Weapon-specific fighting styles

Gavin O.

First Post
In the PHB, there isn’t much choice of fighting style once you know what kind of weapon you’re wielding. If you’re using a one-handed weapon and a shield, you must pick dueling, as Great Weapon Fighting, Archery, and Two-weapon fighting don’t work as per the game rules. There’s always defense style, but +1 to AC is both not as effective and not as fun as dealing more damage, for the most part. The existing fighting styles are also almost all just pure numbers: +2 to hit, +2 to damage, +1 to AC. These new fighting styles will try to provide more interesting options to weapon-wielding characters, while also helping to distinguish the weapons from each other and giving more options to characters that acquire more fighting styles from multiclassing or the fighter subclass champion.


Axeman Style: When you make an attack with a handaxe, a battleaxe, or a greataxe, you can choose to put the full weight of your body into your swing. Doing so lets you deal an extra 1d8 slashing damage if you hit, but if you miss, your AC decreases by 2 until the end of your next turn (cumulative with multiple misses). You also gain a +2 bonus to damage rolls against prone targets.

Bludgeoner Style: When you hit a creature with a weapon attack using a weapon that deals bludgeoning damage, the target has disadvantage on the next ability check or Constitution saving throw it makes before the end of your next turn. In addition, you gain a +1 bonus to damage rolls with bludgeoning weapons, except for the Maul.

Opportunist’s Style: You can take one extra reaction during each round of combat. In addition, if you take the ready action on your turn to ready an attack, you can make the number of attacks you could normally make with your attack action (as granted by Extra Attack or a similar feature) as part of that reaction, instead of just one attack.

Flexible Weapon Style: When you hit a creature within 5 feet of you with a weapon attack from a Flail or Whip, you can choose to deal half damage. If you do, the target must make a Dexterity saving throw(DC 8+ your proficiency bonus + your strength or dexterity modifier), and if it fails, it drops one item of your choice that it is holding. Also, your attacks with a flail or whip ignore the AC bonus offered by shields or specific weapons.

Blade Dancer Style: When you miss with a weapon attack using a dagger or scimitar, you deal slashing damage to the target equal to your Dexterity modifier

Dagger Style: When you score a critical hit with a weapon attack using a dagger, the attack deals extra damage equal to your dexterity modifier. In addition, you can attack twice, instead of once, whenever you use a bonus action to make a weapon attack using a dagger. If that attack didn’t allow you to add your ability modifier to the damage (such as with two-weapon fighting), then neither of the attacks do.

Fencer’s Style: When you take the attack action on your turn using a Dagger, a shortsword, a rapier, or a longsword, you can forgo one of your attacks to prepare for your foe’s strike. The next creature that attacks you until the start or your next turn provokes an opportunity attack from you, and if you hit with that attack, the target has disadvantage on its own attack.

Spearman Style: If you move at least 15 feet in a straight line towards your target before taking the attack action with a Spear, Pike, Lance, or War Pick, you can put the force of your momentum into your thrust. Instead of making an attack roll, the target must make a Dexterity Saving Throw, DC 8 + your Strength Modifier + your Proficiency bonus. If the target fails, your attack hits and is an automatic critical hit. If the target succeeds, your attack misses and you move 5 more feet in the same direction and must succeed on a DC 13 acrobatics check or fall prone. If you have multiple attacks as part of your attack action, you can’t make this special attack more than once in the same turn.

So what do you think? Would these be fun and/or balanced? Have you ever used or had your players use strictly outclassed weapons like the flail or war pick?
 

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I think your underselling +1 AC. with 14 AC it's not much, but turning 20 into 21 take you from hard to hit to nearly un-hit-able at low levels. Ac is interesting in that the more you invest in it, the more valuable that next +1 is.

Anywoo. This level of customization is a bit fiddly for me. I would prefer it at the feat level than at the fighting Style level. In fact I rather liked a lot of the Weapon Feats in Unearthed Arcana like Fell-handed.
 

So what do you think? Would these be fun and/or balanced? Have you ever used or had your players use strictly outclassed weapons like the flail or war pick?
As a general rule, 5E doesn't want to lock any character into one particular type of weapon, because whether you use a longsword or a battleaxe is mostly going to depend on which magic items you happen to find. Regardless of their other merits, a +1 flail is better than a non-magical longsword in every way that counts.
 

I think your underselling +1 AC. with 14 AC it's not much, but turning 20 into 21 take you from hard to hit to nearly un-hit-able at low levels

Except in the extreme cases where an opponent hits you on less than a 1 or misses on more than a 20 (where +1 AC does nothing), adding +1 to AC always decreases your chance to hit by exactly 5%, since 5% is the odds of your attacker rolling the one dice result that would hit if you didn't have Defense Style but not if you did. For the sake of arguments, let's say the monster dealt an average of 10 damage per hit. That means that the defense fighting style is saving you, on average, (10*5%) = 0.5 damage per attack over not having it. That's not nothing, but it's not that significant.

