Rogue Fighting Styles
You adopt a particular style of fighting as your specialty, chosen from the following list of options. You can't take a fighting style option more than once, even if you later get to choose again.
- Dabbler: You learn two cantrips of your choice from the bard spell list. Charisma is your spellcasting ability for them. Whenever you gain a level, you can replace one of these cantrips with another cantrip from the bard spell list.
- Dodger: While you are not encumbered and not wearing armor, you may Dodge as a bonus action.
- Double Stab: While wielding two melee weapons that have the light trait or the finesse trait you can attack twice, instead of once, whenever you take the Attack action on your turn. You must use a different weapon for each of the two attacks.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Knife Fighter: When wielded by you, the damage for a dagger is 1d6 piercing or slashing (instead of 1d4 piercing) and the thrown range is increased to 30/90 (instead of 20/60). Additionally, when you engage in two-weapon fighting using a dagger as the second weapon, you can add your ability modifier to the damage of the second attack. Finally, when you draw a one handed weapon of any kind you may also draw a dagger if you have another hand free.
- Fencer: In your hands a rapier deals 2d4 piercing damage (instead of 1d8 piercing damage), and you gain +1 to hit with rapiers.
- Ground Fighter: When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. Additionally you do not suffer disadvantage on attacks you make while prone, and attackers within 5 feet do not gain advantage on their attacks against you due to you being prone.
- Hurler: You have proficiency with thrown weapons (including improvised weapons that can be thrown), and you gain a +2 bonus to attack rolls you make with thrown weapons.
- Main Gauche: When wielding two melee weapons with the finesse trait, you gain +2 AC against melee attacks (but not ranged or spell attacks), and when a creature makes a melee attack against you that misses by exactly 1 or 2 you can use your reaction to make a melee weapon attack against that creature.
- Point Blank: When making a ranged attack with a ranged or thrown weapon while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, your ranged attacks with ranged and thrown weapons against targets within 15 feet of you ignore half cover and three-quarters cover and gain a +1 bonus to the damage roll.
- Rakish Attacker: You don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
- Roll With It: While you have speed of 5 or more, if you would take bludgeoning, piercing, or slashing damage you can use your reaction to reduce the damage you suffer by an amount equal to your proficiency bonus plus your Dexterity modifier. If you do, you may also move into an unoccupied space within 5 feet without provoking opportunity attacks.
- Shifty: You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
- Sniper: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Additionally, your ranged weapon attacks ignore half cover and three-quarters cover.
- Stabber: When making a melee weapon attack with a shortsword or dagger, you may reroll any 1 or 2 on damage but you must use the new roll of each die, even if it is another 1 or 2. This applies to all of the damage dice rolled for the attack, including any additional damage dice gained from the Sneak Attack feature, or from scoring a critical hit.
- Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Tumbler: Once per turn, if you become prone but are not incapacitated and are not encumbered, you may make a Dexterity (Acrobatics) check against a DC equal to 5 + the number of feet you moved prior to becoming prone (if any). If you succeed, you stand up for 0 movement and gain +2 AC until the start of your next turn.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your proficiency bonus on a hit. Additionally at the start of each of your turns you can deal 1d6 + your proficiency bonus bludgeoning damage to one creature you are grappling with.
Martial Versatility
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace a fighting style you know from this list with another fighting style from this list.