DND_Reborn
The High Aldwin
Based on the poll I made and other threads on Fighting Styles, I wanted to begin a new thread with my drafts so far. I will update them here in the OP as changes are made. Please review them if you are interested and if you have any feedback or suggestions, please let me know and thanks! (Also my thanks to those members who have already made suggestions!) My greatest concerns are for balance and synergies which might not be at first apparent as well as wording so the intent is clear.
UPDATE #1: All bonus action and reaction features are not available until you have the Extra Attack feature.
Archery
Blind Fighting
Defense
Dueling
Great Weapon Fighting
Jousting
Polearm Fighting
Protection
Thrown Weapon Fighting
Two-Weapon Fighting
Unarmed Fighting
UPDATE #1: All bonus action and reaction features are not available until you have the Extra Attack feature.
Archery
You gain a +2 bonus to ranged attack rolls you make with ranged and thrown weapons.
In addition, you can use your bonus action to take aim on a target. You gain a bonus on your next ranged weapon attack roll equal to your proficiency bonus if you make that attack before you move. You cannot be in the reach of a hostile creature to use this feature.
If a hostile creature moves within 5 feet if you, you can use your reaction to immediately move up to half your speed. This movement does not provoke an opportunity attack from that creature.
In addition, you can use your bonus action to take aim on a target. You gain a bonus on your next ranged weapon attack roll equal to your proficiency bonus if you make that attack before you move. You cannot be in the reach of a hostile creature to use this feature.
If a hostile creature moves within 5 feet if you, you can use your reaction to immediately move up to half your speed. This movement does not provoke an opportunity attack from that creature.
Blind Fighting
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
You can use your bonus action to indicate the position of an unseen creature which is not hidden within 5 feet of you. Any of your allies also within 5 feet of that creature can make melee weapon attacks against it without disadvantage until the start of your next turn.
When you are being attacked by a creature that is not hidden from you, you can use your reaction to deny that creature advantage on its next attack against you.
You can use your bonus action to indicate the position of an unseen creature which is not hidden within 5 feet of you. Any of your allies also within 5 feet of that creature can make melee weapon attacks against it without disadvantage until the start of your next turn.
When you are being attacked by a creature that is not hidden from you, you can use your reaction to deny that creature advantage on its next attack against you.
Defense
While you are wearing armor you gain the benefits of this style. You gain a +1 bonus to your AC and you can don and doff armor in half the normal time required. You can reduce your level of exhaustion even while taking a long rest in armor.
When you take the Dodge action, you can use your bonus action to make a melee weapon attack, but your attack is made with disadvantage. If you have the Extra Attack feature, this attack is made without disadvantage.
If you are wearing armor and you are hit by an attack, you can use your reaction to reduce the damage you take by an amount equal to your proficiency bonus (to a minimum of 0).
When you take the Dodge action, you can use your bonus action to make a melee weapon attack, but your attack is made with disadvantage. If you have the Extra Attack feature, this attack is made without disadvantage.
If you are wearing armor and you are hit by an attack, you can use your reaction to reduce the damage you take by an amount equal to your proficiency bonus (to a minimum of 0).
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
You can use your bonus action, instead of a weapon attack, to attempt to disarm your target. (See DMG, p. 271)
When a melee weapon attack is made against you, you can use your reaction to impose disadvantage on the attack. You must be aware of the attack to use this feature.
You can use your bonus action, instead of a weapon attack, to attempt to disarm your target. (See DMG, p. 271)
When a melee weapon attack is made against you, you can use your reaction to impose disadvantage on the attack. You must be aware of the attack to use this feature.
Great Weapon Fighting
You must be wielding a weapon with two hands, and that weapon must have either the two-handed or versatile property, for you to gain any benefit from this style. When making a melee weapon attack, you gain a +1 bonus to your attack roll and a +1 bonus to your damage.
When you take the attack action and hit a creature, you can use your bonus action to attempt to shove that creature.
