Expanded Fighting Styles Flexible, powerful combat options for martial classes

Expanded Fighting Styles When a class feature allows you to pick a Fighting Style, you may choose to use these rules. Whenever you would be entitled to an Ability Score Improvement due to leveling up the class that gave you this feature, you may also choose an Exploit associated with a Fighting Style that you know from that class. You may not pick an exploit if you forego the Ability Score Improvement to pick a Feat. Rogues and barbarians may also gain Exploits as if they had the Fighting Style class feature, treating their rogue or barbarian class as the class that provided it. Though they choose a Fighting Style for the purposes of these rules, they do not gain the benefits of the class feature unless they gain it from a class that provides it. You may have no more than three Exploits. When you level up, you may switch one Exploit that you have for any other Exploit within your Fighting Style for which you meet the prerequisites. Archery Exploits "You gain a +2 bonus to attack rolls you make with ranged weapons." Called Shot You may use a bonus action on your turn to choose a creature you can see. Your next ranged attack is a called shot if it targets that creature, and takes a -5 penalty to the attack roll. A called shot targets the head, arm or leg, producing a specific effect in place of damage if it hits. A called shot against a target with any amount of cover will always miss. Arm. The target must make a Strength saving throw with DC equal to the attack roll result, or drop a single one-handed weapon or shield that it is carrying (DM's choice). Head. The next attack made against the target is made with advantage. Leg. The target's land speed is reduced by 10 until the end of your next turn. Hunting If your current target is within the normal range of your ranged weapon and is also the last creature you hit with that weapon type, you may choose to deal maximum base weapon damage to your target on a hit instead of rolling for damage. This damage cannot be non-lethal. If you lose sight of the last creature you hit, target another creature, use an action other than the Attack action (or Ready an action other than the Attack action), move, or take damage, you lose this benefit until you hit with a ranged weapon attack. Overdraw Prerequisites: Strength score of 16 or higher On a hit, your ranged attacks made with the Attack action also push the target 10 feet away from you. Ricochet On your turn, you may use an action to target creatures and objects of your choice in a line 5 feet wide, to a distance up to the normal range of the ranged weapon you are wielding (maximum 120 feet). Targets must make a Dexterity saving throw with a DC equal to 8 + your Ranged Attack Bonus. Targets take full weapon damage on a failure, and half on a success. You may use this ability a number of times equal to half your class level (rounded up). You must be wielding a ranged weapon and fire one piece of ammunition that it uses (or throw the weapon if it is a thrown weapon), when you use this ability. You regain all uses of this exploit after completing a long rest. Trickshot You perform an impressive feat of archery in a moment of focus, that you dare not try to repeat. When you would have to make an attack roll or ability check due to firing a ranged weapon or throwing a thrown weapon, you may choose not to roll. Instead, resolve the action as an automatic hit, or as if you had succeeded on the check. Once you have performed a Trickshot, you may not do so again until you have completed a long rest. Master Archer Prerequisites: 16th level, two other Archery 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. Defense Exploits "While you are wearing armor, you gain a +1 bonus to AC." Fortress When an opponent uses the help action to grant combat advantage against you to another opponent, you can use your reaction to negate that advantage. Adamant Iron When you are subjected to the grappled condition, or subject another creature to the grappled condition, you gain half cover against attacks. Shield Wall While you are wielding a shield and are within 5 feet of any number of allied creatures who are also wielding a shield, you all possess half cover against attacks and spells. If you gain cover from any source while wielding a shield, your cover is improved by one category. On Wings of Steel You may use an action on your turn, to make a quick exit from a bad situation. All enemy creatures within 5 feet of you must make a Constitution save with a DC equal to 8 + your Attack Bonus. On a failed save, they take half your level in damage (of the same base type as your melee weapon), and are stunned until the end of your next turn. On a successful save, they take no damage and cannot take reactions until the end of your next turn. You can use this action a number of times per day equal to your Wisdom modifier (minimum 1). Hardened Body Prerequisites: Constitution score of 15 or higher You can use an action on your turn to gain resistance to damage from bonus damage rolls applied to weapons (such as those rolled for critical hits, sneak attack damage, fire damage from a flame tongue, and divine smites) for 1 minute. Once you have used this action, you cannot do so again until you have completed a short rest. 1

Master Defender Prerequisites: 16th level, two other Defense exploits. Choose an exploit from this fighting style, that you do not have. You may use this exploit until you complete a short 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 short rest. Dueling Exploits "When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon." Hamstring When you hit a creature with a melee attack, and that creature is in melee combat with another creature, you can use a bonus action to hamstring your target. The target must succeed on a Constitution save with a DC equal to the attack roll result, or have its speed halved and be unable to use the disengage action. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. Once per turn when you hit a creature with a melee spell or weapon attack, you can move 5 feet without provoking attacks of opportunity as long as you end this movement within melee range of at least one enemy. Follow Through When you use the Attack action to make a special melee attack to shove a creature, you can use your bonus action to make another melee attack against that creature, regardless of whether the special attack was successful. Dirty Fighting Once on your turn, before you move out of a creature's melee range after using the disengage action, you may spend half your movement to make an attack against that creature as if you had used an improvised weapon. On a hit, the creature is blinded until the end of your next turn. You may do this a number of times per day equal to your Dexterity modifier (minimum 1). Misdirection When you are in a flanking position and attack the flanked creature, you may use a bonus action to give the other flanking ally advantage on its next melee attack against the target. You must be wielding a one-handed weapon and no other weapons to use this exploit. Master Duelist Prerequisites: 16th level, two other Dueling 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. Great Weapon Fighting Exploits "When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit." Parting the Waters You make a broad, slow feint swing with your oversized weapon, and everyone runs. As an action, up to 5 times your level in hit points of creatures in a 15 foot cone become frightened of you until the end of your next turn. Creatures with the fewest hit points are affected first. Grievous When you reduce an enemy to 0 hit points with your two-handed weapon, you can attack another enemy in range as a free action. Heavyweight When you use the Attack action to make a special melee attack to shove a creature, on a hit you can choose to knock them prone and push them 10 feet. When you hit a creature no more than one size category larger than you with a two-handed weapon attack, you can move them 5 feet in any direction into an unoccupied space. When you force movement in this way, you may also move 5 feet to remain adjacent to them, without spending movement. Destructive Blow When you score a critical hit with your two-handed weapon, all enemies of size medium or smaller within 5 feet of the target are knocked prone, including the target. Storm Reaver As an action, you can swing your two-handed weapon with reckless abandon. All creatures within reach of your weapon, must succeed on a Constitution save against a DC equal to 8 + your Attack Bonus or take damage equal to twice your Strength modifier (same base type as the weapon). Objects in the area automatically take this damage. You may use this exploit a number of times equal to your Constitution modifier (minimum 1). You regain all uses of this exploit when you complete a short or long rest. Master Heavyweight Prerequisites: 16th level, two other Great Weapon Fighting 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. Protection Exploits "When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield." Shield Throw 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 shield and impose disadvantage on the attack roll. After resolving the attack, the creature is pushed 5 feet away from you and the shield lands 10 feet from you in the direction of the creature. If you have a Dexterity score of 17 or higher, you instead catch the shield. 2