Combat, Weapon Groups, and Fighting Styles (WIP)
Updated for 2024
Rules in Combat
Critical Hit Range
A weapon’s Critical Hit range is the range of numbers that, when rolled on a d20, grant a critical hit. By default, weapons only have a critical hit range of 1, scoring a critical hit when a 20 is rolled. Some class features (such as a Fighter’s Improved Critical), Fighting Style Feats, and weapon properties increase this range. In the event that multiple such effects apply, first use the largest range which defines clear numbers, followed by any effect which increases that range.
For example, if one effect grants you a critical hit range of 19-20, a second effect grants you a critical hit range of 18-20, and two other effects increase your critical hit range by 1, you would apply the larger of the two defined ranges: 18-20. Next you would apply both the effects which increase the range by 1, for a final critical hit range of 16-20.
Flanking
When a creature and at least one other creature are adjacent to a mutual enemy and on opposite sides or corners of the enemy’s space, they flank that enemy and each of them has a +2 on attack rolls against that enemy. A creature cannot flank an enemy that it cannot see and cannot flank when incapacitated. See Pg 251 of the 2014 DMG for additional information. (Note, I have changed the standard flanking bonus from gaining advantage to gaining a +2 bonus).
Initiative and Surprise
Initiative can use Wisdom or Dexterity. A creature who is surprised does not act in the first round and cannot take reactions until the start of their first turn.
Moving Through Other Creatures
You may move through a creature’s space without taking any additional action if, the creature is at least two size categories Larger or Smaller than you, is willing, or if either of you are Tiny or smaller. Moving through a creature’s space counts as difficult terrain. To move through an unwilling creature’s space which is not at least two size categories larger or smaller than you, you may spend an action or bonus action to Overrun or Tumble, described below.
Threatened Squares and Attacks of Opportunity
Threatened squares are those within the creature’s reach; squares which a creature can strike with a melee attack from their current position. Large and smaller creatures typically have a reach of 5 feet in all directions, but some creatures may have a larger reach. Certain weapons or abilities (such as some of the Fighting Style feats described below) may also grant a creature additional reach or allow them to Threaten squares which are beyond their reach. Any other creatures within a creature’s Threatened area are said to be “Threatened” by that creature.
A creature’s Threatened area represents the area which a creature can make Opportunity Attacks. A creature may make an Opportunity Attack against any creature whom they Threaten which takes an action that provokes such an attack. The most common example of this is moving out of a creature’s Threatened area without taking the Disengage action. In most cases, these attacks must be melee attacks and may only be performed when a melee weapon is equipped. However, some feats or special abilities may allow you to make Opportunity Attacks with ranged weapons or spells.
Special Actions in Combat
Disarm
When you use the Attack Action you may replace one or more of your attacks with a Disarm attempt. If you do so, you make an attack roll as normal. The target makes either an Athletics or Acrobatics check. If your attack roll is higher, you successfully disarm the creature and they drop an item they are holding which they are able to drop. If the target is larger than you or is holding their weapon with both hands, they gain advantage on their roll. If the target is smaller than you, they have disadvantage on their roll. If you successfully disarm a creature and have a free hand, you may take their weapon instead of letting it drop.
Grapple
When you use the Attack Action you may replace one or more of your attacks with a Grapple attempt, provided you have a free hand and the target is no more than one size category larger than you. You make an Athletics check opposed by the target’s Athletics or Acrobatics check (target’s choice). If you succeed, the target has the Grappled Condition.
Help
You may use your action to aid an ally’s attack against a creature whom you are adjacent to. Doing so grants the target ally Advantage on their next attack made against the target creature before the start of your next turn.
Mark
Certain Fighting Style feats allow an attacker to mark a target. This works similarly to what is described on page 271 of the 2014 DMG, but applies the Marked condition to the target and requires an appropriate feat to perform.
Overrun and Tumble
As either an action or a Bonus Action, a creature may attempt to Overrun or Tumble past an unwilling creature whose space they could not otherwise move through. To make an Overrun attempt, both creatures make an Athletics check. The larger of the two creatures has advantage on this check. If the creature attempting to move through the target’s space is successful, the target is rendered Off-Balance until the beginning of their next turn and the initiator may move through their space once as difficult terrain. To make a Tumble Attempt, both creatures make an Acrobatics check. If the moving creature is successful, they may move through the target’s space once (this is not considered Difficult Terrain). In either case, if the initiating creature fails the contest, they may continue to use the remainder of their movement, but may not move through the target’s space. A creature may only make a single Tumble or Overrun attempt against the same creature each turn.
Trip and Shove
When you use the Attack Action you may replace one or more of your attacks with either a Trip of Shove attempt. You make an Athletics check opposed by a target’s Athletics or Acrobatics check (the target chooses which skill to use). The larger creature has advantage on their check. If you are successful, you may either knock the target prone (if you made a Trip attempt) or push them back 5 feet (if you made a Shove attempt). If you are making a Shove attempt, you may instead move the target 5 feet in another direction, but if you do so, you suffer Disadvantage on your roll.
If you are proficient with Unarmed Attacks you may instead make an Unarmed Strike contested by the target’s Athletics or Acrobatics check in order to attempt a Trip or Shove. If you are successful, you do not deal damage to the target, but either knock them prone or push them 5 feet, as described above.
Fighting Style Overview
This system overhauls the standard Weapon Mastery, Weapon Proficiencies, Fighting Styles feature, and modifies several General feats in the 2024 D&D 5e ruleset. It adds many more Fighting Style feats which are tied to certain groups of weapons, creating unique advantages and disadvantages for use of each type of weapon and allowing both a greater degree of customization and distinction for martial classes.
Weapons are grouped into sixteen groups rather than simply Simple and Martial. Most classes select one or more of these groups to gain proficiency during character creation instead of their regular weapon Proficiencies. Armor and Tool Proficiencies are unaffected.
Class Changes
Below are the changes each class has to their starting proficiencies and class features.
Artificer
Weapon Proficiencies: You gain proficiency in two Weapon Groups of your choice from among the following: Blades (Light), Crossbows, Hammers (Light), Handguns, Longarms, or Spears.
Barbarian
Weapon Proficiencies: You gain proficiency in your choice of four weapon groups, excluding Handguns and Longarms. If you multiclass into Barbarian, you gain proficiency in two of these weapon groups.
Weapon Mastery: You may select two Fighting Style feats for which you meet the requirements. As your level increases you may select additional Fighting Style feats as shown on the Weapon Mastery column of the Barbarian Features table.
Bard
Weapon Proficiencies: You gain proficiency in your choice of two weapon groups from among the following: Axes (Light), Blades (Light), Blades (Medium), Bows, Crossbows, or Thrown.
Martial Training (College of Valor): You gain proficiency in your choice of two weapon groups, excluding Longarms.
Cleric
Weapon Proficiencies: You gain proficiency in your choice of two weapon groups from among the following: Axes (Light), Blades (Light), Blades (Medium), Crossbows, Hammers (Light), Lashes, or Spears.
Druid
Weapon Proficiencies: You gain proficiency in one weapon group of your choice from among the following: Blades (Light), Bows, Hammers (Light), Lashes, Polearms, Spears, Thrown, or Unarmed.
Fighter
Weapon Proficiencies: You gain proficiency in four weapon groups of your choice. You may also choose to forgo the selection of up to two of these groups. If you do so, you may select a Fighting Style feat for which you meet the requirements for each group you chose not to select. When you multiclass into Fighter, you gain proficiency in two weapon groups of your choice.
Weapon Mastery: You may select two Fighting Style feats for which you meet the requirements. As your level increases you may select additional Fighting Style feats as shown on the Weapon Mastery column of the Fighter Features table.
Tactical Master: When you attack with a weapon with which you are proficient, you may ignore any effects you would normally gain from your Fighting Style feats. In exchange you may gain the benefits of either the Push, Sap, or Slow Fighting Style feats for that attack, even if it is with a weapon for which these feats do not normally apply.
Monk
Weapon Proficiencies: You gain proficiency with Unarmed and one group of your choice from among the following: Blades (Light), Polearms, or Thrown.
Paladin
Weapon Proficiencies: You gain proficiency in three weapon groups of your choice, excluding Handguns and Longarms. You may also choose to forgo the selection of one of these groups. If you do so, you may select a Fighting Style feat for which you meet the requirements. When you multiclass into Paladin, you gain proficiency in two weapon groups of your choice, excluding Handguns and Longarms.
Weapon Mastery: You may select two Fighting Style feats for which you meet the requirements.
Ranger
Weapon Proficiencies: You gain proficiency in three weapon groups of your choice, excluding Handguns. You may also choose to forgo the selection of one of these groups. If you do so, you may select a Fighting Style feat for which you meet the requirements. When you multiclass into Ranger, you gain proficiency in two weapon groups of your choice, excluding Handguns.
Weapon Mastery: You may select two Fighting Style feats for which you meet the requirements.
Rogue
Weapon Proficiencies: You gain proficiency in three weapon groups of your choice from among the following: Axes (Light), Blades (Light), Blades (Medium), Bows, Crossbows, Handguns, Thrown, Unarmed.
Weapon Mastery: You may select two Fighting Style feats for which you meet the requirements.
Sorcerer
Weapon Proficiencies: You gain proficiency with the Quarterstaff and your choice of either Blades (Light) or Crossbows.
Warlock
Weapon Proficiencies: You gain proficiency with two weapon groups of your choice from among the following: Blades (Light), Crossbows, Lashes, Spears, or Thrown.
Wizard
Weapon Proficiencies: You gain proficiency with the Quarterstaff and your choice of either Blades (Light) or Crossbows.
Wild Oracle
Weapon Proficiencies: You gain proficiency with one weapon group of your choice from among the following: Blades (Light), Crossbows, Hammers (Light), Polearms, Spears, or Thrown.
Tarochi
Weapon Proficiencies: You gain proficiency with one weapon group of your choice from among the following: Blades (Light), Crossbows, Hammers (Light), Polearms, Spears, or Thrown.
Blood Hunter
Weapon Proficiencies: You gain proficiency with three weapon groups of your choice, excluding Handguns and Longarms. You may also choose to forgo the selection of one of these groups. If you do so, you may select a Fighting Style feat instead.
Feats and Weapon Mastery Properties
Weapon Mastery Properties
All Weapon Mastery properties have been replaced by feats using the same name and providing the same benefits. These feats (along with the weapon groups they apply to) are included in the table in the New Feats section below.
Feats
The Weapon Master feat has been removed as it is no longer relevant. All Fighting Style feats have been altered to apply to certain weapon groups. In addition, the following General Feats have been altered to apply to certain weapon groups and may have altered prerequisites. These changes are detailed in the Fighting Style Feats section below.
Charger
Crossbow Expert
Crusher
Defensive Duelist
Dual Wielder
Grappler
Great Weapon Master
Piercer
Polearm Master
Sentinel
Sharpshooter
Shield Master
Slasher
New Rules
New Weapons
Name
Damage
Properties
Group
Weight
Cost
Knuckle Hatchet
1d4 Slashing
Keen, Light, Finesse
Axes (Light)
1lb
5g
Thresher
1d10 Bludgeoning
Heavy, Reach, Two-Handed
Lashes
5lb
10G
Composite Bow
1d10 Piercing
Ammunition (Range 100/400; Arrow), Composite, Two-Handed
Bows
3lb
75
Keen: The weapon deals critical hits on weapon attack rolls of a 19 or 20, instead of just a 20. If a creature already has a similar ability (such as the Fighter’s Improved and Superior Critical features), then decrease the minimum roll needed by 1 after applying such abilities.
Composite: Composite weapons are ranged weapons which add a wielder's Strength modifier to attack and damage rolls with the weapon, instead of their Dexterity score. If the wielder has a Strength score of less than 13, they suffer disadvantage on attack rolls made with a Composite weapon and only add their Strength modifier to damage rolls if it is negative.
New Conditions
Bleeding
The creature suffers damage at the start of each round. The victim may use a standard action to perform a Medicine check (DC 13) to staunch the bleeding. If the creature is affected by multiple Bleed effects, only the most damaging one applies.
Incorporeal creatures and creatures without blood (such as most constructs and undead) are immune to the Bleeding condition
Dazed
The creature’s speed is halved (applied AFTER any flat speed reductions).
The creature can take either an action or bonus action on its turn, but not both.
The creature cannot take reactions or legendary actions.
Creatures immune to being stunned are immune to Dazed.
