Scaling Fighting Styles

At 5th, 11thand 17th level, select one of the following improvements for each fighting style you have. Whenever you gain a new fighting style, it gains improvements as if you had always had it.

You can't select an improvement more than once unless it otherwise says so.

Archery

Get Down. You gain the benefits of 3/4ths cover when in half cover and the benefits of full cover when in 3/4s cover

You gain the benefits of 3/4ths cover when in half cover and the benefits of full cover when in 3/4s cover Hawkeye. You can see in dim light as if it were bright light and can see in lightly obscuring environments as if they weren't lightly obscured

You can see in dim light as if it were bright light and can see in lightly obscuring environments as if they weren't lightly obscured Pinpoint. Whenever you score a critical hit on a creature with a ranged or thrown weapon attack, the next attack roll made against that creature by a creature other than you is made with advantage.

Defense

Ironhide. You gain resistance to Bludgeoning, Slashing or Piercing damage while wearing medium or heavy armor. You can take this improvement multiple times but must select a different damage type each time.

You gain resistance to Bludgeoning, Slashing or Piercing damage while wearing medium or heavy armor. You can take this improvement multiple times but must select a different damage type each time. Juggernaut. You have advantage on Strength (Athletics) checks made to avoid or break a grapple and to avoid being shoved prone or back 5 feet.

You have advantage on Strength (Athletics) checks made to avoid or break a grapple and to avoid being shoved prone or back 5 feet. Reactive. You gain a +1 bonus to all saving throws.

Protection

Formation. While you are conscious and holding a shield in one hand, allies within 5 feet have +1 AC.

While you are conscious and holding a shield in one hand, allies within 5 feet have +1 AC. Cover. As a reaction to when an ally within 5 feet of you would be hit by an attack roll you can cause the attack to instead hit you.

As a reaction to when an ally within 5 feet of you would be hit by an attack roll you can cause the attack to instead hit you. Deflection. Any time a creature takes damage from an attack which you used your reaction in response to, that creature takes half the total damage from the triggering attack.

Two Weapon Fighting

Thrown Weapon Fighter. You can draw a weapon with the thrown weapon property as part of an attack roll made with a thrown

You can draw a weapon with the weapon property as part of an attack roll made with a thrown Flurry. When you make an off hand attack using your bonus action, you can forgo the normal damage bonus granted by either your Strength or Dexterity modifier to make one additional attack as a part of that same bonus action. This additional attack does not gain bonus damage based on your Strength or Dexterity modifier.

When you make an off hand attack using your bonus action, you can forgo the normal damage bonus granted by either your Strength or Dexterity modifier to make one additional attack as a part of that same bonus action. This additional attack does not gain bonus damage based on your Strength or Dexterity modifier. Light Weapon Mastery. All light weapons have the thrown property to you with a range of 10/30.

Great Weapon Fighting

Improved Great Weapon Fighting. When you roll a 1, 2 or 3 on a damage dice for an attack you make with a two-handed weapon or versatile weapon you're wielding, you can reroll the dice. You must use the new roll even if the new roll is a 1,2 or 3.

When you roll a 1, 2 or 3 on a damage dice for an attack you make with a or weapon you're wielding, you can reroll the dice. You must use the new roll even if the new roll is a 1,2 or 3. Block. You gain a +1 bonus to AC while wielding a two-handed or versatile weapon in two hands.

You gain a +1 bonus to AC while wielding a or weapon in two hands. Knockback. After making an attack roll on your turn with a heavy weapon, you may make an attack against that creature using your bonus action. An attack made using this bonus action can only be used to attempt to shove the creature, and you have advantage on the contested Strength (Athletics) check if your attack hit.

Dueling

Expert Duelist. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls made with one handed melee weapons.

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls made with one handed melee weapons. Focus. When no allies are within 5 feet of you and exactly one enemy is within 5 feet of you, you gain your proficiency bonus temporary hit points at the start of each of your turns.

When no allies are within 5 feet of you and exactly one enemy is within 5 feet of you, you gain your proficiency bonus temporary hit points at the start of each of your turns. Quick Fingers. You can take four object interactions on your turn to draw or stow an object.