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Expanded Fighting Styles

Flexible, powerful combat options for martial classes


You may use this ability a number of times equal to half
Expanded Fighting Styles your class level (rounded up). You must be wielding a
When a class feature allows you to pick a Fighting Style, ranged weapon and fire one piece of ammunition that it
you may choose to use these rules. Whenever you would be uses (or throw the weapon if it is a thrown weapon), when
entitled to an Ability Score Improvement due to leveling up you use this ability. You regain all uses of this exploit after
the class that gave you this feature, you may also choose an completing a long rest.
Exploit associated with a Fighting Style that you know
from that class. You may not pick an exploit if you forego Trickshot
the Ability Score Improvement to pick a Feat. You perform an impressive feat of archery in a moment of
Rogues and barbarians may also gain Exploits as if they focus, that you dare not try to repeat. When you would have
had the Fighting Style class feature, treating their rogue or to make an attack roll or ability check due to firing a ranged
barbarian class as the class that provided it. Though they weapon or throwing a thrown weapon, you may choose not
choose a Fighting Style for the purposes of these rules, to roll. Instead, resolve the action as an automatic hit, or as
they do not gain the benefits of the class feature unless they if you had succeeded on the check.
gain it from a class that provides it. Once you have performed a Trickshot, you may not do so
You may have no more than three Exploits. When you again until you have completed a long rest.
level up, you may switch one Exploit that you have for any
other Exploit within your Fighting Style for which you meet Master Archer
the prerequisites. Prerequisites: 16th level, two other Archery exploits.
Choose an exploit from this fighting style, that you do not
Archery Exploits have. You may use this exploit until you complete a long
rest, regardless of how many exploits you know. Once you
"You gain a +2 bonus to attack rolls you make with ranged have chosen an exploit in this manner, you may not do so
weapons." again until you have completed a long rest.
Called Shot Defense Exploits
You may use a bonus action on your turn to choose a "While you are wearing armor, you gain a +1 bonus to AC."
creature you can see. Your next ranged attack is a called
shot if it targets that creature, and takes a -5 penalty to the Fortress
attack roll. A called shot targets the head, arm or leg, When an opponent uses the help action to grant combat
producing a specific effect in place of damage if it hits. A advantage against you to another opponent, you can use
called shot against a target with any amount of cover will your reaction to negate that advantage.
always miss.
Arm. The target must make a Strength saving throw Adamant Iron
with DC equal to the attack roll result, or drop a single one- When you are subjected to the grappled condition, or
handed weapon or shield that it is carrying (DM's choice). subject another creature to the grappled condition, you
Head. The next attack made against the target is made gain half cover against attacks.
with advantage.
Leg. The target's land speed is reduced by 10 until the Shield Wall
end of your next turn. While you are wielding a shield and are within 5 feet of any
Hunting number of allied creatures who are also wielding a shield,
If your current target is within the normal range of your you all possess half cover against attacks and spells. If you
ranged weapon and is also the last creature you hit with gain cover from any source while wielding a shield, your
that weapon type, you may choose to deal maximum base cover is improved by one category.
weapon damage to your target on a hit instead of rolling for
damage. This damage cannot be non-lethal. If you lose sight On Wings of Steel
of the last creature you hit, target another creature, use an You may use an action on your turn, to make a quick exit
action other than the Attack action (or Ready an action from a bad situation. All enemy creatures within 5 feet of
other than the Attack action), move, or take damage, you you must make a Constitution save with a DC equal to 8 +
lose this benefit until you hit with a ranged weapon attack. your Attack Bonus. On a failed save, they take half your
level in damage (of the same base type as your melee
Overdraw weapon), and are stunned until the end of your next turn.
Prerequisites: Strength score of 16 or higher On a successful save, they take no damage and cannot take
On a hit, your ranged attacks made with the Attack action reactions until the end of your next turn. You can use this
also push the target 10 feet away from you. action a number of times per day equal to your Wisdom
modifier (minimum 1).
