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*Dungeons & Dragons
Fighting Styles A Missed Opportunity
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<blockquote data-quote="Eubani" data-source="post: 7406117" data-attributes="member: 6689493"><p>In hindsight I believe that fighting styles have been a missed opportunity in that more could be easily added to ad more flavour into weapon using classes and provide new add in mechanics without having to go fully into a subclass but provide a little more crunch than a background. Thoughts?</p><p></p><p>Below are some of the new fighting styles that I have come up with, that I may add into my campaign after a few balance and wording passes.</p><p></p><p>(Warning if I could spell I would be dangerous)</p><p></p><p>Mobility: +5ft Move. The character gains +2 damage with weapon attacks if prior to making the attack they have moved 10ft or more.</p><p></p><p>Guerilla Warfare: If making a weapon attack when hidden roll damage dice twice and use the best result. Missed attacks do cause the character to lose hidden status.</p><p></p><p>Charge Reception: +2 damage with attacks using spears or pole arms and the enemy moved into melee since the end of the character's last turn.</p><p></p><p>Brawler: Unarmed attacks do 1d4 bludgeoning damage instead of 1pt. If the character's unarmed attacks gain a damage dice from another source they instead gain +2 damage with unarmed attacks.</p><p></p><p>Dagger Master: Weapon attacks with daggers have a crit range of 18-20. If the character gains an improved crit range from another source then instead add +2d4 damage on a crit instead.</p><p></p><p>Phalanx: Expend reaction and gain +1AC for each ally with a shield standing beside the character till the beginning of the character's next turn. (Max +2AC)</p><p></p><p></p><p>Offhanded Defence: +1AC if the character has an off hand weapon and does not attack with it on their turn. The bonus lasts till the beginning of the next turn or till the off hand weapon is used to make an attack.</p><p></p><p>Leader: 1/Rest Heal self or ally that can see or hear can spend a hit dice with a bonus equal to characters Charisma mod. Excess HP become Temp HP.</p><p></p><p></p><p>Sword Mage Style: On a turn that the character casts a spell of Lv1 or higher till the beginning of the next turn gain +2 damage with weapon attacks which also gain the same energy type as the spell if it had one.</p><p></p><p> </p><p>Sword Sage Style: Gain 2 manouvers and 1 superiority dice which is d6 (refreshes with short rest) or the same as your others if you get them from another source.</p><p></p><p>I have a few more in mind for Paladins and Rangers but need to mull over them a bit more.</p></blockquote><p></p>
[QUOTE="Eubani, post: 7406117, member: 6689493"] In hindsight I believe that fighting styles have been a missed opportunity in that more could be easily added to ad more flavour into weapon using classes and provide new add in mechanics without having to go fully into a subclass but provide a little more crunch than a background. Thoughts? Below are some of the new fighting styles that I have come up with, that I may add into my campaign after a few balance and wording passes. (Warning if I could spell I would be dangerous) Mobility: +5ft Move. The character gains +2 damage with weapon attacks if prior to making the attack they have moved 10ft or more. Guerilla Warfare: If making a weapon attack when hidden roll damage dice twice and use the best result. Missed attacks do cause the character to lose hidden status. Charge Reception: +2 damage with attacks using spears or pole arms and the enemy moved into melee since the end of the character's last turn. Brawler: Unarmed attacks do 1d4 bludgeoning damage instead of 1pt. If the character's unarmed attacks gain a damage dice from another source they instead gain +2 damage with unarmed attacks. Dagger Master: Weapon attacks with daggers have a crit range of 18-20. If the character gains an improved crit range from another source then instead add +2d4 damage on a crit instead. Phalanx: Expend reaction and gain +1AC for each ally with a shield standing beside the character till the beginning of the character's next turn. (Max +2AC) Offhanded Defence: +1AC if the character has an off hand weapon and does not attack with it on their turn. The bonus lasts till the beginning of the next turn or till the off hand weapon is used to make an attack. Leader: 1/Rest Heal self or ally that can see or hear can spend a hit dice with a bonus equal to characters Charisma mod. Excess HP become Temp HP. Sword Mage Style: On a turn that the character casts a spell of Lv1 or higher till the beginning of the next turn gain +2 damage with weapon attacks which also gain the same energy type as the spell if it had one. Sword Sage Style: Gain 2 manouvers and 1 superiority dice which is d6 (refreshes with short rest) or the same as your others if you get them from another source. I have a few more in mind for Paladins and Rangers but need to mull over them a bit more. [/QUOTE]
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