Marked
Opportunity attacks made against a marked creature do not consume the attacker’s Reaction. A creature may make an Opportunity Attack against a Marked creature even if they have already used their Reaction, but if a creature is unable to take Reactions that turn (such as if they are affected by the Shocking Grasp spell), they may not make an Opportunity Attack against a Marked creature. A creature may only make one Opportunity Attack per turn. Opportunity Attacks made against a Marked creature have Advantage.
Off-Balance
The creature has disadvantage on Dexterity saves
The creature does not apply its Dexterity bonus to its AC (unless negative)
Creatures immune to being Restrained or Prone are immune to being off-balance. Creatures which can float or hover at will (such as a ghost or an Air Elemental) are immune to being off-balance. Creatures with no definitive “top” of their body (such as Oozes) are immune to being off-balance.
Overwhelmed
The creature may not make more than one attack per round.
All creatures except the creature causing the Overwhelmed status effect gain a +2 bonus on attack rolls against the Overwhelmed creature. If multiple creatures are causing the Overwhelmed status effect, they both gain this bonus on attack rolls against the victim.
If the creature attacks, casts a spell, or uses any other ability that targets a specific creature against a creature other than the Overwhelming creature, the overwhelming creature may make an Opportunity Attack against the overwhelmed creature.
If the creature is no longer threatened by the Overwhelming creature, the effect caused by that creature ends, but any other Overwhelmed effects are unaffected.
Creatures with multiple heads or arms have advantage on saving throws against being Overwhelmed.
Wounded
Creature has disadvantage on Constitution saving throws.
All attack rolls against the creature have their critical hit range increased by 1 per stack of Wounded
Remove 1 stack at the start of each round.
A creature, or an adjacent creature may spend a standard action to make a Medicine check to clear all stacks of Wounded
Bloodied
A creature becomes bloodied when they are below half of their maximum health. This has no effect by itself, but certain abilities and feats function differently when either the user or the target is bloodied.
Weapon Groups
Below are the weapon groups, which weapons each group contains, the general roles each group plays, and a list of the feat summaries which apply to each group. Feats with their names in bold require level 4 and at least two other Fighting Style feats from an applicable group.
Axes (Heavy)
Greataxe, Battleaxe, Halberd
Deal deep wounds which hamper your victims, throw yourself into battle with reckless abandon, or become a flurry of steel as you swing your weapon in massive arcs around you.
Blind Savagery
Ignore damage resistances when attacking with Heavy Axes.
Bloodletter
Inflict Bleed to targets with Heavy Axes
Brutal Hack
Ability Score Increase. Inflict lingering injuries on attacks
Cleave
Make a second attack against a creature within 5 feet of the original target.
Deep Wounds
Inflict Wound on targets
Frightful Wounds
Frighten creature who strike who is Wounded or Bleeding
Great Weapon Master
Ability Score Increase. Deal Extra damage with Heavy weapons. Make additional attacks when you score a critical hit or reduce a creature to 0 HP
Marked for Death
Mark a target with a successful attack
Power Attack
Suffer a penalty to attack rolls in exchange for additional damage
Rolling Wheels
Move in a straight line, attacking all enemies within reach as you do so
Savage Assault
Ability Score Increase. Deal extra damage when bloodied. Gain bonus to attack rolls when multiple creatures threaten you.
Savage Throw
Heavy Axes gain the Thrown property
Slasher
Ability Score Increase. Reduce a creature's speed with a successful attack. A creature you strike with a critical hit has Disadvantage on attack rolls.
Swinging Arc
Swing a weapon in a semi-circle and force creatures to make a Dexterity save or suffer damage
Unending Attacks
Ability Score Increase. Make continual attacks with a cumulative penalty until you miss
Wearying Assault
Inflict Exhaustion on critical hits
Axes (Light)
Handaxe, Knuckle Hatchet, Sickle, War Pick
Focus on Hit and Run tactics which hamper the enemy, dealing additional damage to light armor and those who wear it, or relentlessly press a single target, especially one otherwise hampered.
Brutal Hack
Ability Score Increase. Inflict lingering injuries on attacks
Bully
Ability Score Increase. Deal Extra damage and Frighten when attacking the same target repeatedly.
Deep Cuts
Deal extra damage to Bloodied creatures
Exanguinate
Inflict Bleed on successful attack
Hack and Slash
Deal additional damage to creatures in Light Armor
Harry
You provide Flanking bonuses to any creature you Threaten
Hit and Run
Gain benefits of Disengage when you strike a creature with an attack
Master Render
Ability Score Increase. Increase critical hit range against creatures in Light Armor. Weaken armor on a critical hit
Overwhelming Assault
Apply Overwhelm on a successful attack
Painful Cuts
When you force a Creature to make a Concentration check with a weapon attack, the DC is equal to the full damage dealt.
Quick Feet
Deal additional damage to creatures with lower Dexterity scores
Render
Reduce the AC bonus of Light armor.
Slasher
Ability Score Increase. Reduce a creature's speed with a successful attack. A creature you strike with a critical hit has Disadvantage on attack rolls.
Slow
Reduce a creature's speed by 10 with a successful attack
Trip and Threaten
Ability Score Increase. Ranged attacks have a bonus against creatures you threaten. Gain advantage on trip and disarm attempts.
Vex
Gain advantage on your next attack when you strike an enemy
Wounding Chop
Inflict Wound to a creature you damage when you have Advantage.
Blades (Heavy)
Greatsword, Longsword, Glaive
Deal deadly blows with a large weapon, train to fight opponents larger than yourself, or become a flurry of steel as you swing your weapon in massive arcs around you.
Break the Stone
Ability Score Increase. Make Opportunity Attacks against larget creatures trying to grapple you. Gain bonus on escaping Grapples by larger creatures.
Cleave
Make a second attack against a creature within 5 feet of the original target.
Combat Awareness
You cannot be flanked unless your speed is 0
Endure the Landslide
Gain AC bonus against larger enemies.
Executioner
Add Strength twice with a critical hit, instead of once.
Fell the Tree
Knock larger creatures Prone
Giant's Grip
Wield larger weapons which deal more damage
Great Weapon Fighting
Treat a roll of 1 or 2 on damage as a 3 when attacking.
Great Weapon Master
Ability Score Increase. Deal Extra damage with Heavy weapons. Make additional attacks when you score a critical hit or reduce a creature to 0 HP
Keen, Sharp, and Heavy
Increase critical hit range by 1
Long Weapons
Heavy Hammers and Heavy Blades wielded in Two-Hands have the Reach property
Ride the River
You no longer provoke Opportunity Attacks from larger creatures due to moving.
Rolling Wheels
Move in a straight line, attacking all enemies within reach as you do so
Slay the Giant
Deal additional damage to larger creatures
Swinging Arc
Swing a weapon in a semi-circle and force creatures to make a Dexterity save or suffer damage
Whirlwind
Ability Score Increase. Use Attack Action to make attacks against all creatures within range at -2 penalty
Blades (Light)
Dagger, Shortsword, Rapier, Sickle
Focus on Hit and Run tactics which hamper the enemy, capitalize on openings created by surprise or allies, or deliver a flurry of blows while dancing about the battlefield.
Acrobatic Dash
Gain the benefits of Dodge when you take the Dash Action
Ambush Strike
Ability Score Increase. Ignore target's shield bonus to AC when attacking in Surprise Round. Prevent Reactions and Legendary Actions when striking in Surprise round or with Advantage
Backstabber
Ability Score Increase. Increase critical hit range against an enemy you are flanking. Add your ability score modifier to a critical hit damage twice.
Blade Dancing
Make Melee attack when making Dodge Action
Counter-Attack
Make Opportunity Attack againsta creature who misses you with a melee attack
Dervish
Increase your move speed when you strike an opponent.
Harry
You provide Flanking bonuses to any creature you Threaten
Hit and Run
Gain benefits of Disengage when you strike a creature with an attack
Improved Flanking
Gain Advantage and a +2 bonus on attack rolls against a creature you are flanking
Melee-a-trois
Ability Score Increase. Redirect attacks to adjacent creatures. Gain AC bonus for adjacent enemies
Opportunist
Use your reaction to make a Opportunity Attack against a creature that attacks another creature
Quick Feet
Deal additional damage to creatures with lower Dexterity scores
Rain of Blows
Ability Score Increase. Continue to roll damage until you roll a number that is lower.
Rising Fang
Gain advantage on your first attack roll if you began the turn prone or if the target is flying
Slasher
Ability Score Increase. Reduce a creature's speed with a successful attack. A creature you strike with a critical hit has Disadvantage on attack rolls.
Slow
Reduce a creature's speed by 10 with a successful attack
Trip and Threaten
Ability Score Increase. Ranged attacks have a bonus against creatures you threaten. Gain advantage on trip and disarm attempts.
Blades (Medium)
Rapier, Longsword, Scimitar
Focus on a balanced style using precise strikes and defensive flourishing using only one weapon, trade power for accuracy, or deliver shots from a one-handed ranged weapon while slashing with your blade.
Blade and Shot
Make an attack with a handgun when you strike with a Medium Blade
Blademaster
Ability Score Increase. Ignore a single source of Disadvantage. Make a feint attempt to grant Advantage on your Attack Rolls and Disadvantage on an enemy
Challenge
Challenge another creature to a duel
Charming Duelist
Use your Charisma modifier instead of Strength or Dexterity modifier when attacking with Medium Blades
Defensive Duelist
Ability Score Increase. Parry attacks by adding your Proficiency bonus to your Armor Class
Duelist
Gain a +2 bonus to damage rolls when wielding a Medium Blade
Eager Combatant
Ability Score Increase. Gain a bonus to your Initiative roll. Deal additional damage to creatures who act lower in the Initiative Order
Graze
When you miss an attack, deal damage equal to your ability modifier
Gut Shot
Ability Score Increase. Ignore the loading Property of Handguns . Do not suffer Disadvantage when firing in melee. Make extra attack with a Light Crossbow
Intimidating Shout
Shout as a Bonus action to frighten those around you.
Nimble Duelist
Ability Score Increase. Make an Acrobatics Check to swap places with another creature. Creatures who miss you fall prone.
Opening Volley
Gain advantage on a melee attack if you hit an opponent with an attack using a Handgun
Pistol Whip
Reload a Handgun while holding a Medium Blade. Use a Handgun as a melee weapon
Riposte
Make a melee attack against a creature who deals damage to you with a melee attack.
Steady Attack
Deal half damage to gain a bonus on your attack roll
Student of the Blade
Gain a +2 bonus to attack rolls made with Medium Blades
Vex
Gain advantage on your next attack when you strike an enemy
Weeping Blade
Ability Score Increase. Inflict Wounds on attacks with Handguns. Inflict Bleed on attacks with Medium Blades
Bows
Short Bow, Longbow, Composite Bow
Overwhelm enemies with volleys of arrows, become an accurate archer capable of hitting even the most difficult targets, or or strike from hiding and remain an elusive shadow on the battlefield.
Analyze Weakness
Study a target and deal double damage on all attacks against it.
Archery
Gain +2 bonus on attack rolls with Bows, Crossbows, and Longarms.
Backstabber
Ability Score Increase. Increase critical hit range against an enemy you are flanking. Add your ability score modifier to a critical hit damage twice.
Cleave
Make a second attack against a creature within 5 feet of the original target.
Eagle Eye
May apply Wisdom modifier and Perception bonus to attack rolls instead of Dexterity
Graze
When you miss an attack, deal damage equal to your ability modifier
Hit and Run
Gain benefits of Disengage when you strike a creature with an attack
Multishot
Ability Score Increase. Attack all creatures adjacent to a single target as well.
Pocket Sand
Throw sand or rocks to Blind a creature
Quick Feet
Deal additional damage to creatures with lower Dexterity scores
Rapid Fire
Make an additional attack as a bonus action
Sharpshooter
Ability Score Increase. Ignore Cover when shooting. Ignore disadvantage when shooting at Long Range or in melee
Slasher
Ability Score Increase. Reduce a creature's speed with a successful attack. A creature you strike with a critical hit has Disadvantage on attack rolls.
Slow
Reduce a creature's speed by 10 with a successful attack
Split the Arrow
Deal additional damage when striking the same creature repeatedly
Steady Aim
Ability Score Increase. Take aim as a standard action to increase your critial hit range by 2 and gain advantage on the attack roll. Ignore a target's shield bonus with your ranged attacks
Strike Weak Points
Ability Score Increase. Study an opponent's armor to find weak points and ignore their AC bonus. Inflict Bleed with successful attacks.
Vex
Gain advantage on your next attack when you strike an enemy
Volley
Ability Score Increase. Double your attacks, but all attacks have Disadvantage.
Wounding Chop
Inflict Wound to a creature you damage when you have Advantage.
