AvatarVecna
2017-06-03, 06:00 PM
A quick word up-front: these fighting styles are more powerful than normal basically acrosd the board. I did this because I was of the opinion that while a broader range of Fighting Styles were useful for making more varied characters, the number of 1st party and homebrew fighting styles was growing enough that most builds would want to pick up two or three...and most would only ever get one. To make dipping less necessary to have a nice build, and to give martials a little something nice since I feel they start falling behind a bit in the later levels, I've put together this list of upgraded Fighting styles, with the hope that having only a single one will still be sufficient for most builds. Once I get around to making some custom feats, I'll likely also be making a feat to pick up an additional fighting style and generic bonus.
At times, these remixes will reference rules changes I made over here (http://www.giantitp.com/forums/showthread.php?526311-Remixes-Of-Existing-Mechanics) to flanking, two-weapon fighting, grappling, and shoving.
Archery
Attack +1 when making ranged weapon attack (+2 at 10th level)
No disadvantage for making ranged weapon attacks in melee
Can use ranged weapon to make ranged OAs at people who trigger within 5 ft
Brawler
Your unarmed strike is a d4 light finesse weapon, and becomes a d6 light finesse at level 10.
While unarmored, your AC is equal to 10+Dexterity modifier+Constitution modifier. You may use a shield without losing this formula.
Defense
AC +1 when wearing armor or using a shield (+2 at 10th level)
Dervish
When not using armor, shields, or a heavy weapon, Attack +1 and Dexterity saving throws +1 (AC +1 at 10th level)
Dueling
Damage +2 when wielding a single weapon in one hand (+4 at 10th level)
Great Weapon
Damage +1 while wielding a melee weapon in two hands
When you roll a 1, 2, or 3 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.
Starting at 10th level, this fighting style also grants you +1 to AC when wielding a melee weapon in two hands
Hurler
Attack +1 and Damage +1 with thrown weapons
No disadvantage for throwing while in melee
Your thrown weapon range increment is doubled; at 10th level, it's tripled instead of doubled.
Iaijutsu
You have proficiency in initiative checks
Attack +1 and Damage +1 when wielding a versatile weapon
Mobility
Land Speed +5 feet (becomes +10 feet at 10th level)
You have advantage on ability checks to climb, jump, swim, and tumble
Starting at 10th level, foes making opportunity attacks against you have disadvantage
Opportunist
Damage +2 on OAs
Add "Distracted Opponent" bonus to damage (or double "Distracted Opponent" bonus at 10th level)
Reactive
You can spend a bonus action to gain additional reactions this round equal to half your proficiency bonus (rounded down).
Resilient
When you roll initiative, you gain temporary hit points equal to your Level plus your Constitution modifier.
Shock Trooper
Shove rolls +(your proficiency bonus)
Shove push distance +10 feet
Shove slid distance +5 feet
Threatening Reach
While you wield a reach weapon, you gain +1 to damage, and the area within your reach counts as difficult terrain for enemies.
Starting at 10th level, when you wield a reach weapon, you gain +1 to AC
Two-Weapon Fighting
Damage +1 while dual-wielding
Damage +1 cumulative for each hit you've previously landed in the same turn (not round, turn)
Versatile
When wielding a versatile weapon in two hands, you gain +1 to Attack rolls and +1 to Damage rolls.
When wielding a versatile weapon in one hand, and not using another weapon or a shield in the other hand, you can take the Grapple action or Use An Object action as a bonus action.
Wrestler
AC +1, Attack +1, and Damage +1 against grappled foe
I present this all with the caveat that I've read a lot of 5e homebrew over the years, particularly for martials, and while I'd like to say that this is all original, I'm sure there's at least a couple ideas here that I've seen elsewhere and since forgotten about.
At times, these remixes will reference rules changes I made over here (http://www.giantitp.com/forums/showthread.php?526311-Remixes-Of-Existing-Mechanics) to flanking, two-weapon fighting, grappling, and shoving.
Archery
Attack +1 when making ranged weapon attack (+2 at 10th level)
No disadvantage for making ranged weapon attacks in melee
Can use ranged weapon to make ranged OAs at people who trigger within 5 ft
Brawler
Your unarmed strike is a d4 light finesse weapon, and becomes a d6 light finesse at level 10.
While unarmored, your AC is equal to 10+Dexterity modifier+Constitution modifier. You may use a shield without losing this formula.
Defense
AC +1 when wearing armor or using a shield (+2 at 10th level)
Dervish
When not using armor, shields, or a heavy weapon, Attack +1 and Dexterity saving throws +1 (AC +1 at 10th level)
Dueling
Damage +2 when wielding a single weapon in one hand (+4 at 10th level)
Great Weapon
Damage +1 while wielding a melee weapon in two hands
When you roll a 1, 2, or 3 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.
Starting at 10th level, this fighting style also grants you +1 to AC when wielding a melee weapon in two hands
Hurler
Attack +1 and Damage +1 with thrown weapons
No disadvantage for throwing while in melee
Your thrown weapon range increment is doubled; at 10th level, it's tripled instead of doubled.
Iaijutsu
You have proficiency in initiative checks
Attack +1 and Damage +1 when wielding a versatile weapon
Mobility
Land Speed +5 feet (becomes +10 feet at 10th level)
You have advantage on ability checks to climb, jump, swim, and tumble
Starting at 10th level, foes making opportunity attacks against you have disadvantage
Opportunist
Damage +2 on OAs
Add "Distracted Opponent" bonus to damage (or double "Distracted Opponent" bonus at 10th level)
Reactive
You can spend a bonus action to gain additional reactions this round equal to half your proficiency bonus (rounded down).
Resilient
When you roll initiative, you gain temporary hit points equal to your Level plus your Constitution modifier.
Shock Trooper
Shove rolls +(your proficiency bonus)
Shove push distance +10 feet
Shove slid distance +5 feet
Threatening Reach
While you wield a reach weapon, you gain +1 to damage, and the area within your reach counts as difficult terrain for enemies.
Starting at 10th level, when you wield a reach weapon, you gain +1 to AC
Two-Weapon Fighting
Damage +1 while dual-wielding
Damage +1 cumulative for each hit you've previously landed in the same turn (not round, turn)
Versatile
When wielding a versatile weapon in two hands, you gain +1 to Attack rolls and +1 to Damage rolls.
When wielding a versatile weapon in one hand, and not using another weapon or a shield in the other hand, you can take the Grapple action or Use An Object action as a bonus action.
Wrestler
AC +1, Attack +1, and Damage +1 against grappled foe
I present this all with the caveat that I've read a lot of 5e homebrew over the years, particularly for martials, and while I'd like to say that this is all original, I'm sure there's at least a couple ideas here that I've seen elsewhere and since forgotten about.