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House Rule: Fighting Styles


cailano

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As a house rule, I'm adding the four fighting styles below to differentiate combat-oriented characters. These are available to multiple character classes.

Rangers can access either the Archery, Dueling, or Two-Weapon styles at third level.

Paladins may choose from the Great Weapon or Guardian styles at third level.

Barbarians may choose any style except Dueling at third level.

Thieves and Assassins may choose from the Archery, Dueling, or Two-Weapon styles at fifth level.

Fighters may choose any style at first level and an additional style at fifth level.

Spell-casting classes (Clerics, Druids, Magic-Users, and Illusionists) do not get access to fighting styles.

Once made, a fighting style selection cannot be changed.


Fighting Styles

Great Weapon
+2 damage when using a weapon in two hands. To qualify for this ability, a weapon must inflict slashing or bludgeoning damage and be of a size appropriate for big, powerful attacks.

This bonus increases to +3 at fifth level and +4 at 10th level.

Two-Weapon

The fighter reduces the penalty for using two weapons from -2/-4 to -0/-2.

At the 5th level, the fighter eliminates the penalty for off-hand weapons entirely.

At 10th level, the fighter receives +1 to damage with both weapons and +1 to AC while dual wielding.

 

Dueling

The duelist may use their Dexterity bonus instead of their Strength bonus when making to-hit rolls (but not damage.)

When using a one-handed weapon without a shield, the duelist receives +1 to damage and +1 to AC.

At 5th level, the duelist's damage bonus increases to +2.

At 10th level, the duelist's damage bonus increases to +3, and their AC bonus increases to +2.


Guardian


The guardian gains +1 to damage and +1 to AC when using a shield with a one-handed weapon. Alternately, the guardian can use his shield as an off-hand weapon for 1d6 + strength damage. This negates any AC bonus for the shield.

The guardian increases their AC bonus to +2 at fifth level and increases shield bash damage to 1d8.

At the 10th level, the guardian damage bonus increases to +2, and their shield grants a +1 to all saving throws.

Archery

When using a bow or crossbow, the archer can add their Dexterity bonus to missile damage. Additionally, archers do full damage to foes who normally take reduced damage from piercing weapons (skeletons, etc.)

At 5th level, archers who do not have an opponent in melee range can make two ranged attacks per round. Note: Rangers with this fighting style do not gain additional attacks above and beyond those granted by the fighting style. Their attack bonus still applies, however.

At 10th level archers gain a +2 damage bonus to all ranged attacks.

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