Crossbows
Light Crossbow, Heavy Crossbow, Hand Crossbow
Fire powerful shots which deal heavy damage, become an accurate archer capable of hitting even the most difficult targets, or penetrate medium and heavy armor to harm those inside.
Arbalest
Deal +2 damage on weapon attacks with Crossbows
Archery
Gain +2 bonus on attack rolls with Bows, Crossbows, and Longarms.
Crossbow Expert
Ability Score Increase. Ignore the Loading Property of Crossbows. Do not gain Disadvantage when firing in melee. Make extra attack with a Light Crossbow
Deadeye
Ability Score Increase. Deal extra damage and inflict Wound with Crossbows.
Deep Wounds
Inflict Wound on targets
Eagle Eye
May apply Wisdom modifier and Perception bonus to attack rolls instead of Dexterity
Graze
When you miss an attack, deal damage equal to your ability modifier
Great Weapon Fighting
Treat a roll of 1 or 2 on damage as a 3 when attacking.
Heavy Blow
You gain advantage on attacks against creatures in Heavy Armor
Iron Penetration
Gain a bonus on attack rolls and damage against creatures in Medium Armor
Keen, Sharp, and Heavy
Increase critical hit range by 1
Piercer
Ability Score Increase. Reroll one damage die on attacks. Roll one additional damage die on critical hits
Point-Blank Shot
Ability Score Increase. No longer suffer disadvantage when making ranged weapon attack rolls. Deal extra damage when attacking within 10 feet.
Push
Launch Large or smaller creatures away from you with a successful hit
Run-Through
Deal damage to a creature behind your primary target
Sharpshooter
Ability Score Increase. Ignore Cover when shooting. Ignore disadvantage when shooting at Long Range or in melee
Steady Aim
Ability Score Increase. Take aim as a standard action to increase your critical hit range by 2 and gain advantage on the attack roll. Ignore a target's shield bonus with your ranged attacks
Hammers (Heavy)
Great Club, Warhammer, Maul, Morningstar
Splinter shields and dent the heaviest of armor with massive blows, deal deadly blows with a large weapon, or deliver slow but unstoppable attacks.
Breaker
Ability Score Increase. Sunder Heavy armor with attacks. Stun creatures in Heavy armor who are knocked Prone.
Executioner
Add Strength twice with a critical hit, instead of once.
Giant's Grip
Wield larger weapons which deal more damage
Great Weapon Fighting
Treat a roll of 1 or 2 on damage as a 3 when attacking.
Great Weapon Master
Ability Score Increase. Deal Extra damage with Heavy weapons. Make additional attacks when you score a critical hit or reduce a creature to 0 HP
Hammer Down
Deal double damage against creatures with the Prone condition
Heavy Blow
You gain advantage on attacks against creatures in Heavy Armor
Keen, Sharp, and Heavy
Increase critical hit range by 1
Long Weapons
Heavy Hammers and Heavy Blades wielded in Two-Hands have the Reach property
Pendulum
Make a single attack with Advantage but become Dazed
Ponderous Pounding
Deal extra damage based on your remaining move
Pulverizer
Ability Score Increase. Use your action to ready an attack that will always be a critical hit if it's successful, then use your Reaction to make the attack.
Shield Breaker
Apply overwhelm on a successful attack against creatures with shields
Targeted Swing
Ability Score Increase. Gain advantage on an attack and deal extra damage instead of making additional attacks
Throw your Weight
Reroll damage on attacks made against creatures smaller than you
Topple
Creatures struck with your attacks must succeed on a Constitution saving throw or fall Prone.
Hammers (Light)
Club, Mace, Light Hammer, War Pick
Fight as a stalwart guardian who denies entry to an area or daze and disorient your foes with stunning blows.
Combat Reflexes
Make additional Opportunity Attacks per round. Making Opportunity Attacks does not require your Reaction
Destabilizing Blows
Apply Off-Balance to targets
Hammer Down
Deal double damage against creatures with the Prone condition
Hammerer
Ability Score Increase. Daze and Mark creatures you hit.
Harry
You provide Flanking bonuses to any creature you Threaten
Hit and Run
Gain benefits of Disengage when you strike a creature with an attack
Push
Launch Large or smaller creatures away from you with a successful hit
Quick Feet
Deal additional damage to creatures with lower Dexterity scores
Reposition
Move up to 10 feet without provoking Opportunity Attacks when a creature you threaten moves
Sap
A creature you strike has Disadvantage on their next attack
Sentinel
Ability Score Increase. Make an Opportunity Attack against a creature who makes an attack against a creature other than you or takes the Disengage action. Your Opportunity Attacks reduce creatures' move speed to 0.
Slow
Reduce a creature's speed by 10 with a successful attack
Topple
Creatures struck with your attacks must succeed on a Constitution saving throw or fall Prone.
Trip and Threaten
Ability Score Increase. Ranged attacks have a bonus against creatures you threaten. Gain advantage on trip and disarm attempts.
Handguns
Flintlock, Hand Crossbow, Blowgun
Deliver shots from a one-handed ranged weapon while slashing with your blade, focus on Hit and Run tactics which hamper the enemy, or confound your foes and circumvent defenses by using trick shots.
Blade and Shot
Make an attack with a handgun when you strike with a Medium Blade
Gut Shot
Ability Score Increase. Ignore the loading Property of Handguns . Do not suffer Disadvantage when firing in melee. Make extra attack with a Light Crossbow
Harry
You provide Flanking bonuses to any creature you Threaten
Hit and Run
Gain benefits of Disengage when you strike a creature with an attack
Intimidating Shout
Shout as a Bonus action to frighten those around you.
Opening Volley
Gain advantage on a melee attack if you hit an opponent with an attack using a Handgun
Pistol Whip
Reload a Handgun while holding a Medium Blade. Use a Handgun as a melee weapon
Quick Feet
Deal additional damage to creatures with lower Dexterity scores
Slasher
Ability Score Increase. Reduce a creature's speed with a successful attack. A creature you strike with a critical hit has Disadvantage on attack rolls.
Slow
Reduce a creature's speed by 10 with a successful attack
Weeping Blade
Ability Score Increase. Inflict Wounds on attacks with Handguns. Inflict Bleed on attacks with Medium Blades
Lashes
Flail, Whip, Sling, Thresher
Throw yourself into battle with reckless abandon, hinder opponents’ movements and disrupt their footing, or capitalize on the unique flexibility of your weapon to strike your opponents where they least expect.
Cleave
Make a second attack against a creature within 5 feet of the original target.
Defensive Duelist
Ability Score Increase. Parry attacks by adding your Proficiency bonus to your Armor Class
Destabilizing Blows
Apply Off-Balance to targets
Entangling Attack
Restrain creature with a successful attack
Harry
You provide Flanking bonuses to any creature you Threaten
High and Low
Ability Score Increase. You may make Opportunity Attacks against creatures who stand up from Prone. Make an attack when you stand up from Prone.
Hit and Run
Gain benefits of Disengage when you strike a creature with an attack
Quick Feet
Deal additional damage to creatures with lower Dexterity scores
Rain of Blows
Ability Score Increase. Continue to roll damage until you roll a number that is lower.
Slow
Reduce a creature's speed by 10 with a successful attack
Topple
Creatures struck with your attacks must succeed on a Constitution saving throw or fall Prone.
Trip and Threaten
Ability Score Increase. Ranged attacks have a bonus against creatures you threaten. Gain advantage on trip and disarm attempts.
Unblockable Arcs
Ignore the AC bonus a creature gains from cover and shields
Unpredictable Swings
Ability Score Increase. Creatures cannot use their Reaction in response to your attacks. Ignore a creature's Dexterity bonus to AC.
Vex
Gain advantage on your next attack when you strike an enemy
Wild Arcs
Ability Score Increase. Threaten Adjacent creatures with Slings and use Slings as melee weapons. Grant Flanking against any creature you threaten with a Lash. Ranged attacks gain a +2 bonus against creatures you are threatening
Longarms
Musket, Blunderbuss
Become an accurate marksman capable of hitting even the most difficult targets or disorient and frighten enemies with the thunderous sound of your shots.
Archery
Gain +2 bonus on attack rolls with Bows, Crossbows, and Longarms.
Deep Cuts
Deal extra damage to Bloodied creatures
Eagle Eye
May apply Wisdom modifier and Perception bonus to attack rolls instead of Dexterity
Fearsome Shot
Ability Score Increase. Frighten Creatures on critical hits. Set creatures Off-Balance on successful attack
Graze
When you miss an attack, deal damage equal to your ability modifier
Powerful Shot
Reroll damage dice
Sap
A creature you strike has Disadvantage on their next attack
Sharpshooter
Ability Score Increase. Ignore Cover when shooting. Ignore disadvantage when shooting at Long Range or in melee
Steady Aim
Ability Score Increase. Take aim as a standard action to increase your critial hit range by 2 and gain advantage on the attack roll. Ignore a target's shield bonus with your ranged attacks
Thunderer
Ability Score Increase. Deafen nearby creatures with an attack. Apply daze on a successful attack. Gain advantage on saving throws against being deafened.
Topple
Creatures struck with your attacks must succeed on a Constitution saving throw or fall Prone.
Polearms
Glaive, Pike, Quarterstaff, Halberd
Capitalize on the length of your weapon to strike others, train to fight opponents larger than yourself, or wield your weapon alongside a shield.
Aggressive Phalanx
Ability Score Increase. Move without provoking Opportunity Attacks and make a single weapon attack
Break the Stone
Ability Score Increase. Make Opportunity Attacks against larget creatures trying to grapple you. Gain bonus on escaping Grapples by larger creatures.
Cleave
Make a second attack against a creature within 5 feet of the original target.
Defensive Phalanx
Ability Score Increase. Suffer penalty on Attack Rolls to gain bonus to Armor Class. Gain +2 bonus to AC against ranged attacks ranged attacks with a shield
Dodge the Mountain
Ability Score Increase. Use a Reaction to avoid attacks from larger creatures. Move past larger creatures without requiring a Tumble of Overrun attempt
Endure the Landslide
Gain AC bonus against larger enemies.
Fell the Tree
Knock larger creatures Prone
Pierce the Horizon
Make an additional attack against a creature directly behind your primary target
Ride the River
You no longer provoke Opportunity Attacks from larger creatures due to moving.
Rushing Charge
Make an Overrun attempt as part of your attack if you move at least 10 feet before attacking
Shield and Haft
Wield a Spear or Polearm in one hand if you have a shield equipped
Shield Wall
Gain bonus to AC when adjacent to allies
Shift the Sand
Move a target and yourself to adjacent squares when you strike with an attack.
Slay the Giant
Deal additional damage to larger creatures
Strike With the Head
Deal additional damage to creatures at the edge of your reach
Topple
Creatures struck with your attacks must succeed on a Constitution saving throw or fall Prone.
Vigilant Gaze
Ability Score Increase. Make Opportunity Attacks against a creature who leaves any square within your reach. Immediately move 5 feet when you strike a creature with a melee attack.
Spears
Javelin, Spear, Pike, Trident
Defend against approaching enemies and mounted attackers, penetrate medium and heavy armor to harm those inside, or wield your spear alongside a shield.
Aggressive Phalanx
Ability Score Increase. Move without provoking Opportunity Attacks and make a single weapon attack
Break the Defense!
Ability Score Increase. Apply Bleed and Overwhelm to targets
Charge Defense
Ability Score Increase. Use your Reaction to make Opportunity Attack against a creature that moves toward you
Cleave
Make a second attack against a creature within 5 feet of the original target.
Deep Wounds
Inflict Wound on targets
Defensive Phalanx
Ability Score Increase. Suffer penalty on Attack Rolls to gain bonus to Armor Class. Gain +2 bonus to AC against ranged attacks ranged attacks with a shield
Defensive Wall
Use a Move Action to grant yourself a bonus to AC
Heavy Blow
You gain advantage on attacks against creatures in Heavy Armor
Iron Penetration
Gain a bonus on attack rolls and damage against creatures in Medium Armor
Piercer
Ability Score Increase. Reroll one damage die on attacks. Roll one additional damage die on critical hits
Run-Through
Deal damage to a creature behind your primary target
Rushing Charge
Make an Overrun attempt as part of your attack if you move at least 10 feet before attacking
Shield and Haft
Wield a Spear or Polearm in one hand if you have a shield equipped
Shield Wall
Gain bonus to AC when adjacent to allies
Spear Wall
Ability Score Increase. Add your proficiency bonus to your AC against melee attacks. If a creature fails to hit you as a result, deal damage to them with your spear
Steadfast
You gain advantage on all saving throws made to resist being pushed, tripped, restrained, or otherwise forcibly moved.