If you are not surprised, you can use your reaction to make a melee weapon attack against a target when it enters your reach.
When you take the attack action and hit a creature, you can use your bonus action to attempt to shove that creature.
If you are not surprised, you can use your reaction to make a melee weapon attack against a target when it enters your reach.
Jousting
You do not suffer disadvantage when you attack a target within 5 feet of you when wielding a lance.
In addition, you can use your bonus action to spur your mount into a charge while you are mounted. If your mount moves at least 20 feet prior to your making a melee weapon attack with a lance, your damage increases to 2d12 for the weapon.
If you would fall from your mount, you can use your reaction to stay on your mount instead.
In addition, you can use your bonus action to spur your mount into a charge while you are mounted. If your mount moves at least 20 feet prior to your making a melee weapon attack with a lance, your damage increases to 2d12 for the weapon.
If you would fall from your mount, you can use your reaction to stay on your mount instead.
Polearm Fighting
When you make an attack with a weapon with the reach property against a creature not within 5 ft. of you, make the attack roll with advantage.
If a hostile creature is within 5 feet of you, you can use your bonus action to disengage and move 5 feet away from the creature.
When a creature misses you with a melee weapon attack, you can use your reaction to attempt to shove the creature.
If a hostile creature is within 5 feet of you, you can use your bonus action to disengage and move 5 feet away from the creature.
When a creature misses you with a melee weapon attack, you can use your reaction to attempt to shove the creature.
Protection
You must be wielding a shield to gain any benefits from this style. You grant all allies within 5 feet of you a +2 bonus to their AC if you are not incapacitated. Your ally can gain this benefit even it they are also wielding a shield.
You can use your bonus action to grant yourself an additional +1 bonus to your AC until the start of your next turn.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
You can use your bonus action to grant yourself an additional +1 bonus to your AC until the start of your next turn.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon provided the weapon is readily accessible. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
When you make a ranged weapon attack with a thrown weapon, you can use your bonus action to gain advantage on your attack roll.
If you have a weapon with the thrown property in hand prior to your first turn in combat, you can use your reaction to make a ranged weapon attack with that weapon prior to your first turn as long as you are not surprised.
OPTION under consideration: If a hostile creature within 20 feet of you provokes an opportunity attack by moving away from one of your allies, you can use your reaction to make an opportunity attack against that creature with a weapon that has the thrown property.
When you make a ranged weapon attack with a thrown weapon, you can use your bonus action to gain advantage on your attack roll.
If you have a weapon with the thrown property in hand prior to your first turn in combat, you can use your reaction to make a ranged weapon attack with that weapon prior to your first turn as long as you are not surprised.
OPTION under consideration: If a hostile creature within 20 feet of you provokes an opportunity attack by moving away from one of your allies, you can use your reaction to make an opportunity attack against that creature with a weapon that has the thrown property.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
When you use your bonus action to make an attack with a second weapon, you can make two attacks with that weapon instead of one if you have the Extra Attack feature.
If a creature hits you with a melee weapon attack, you can use your reaction put your opponent off-balance, imposing disadvantage on their next melee weapon attack.
When you use your bonus action to make an attack with a second weapon, you can make two attacks with that weapon instead of one if you have the Extra Attack feature.
If a creature hits you with a melee weapon attack, you can use your reaction put your opponent off-balance, imposing disadvantage on their next melee weapon attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully grapple a creature, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
When you have a creature grappled, you can use your bonus action to try to move it up to half your speed if you move with it, or you can attempt to knock it prone.
If a creature successfully escapes your grapple, you can use your reaction to attempt to grapple the creature again. If you fail, the creature gains advantage on any attacks it makes on you until the end of its turn.
When you successfully grapple a creature, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
When you have a creature grappled, you can use your bonus action to try to move it up to half your speed if you move with it, or you can attempt to knock it prone.
If a creature successfully escapes your grapple, you can use your reaction to attempt to grapple the creature again. If you fail, the creature gains advantage on any attacks it makes on you until the end of its turn.
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