Fighting Style Master List (5e)

You can't take a Fighting Style option more than once, even if you later get to choose again.

* **Agile Fighting.** While you're wearing light armor and not wielding a shield, your movement speed increases by 5 feet and opportunity attacks made against you have disadvantage.
* **Ambusher.** When you are hidden from a creature and hit it with a ranged weapon attack, you can use a bonus action to deal an extra 1d8 damage. If this attack reduces the creature’s hit points to 0, you are still considered hidden.
* **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Brawler.** You can use a bonus action to grapple a creature or make an unarmed strike so long as you have a free hand.
* **Blessed Warrior.** You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
* **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.
* **Close Quarters Shooting.** When you make a ranged attack against a creature within 5 feet of you, you don’t have disadvantage on the attack roll. A creature also triggers an opportunity attack from you when it moves more than 5 feet away from you while you’re holding a ranged weapon. You use the ranged weapon for the opportunity attack.
* **Defense.** While you are wearing armor, you gain a +1 bonus to AC.
* **Druidic Warrior.** You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
* **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.
* **Focused Fighting.** You gain a +1 bonus to attack and damage rolls with weapons while you’re concentrating on a spell.
* **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.
* **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.
* **Light Weapon Fighting.** You gain a +2 bonus to damage rolls when you hit a creature with a weapon that has the light property.
* **Monk Weapon Fighting.** When you make an attack with an unarmed strike or monk weapon, you may roll your martial arts die one additional time. At the start of each of your turns, you can deal bludgeoning damage to one creature grappled by you equal to 1 roll of your martial arts die.
* **Myrmidon.** Nets you use have a DC to remove them equal to 8+your proficiency bonus+ your Strength modifier. Nets do not have disadvantage within 5 feet.
* **Parrying.** When you are holding a weapon in two hands and a creature you can see makes a melee attack roll against you, you can use your reaction to give yourself a +2 bonus to AC for that attack. If the attack still hits, the damage you take is reduced by an amount equal to your proficiency bonus. The weapon must have the two-handed or versatile property for you to gain this benefit.
* **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.
* **Reach Fighting.** You gain a +2 bonus to attack rolls you make with melee weapons that have the reach property if the target is at least 10 feet away from you.
* **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.
* **Supporter.** When you don't make an attack or cast a spell on your turn, you can use the Help or Search action as a bonus action.

* **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 engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
* **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.

* **Close Quarters Shooter (UA).** When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
* **Mariner (UA).** As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
* **Tunnel Fighter (UA).** As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.