Unified Front
Gain a bonus on attack rolls made with spears if you are adjacent to an ally
Unsaddle
Ignore a creature's attempt to direct an attack to them instead of their mount or dismount a creature
Thrown
Dart, Sling, Dagger, Blowgun
Focus on Hit and Run tactics which hamper the enemy, throw volleys of weapons at all enemies around you, or strike from hiding and remain an elusive shadow on the battlefield.
Analyze Weakness
Study a target and deal double damage on all attacks against it.
Backstabber
Ability Score Increase. Increase critical hit range against an enemy you are flanking. Add your ability score modifier to a critical hit damage twice.
Cleave
Make a second attack against a creature within 5 feet of the original target.
Combat Reflexes
Make additional Opportunity Attacks per round. Making Opportunity Attacks does not require your Reaction
Flurry of Knives
Ability Score Increase. Throw weapons in an arc around you. Threaten enemies up to one range increment. Make Opportunity Attacks with Thrown weapons
Harry
You provide Flanking bonuses to any creature you Threaten
Hit and Run
Gain benefits of Disengage when you strike a creature with an attack
Pocket Sand
Throw sand or rocks to Blind a creature
Precise Strike
Roll an additional die of damage on a successful attack
Quick Feet
Deal additional damage to creatures with lower Dexterity scores
Riccochet
Allow your weapon to bounce between targets
Slasher
Ability Score Increase. Reduce a creature's speed with a successful attack. A creature you strike with a critical hit has Disadvantage on attack rolls.
Slow
Reduce a creature's speed by 10 with a successful attack
Strike Weak Points
Ability Score Increase. Study an opponent's armor to find weak points and ignore their AC bonus. Inflict Bleed with successful attacks.
Strong Arm
Thrown weapons you wield have double range.
Whirlwind
Ability Score Increase. Use Attack Action to make attacks against all creatures within range at -2 penalty
Wounding Chop
Inflict Wound to a creature you damage when you have Advantage.
Unarmed
Unarmed Strike
Specialize in grabbing and holding enemies, hinder opponents’ movements and disrupt their footing, or specialize in depriving the enemy of their weapons and interrupting their casting.
Adept Wrestling
Use both Strength and Dexterity when you make Grapple checks
Counter Grapple
Gain advantage on rolls to escape a grapple.
Destabilizing Blows
Apply Off-Balance to targets
Distracting Strike
Creatures you strike have Disadvantage on Concentration checks
Entangling Attack
Restrain creature with a successful attack
Fleet of Foot
Increase your move speed in Light or no armor
Grappler
Ability Score Increase. Deal damage when you Grapple a creature. Gain advantage on attack rolls against a creature you are Grappling. Move a Grappled creature more easily.
Hand Crack
Make a Disarm attack when you attack an opponent
Harry
You provide Flanking bonuses to any creature you Threaten
High and Low
Ability Score Increase. You may make Opportunity Attacks against creatures who stand up from Prone. Make an attack when you stand up from Prone.
Hit and Run
Gain benefits of Disengage when you strike a creature with an attack
Hurl
Throw a creature you are grappling
Melee-a-trois
Ability Score Increase. Redirect attacks to adjacent creatures. Gain AC bonus for adjacent enemies
Nimble Duelist
Ability Score Increase. Make an Acrobatics Check to swap places with another creature. Creatures who miss you fall prone.
Poised
Make Opportunity Attacks against creatures attempting to cast spells
Push
Launch Large or smaller creatures away from you with a successful hit
Quick Feet
Deal additional damage to creatures with lower Dexterity scores
Reaping Mauler
Ability Score Increase. Pin grappled creatures and put them in a sleeper hold
Return to Sender
Ability Score Increase. Make an attack with a weapon you have disarmed and throw missiles back at their shooters.
Seize Weapon
Make a disarm attempt if a creature attacks you and misses.
Slow
Reduce a creature's speed by 10 with a successful attack
Topple
Creatures struck with your attacks must succeed on a Constitution saving throw or fall Prone.
Trip and Threaten
Ability Score Increase. Ranged attacks have a bonus against creatures you threaten. Gain advantage on trip and disarm attempts.
General
These Fighting Style Feats are usable with any Weapon Proficiency and do not require specific weapons to use, though some require the use of a weapon with which you are proficient.
Blind Fighting
Gain Blindsight with range of 10 feet
Charger
Ability Score Increase. Move faster when Dashing. Deal aditional damage or knock a target back if you move before attacking
Defense
Gain +1 bonus to Armor Class while wearing armor.
Dual Wielder
Ability Score Increase. Gain extra attack when dual wielding. Draw and stow two weapons instead of one.
Interception
Use your Reaction to defend adjacent creatures.
Nick
Make an extra attack with a Light weapon as part of your Attack Action instead of a Bonus Action
Protection
Impose Disadvantage on creatures attacking those adjacent to you
Shield Master
Ability Score Increase. Knock creatures back or prone with a shield attack. Take no damage on successful Dexterity saving throws if you have a shield equipped
Total Defense
Gain bonus to AC when taking the Dodge Action.
Two Weapon Fighting
Add the ability modifier to the damage of an attack made with a weapon with the Light property.
Weapon Focus
Ability Score Increase. Gain a +1 bonus to attack rolls with a weapon group with which you are proficient
Fighting Style Feats
Below are the detailed descriptions of the Fighting Style feats in alphabetical order.
A-B
Acrobatic Dash
Prerequisites: Proficiency with Blades (Light)
Benefits: When you take the Dash Action, you gain the benefits of the Dodge action if you move at least 10 feet.
Adept Wrestling
Prerequisites: Proficiency with Unarmed
Benefits: When you make an Athletics or Acrobatics related to a grapple, you may add both your Strength and Dexterity modifiers to the roll.
Normal: You only add your Strength or Dexterity modifier to an Athletics or Acrobatics roll, respectively.
Aggressive Phalanx
Prerequisites: Proficiency with Spears or Polearms, Character level 4, Two other Fighting Style feats for Spears or Polearms.
Benefits: You gain the following Benefits:
Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.
As a Move action, you may move up to half your speed without provoking an Opportunity Attack. You may also make a single weapon attack with a Spear or a Polearm with which you are proficient with as part of this movement.
Normal: When you move you provoke an Opportunity Attack from creatures whose threatened area you leave.
Ambush Strike
Prerequisites: Proficiency with Blades (Light), Character level 4, Two other Fighting Style feats for Blades (Light)
Benefits: You gain the following benefits:
Ability Score Increase. Your Dexterity score increases by 1, to a maximum of 20
When you act in a surprise round, you may ignore the AC bonus provided by any shield of a creature who is not acting in the surprise round on any weapon attack roll you make with a Light Blade with which you are proficient.
If you deal damage to a creature with a Light Blade with which you are proficient and have advantage on your attack roll or are acting in the surprise round against a creature who is not, the target may not take any reaction against your attack roll nor make any Legendary actions at the end of your turn.
Analyze Weakness
Prerequisites: Proficiency with Bows or Thrown
Benefits: If you spend at least 1 minute studying a target, you may make a Perception check against the target as an action. The DC of this check is equal to the target’s Armor Class. If successful, you deal double damage to the target with all weapon attack rolls made with Bows or Thrown weapons with which you are proficient. This benefit lasts until you complete a short or long rest. Once you have made this Perception check, you may not make the same check against the same target until you complete a long rest.
Arbalest
Prerequisites: Proficiency with Crossbows
Benefits: When you are wielding a crossbow with which you are proficient and no other weapons, you deal an additional +2 damage on all weapon attack rolls.
Archery
Prerequisites: Proficiency with Bows, Crossbows, or Longarms
Benefits: You gain a +2 bonus to all attack rolls made with Bows, Crossbows, and Longarms with which you are proficient.
Armor Crusher
Prerequisites: Proficiency with Heavy Hammer, Character level 4, Two other Fighting Style feats for Hammers (Heavy)
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
When you score a critical hit on a weapon attack with a Heavy Hammer with which you are proficient against a creature wearing heavy armor, their speed is halved until they complete a long rest. This effect cannot be applied more than once to a single creature
If you strike a creature with a weapon attack with a Heavy Hammer with which you are proficient and deal damage, you deal an additional 1d6 piercing damage.
Backstabber
Prerequisites: Proficiency with Blades (Light), Bows, or Thrown
Benefits: You gain the following benefits:
Ability Score Increase. Your Dexterity score increases by 1, to a maximum of 20.
You increase your critical hit range by 1 against an enemy you are flanking while wielding a Bow, Light Blade, or Thrown weapon with which you are proficient.
When you deal critical hit damage with a Bow, Light Blade, or Thrown weapon with which you are proficient, you may add your ability score modifier to the result twice, instead of once
Normal: When you deal critical hit damage, your ability score modifier is only added once.
Blade and Shot
Prerequisites: Proficiency with Blades (Medium) or Handguns
Benefits: When you strike a creature with a melee weapon attack with a Medium Blade with which you are proficient and deal damage, you may immediately make a weapon attack with a Handgun with which you are proficient as a bonus action.
You gain proficiency with either Rapiers, Longswords, Scimitars, Hand Crossbows, Blowguns, or Flintlocks.
Blade Dancing
Prerequisites: Proficiency with Blades (Light).
Benefits: When you take the Dodge Action, you may immediately make a melee weapon attack with a Light Blade with which you are proficient as a Bonus action. You do not add your ability score modifier to the damage of this attack.
Blademaster
Prerequisites: Proficiency with Blades (Medium), Character level 4, Two other Fighting Style feats for Blades (Medium).
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you make a melee weapon attack roll using a Medium Blade with which you are proficient, you may ignore a single source of Disadvantage.
If you are wielding a Medium Blade with which you are proficient, you may attempt a feint against a creature within 5 feet of you as either a Bonus Action or a Move Action. You roll either a Weapon Attack Roll, a Bluff check, or a Performance check opposed by the target’s Insight check. If you succeed, you may give yourself Advantage on all attack rolls against the target until the end of your next turn or impose Disadvantage on all attack rolls the target makes against you until the beginning of your next turn.
Blind Fighting
Prerequisites: None
Benefits: You have Blindsight with a range of 10 feet.
Blind Savagery
Prerequisites: Proficiency with Axes (Heavy)
Benefits: Before you make an attack roll with a Heavy Axe with which you are proficient, you may declare the attack to be Blind Savagery. If you do so, you ignore any damage resistances the creature has when you make attack rolls using Heavy Axes with which you are proficient. If you miss any attack roll, you provoke an Opportunity Attack from any creature which threatens you. These effects last until the beginning of your next turn.
Bloodletter
Prerequisites: Proficiency with Axes (Heavy)
Benefits: When you strike a creature with a weapon attack using a Heavy Axe with which you are proficient and deal damage, they must make Constitution saving throw. If they fail, you apply Bleed (1d6). The DC of the Constitution saving throw is equal to 8 + your Proficiency Bonus + your Strength Modifier.
Break the Defense!
Prerequisites: Proficiency with Spears, Character level 4, Two other Fighting Style feats for Spears
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Dexterity or Constitution by 1, to a maximum of 20.
When you hit a creature with a weapon attack using a Spear with which you are proficient and deal damage, the target must make a Constitution saving throw. If they fail you apply Bleed (1d4). The DC of the Constitution saving throw is equal to 8 + your Proficiency Bonus + your Strength Modifier.
When you hit a creature with a weapon attack using a Spear with which you are proficient and deal damage, you apply Overwhelm.
Break the Stone
Prerequisites: Proficiency with Blades (Heavy) or Polearms, Character level 4, Two other Fighting Style feats for Blades (Heavy) or Polearms
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
If a creature of a size category larger than you makes a grapple attempt against you, you may use your Reaction to make an Opportunity Attack against it using a Heavy Blade or a Polearm with which you are proficient. If your attack deals damage, they have disadvantage on their grapple attempt. You must have a Heavy Blade or Polearm equipped to make this attack.
If you are grappled by a creature of a size category larger than yourself, you gain a bonus on your attempts to escape the grapple equal to your proficiency bonus.
Breaker
Prerequisites: Proficiency with Hammers (Heavy), Character level 4, Two other Fighting Style feats for Hammers (Heavy)
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
Once per turn, if you use your Attack Action to make an attack with a Heavy Hammer with which you are proficient against a creature with Heavy Armor or a Shield, you may declare the attack a sundering attack. If the attack deals damage, you make a Strength check against the target’s AC. If you succeed, the target has the AC value of their armor, natural armor, or shield decreased by 1. If this would reduce the armor’s AC to 10 or less or if it would reduce the shield’s AC bonus to 0 or less, the item is destroyed.