Ricochet
On your turn, you may use an action to target creatures and Hardened Body
objects of your choice in a line 5 feet wide, to a distance up Prerequisites: Constitution score of 15 or higher
to the normal range of the ranged weapon you are wielding You can use an action on your turn to gain resistance to
(maximum 120 feet). Targets must make a Dexterity saving damage from bonus damage rolls applied to weapons (such
throw with a DC equal to 8 + your Ranged Attack Bonus. as those rolled for critical hits, sneak attack damage, fire
Targets take full weapon damage on a failure, and half on a damage from a flame tongue, and divine smites) for 1
success. minute. Once you have used this action, you cannot do so
again until you have completed a short rest.
1 EXPANDED FIGHTING STYLES
Master Defender "When you roll a 1 or 2 on a damage die for an attack you
Prerequisites: 16th level, two other Defense exploits. make with a melee weapon that you are wielding with two
Choose an exploit from this fighting style, that you do not hands, you can reroll the die and must use the new roll,
have. You may use this exploit until you complete a short even if the new roll is a 1 or a 2. The weapon must have the
rest, regardless of how many exploits you know. Once you two-handed or versatile property for you to gain this
have chosen an exploit in this manner, you may not do so benefit."
again until you have completed a short rest.
Parting the Waters
Dueling Exploits You make a broad, slow feint swing with your oversized
weapon, and everyone runs. As an action, up to 5 times
"When you are wielding a melee weapon in one hand and your level in hit points of creatures in a 15 foot cone
no other weapons, you gain a +2 bonus to damage rolls become frightened of you until the end of your next turn.
with that weapon." Creatures with the fewest hit points are affected first.
Hamstring Grievous
When you hit a creature with a melee attack, and that When you reduce an enemy to 0 hit points with your two-
creature is in melee combat with another creature, you can handed weapon, you can attack another enemy in range as
use a bonus action to hamstring your target. The target a free action.
must succeed on a Constitution save with a DC equal to the
attack roll result, or have its speed halved and be unable to Heavyweight
use the disengage action. The creature may repeat the When you use the Attack action to make a special melee
saving throw at the end of each of its turns, ending the attack to shove a creature, on a hit you can choose to knock
effect on a success. them prone and push them 10 feet.
When you hit a creature no more than one size category
Fleet-of-Foot larger than you with a two-handed weapon attack, you can
Once per turn when you hit a creature with a melee spell or move them 5 feet in any direction into an unoccupied
weapon attack, you can move 5 feet without provoking space. When you force movement in this way, you may also
attacks of opportunity as long as you end this movement move 5 feet to remain adjacent to them, without spending
within melee range of at least one enemy. movement.
Follow Through Destructive Blow
When you use the Attack action to make a special melee When you score a critical hit with your two-handed
attack to shove a creature, you can use your bonus action to weapon, all enemies of size medium or smaller within 5
make another melee attack against that creature, feet of the target are knocked prone, including the target.
regardless of whether the special attack was successful.
Storm Reaver
Dirty Fighting As an action, you can swing your two-handed weapon with
Once on your turn, before you move out of a creature's reckless abandon. All creatures within reach of your
melee range after using the disengage action, you may weapon, must succeed on a Constitution save against a DC
spend half your movement to make an attack against that equal to 8 + your Attack Bonus or take damage equal to
creature as if you had used an improvised weapon. On a twice your Strength modifier (same base type as the
hit, the creature is blinded until the end of your next turn. weapon). Objects in the area automatically take this
You may do this a number of times per day equal to your damage. You may use this exploit a number of times equal
Dexterity modifier (minimum 1). to your Constitution modifier (minimum 1). You regain all
uses of this exploit when you complete a short or long rest.
Misdirection
When you are in a flanking position and attack the flanked Master Heavyweight
creature, you may use a bonus action to give the other Prerequisites: 16th level, two other Great Weapon Fighting
flanking ally advantage on its next melee attack against the exploits.
target. You must be wielding a one-handed weapon and no Choose an exploit from this fighting style, that you do not
other weapons to use this exploit. have. You may use this exploit until you complete a long
rest, regardless of how many exploits you know. Once you
Master Duelist have chosen an exploit in this manner, you may not do so
Prerequisites: 16th level, two other Dueling exploits. again until you have completed a long rest.
