BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Combat, Weapon Groups, and Fighting Styles

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.

Table of Contents



Comments

Please Login in order to comment!