When you knock a creature in Heavy Armor Prone with a weapon attack using a Heavy Hammer with which you are proficient, they must make a Constitution saving throw or become Stunned until the beginning of your next turn. The DC of the Constitution saving throw is equal to 8 + your Proficiency Bonus + your Strength Modifier.
Brutal Hack
Prerequisites: Proficiency with Axes (Heavy) or Axes (Light), Character level 4, Two other Fighting Style feats for Axes (Heavy) or Axes (Light)
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
As an action, you may make a called shot as part of your attack with a Light Axe or Heavy Axe with which you are proficient. You suffer Disadvantage on the attack roll. If the attack hits and deals damage, the target suffers a severe injury (rolled randomly from the following table). Alternatively, you may take a -4 penalty to your attack roll to select a specific injury.
Bully
Prerequisites: Proficiency with Axes (Light), Character level 4, Two other Fighting Style feats for Axes (Light).
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
When you succeed on an attack roll with a Light Axe with which you are proficient and deal damage, any attack made with a Light Axe with which you are proficient deals an extra die of damage. You lose this effect if you attack any other creature.
If you succeed on an attack roll with a Light Axe with which you are proficient and deal damage to a creature, you inflict the Frightened Condition the next time you deal damage to the same creature before the end of your next turn.
C-D
Challenge
Prerequisites: Proficiency with Blades (Medium)
Benefits: As an action, you may issue a challenge to another creature who can see and hear you and who speaks a Language. The target must succeed on a Wisdom saving throw against a DC equal to 8 + your Intimidation bonus. If they fail, they are Charmed. While Charmed, they may not willingly move away from you and may not attack anyone other than you. The effect ends if you willingly move away from the target, attack another creature, if another creature attacks the target, or if either of you become incapacitated.
Charge Defense
Prerequisites: Proficiency with Spears, Character level 4, Two other Fighting Style feats for Spears
Benefits: You gain the following benefits:
Ability Score Increase. You increase your Constitution score by 1, to a maximum of 20.
You may use your Reaction to make an Opportunity Attack against any creature who enters a square you threaten if they have moved at least 10 feet toward you before doing so. You have advantage on this attack and deal extra damage equal to your proficiency modifier for every 10 feet they moved toward you on their turn before you made the attack. This attack must be made with a Spear with which you are proficient.
Charger
Prerequisites: Proficiency with at least one weapon group, Character level 4
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Improved Dash. When you take the Dash Action, your Speed increases by 10 feet for that action.
Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.
Charming Duelist
Prerequisites: Proficiency with Blades (Medium)
Benefits: You may add your Charisma modifier to attack and damage rolls with Medium Blades with which you are proficient instead of your Strength or Dexterity modifier.
Normal: You add your Strength modifier to attack and damage rolls with melee weapons, unless they have the Finesse property. If they do, you may add your Strength or Dexterity modifier.
Cleave
Prerequisites: Proficiency with Axes (Heavy), Blades (Heavy), Bows, Lashes, Polearms, Spears, or Thrown
Benefits: If you hit a creature with a weapon attack using a Heavy Axe, Heavy Blade, Bow, Lash, Polearm, Spear or Thrown weapon with which you are proficient, you can make a second attack against a creature within 5 feet that is also within melee range or a single range increment. When you hit with the second attack, you can roll your weapon’s damage, but you don’t add your ability modifier unless it’s negative.
Combat Awareness
Prerequisites: Proficiency with Axes (Heavy) or Blades (Heavy)
Benefits: While wielding a Heavy Axe or Heavy Blade with which you are proficient, you cannot be flanked unless your speed is 0.
Combat Reflexes
Prerequisites: Proficiency with Hammers (Light) or Thrown
Benefits: Making Opportunity Attacks with a Light Hammer or Thrown weapon with which you are proficient does not require a Reaction. All other rules for an Opportunity Attack remain the same. You may make a number of Opportunity Attacks using Light Hammers or Thrown weapons with which you are proficient equal to your Dexterity Modifier. This number reset at the start of your turn.
Normal: Making an Opportunity Attack consumes your Reaction.
Counter Grapple
Prerequisites: Proficiency with Unarmed.
Benefits: You gain advantage on all rolls made to escape a grapple.
Counter-Attack
Prerequisites: Proficiency with Blades (Light)
Benefits: If a creature within your reach misses you with a melee attack, you may immediately make an Opportunity Attack against them using a Light Blade with which you are proficient. The first time you do this each round, it does not require your Reaction.
Crossbow Expert
Prerequisites: Proficiency with Crossbows, Character Level 4, Two other Fighting Style feats for Crossbows.
Benefits: You gain the following benefits.
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Ignore Loading. You ignore the Loading property of Crossbows with which you are proficient. If you're holding one of them, you can load a piece of ammunition into it even if you lack a free hand.
Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with crossbows with which you are proficient.
Dual Wielding. When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow with which you are proficient that has the Light property and you aren't already adding that modifier to the damage.
Crusher
Prerequisites: Proficiency with Hammers (Light), Character Level 4, Two other Fighting Style feats for Hammers (Light).
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
Push. Once per turn, when you hit a creature with an attack made with a Light Hammer with which you are proficient, you can move it 5 feet to an unoccupied space if the target is no more than one size larger than you.
Enhanced Critical. When you score a Critical Hit which deals damage with a Light Hammer with which you are proficient, attack rolls against that creature have Advantage until the start of your next turn.
Deadeye
Prerequisites: Proficiency with Crossbows, Character Level 4, Two other Fighting Style feats for Crossbows
Benefits: You gain the following benefits:
Ability score Increase. Increase your Dexterity score by 1, to a maximum of 20.
You deal extra damage with Crossbows with which you are proficient equal to your proficiency bonus.
When you deal a critical hit to a creature with a Crossbow with which you are proficient, they suffer 1 Wound.
Deep Cuts
Prerequisites: Proficiency with Axes (Light) or Longarms
Benefits: If you strike a creature that is Bloodied, you may roll an additional die of damage.
Deep Wounds
Prerequisites: Proficiency with Axes (Heavy), Crossbows, or Spears
Benefits: When you hit a creature with a weapon attack roll using a Heavy Axe, Crossbow, or Spear with which you are proficient and deal damage, they must succeed on a Constitution saving throw or suffer 1 Wound. The DC of the Constitution saving throw is equal to 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever you use for the attack roll).
Defense
Prerequisites: Proficiency with Light, Medium, or Heavy Armor.
Benefits: While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Defensive Duelist
Prerequisites: Proficiency with Blades (Medium) or Lashes, Character level 4, Two other Fighting Style feats for Blades (Medium) or Lashes.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Parry. If you're holding a Medium Blade or Lash with which you are proficient and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus to your AC against melee attacks until the start of your next turn.
Defensive Phalanx
Prerequisites: Proficiency with Spears or Polearms, Character level 4, Two other Fighting Style feats for Spears or Polearms.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
When you make the first attack on your turn, you may choose to Fight Defensively. If you do so, you gain a +2 bonus to AC and a -2 penalty to attack rolls until the beginning of your next turn. You only gain these effects if you are wielding a Spear or Polearm with which you are proficient.
You have a +2 bonus to AC against ranged attacks which you are aware of as long as you are wielding a shield.
Defensive Wall
Prerequisites: Proficiency with Spears
Benefits: You may use a Move action to brace your spear, granting yourself a +2 bonus to AC until the beginning of your next turn. You must be wielding a Spear with which you are proficient to gain this benefit.
Dervish
Prerequisites: Proficiency with Blades (Light)
Benefits: Once per turn, when you strike an opponent with a melee attack using a Light Blade with which you are proficient, your movement speed is increased by 10 feet until the end of your turn and you may immediately move up to 10 feet without provoking an attack of opportunity.
Destabilizing Blows
Prerequisites: Proficiency with Lashes, Hammers (Light), or Unarmed
Benefits: When you strike an enemy with a weapon attack using a Lash, Light Hammer, or Unarmed Attack with which you are proficient and deal damage, you apply Off-Balance to them.
Distracting Strike
Prerequisites: Proficiency with Unarmed
Benefits: When you strike a creature and deal damage with an Unarmed attack with which you are proficient, it has disadvantage on any Concentration checks it may need to make against your damage.
Dodge the Mountain
Prerequisites: Proficiency with Blades (Heavy) or Polearms, Character level 4, Two other Fighting Style feats for Blades (Heavy) or Polearms.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a Maximum of 20
When you are attacked by a creature of a size category larger than you, you may use your reaction to move five feet and avoid the attack. The creature still uses its attack and may attack anything else in the space instead.
You may move through a square occupied by an enemy who is one category larger than you as if it were difficult terrain. If the creature is at least two size categories larger than you, it is not treated as difficult terrain.
Dual Wielder
Prerequisites: Character Level 4, Two other Fighting Style feats.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
Duelist
Prerequisites: Proficiency with Blades (Medium)
Benefits: When you're holding a Medium Blade with which you are proficient in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
E-G
Eager Combatant
Prerequisites: Proficiency with Blades (Medium), Character level 4, Two other Fighting Style feats for Blades (Medium).
Benefits: You gain the following benefits:
Ability Score Improvement. Increase your Dexterity or Charisma bonus by 1, to a maximum of 20.
You gain a bonus to your Initiative rolls equal to your proficiency
If you have a higher initiative count than a creature, you deal an additional +1 damage on all attacks made against that creature, plus an additional +1 for each other creature which acts after you and before it.
Eagle Eye
Prerequisites: Proficiency with Bows, Crossbows, or Longarms
Benefits: When you make a ranged weapon attack roll with a bow, crossbow, or longarm with which you are proficient, you may apply your Wisdom bonus and any additional bonuses or penalties you have to Perception instead of your Dexterity bonus to the attack roll.
Endure the Landslide
Prerequisites: Proficiency with Blades (Heavy) or Polearms
Benefits: Gain a +1 bonus to AC against opponents for each size category larger than you they are.
Entangling Attack
Prerequisites: Proficiency with Lashes or Unarmed
Benefits: If you strike a creature and deal damage with a melee weapon attack using a Lash or Unarmed Strike with which you are proficient, the target is restrained as long as you continue to threaten them and do not use the weapon for any other purpose. In the case of an Unarmed strike, your hand must remain holding them. You are not considered grappled.
Exanguinate
Prerequisites: Proficiency with Axes (Light)
Benefits: When you strike a creature in light armor with a Light Axe with which you are proficient and deal damage, the creature must make a Constitution saving throw (DC 8 + your Proficiency Bonus + your Strength modifier). If they fail, you apply Bleed (1d4) to them.
Executioner
Prerequisites: Proficiency with Blades (Heavy) or Hammers (Heavy)
Benefits: You may add your Strength bonus an additional time on a critical hit with a Heavy Blade with which you are proficient.
Fearsome Shot
Prerequisites: Proficiency with Longarms, Character level 4, Two other Fighting Style feats for Longarms.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Dexterity by 1, to a maximum of 20.
When you deal a critical hit to a creature using a Longarm with which you are proficient, they become frightened of you until the beginning of your next turn.
When you strike a creature and deal damage using a Longarm with which you are proficient, they must succeed on a Constitution saving throw or become Off-Balance until the beginning of your next turn.
Fell the Tree
Prerequisites: Proficiency with Blades (Heavy) or Polearms.
Benefits: When you deal damage to a creature of at least one size category larger than yourself with a Heavy Blade or Polearm with which you are proficient, the target is knocked prone. If the target has more than two legs, it may attempt a Dexterity saving throw to avoid this.
Fleet of Foot
Prerequisites: Proficiency with Unarmed
Benefits: Your movement speed is increased by 15 feet while wearing light or no armor.
Flurry of Knives
Prerequisites: Proficiency with Thrown, Character level 4th, Two other Fighting Style feats for Thrown.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 1.
As an action, you may throw a flurry of weapons around you. Select a Thrown weapon with which you are proficient. You create a burst with a radius equal to ½ of this weapon’s range increment. All enemies within this area must make a Dexterity saving throw. The DC is equal to 8 + your Proficiency bonus + your Dexterity modifier. On a failed save, the creature suffers damage equal to the damage die of the weapon.
When you have a Thrown weapon equipped with which you are proficient, you Threaten enemies up to the weapon's range increment. You may make Opportunity Attacks as ranged weapon attacks with Thrown Weapons with which you are proficient.
Frightful Wounds
Prerequisites: Proficiency with Axes (Heavy).
Benefits: When you deal damage to a creature that is afflicted by either Wound or Bleed using a Heavy Axe with which you are proficient, they become Frightened of you until the end of their next turn.