Choose an exploit from this fighting style, that you do not
have. You may use this exploit until you complete a long Protection Exploits
rest, regardless of how many exploits you know. Once you
have chosen an exploit in this manner, you may not do so "When a creature you can see attacks a target other than
again until you have completed a long rest. you that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be
Great Weapon Fighting Exploits wielding a shield."
Shield Throw
When a creature you can see within 30 feet of you, attacks a target o
When a creature you can see within 30 feet of you, attacks a target other than you, you can use your reaction to throw your shie
EXPANDED FIGHTING STYLES 2
Taunting Bash Hamstring
While you wield a shield, you can use an action on your turn When you hit a creature with a melee attack, and that
to taunt a creature by bashing your shield with your creature is in melee combat with another creature, you can
weapon. Choose a creature within 30 feet of you that can use a bonus action to hamstring your target. The target
perceive you. It has disadvantage on attacks against must succeed on a Constitution save with a DC equal to the
creatures other than you until the end of your next turn. attack roll result, or have its speed halved and be unable to
use the disengage action. The creature may repeat the
Retaliatory Lunge saving throw at the end of each of its turns, ending the
When a creature within 10 feet of you that you can see effect on a success.
attacks a target other than you that is within 10 feet of you
and hits, you can move within 5 feet of the attacker, and Fire Spin
your movement speed is reduced to 0 until the end of your You may use your bonus action to enter a fire spin, a fast
next turn. You may then make a melee weapon attack dual-wielding combat form which lasts for 1 minute.
against that creature. On a hit, the creature is stunned until During a fire spin, each creature that starts its turn within
the end of your next turn. You cannot use this exploit if your 5 feet of you, or enters this space for the first time on its
movement speed is reduced for any reason. turn, takes damage equal to half your level. You can enter
this state a number of times per day equal to your Dexterity
Shield Wall modifier (minimum 1).
While you are wielding a shield and are within 5 feet of any
number of allied creatures who are also wielding a shield, Twin Tempest
you all gain half cover against attacks and spells. If you gain When two creatures are in flanking positions either side of
partial cover from any source while wielding a shield, your you, you can use your action to attack them both and leave
cover is improved by one category. one of them vulnerable. Make a melee weapon attack
against both creatures. If you hit at least one, choose one of
Guarding Warden the two. That creature is stunned until the end of your next
You may use a bonus action on your turn to designate an turn. You must be dual-wielding to use this exploit.
allied creature of your size category or smaller as your
ward. When you are within 5 feet of your ward, you can Misdirection
expend your action on your turn to provide your ward with When you are in a flanking position and attack the flanked
half cover against attacks until the beginning of your next creature, you may use a bonus action to give the other
turn. Whilst you are providing your ward with cover in this flanking ally advantage on its next melee attack against the
way, they have resistance to damage from spells, traps and target. You must be dual-wielding to use this exploit.
attacks. When your ward reduces the damage they take due
to this resistance, you take an equal amount of damage of Dance Master
the same type. Prerequisites: 16th level, two other Two-Weapon Fighting
If they are within 5 feet of you, your ward can move with exploits.
you up to their speed on your turn, remaining within 5 feet Choose an exploit from this fighting style, that you do not
of you. After completing this movement, their speed is have. You may use this exploit until you complete a long
reduced to 0 until the end of their next turn. rest, regardless of how many exploits you know. Once you
You may have only one ward at any one time. If you have chosen an exploit in this manner, you may not do so
designate a new ward, all benefits for the old one are lost. again until you have completed a long rest.
Master Sentinel
Prerequisites: 16th level, two other Protection exploits.
Choose an exploit from this fighting style, that you do not
have. You may use this exploit until you complete a long
rest, regardless of how many exploits you know. Once you
have chosen an exploit in this manner, you may not do so
again until you have completed a long rest.
Two-Weapon Fighting Exploits
"When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack."
Clockwork Shift
When you use your bonus action to attack with your off-
hand weapon, you can immediately move to another square
within 5 feet of the target without provoking attacks of
opportunity.
3 EXPANDED FIGHTING STYLES

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