High Time. An upward swing that knocks enemies into the air. You can use your bonus action to empower your next Strength-based melee weapon attack. On a hit, a target no more than 1 size larger than you is moved 5 feet upward. The launching attack and any attacks that follow count as a Juggle. Unless subjected to another effect that determines otherwise, the target returns to their original stance and position when they land.

Juggle. Hitting an enemy that is falling gives you Style Ranks equal to half the number of hits you land, rounded up.

Combo. Whenever you take the Attack action and use bonus action to make an off-hand weapon attack, you gain Style Ranks equal to half the number of hits you land. Additionally, whenever you use both your regular action and the extra action granted by Action Surge to make weapon attacks, you gain additional Style Ranks equal to half the number of hits you land.

Provocation. Using your bonus action, you can leave yourself open to your enemies in order to taunt them and gain Style Ranks. Choose one hostile creature that you can see within 30 feet of you. That creature gains advantage on attack rolls against you until the start of your next turn. When you use this ability, you gain Style Ranks equal to 1 + half your Charisma modifier, rounded up.

At 3rd level, you gain access to the following actions that you can use to either gain or spend your Style Ranks. The way to calculate the save DC for any actions that require one is as follows:

You lose all Style Ranks whenever your Hit Points are reduced to 0. As an added option, you can have your DM award or take away Style Ranks at their discretion for actions that are awesome or lame. Keep in mind, though, that nobody likes that person who narrates a whole novel for every single attack.

When you choose this archetype at 3rd level, you gain the ability to receive Style Ranks when in combat. You can gain Style Ranks up to a number equal to your Charisma modifier (minimum of 1).

Everybody's got their gimmick. Some warriors train themselves to peak physical condition; others pick up the arcane arts to augment their combat. You? You're just rad as hell. As a Smokin' Sick Stylist, you combine spectacular performance with the art of fighting. Whether its hunting devils or dueling your twin brother, you know that looking good is just as important fighting well.

Stinger. A lunging attack that propels you toward an enemy. As part of the Attack action, you can spend 1 Style Rank to move 10 feet in a straight line toward a hostile creature as part of a melee weapon attack.

Exceed. Whenever you make a melee weapon attack, you can spend 1 Style Rank to give one of your melee weapons 3 charges. Whenever you make an attack with that weapon (including the attack on which you activate Exceed), you can expend 1 charge to add a +1 bonus to your attack and damage rolls. Using Exceed again removes any remaining charges from the previous use.

Color Up. You can use your bonus action to spend 1 Style Rank and give one of your ranged weapons 3 charges. Whenever you make an attack with that weapon, you can expend 1 charge to add a +1 bonus to your attack and damage rolls. Using Color Up again removes any remaining charges from the previous use.

SS Rank At 7th level, you’ve learned how to push your stylish combat even further. The maximum amount of Style Ranks you can get increases by 1. Additionally, you gain access to the following Stylish Actions: Ex-Act. Landing an attack of opportunity on a hostile creature gives you 1 Style Rank. Rope Snatch. You pull a creature towards you using a rope and grappling hook. You can use your bonus action to spend 1 Style Rank to pull a creature your size or smaller within 30 feet of you that you can see towards you. The creature must make a Strength save or be pulled 15 feet toward you. If the targeted creature is larger than you, you can instead make a DC 10 Strength (Athletics) check to pull yourself 15 feet toward the creature. Using Rope Snatch requires you to have a free hand, as well as a grappling hook and a length of rope of at least 30 feet. Table Hopper. Whenever you are subjected to an effect you can see that requires you to make a Dexterity saving throw to avoid damage, you can spend 2 Style Ranks to instead take half damage on a failed save and no damage on a successful one. Stinger 2. You can now use spend 2 Style Ranks to increase the range of Stinger to 20 feet. Additionally, you can use it to move through the creature you are targeting so long as you end up in an unoccupied space. Exceed 2. You can now spend 2 Style Ranks when activating Exceed to increase the bonus of its charges to +2. Color Up 2. You can now spend 2 Style Ranks when activating Color Up to increase the bonus of its charges to +2.

SSS Rank At the 10th level, you’ve learned how to push your stylish combat to its limits. The maximum number of Style Ranks you can get increases by 1. Additionally, you gain access to the following Stylish Actions: High Roller. Whenever you use High Time to knock a creature into the air, you can spend 1 Style Rank to have them roll a Dexterity save or be knocked prone. Round Trip. A technique that allows you to throw your melee weapons and have them return to you. You can spend 3 Style Ranks whenever you take the Attack action to give your melee weapons the Thrown property with a range of (30/60) feet until the end of your turn. After every attack the weapon returns to your hand. Stinger 3. You can now spend 3 Style Ranks to increase the range of Stinger to 30 feet. In addition to the effects of Stinger 2, you can also attempt to knock a target prone as part of your Stinger by having the target roll a Strength save. On a failed save, the target moves with you and is knocked prone. Exceed 3. You can now spend 3 Style Ranks when activating Exceed to increase the bonus of its charges to +3. Color Up 3. You can now spend 3 Style Ranks when activating Color Up to increase the bonus of its charges to +3.

Fighting Style Switch At the 15th level, you’re too cool to be pinned down to one way of fighting. You can spend 1 Style Rank at any time to temporarily switch your known Fighting Styles, 1 rank per switch. This switch lasts for 1 minute, reverting back to your original Fighting Styles afterward. Additionally, you gain access to the following Stylish Actions: Trickster. Using your bonus action and any number of Style Ranks, you can teleport 5 feet per Rank spent to an unoccupied space that you can see. Swordmaster. You can use your bonus action and 4 Style Ranks to make an additional melee weapon attack. If you are using two-weapon fighting, you can instead make 2 attacks with your off-hand melee weapon. Royalguard. You can use your reaction and any number of Style Ranks to absorb the damage of an attack or effect you can see by 1d4 per Style Rank spent. On your next turn you can then use your action to make a special melee attack using your Charisma for the attack roll that inflicts the absorbed damage plus your Charisma modifier onto a creature within 5 feet of you. Bowslinger/Gunslinger. On your turn you can spend 4 Style ranks to use Charisma for attack and damage rolls of ranged weapons instead of Dexterity for 1 minute.