Giant’s Grip
Prerequisites: Proficiency with Blades (Heavy) or Hammers (Heavy), Character level 4, Two other Fighting Style feats for Blades (Heavy) or Hammers (Heavy).
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
When you strike a creature with a weapon attack using a Heavy Blade or Heavy Hammer with which you are proficient, you ignore any of the target's damage resistances to Slashing or Bludgenoning damage.
When you wield Heavy Blades or Heavy Hammers with which you are proficient, you may treat it as being one size category smaller. This allows you to wield weapons which are sized for creatures larger than you. These weapons deal more damage, as per the following table:
Weapon’s Base Damage
Damage of Larger Version
d4
d6
d6
d8
d8
d10
d10
d12
d12
2d6
Grappler
Prerequisites: Proficiency with Unarmed, Character Level 4, Two other Fighting Style feats for Unarmed
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Punch and Grab. When you hit a creature with an Unarmed Strike which you are proficient with as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.
Attack Advantage. You have Advantage on attack rolls using a weapon or Unarmed Strike with which you are proficient against a creature Grappled by you.
Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.
Graze
Prerequisites: Proficiency with Bows, Blades (Medium), Crossbows, or Longarms.
Benefits: If you miss a creature with a weapon attack made by a Bow, Medium Blade, or Longarm with which you are proficient, you deal damage equal to the ability modifier you used to make the roll.
Great Weapon Fighting
Prerequisites: Proficiency with Blades (Heavy), Crossbows, or Hammers (Heavy)
Benefits: When you roll damage for an attack you make with a Heavy Blade or Heavy Hammer with which you are proficient that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. You can also gain this effect with a Light Crossbow or Heavy Crossbow, but may only gain it with a Hand Crossbow if you are currently wielding no other weapons.
Great Weapon Master
Prerequisites: Proficiency with Axes (Heavy), Blades (Heavy), or Hammers (Heavy), Character level 4, Two other Fighting Style feats for Axes (Heavy), Blades (Heavy), or Hammers (Heavy).
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Heavy Weapon Mastery. When you hit a creature with a Heavy Axe, Heavy Blade, or Heavy Hammer with which you are proficient as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.
Hew. Immediately after you score a Critical Hit with a Heavy Axe, Heavy Blade, or Heavy Hammer with which you are proficient, or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.
Gut Shot
Prerequisites: Proficiency with Blades (Medium) or Handguns, Character level 4, Two other Fighting Style feats for Blades (Medium) or Handguns.
Benefits: You gain the following benefits.
Ability Score lncrease. Increase your Dexterity score by 1, to a maximum of 20.
Ignore Loading. You ignore the Loading property of Handguns with which you are proficient. If you're holding one of them, you can load a piece of ammunition into it even if you lack a free hand.
Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Handguns with which you are proficient.
Dual Wielding. When you make an attack with a melee weapon with which you are proficient and are wielding with one hand, you may make an attack with a Handgun with which you are proficient as a Bonus action. When you make this attack, you add your ability score modifier to the damage of this attack.
H-L
Hack and Slash
Prerequisites: Proficiency with Axes (Light)
Benefits: When you strike a creature wearing Light armor with a Light Axe with which you are proficient, you deal additional damage equal to your proficiency bonus. Creatures with Natural Armor which provides a base Armor Class of 13 or less are considered as wearing Light Armor for the purposes of this feat.
Hammer Down
Prerequisites: Proficiency with Hammers (Heavy) or Hammers (Light).
Benefits: If you hit a creature with the Prone condition with a Heavy Hammer or Light Hammer with which you are proficient, you deal double damage.
Hammerer
Prerequisites: Proficiency with Hammers (Light), Character Level 4, Two other Fighting Style feats for Hammers (Light)
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
When you strike a creature with a Light Hammer with which you are proficient, they must succeed on a Constitution saving throw or become Dazed until the beginning of your next turn.
When you strike a creature with a Light Hammer with which you are proficient, they are Marked until the beginning of your next turn.
Hand Crack
Prerequisites: Proficiency with Unarmed
Benefits: When you strike an opponent with an Unarmed Strike with which you are proficient, you may make a disarm attempt in addition to dealing damage.
Harry
Prerequisites: Proficiency with Axes (Light), Blades (Light), Bows, Hammers (Light), Handguns, Lashes, Thrown, or Unarmed
Benefits: You provide flanking benefits against any creature you are threatening, regardless of your position. To gain this benefit, you must be wielding a Light Axe, Light Blade, Bow, Light Hammer, Handgun, Lash, Thrown Weapon, or free hand with which you are proficient.
Heavy Blow
Prerequisites: Proficiency with Crossbows, Hammers (Heavy), or Spears
Benefits: You have Advantage on weapon attack rolls with Crossbows, Heavy Hammers, and Spears with which you are proficient against creatures wearing Heavy Armor.
High and Low
Prerequisites: Proficiency with Lashes or Unarmed, Character Level 4, Two other Fighting Style feats for Lashes or Unarmed.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
If a creature stands up from the Prone position in a square you threaten, you may use your reaction to make an Opportunity attack against them using a Lash or Unarmed Attack with which you are proficient.
When you stand up from prone, you may immediately make a melee weapon attack using a Lash or Unarmed strike with which you are proficient as part of your Move Action. If this attack hits, you do not add your ability modifier to damage.
Hit and Run
Prerequisites: Proficiency with Axes (Light), Blades (Light), Bows, Hammers (Light), Handguns, Lashes, Thrown, or Unarmed.
Benefits: When you hit a creature with a weapon attack using a Light Axe, Light Blade, Bow, Light Hammer, Handgun, Lash, Thrown, or Unarmed Strike with which you are proficient and deal damage, you gain the benefits of the Disengage action until the end of your current turn.
Hurl
Prerequisites: Proficiency with Unarmed.
Benefits: If you succeed on a Grapple check against a creature you are already Grappling, you may throw them up to 15 feet so long as they are the same size category or smaller. The creature suffers 1d6 damage and lands prone.
Improved Flanking
Prerequisites: Proficiency with Blades (Light).
Benefits: When attacking an enemy whom you are flanking while you are using a Light Blade with which you are proficient, you gain Advantage and a +2 bonus on the attack roll, instead of the usual flanking benefits.
Interception
Benefits: When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
Intimidating Shout
Prerequisites: Proficiency with Blades (Medium) or Handguns.
Benefits: As a Bonus Action, you may make an Intimidating Shout. All creatures within 10 feet that can hear you must make a Wisdom Saving throw or become frightened of you until the beginning of your next turn. (DC 8+ your bonus to Intimidate).
Iron Penetration
Prerequisites: Proficiency with Crossbows or Spears.
Benefits: When making weapon attacks using a Crossbow or Spear with which you are proficient against creatures wearing Medium armor, you gain a +2 on your attack rolls and deal extra damage equal to ½ your Proficiency Modifier. Creatures with Natural Armor that grants a Base AC of 13-16 are treated as wearing Medium Armor for the purposes of this feat.
Keen, Sharp, and Heavy
Prerequisites: Proficiency with Crossbows, Blades (Heavy), or Hammers (Heavy).
Benefits: Your critical hit range with Crossbows, Heavy Blades, and Heavy Hammers with which you are proficient is increased by 1.
Long Weapons
Prerequisites: Proficiency with Blades (Heavy), Hammers (Heavy).
Benefits: When you use a Heavy Blade or Heavy Hammer with which you are proficient with both hands, they have the Reach property.
M-O
Marked for Death
Prerequisites: Proficiency with Axes (Heavy)
Benefits: When you strike a creature and deal damage with a Heavy Axe with which you are proficient, the target becomes Marked until the beginning of your next turn.
Master Render
Prerequisites: Proficiency with Axes (Light), Character level 4, Two other Fighting Style feats for Axes (Light).
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Your critical hit range is increased by 1 when using Light Axes with which you are proficient against creatures in Light Armor
When you deal a critical hit using a Light Axe with which you are proficient against a creature in light armor or against a creature with Natural armor of 13 or lower, you reduce the armor value of the item or the creature’s Natural Armor by 1. If this would reduce an item’s armor value below 10, the item is destroyed. A creature’s Natural Armor cannot be destroyed and you cannot reduce its value below 10. A creature recovers 1 point of this Natural Armor after a Long Rest. If you already have the Render feat, the effects are doubled.
Melee-a-trois
Prerequisites: Proficiency with Blades (Light) or Unarmed Attacks, Character level 4, Two other Fighting Style feats for Blades (Light) or Unarmed Attacks.
Benefits: You gained the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Once per turn, when an enemy makes an attack roll against you, you may redirect that attack to another creature adjacent to you. The attacker makes an attack roll against the target instead as if they were the original target of the attack.
Gain a +1 bonus to AC for every two enemies (rounded down) adjacent to you that are not incapacitated.
You must be wielding a Light Blade or Unarmed Strike with which you are proficient to gain these benefits.
Multishot
Prerequisites: Proficiency with Bows, Character Level 4, Two other Fighting Style Feats for Bows
Benefits: You gain the following benefits:
Ability Score Increase. You increase your Dexterity Score by 1, to a maximum of 20.
Whenever you make a ranged attack roll with a bow with which you are proficient, you make a weapon attack roll against any creatures within 5 feet of the original target which are not behind full cover. These attack rolls use the same total as the original attack roll. These secondary attack rolls ignore any advantage or disadvantage. If this attack roll meets or exceeds the Armor Classes of the secondary targets, the attack strikes them as well. Damage is rolled separately against each target you hit.
Nick
Benefits: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Nimble Duelist
Prerequisites: Proficiency with Blades (Medium) or Unarmed Attacks, Character level 4, Two other Fighting Style feats for Blades (Medium) or Unarmed Attacks.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Dexterity or Charisma score by 1, to a maximum of 20.
If another creature makes an attack against you or attempts to pass through your space, you may attempt a DC 14 Acrobatics check. If successful, you trade places with the creature. In the case of a creature moving through your space, you trade places with them immediately before they enter your space.
If a creature attacks you and misses, they fall prone if they are no more than one size category larger than you and are not flying.
To gain these benefits, you must either have a Medium Blade with which you are proficient equipped or be proficient with Unarmed Attacks and have no weapons equipped.
Opening Volley
Prerequisites: Proficiency with Blades (Medium) or Handguns.
Benefits: When you deal damage with a ranged attack with a Handgun with which you are proficient, you gain advantage on your next melee attack made with a Medium Blade with which you are proficient by the end of your current turn.
Gain proficiency with either the Rapier, Longsword, Scimitar, Hand Crossbow, Blowgun, or Flintlock.
Opportunist
Prerequisites: Proficiency with Blades (Light)
Benefits: When a creature you threaten attacks another target, you may use your Reaction to make an Opportunity Attack against them using a Light Blade with which you are proficient.
Overwhelming Assault
Prerequisites: Proficiency with Axes (Light)
Benefits: When you hit a creature with a weapon attack using a Light Axe with which you are proficient and deal damage, you apply Overwhelm to the target.
P
Painful Cuts
Prerequisites: Proficiency with Axes (Light)
Benefits: When you strike a creature in light armor using a Light Axe with which you have proficiency and force it to make a Concentration check, the DC is equal to 10 or the damage dealt, whichever is higher.
Normal: When you damage a creature and force them to make a Concentration check, the DC is equal to 10 or half the damage dealt, whichever is higher.
Pendulum
Prerequisites: Proficiency with Hammers (Heavy)
Benefits: As an Attack action, you may make a single attack with advantage using a Heavy Hammer with which you are proficient. After you make this attack, you are dazed until the end of your next turn.
Pierce the Horizon
Prerequisites: Proficiency with Polearms
Benefits: Once per turn, when you hit a creature with a weapon attack using a Polearm with which you are proficient and deal damage, you may immediately make another attack against each creature in a direct line behind it within your reach using the same weapon.
Piercer
Prerequisites: Proficiency with Crossbows or Spears, Character level 4, Two other Fighting Style feats for Crossbows or Spears
Benefits: You gain the following benefits:
Ability Score lncrease. Increase your Strength or Dexterity by 1, to a maximum of 20.
Puncture. Once per turn, when you hit a creature with an attack using a Crossbow or Spear with which you are proficient, you can reroll one of the attack's damage dice, and you must use the new roll.
Enhanced Critical. When you score a Critical Hit with a Crossbow or Spear with which you are proficient that deals damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.
Pistol Whip
Prerequisites: Proficiency with Blades (Medium) or Handguns.
Benefits: You may reload a Handgun if you are holding a Medium Blade in your other hand.
You may use a Flintlock or Handcrossbow to make a melee attack which deals 1d6 bludgeoning damage. You are considered proficient with this attack
Pocket Sand
Prerequisites: Proficiency with Bows or Thrown.