Your point about fiddly customization is valid, but fiddly customization is the thing I like about DnD
 

As a general rule, 5E doesn't want to lock any character into one particular type of weapon, because whether you use a longsword or a battleaxe is mostly going to depend on which magic items you happen to find. Regardless of their other merits, a +1 flail is better than a non-magical longsword in every way that counts.

That's true, but the current fighting styles mostly have that problem as well. If you have the dueling style and find a +1 Longbow, or a +1 Maul, you can't use it effectively. The DM still has to tailor the magic items they drop if they don't want to give the PCs something they can't or don't want to use. Plus, think of how excited a character would be if they did find the specific magic item that would really help them. A character with the dagger fighting style would be more excited to find a +1 dagger, it would mean more to them than it would to another character.
 

Except in the extreme cases where an opponent hits you on less than a 1 or misses on more than a 20 (where +1 AC does nothing), adding +1 to AC always decreases your chance to hit by exactly 5%, since 5% is the odds of your attacker rolling the one dice result that would hit if you didn't have Defense Style but not if you did. For the sake of arguments, let's say the monster dealt an average of 10 damage per hit. That means that the defense fighting style is saving you, on average, (10*5%) = 0.5 damage per attack over not having it. That's not nothing, but it's not that significant.

With how bounded accuracy works AC stays relatively static so that 5% is always valuable, but HP's of monsters becomes drastically larger.

So as your monsters start doing more damage on a single hit the 5% is still 5%. But the static+2 to damage of Dueling or 1.83 average damage of GWF becomes less valuable as HP bloat makes it less and less a significant part of the HP total.

Your point about fiddly customization is valid, but fiddly customization is the thing I like about DnD

Sure, lot's of people do, but other editions embraced that a lot more that 5e did. In fact I'd say fiddly customization is antithetical to 5e design paradigms.
 

the static+2 to damage of Dueling or 1.83 average damage of GWF becomes less valuable as HP bloat makes it less and less a significant part of the HP total.

For fighters, the effectiveness of static damage bonuses scales with the number of extra attacks you get. +2 damage per hit for one hit is a lot less than +2 damage per hit for 4 hits. A 20th level fighter who uses action surge and makes one attack as a bonus action can trigger the damage bonus from dueling style 9 times. Paladins and Rangers get fewer chances to apply that damage, but they both get at least one extra attack. The only fighting style that doesn't scale at all is Two-weapon fighting.
 

Unearthed Arcana did some weapon feats that might give you some ideas. I think they were for weapon groups like axes, swords, and spears, etc.
 

That's true, but the current fighting styles mostly have that problem as well. If you have the dueling style and find a +1 Longbow, or a +1 Maul, you can't use it effectively.
Those are things that would require you to drastically change your character concept, though. The fighter with a maul is a very different character from the fighter with a sword and shield or the fighter with a longbow. The difference between a greatsword and maul, or longsword and battleaxe, is mostly cosmetic. That's the pain which the rules are designed to avoid - that you might suffer significant mechanical advantage for having made a cosmetic decision.

The DM still has to tailor the magic items they drop if they don't want to give the PCs something they can't or don't want to use. Plus, think of how excited a character would be if they did find the specific magic item that would really help them. A character with the dagger fighting style would be more excited to find a +1 dagger, it would mean more to them than it would to another character.
The game doesn't assume that the DM will be tailoring magic items to the players, though. If you roll randomly for loot, or play a if you play a published adventure, then you can only find the weapons that are there and your character concept is irrelevant to that.

As someone who was briefly dragged into a high-level game with a weapon-specific character build (hand crossbow), I can say with some confidence that a character built around one specific weapon type is highly likely to never find a magical version of that specific weapon. There's a good reason why so many fighters in 2E specialized in the longsword.
 

For fighters, the effectiveness of static damage bonuses scales with the number of extra attacks you get. +2 damage per hit for one hit is a lot less than +2 damage per hit for 4 hits. A 20th level fighter who uses action surge and makes one attack as a bonus action can trigger the damage bonus from dueling style 9 times. Paladins and Rangers get fewer chances to apply that damage, but they both get at least one extra attack. The only fighting style that doesn't scale at all is Two-weapon fighting.

Two weapon fighting scales with Ability Mod to damage, but +3 to +5 ain't much that's for sure.

You're right that a high level fighter will get more out of static bonuses to damage (also Horde Breaker Rangers and Gloom Stalkers).

So lets look at a level 20 Fighter action surging turning dueling style 16 damage a round. or 6.25% of a the average HP of a CR 17 Adult Red dragon. Without Action Surging that fighter's damage from dueling is at 3.13% of the monsters HP. Paladins and Rangers and 1.56%. It will of course be less against more powerful creatures, and more against less powerful creatures.

And yet that +1 AC is as you said 5% damage reduction always on, now and forever, against whatever you're fighting.
 

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