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