Benefits: When you take the Attack action, you may replace one of your attacks with throwing a handful of sand, sawdust, small rocks, or the like. This is considered a ranged weapon attack with a range of 15 feet and targets a single creature. If your attack is successful, you apply Blind to the target until they take an Action to clear their eyes.
Point-Blank Shot
Prerequisites: Proficiency with Crossbows, Character Level 4, Two other Fighting Style feats for Crossbows.
Benefits: You gain the following benefits:
Ability score Increase. increase your Constitution or Dexterity score by 1, to a maximum of 20.
You no longer suffer disadvantage when making ranged weapon attack rolls with a crossbow with which you are proficient while an enemy is within 5 feet of you.
If you strike a creature with a ranged weapon attack with a crossbow with which you are proficient, you deal an extra 1d6 damage if the target is within 10 feet of you.
Poised
Prerequisites: Proficiency with Unarmed.
Benefits: When a creature you are threatened begins to cast a spell, you may use your Reaction to make an Opportunity Attack against them using an Unarmed Strike.
Polearm Master
Prerequisites: Proficiency with Polearms, Character level 4, Two other Fighting Style Feats for Polearms.
Benefits: You gain the following benefits.
Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.
Pole Strike. Immediately after you take the Attack action and attack with a Polearm with which you are proficient, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon's damage die for this attack is a d4.
Reactive Strike. While you're holding a Polearm with which you are proficient, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon.
Ponderous Pounding
Prerequisites: Proficiency with Hammers (Heavy)
Benefits: When you make an attack roll using a Heavy hammer with which you are proficient and successfully deal damage against a creature, you increase the damage by 1 for every 5 feet of movement you have remaining. Your movement speed becomes 0 until the beginning of your next turn.
Power Attack
Prerequisites: Proficiency with Axes (Heavy).
Benefits: Before you make an attack roll using a Heavy Axe with which you are proficient, you may choose to suffer a penalty on your attack roll. If you successfully hit the target, you deal extra damage equal to twice this penalty. This penalty cannot exceed your Character level.
Powerful Shot
Prerequisites: Proficiency with Longarms.
Benefits: When you strike an enemy with a Longarm with which you are proficient and deal damage, you may choose to reroll the damage die and take either result.
Precise Strike
Prerequisites: Proficiency with Blades (Light), Bows, or Thrown.
Benefits: When you strike an enemy with whom you have advantage using a Light Blade, Bow, or Thrown weapon which which you are proficient, you roll an additional die of damage
Protection
Prerequisites: Proficiency with Shields
Benefits: When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
Pulverizer
Prerequisites: Proficiency with Heavy Hammer, Character level 4, Two other Fighting Style feats for Hammers (Heavy).
Benefits: You gain the following benefits.
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
You may use your action to ready an attack. You may use your Reaction immediately before the start of your next turn to make this attack against any creature within your reach. If you successfully strike the creature, you automatically deal a critical hit.
Push
Prerequisites: Proficiency with Crossbows, Hammers (Light), or Unarmed.
Benefits: When you hit a creature with a weapon attack using a Crossbow, Light Hammer, or Unarmed strike with which you are proficient, you can launch the creature you hit (up to a Large size) 10 feet away from you.
Q-R
Quick Feet
Prerequisites: Proficiency with Axes (Light), Blades (Light), Bows, Hammers (Light), Handguns, Lashes, Thrown, or Unarmed.
Benefits: If you strike a creature which has a lower Dexterity score than you with a weapon attack using a Light Axe, Bow, Light Hammer, Handgun, Lash, Thrown Weapon, or Unarmed Strike with which you are proficient, you deal additional damage equal to the difference in your Dexterity scores.
Rain of Blows
Prerequisites: Proficiency with Blades (Light) or Lashes.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Rain of Blows. Once per turn, when you strike a creature with a melee weapon attack using a Light Blade or Lash with which you are proficient with and deal damage, you may roll the damage die again. If the number is equal to or higher than your initial roll, you may add this to your damage total and roll the die again. You may continue this until you roll a number that is lower than the previous number.
Rapid Fire
Prerequisites: Proficiency with Bows.
Benefits: When you take the Attack Action to make a weapon attack using a Bow with which you are proficient, you may make an additional attack using the same weapon as a Bonus Action.
Reaping Mauler
Prerequisites: Proficiency with Unarmed, Character Level 4, Two other Fighting Style feats for Unarmed.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
If you are Grappling a creature, you may attempt to pin them with a successful Unarmed Strike attack instead of dealing damage. A pinned creature cannot speak and cannot take any actions which require movement except attempting to escape the pin.
If you begin your turn with a creature pinned, you may attempt to put them in a Sleeper hold with a successful Unarmed Strike instead of dealing damage. A creature in a Sleeper Hold is considered pinned but must also make a Constitution saving throw at the beginning of each of their turns or fall unconscious until 1d4 rounds after release. The save DC for the Constitution saving through is equal to 8 + your Proficiency bonus + your Strength modifier.
Render
Prerequisites: Proficiency with Axes (Light)
Benefits: Once per turn, if you use your Attack Action to make an attack with a Light Axe with which you are proficient against a creature with Light Armor, you may declare the attack a sundering attack. If the attack deals damage, you make a Strength check against the target’s AC. If you succeed, the target has the AC value of their armor or natural armor decreased by 1. For the purposes of this feat, a creature with natural armor which provides a base AC of 13 or lower is considered wearing light armor. If this reduces an item’s base armor value to 9 or lower, the armor is destroyed. A creature’s natural armor cannot have its base value reduced below 10 in this manner. The creature increases its natural armor’s base AC value by 1 after each long rest, until it is fully restored.
Reposition
Prerequisites: Proficiency with Hammers (Light)
Benefits: Once per turn, when an enemy which you threaten moves, you may immediately move up to 10 feet without provoking Opportunity Attacks. This does not require a Reaction.
Return to Sender
Prerequisites: Proficiency with Unarmed, Character level 4, Two other Fighting Style feats for or Unarmed.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you successfully disarm a creature with an Unarmed attack, you may immediately make a weapon attack with the weapon you disarmed.
If a creature makes a ranged weapon attack against you and misses, you may use your Reaction to grab the ammo and throw it back at the attacker. This is considered a ranged weapon attack with a range increment equal to five times your Strength Modifier. You are considered proficient with this attack. If the weapon was a Thrown weapon, it deals its usual damage. If it was a piece of ammunition, it deals 1d4 damage (plus any modifiers such as if it was magic). You must have a free hand available to do this.
Ricochet
Prerequisites: Proficiency with Thrown
Benefits: If you strike a creature or an object with a Thrown weapon with which you are proficient, the weapon bounces to another target. Make a ranged weapon attack roll against the new target. If the attack hits, the weapon may ricochet again. The weapon may ricochet a number of times equal to your Dexterity modifier and the total distance the weapon travels from you to its final target may not exceed the weapons Long range.
Ride the River
Prerequisites: Proficiency with Blades (Heavy) or Polearms
Benefits: You no longer provoke Opportunity Attacks from larger creatures due to moving.
Riposte
Prerequisites: Proficiency with Blades (Medium).
Benefits: If a creature within melee range attacks you and deals damage, you may immediately make a melee attack roll against them using a Medium Blade with which you are proficient. This does not require your Reaction.
Rising Fang
Prerequisites: Proficiency with Blades (Light)
Benefits: Once per turn, when you attack a creature within 5 feet of you using a Light Blade with which you are proficient, you gain advantage if you begin your turn prone or if the target is flying.
Rolling Wheels
Prerequisites: Proficiency with Axes (Heavy) or Blades (Heavy).
Benefits: As a standard action, you may move up to 10 feet in a straight line. If you have not yet taken a Move action, you may use your Move action to move up to your speed as part of this action. While moving in this way, you may make a weapon attack using a Heavy Axe or Heavy Blade with which you are proficient against each creature you pass within melee range
Run-Through
Prerequisites: Proficiency with Crossbows or Spears.
Benefits: When you hit a creature with a weapon attack using a Crossbow or Spear with which you are proficient and deal damage, you may deal damage to a second creature within 5 feet on the other side of the original target. This damage is equal to half the damage you dealt to the original target.
Rushing Charge
Prerequisites: Proficiency with Spears or Polearms.
Benefits: If you move at least 10 feet before you make an attack using a Spear or Polearm with which you are proficient, you may make an Overrun attempt as part of your attack. If this attempt is successful, the target is knocked Prone instead of Off-Balance.
S
Sap
Prerequisites: Proficiency with Hammers (Light) or Longarms.
Benefits: An enemy you hit with a Light Hammer or Longarm with which you are proficient has Disadvantage on their next attack roll before the start of your next turn.
Savage Assault
Prerequisites: Proficiency with Axes (Heavy), Character level 4, Two other Fighting Style feats for Axes (Heavy).
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
When you are bloodied, you deal extra damage equal to the Hit Die of your highest level class when you make a weapon attack using a Heavy Axe with which you are proficient.
When more than one enemy is threatening you, you gain a bonus to your attack rolls with Heavy Axes with which you are proficient equal to the number of creatures threatening you that is not threatened by one of your allies.
Savage Throw
Prerequisites: Proficiency with Axes (Heavy)
Benefits: Heavy Axes with which you are proficient gain the throwing property with a range increment of 30 feet when you wield them.
Seize Weapon
Prerequisites: Proficiency with Unarmed.
Benefits: When a creature makes a melee attack against you and misses, you may use your reaction to make a disarm attempt if you have a free hand.
Sentinel
Prerequisites: Proficiency with Hammers (Light), Character Level 4, Two other Fighting Style feats for Hammers (Light).
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Guardian. Immediately after a creature within 5 feet of you takes the Disengage Action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature using a Light Hammer with which you are proficient.
Halt. When you hit a creature with an Opportunity Attack using a Light Hammer with which you are proficient, the creature's Speed becomes 0 for the rest of the current turn.
Sharpshooter
Prerequisites: Proficiency with Bows, Crossbows, or Longarms, Character Level 4, Two other Fighting Style Feats for Bows, Crossbows, or Longarms.
Benefits: You gain the following benefits.
Ability Score lncrease. Increase your Dexterity score by 1, to a maximum of 20.
Bypass Cover. Your ranged attacks with Bows, Crossbows, and Longarms with which you are proficient ignore Half Cover and Three-Quarters Cover.
Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Bows, Crossbows, and Longarms with which you are proficient.
Long Shots. Attacking at long range doesn't impose Disadvantage on your attack rolls with Bows, Crossbows, and Longarms with which you are proficient.
Shield Breaker
Prerequisites: Proficiency with Hammers (Heavy).
Benefits: When you make a weapon attack roll using a Heavy Hammer with which you are proficient against a creature with a shield, you apply the Overwhelm condition to them.
Shield and Haft
Prerequisites: Proficiency with Spears or Polearms.
Benefits: If you have a shield equipped, you may wield a Spear or Polearm with which you are proficient in one hand. The weapon is treated as being wielded with both hands when wielded this way.
Shield Master
Prerequisites: Proficiency with Shields, Character Level 4
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Shield Bash. If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns.
Interpose Shield. If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are wielding a Shield.
Shield Wall
Prerequisites: Proficiency with Spears or Polearms.
Benefits: When you are wielding a Spear or Polearm with which you are proficient, you gain a +1 bonus to AC if there is an ally adjacent to you who is not incapacitated. This bonus increases by +1 for every two additional allies adjacent to you who are not incapacitated.
Shift the Sand
Prerequisites: Proficiency with Polearms.
Benefits: When you strike a creature with a weapon attack using a Polearm with which you are proficient and deal damage, you may move the target to any adjacent unoccupied square. You may then move yourself to any adjacent unoccupied square. This does not provoke an Opportunity Attack.
Slasher
Prerequisites: Proficiency with Axes (Heavy), Axes (Light), Blades (Light), Bows, Hammers (Light), Handguns, or Thrown Character level 4, Two other Fighting Style feats for Axes (Heavy), Axes (Light), Blades (Light), Bows, Hammers (Light), Handguns, or Thrown
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Hamstring. Once per turn when you hit a creature with an attack using a Heavy Axe, Light Axe, Light Blade, Bow, Light Hammer, Handgun, or Thrown Weapon with which you are proficient, you can reduce the Speed of that creature by 10 feet until the start of your next turn. This stacks with the Slow Mastery.
Enhanced Critical. When you score a Critical Hit using a Heavy Axe, Light Axe, Light Blade, Bow, Light Hammer, Handgun, or Thrown Weapon with which you are proficient and deal damage to a creature, it has Disadvantage on attack rolls until the start of your next turn.
