Jsk Variant Fighting Styles

Variant Fighting Style
A list of adjusted and new fighting styles to be used with the D&D 5e rules.


 * Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
 * Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
 * Defense: While you are wearing armor, you gain a +1 bonus to AC.
 * Dueling: 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.
 * Great Weapon Fighting: 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.
 * Hyperawareness: You can add your proficiency bonus to your initiative rolls, and you cannot be surprised as long as you are conscious.
 * Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
 * Large Weapon Fighting: When you roll a natural 1 or 2 on a weapon attack you make with a melee weapon that you are wielding, you can reroll the attack and must use the new roll, even if the new roll is a 1 or a 2. The weapon used to make this attack must have the two-handed or versatile property for you to gain this benefit.
 * Might and Magic: When you make an attack that uses your Strength or Dexterity modifier for the attack and damage rolls, you can add your Intelligence, Wisdom, or Charisma modifier (your choice) to the attack and damage rolls. The combined modifier added to your attack and damage rolls using any combination of your ability score modifiers cannot exceed +5. If the two ability scores you use for your attack and damage rolls are 20 or higher, the combined modifier for your attack and damage rolls becomes +6, instead of +5.
 * Protection: 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 Fighting: While you are wielding a weapon in one hand and a shield in the other, you can use your bonus action to make a melee weapon attack using your shield. This attack uses your Strength modifier for the attack and damage rolls, and deals 1d4 bludgeoning damage.
 * Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
 * Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
 * Two-Weapon Fighting: When you make the extra attack of the light weapon property, you can add your ability modifier to the damage of the extra attack. (Light Property: When you take the Attack Action on your turn and attack with a light weapon in one hand, you can make one extra attack as part of the same Action. That extra attack must be made with a different light weapon in the other hand, and you don't add your ability modifier to the extra attack's damage. You can make this extra attack only once on each of your turns.)
 * Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.