ideas for more fighting styles?


Updated after some feedback, keep it coming!
 
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just suggesting that pugilist should give you a bonus action to attack again and should probably have finesse, because otherwise i'm seeing it as an incredibly weak option.
 

What does the word "Inexplorable" mean? Unable to be explored? Did you mean "Inexorable"? Also I think the 3rd, 4th, and 5th one are too weak.
 

just suggesting that pugilist should give you a bonus action to attack again and should probably have finesse, because otherwise i'm seeing it as an incredibly weak option.
I certainly don't think that adding finesse would a good idea there... it seems also not really necessary, since all classes which have access to this rely on strength for melee combat anyway. Giving an action, and an attack at that, seems really not the way those fighting styles are meant to be. Sure, maybe something could be done there, maybe I will ad that this can be upgrated to a d6 if one would get a d4 damge from another source for unarmed combat. But I am also interested in other suggestions too, so keep them coming!

What does the word "Inexplorable" mean? Unable to be explored? Did you mean "Inexorable"? Also I think the 3rd, 4th, and 5th one are too weak.
I used the word I wanted to use there (it is a real word). But I like your suggestion too, maybe I will cange it. Keeped the name even though it was not the idea with which I started, so I can understand that it might be confusing. Anyway, I don't think that feat is weak, actually, I think it is quite strong. Same goes for +2 Initiative. In previous edition that might not have been much (I looking especially here at 4th Edition), but in 5th, there are not many initiative bonuses (are there any except the one feat? Which is not even available for tables that decide to play without feats). Also, I think it is better to have options that are sleightly on the weak side instead of providing strong options that only a power creep going, some people will take the option that you might think is weak and still enjoy having it.
 

First off, Canny, Charm, and Savvy Defense crush the monk and step on the barbarian's toes.

These are built to be armor wearing classes - making them essentially and better than the Monk or even the Barbarian is just something that doesn't sit well with me.

Here's what I would do:

Personal Defenses
Whenever you are not wearing heavy armor, you may used your Charisma or Wisdom modifier instead of your Dexterity modifier in calculation of your AC.

It doesn't step on any other classes' toes, but it does allow for a lightly armored character to not focus on Dexterity. Which I think would be the intent - so something like a very charming knight or a very intuitive bush hunter. The Barbarians Unarmored Defense which allows a shield is both for flavor and a little balance, since they're best when they grant advantage on attacks against them during Reckless Attack.

Savvy Defenses
Whenever you are wearing medium armor you may add 1 to the maximum Dexterity bonus allowed.

This is about half a feat, and it work well with said feat. This definitely allows for that light armored swashbuckler feel, and doesn't invalidate Defense Style in the least, I think.

Pugilist
You are proficient with your unarmed attack, and it deals 1d4 bludgeoning damage and has the light property.

This makes your unarmed attack actually worth something. While it's simple weapon and most of the classes have proficiency with it, it's just better to make sure that if your multi-class or that it may not indeed have access to it, to have access to it. With the light property, you can then make a standard twf attack with it.

Inexhaustible
You gain advantage on one saving throw in which you are proficient.

I don't see why you need a +1 to saving throw you don't know, and it's such a piddly bonus that it's not worth it. Also in the spirit of the rules philosophy, it would be easier to just use advantage/disadvantage.

Combat Ready
You gain advantage on initiative rolls.

this is strictly not better than what the Alert feat gives you, since you can still roll low on both dice, and a +2 is too fiddly; unlike Archery where it a +2 is huge because of the bounded accuracy.
 

Unarmored Defense
for Fighter, Paladin, and Ranger
While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your modifier for Constitution, Wisdom, or Charisma. You can use shields and still get this benefit. (This follows the barbarian and monk "fighting styles", I also do not think STR and INT are valid areas for Unarmored Defense, you may differ in opinion.)

Combat Readiness
for Fighter, Paladin, and Ranger
You gain advantage on initiative rolls. (This is a simple improvement that works better in the game rules.)

Inexplicable
for Fighter, Paladin, and Ranger
You gain a half proficiency bonus to saving throws you do not have proficiency in. (I actually do not like this one but at least this seems more balanced now.)

Martial Arts
for Fighter, Paladin, and Ranger
Your unarmed strike is now considered a finesse d4 bludgeoning weapon. You can make an unarmed strike as a bonus action. (This is as the monk but no escalating damage and no monk weapons.)

Fast Movement
for Fighter, Paladin, and Ranger
Your speed increases by 10 feet while you aren't wearing heavy armor or encumbered.

Toughness
for Fighter, Paladin, and Ranger
Your Hit Die increases to 1d12 (or 7) + your Constitution modifier. A fighter with the champion subclass whom selects Toughness fighting style with their Additional Fighting Style feature gains +9 HP and uses his d12 (or 7) from there on out.

I also list several optional versions of the fighting styles.

Archery
You gain +2 bonus to attack rolls you make with missile ranged weapons.

Throwing
You gain +2 bonus to damage rolls you make with thrown ranged weapons. Thrown weapons for you also have their maximum range increased to x4 (as a missile weapon) instead of x3 (as a thrown weapon).

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to attack rolls you make with that weapon.

Great Weapon Fighting
When you are wielding a melee weapon in two hands, you gain +2 bonus to damage rolls you make with that weapon. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection
As normal but, can use a shield or a weapon to activate the ability.
 


First off, Canny, Charm, and Savvy Defense crush the monk and step on the barbarian's toes.

These are built to be armor wearing classes - making them essentially and better than the Monk or even the Barbarian is just something that doesn't sit well with me.

Here's what I would do:

Personal Defenses
Whenever you are not wearing heavy armor, you may used your Charisma or Wisdom modifier instead of your Dexterity modifier in calculation of your AC.

It doesn't step on any other classes' toes, but it does allow for a lightly armored character to not focus on Dexterity. Which I think would be the intent - so something like a very charming knight or a very intuitive bush hunter. The Barbarians Unarmored Defense which allows a shield is both for flavor and a little balance, since they're best when they grant advantage on attacks against them during Reckless Attack.
That one is interesting! Not sure if people would really take it, maybe with the excaption of Ranger. But it seems like a nice option to have if one has something special in mind.

Savvy Defenses
Whenever you are wearing medium armor you may add 1 to the maximum Dexterity bonus allowed.

This is about half a feat, and it work well with said feat. This definitely allows for that light armored swashbuckler feel, and doesn't invalidate Defense Style in the least, I think.
Another good thinking, but also mostly interesting for Rangers. Maybe with a different name in addition to my collection?

Pugilist
You are proficient with your unarmed attack, and it deals 1d4 bludgeoning damage and has the light property.

This makes your unarmed attack actually worth something. While it's simple weapon and most of the classes have proficiency with it, it's just better to make sure that if your multi-class or that it may not indeed have access to it, to have access to it. With the light property, you can then make a standard twf attack with it.
Thanks, that is what I looking for, this is a good addition to mak ethe fighting style round. You deserve some XP!

Inexhaustible
You gain advantage on one saving throw in which you are proficient.

I don't see why you need a +1 to saving throw you don't know, and it's such a piddly bonus that it's not worth it. Also in the spirit of the rules philosophy, it would be easier to just use advantage/disadvantage.

Combat Ready
You gain advantage on initiative rolls.

this is strictly not better than what the Alert feat gives you, since you can still roll low on both dice, and a +2 is too fiddly; unlike Archery where it a +2 is huge because of the bounded accuracy.
I somehow don't like advantages on the fighting styles, it seems like they use plain bonuses and so I would prefer to keep it that way.
 

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