Slay the Giant
Prerequisites: Proficiency with Blades (Heavy) or Polearms.
Benefits: When you strike a creature with a weapon attack roll using a Heavy Blade or Polearm with which you are proficient, you deal an additional 2 damage for each size category larger than you the target is.
Slow
Prerequisites: Proficiency with Axes (Light), Blades (Light), Bows, Hammers (Light), Handguns, Lashes, Thrown, or Unarmed
Benefits: Reduce a creature’s speed by 10 until the start of your next turn when you deal damage with a Light Axe, Light Blade, Bow, Light Hammer, Handgun, Lash, Thrown Weapon, or Unarmed strike with which you are proficient.
Spear Wall
Prerequisites: Proficiency with Spears, Character level 4, Two other Fighting Style feats for Spears
Benefits: You gain the following benefits:
Ability Score Increase. You increase your Strength or Constitution score by 1, to a maximum of 20.
You add your proficiency bonus to your Armor Class against melee attacks while wielding a Spear with which you are proficient.
If a creature makes a melee attack against you and misses by an amount equal to or less than your proficiency bonus while you are wielding a Spear with which you are proficient, they are harmed by your spear and suffer damage equal to the base damage of your Spear. You do not add any modifiers to this damage.
Split the Arrow
Prerequisites: Proficiency with Bows.
Benefits: When you strike a creature with a weapon attack using a Bow with which you are proficient and deal damage, you deal an additional 1d4 damage to that creature on your next attack made before the end of your next turn.
When you reach character level 5, this damage increases to 1d6. It increases again at level 10, 15, and 20 to 1d8, 1d10, and 1d12, respectively.
Steadfast
Prerequisites: Proficiency with Spears.
Benefits: You gain advantage on all saving throws made to resist being pushed, tripped, restrained, or otherwise forcibly moved.
Steady Aim
Prerequisites: Proficiency with Bows, Crossbows, or Longarms, Character Level 4, Two other Fighting Style Feats for Bows, Crossbows, or Longarms.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
As a standard action, you may take aim using a Bow, Crossbow, or Longarm with which you are proficient. While aiming, you may use your Reaction to fire your weapon. You have advantage on this attack and your critical hit range is increased by 2.
You ignore a target's shield bonus to AC when making weapon attack rolls using Bows, Crossbows, and Longarms with which you are proficient.
Steady Attack
Prerequisites: Proficiency with Blades (Medium).
Benefits: When you make an attack roll using a Medium Blade with which you are proficient, you may opt to deal half damage in order to gain a bonus to your attack roll equal to your Proficiency bonus. This must be declared before you make your attack roll.
Strike Weak Points
Prerequisites: Proficiency with Bows or Thrown, Character level 4th, Two other Fighting Style feats for Bows or Thrown.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Dexterity by 1, to a maximum of 20.
As a standard action, you may study an opponent within 30 feet. Doing so allows you to study weak points of the target's armor. Your next attack made against the target using Bows or Thrown Weapons with which you are proficient ignores any bonus to their AC from shields and treats all armor or natural armor as having a base AC bonus of 10. You lose this benefit if you lose sight of the target before making the attack.
When you hit a creature with a weapon attack using a Bow or Thrown Weapon with which you are proficient and deal damage, the target must make a Constitution save or be affected by Bleed (1d6).
Strike With the Head
Prerequisites: Proficiency with Polearms.
Benefits: When you hit a creature with a weapon attack using a Polearm with which you are proficient and deal damage, you deal extra damage equal to your proficiency modifier if that creature is at the limit of your weapon's range.
Strong Arm
Prerequisites: Proficiency with Thrown
Benefits: Thrown weapons you wield have double range.
Student of the Blade
Prerequisites: Proficiency with Blades (Medium).
Benefits: You gain a +2 bonus to attack rolls made with Medium Blades.
Swinging Arc
Prerequisites: Proficiency with Axes (Heavy) or Blades (Heavy).
Benefits: As an action, you may swing a Heavy Axe or Heavy Blade with which you are proficient in an 180 degree arc in front of you. All creatures within your melee reach within this arc must succeed on a Dexterity saving throw or suffer damage equal to your weapon’s damage. The DC is equal to 8 + Your Proficiency Bonus + Your Strength Modifier.
T-U
Targeted Swing
Prerequisites: Proficiency with Heavy Hammer, Character level 4th, Two other Fighting Style feats for Hammers (Heavy).
Benefits: You gain the following benefits.
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
When you take the Attack action you may make a single attack roll using a Heavy Hammer with which you are proficient. If you have the Extra Attack feature, you gain advantage on this attack roll and deal an extra die of damage instead of making an extra attack.
Temple Strike
Prerequisites: Proficiency with Lashes.
Benefits: If you inflict a critical hit on a creature using a Lash with which you are proficient, they are Dazed until the beginning of your next turn.
Throw Your Weight
Prerequisites: Proficiency with Hammers (Heavy).
Benefits: When you hit a creature which is a smaller size category than you with a weapon attack roll using a Heavy Hammer with which you are proficient and deal damage, you may reroll any result of a 1 or a 2.
Thunderer
Prerequisites: Proficiency with Longarms, Character level 4, Two other Fighting Style feats for Longarms.
Benefits: You gain the following benefits.
Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.
As a bonus action, you may add extra powder to your Longarm. The next time you make an attack with your Longarm, all creatures within 10 feet must succeed on a Constitution saving throw or be deafened until the start of your next turn. Creatures, other than you, within 5 feet have disadvantage on this saving throw.
When you strike a creature with a weapon attack roll using a Longarm with which you are proficient and deal damage, they are dazed until the start of your next turn.
You gain advantage on all saving throws made to resist being deafened.
Topple
Prerequisites: Proficiency with Hammers (Heavy), Lashes, Hammers (Light), Longarms, Polearms, or Unarmed
Benefits: When you hit a creature with a weapon attack roll using a Heavy Hammer, Lash, Light Hammer, Longarm, Polearm, or Unarmed Strike with which you are proficient, you can force it to make a Constitution saving throw or fall Prone. The DC for this save is 8 plus the ability modifier used to make the attack plus your Proficiency Bonus.
Total Defense
Prerequisites: Proficiency with Shields or Armor.
Benefits: When you take the Dodge Action while wearing armor or with a shield equipped, you also gain a bonus to your Armor class equal to 1/2 your Proficiency bonus. You must be proficient with the armor you are wearing or the shield you have equipped in order to gain this benefit.
Trip and Threaten
Prerequisites: Proficiency with Axes (Light), Blades (Light), Hammers (Light), Lashes, or Unarmed, Character level 4, Two other Fighting Style feats for Axes (Light), Blades (Light), Hammers (Light), Lashes, or Unarmed.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Pike and Shot: Ranged attacks gain a +1 bonus against creatures you are threatening while you have a Light Axe, Light Blade, Light Hammer, or Lash with which you are proficient or when you have a free hand if you are proficient with Unarmed Attacks.
Trip-up: You gain advantage on trip and disarm attempts using Light Axes, Light Blades, Light Hammers, Lashes, and Unarmed Strikes with which you are proficient.
Two Weapon Fighting
Benefits: When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage
Unblockable Arcs
Prerequisites: Proficiency with Lashes.
Benefits: You ignore the AC bonus a creature gains (if any) from ½ and ¾ cover, their shield, or any similar effect, such as a Shield spell.
Unending Attacks
Prerequisites: Proficiency with Axes (Heavy), Character level 4, Two other Fighting Style feats for Axes (Heavy).
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
When you make your first attack roll as part of the Attack Action using a Heavy Axe with which you are proficient and hit a target, you may make an additional attack roll using the same weapon with a -4 penalty. You may continue to do this every time you hit with an attack roll as part of this attack action, with a cumulative -4 penalty, until you miss an attack roll. If you choose to do this, you may not gain the benefits from the Extra Attack feature this turn.
Unified Front
Prerequisites: Proficiency with Spears.
Benefits: You gain a +2 bonus on all attack rolls you make using a Spear with which you are proficient if you are adjacent to an ally who is not incapacitated.
Unpredictable Swings
Prerequisites: Proficiency with Lashes, Character Level 4, Two other Fighting Style feats for Lashes.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Creatures cannot use their Reaction in response to any attack you make using a Lash with which you are proficient.
You ignore a creature's Dexterity bonus to their AC (if positive) when you attack with a Lash with which you are proficient.
Unsaddle
Prerequisites: Proficiency with Spears.
Benefits: When you attack a creature who has a rider using a Spear with which you are proficient and the rider attempts to direct the blow to them instead of their mount, you may choose to either damage their mount or force them to make a Strength Saving Throw. If they fail, they are knocked from their saddle. The DC of this saving throw is equal to 8 + your Proficiency Bonus + your Strength Bonus.
V-Z
Vex
Prerequisites: Proficiency with Axes (Light), Blades (Medium), Bows, or Lashes.
Benefits: When you hit a creature with a weapon attack roll using a Light Axe, Medium Blade, Bow, or Lash with which you are proficient and deal damage, you gain Advantage on your next attack roll before the end of your next turn
Vigilant Gaze
Prerequisites: Proficiency with Polearms, Character level 4, Two other Fighting Style Feats for Polearms.
Benefits: You gain the following benefits:
Ability Score Increase. You increase your Constitution or Strength by 1, to a maximum of 20.
Whenever a creature leaves a square you threaten, you may use your reaction to make an Opportunity Attack against it using a Polearm with which you are proficient.
Whenever you hit a creature with a melee attack using a Polearm with which you are proficient, you may immediately move up to 5 feet without provoking an attack of opportunity.
Volley
Prerequisites: Proficiency with Bows, Character Level 4, Two other Fighting Style Feats for Bows.
Benefits: You gain the following benefits:
Ability Score Increase. You increase your Dexterity Score by 1, to a maximum of 20.
When you take the Attack action using a Bow with which you are proficient, you may make twice as many attacks as normal. You have Disadvantage on all attack rolls you make until the beginning of your next turn.
Weapon Focus
Prerequisites: Proficiency with at least one Weapon Group, Character level 4+, At least two other Fighting Style feats
Benefits: You gain the following benefits:
Ability Score Increase. Increase one of your ability scores by 1, to a maximum of 20.
Weapon Focus. Select one weapon group with which you are proficient. You gain a +1 to all attack rolls with weapons of that group with which you are proficient.
Special: You may take this feat multiple times. Each time you take it, you may select a different weapon group with which you are proficient. You may not select the same group more than once.
Wearying Assault
Prerequisites: Proficiency with Axes (Heavy).
Benefits: When you deal a critical hit to a creature using a Heavy Axe with which you are proficient, it suffers 1 level of Exhaustion
Weeping Blade
Prerequisites: Proficiency with Blades (Medium) or Handguns, Character level 4, Two other Fighting Style feats for Blades (Medium) or Handguns
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.
When you deal damage with a Handgun with which you are proficient, you inflict 1 Wounded on the target. If you score a critical hit, you inflict 2 Wounded.
When you deal damage with a Medium Blade with which you are proficient, you inflict Bleeding (1d4) on the target. At level 5 this increases to 1d6. It increases again at level 10, 15, and 20, to 1d8, 1d10, and 1d12, respectively.
Whirlwind
Prerequisites: Proficiency with Blades (Heavy) or Thrown, Character level 4, Two other Fighting Style feats for Blades (Heavy) or Thrown.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
As Attack Action, you may make a single weapon attack roll against each creature within melee range using a Heavy Blade with which you are proficient or within one range increment using a Thrown weapon with which you are proficient. Each attack suffers a -2 penalty on the attack roll.
Wild Arcs
Prerequisites: Proficiency with Lashes, Character Level 4, Two other Fighting Style feats for Lashes.
Benefits: You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
You threaten creatures adjacent to you with Slings. You may use a sling as a melee weapon.
You grant flanking bonus against any creature you are threatening while wielding a Lash with which you are proficient with.
Ranged attacks from other creatures gain a +2 bonus against creatures you are threatening while you are wielding a Lash with which you are proficient.
Wind-Up
Prerequisites: Proficiency with Hammers (Heavy).
Benefits: As a Bonus Action, you may begin swinging a Heavy Hammer with which you are proficient. You gain a +4 to your next attack roll made with this hammer before the end of your turn.
Wounding Chop
Prerequisites: Proficiency with Axes (Light), Bows, or Thrown.
Benefits: If you strike a creature against which you have advantage with a weapon attack roll using a Light Axe, Bow, or Thrown Weapon with which you are proficient and deal damage, you inflict one stack of Wound to the creature.
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