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Fighting Style Options

At 1st level or when choosing a Fighting Style option, you can choose from the following.

Arsenal

You can draw weapons as a part of attacks made with them. In addition, whenever you make an attack using a weapon you drew in the same turn, you gain an expertise die on the attack roll.

Back Alley Brawler

Whenever you are dual-wielding either brass knuckles or punching daggers (or one of each) and you hit the same creature for the second time on the same turn, you can immediately make one additional melee weapon attack against it.

Bayonetter

You can make melee attacks using muskets, shotguns, and carbines. Melee attacks you make in this way deal 1d6 slashing damage.

Blowgunner

You ignore the loading property of blowguns and can apply any poisons you can have to blowgun darts as a part of the attacks made using them.

Buckler Duelist

While using a light shield, any weapon you wield gains the parrying weapon property. In addition, while using a light shield you ignore the parrying weapon property’s limitation on shields and can parry while using a light shield.

Bulwark

Attacks you make with heavy or tower shields deal 1d6 bludgeoning damage, and you can perform the Shove basic maneuver on creatures you hit with heavy or tower shields as a part of the attack.

Concussive Iron

Whenever you hit a creature with a mace or morningstar, that creature becomes rattled until the start of your next turn.

Crossbower

You gain an expertise die on attacks made with light crossbows, hand crossbows, and heavy crossbows. As a bonus action, you can improve the expertise die added to your next attack in this way to 1d6.

Darting Shadow

Attacks you make using darts while hidden deal an additional 2 damage. In addition, your attacks with darts do not automatically reveal your location, though you can still be discovered through Perception checks as normal.

Fencer

Whenever a creature misses you with a melee attack while you are wielding a rapier, you can immediately attack them using your rapier as a reaction. You gain an expertise die on attacks made in this way.

Flail Fighting

Once per turn, when you hit a creature using a flail, you can perform a Knockdown basic maneuver to trip that creature as part of the attack.

Foilist

Whenever you use the parrying weapon quality to increase your AC against an attack, that bonus persists until the start of your next turn. This bonus still only applies against the creature that triggered the ability.

Giant-Bane

Once per turn when you hit a large sized or larger creature using a handaxe, battleaxe, or greataxe, you can attempt the Knockdown basic maneuver to trip that creature as a part of the attack.

Groundshaker

While wielding a warhammer or maul, you can slam the ground in front of you as an action. If you do, each Medium or smaller creature within 10 feet of you makes a Dexterity saving throw against your maneuver DC. On a failure, it is knocked prone.

Harvester

Whenever you kill a creature using a sickle or scythe, you gain 1d8 temporary hit points.

Heart Piercer

Whenever you score a critical hit on a corporeal creature using a weapon that deals piercing damage, the creature suffers a level of fatigue. 

Heron Blade

While wielding a glaive or halberd you can perform a special jump using your weapon as an action. If you do, you pole vault into the air and land in an unoccupied space of your choice within 15 feet. At the end of this jump you can immediately make a melee attack using the weapon you vaulted with against a creature in range. Attacks made in this way gain an expertise die. 

Immovable Object

While wearing heavy armor, you are immune to effects that would move you involuntarily or knock you prone. In addition, when you are attacked while wearing heavy armor you can brace yourself against that attack as a reaction. If you do, you gain a +4 bonus to your AC for the triggering attack.

Iron Swan

While you are wielding a bastard sword or greatsword you can perform an iron swan attack as an action. If you do, make a single melee weapon attack with disadvantage. If the attack hits, it automatically results in a critical hit and the target must make a Strength saving throw against your maneuver DC. On a failure, the creature is pushed back 10 feet and knocked prone.

Javelinier

Javelins you wield score a critical hit on 19–20. If you already have a feature that increase the range of your critical hits, your critical hit range increases by 1 (maximum 17–20). In addition, whenever you score a critical hit on a creature when throwing a javelin, it sticks into the target and deals 1d4 piercing damage to the target on the start of each of its turns. The target or another creature can pull the javelin free as an action with a successful Strength check against your maneuver DC.

Mage Knight

Whenever you use your action to cast a spell or use a wand, you can immediately make an attack with a dual-wielding weapon in your off-hand as a bonus action. 

Mighty Lightweight

You ignore the size limitation normally imposed by weapons with the heavy quality. In addition, you deal an additional 2 damage whenever you attack a creature of a size category larger than yours using a weapon with the heavy quality. 

Reaper

Whenever you use the parrying quality of a scythe to increase your AC against an attack, and that attack misses, you can immediately make an attack against that creature with your scythe. Creatures hit by attacks in this way become frightened of you until the end of your next turn.

Retiarius

The DC for escaping from nets you throw is equal to your maneuver DC. In addition, whenever you attack a restrained or grappled creature with a trident, you score a critical hit on results of 18–20. If you already have a feature that increases the range of your critical hits, your critical hit range under these conditions increases by 1 (maximum 17–20).

Royal Games Veteran

You ignore the normal penalty incurred by making attacks with a lance against targets within 5 feet. In addition, attacks you make with lances on your turn deal 2 additional damage if you moved at least 30 feet prior to making the attack.

Sling Sniper

As a bonus action, you can wind a sling you are wielding up to speed. If you do, the next attack you make with it that turn deals an additional 1d4 damage and ignores the disadvantage imposed by attacking at long range.

Stick Fighter

While you wield a quarterstaff it gains the parrying immunity, reach, trip, and versatile weapon qualities.

Strangler

Whenever you use a garrotte’s special attack you ignore the normally imposed disadvantage and deal 1d4 slashing damage. In addition, whenever you start your turn grappling a creature using a garrote, it takes 1d4 slashing damage.

Subtle Striker

Whenever you make an attack with advantage using an assassin’s gauntlet or boot dagger, that attack deals an additional 1d6 damage.

Tendon Slasher

Whenever you score a critical hit on a corporeal creature using a weapon that deals slashing damage, the creature becomes slowed until the end of your next turn.

Truncheon

Whenever you hit a creature with a club or greatclub and score a critical hit, that creature is stunned until the end of your next turn.

War Miner

Attacks you make with light hammers and warpicks deal twice as much damage to objects and constructs and ignore resistance to non-magical bludgeoning or piercing damage. If the weapon is magical, it can overcome resistance to magical bludgeoning or piercing damage.

Whip Swinger

When you successfully hit a creature with a whip, you can cause a booming whip crack to detonate out from that creature as a bonus action. If you do, that creature and every creature within 5 feet of it must make a Constitution saving throw with a DC equal to your maneuver DC. On a failed save, creatures take 1d4 thunder damage and are deafened until the end of your next turn. 
In addition, at the Narrator’s discretion, you can use a whip to best effect on your environment to gain an expertise die on an Acrobatics or Athletics check to swing, climb, or jump, or to enable you to reach handholds or jump and swing distances you would otherwise be unable to, based on the whip’s reach.

Whirling Dervish

While you are wielding a scimitar in each hand, you can perform a special whirling attack as an action. If you do, make a single scimitar attack against each creature within 5 feet. In addition, until the beginning of your next turn, creatures making an opportunity attack against you do so with disadvantage.

Wit Smasher

Whenever you score a critical hit on a creature using a weapon that deals bludgeoning damage, the creature becomes confused until the end of your next turn.