# Combat schools and unique style ###### tags: `DEADLY MARCHES` ### Unique Fighting Style (Beginner, Master) Unique Fighting Style gives character possibility to create his or her own personal combat style. First time when you select this feat you must select up to five weapons which your character will use with this this feat. On Beginner level you can select one non-secret combat maneuver and two non-secret combat techniques, and you will gain bonus +1 to hit with selected weapons and 2 superiority dices (which are d6). On Master level you can select one non-secret combat maneuver and two non-secret combat techniques. Also, you will receive one additional superiority die and all your superiority dices will increase (d6->d8 etc.) You regain all expended superiority dice after finishing short or long rest. . Fighting Style’ School Training Benefits: Unique Style Training Benefits 1. Student Physical training, 2 superiority dice, 1 maneuver, 2 techniques, bonus +1 to hit 2. Master Increasing of superiority die (d6->d8), 1 additional superiority die, 1 maneuver, 2 techniques, You regain all expended superiority dice after finishing short or long rest 1. Beginner 2 superiority dice, 1 maneuver, 2 techniques, bonus +1 to hit 2. Master Increasing of superiority die (d6->d8), 1 additional superiority die, 1 maneuver, 2 technique You regain all expended superiority dice after finishing short or long rest ### Student of Fighting Styles School Prerequisites: Character doesn't have Unique Fighting Style Beginner feat. Weapons and combinations of weapons: you gain benefits of this Fighting Style’s School only when you use specific weapons of combination of weapons. You learned style of combat techniques from one of many Fighting Style’s Schools in the world. You gain next benefits: - Bonus +1 to Basic Ability Score - You learn 2 combat techniques and 1 maneuver - You gain 2 superiority dice which are d6. When you take Master of Fighting Style’s School feat these dice will became d8. - You gain bonus +1 to attack rolls with school weapons You regain all expended superiority dice after finishing short or long rest ### Master of Fighting Styles School Prerequisite: 6 level You gain next benefits: - Additional dice of superiority - You learn 2 combat techniques - You learn 1 maneuver - Now you can take other Fighting Style’s School Feats - Size of your superiority dice increases to next level (d6->d8->d10->d12) Additional prerequisites are described in each school description. If you take this feat first time you can take it second time (and get title Master of Fighting Style’s School) and after mastering one school, you can begin to learn another. > Training to gain benefit of Master of Fighting Style’s School > You can receive Master of Fighting Style’s School after training during 500 downtime days. If you are trained by Master of this school time needed is decreased by 200 days%. Additionally, characters of 9 or higher level also spend less time to train – required time is decreased by 50 days. Every Fighting Style’s School give your character on Student level: +1 to ability score, 2 combat techniques, 1 combat maneuver, 2 superiority dice. On Master level: increased size of superiority dice, 1 additional superiority die, 2 combat techniques and 1 combat maneuver. > Optional rule > If you look on tools’ proficiencies and languages as secondary skills, then you can as DM to give your players ability to receive feat of Master Level after training in school for 500 days. If character is trained by Master of selected school needed time is decreased by 40%. Characters which have 9th or higher level also get decreasing of needed time – by 10%. ## Description Format **School Name** **Prerequisites:** backgrounds, weapon proficiencies, armor proficiencies, ability score or special. – what character must have to get ability to train in this school. **Weapons, armor and their using in Fighting Style’s School** – every Fighting Style’s School uses selected number of weapons and other equipment. You can’t use maneuvers or techniques you get from Fighting Style’s School Training If you use different weapons. **Primary ability:** define which ability will be used for Weapon Maneuvers and Combat techniques DC.DC = 8 + modifier of primary ability + proficiency bonus. Primary ability is prerequisite for training in this school. You must have ability score for primary ability minimum 14. **Physical Training:** when you take first feat (Student of Fighting Style’s School) you increase this ability by 1, to a maximum of 20. All Fighting Style’s Schools give their members mix of maneuvers and techniques and some physical training. Fighting Style’s Schools require specific weapons or combinations of weapons or even specific armor or other equipment. You cannot use the maneuvers or techniques from a Fighting Style’s School unless you are both proficient in and wielding the school’s specified weapons. **Combat maneuvers** are difficult to execute and are special for Fighting Style’s School and every use of them spent superiority die. **Combat techniques** are describing properties of every Fighting Style’s School. They are passive skills of warrior and not requires any action to activating or deactivating them. **Student maneuvers** are maneuvers which character will get when take feat first time. **Student techniques** are techniques which character will get when take feat first time. **Master maneuvers** are maneuvers which character will get when take feat second time for selected School. **Master techniques** are techniques which character will get when take feat second time for selected School. ## Martial Fighting Style’s Schools ### 1. Dual Blades Weapons: Dual Blades style utilizes twin daggers, short swords, scimitars or any combination of two light, finesse weapons (rapier and dagger as example) Primary ability: Dexterity Physical Training: Dexterity Student maneuvers: Riposte Student techniques: Unfettered Defense, Fancy Footwork Master maneuvers: Redirect Attack Master techniques: Blood for Steel ### 2. Spear&Shield Prerequisites: shield proficiency Weapons: Spear or javelin or ycklwa or hooked short spear and any shield Primary ability: Strength or Dexterity Physical Training: Strength or Dexterity Student maneuvers: Pushing Attack Student techniques: Shield Defense, Distracting Strike Master maneuvers: Precision Attack Master techniques: Polearm Expertise, Shield Bash ### 3. Heavy striker Weapons: heavy or versatile melee weapon wielded by two hands Primary ability: Strength Physical Training: Strength Student maneuvers: Precision Attack Student techniques: Charge, Deadly Strikes Master maneuvers: Pressing Attack Master techniques: Cleave, Threatening stance ### 4. North Shield Prerequisites: shield proficiency Weapons: any shield, long sword, short sword, gladius, hand axe, battle axe, spear Primary ability: Strength Physical Training: Strength Student maneuvers: Unbalancing Attack Student techniques: Reactive Strike, Shield Bash Master maneuvers: Blinding Strike Master techniques: Distracting Strike, Shield Defense ### 5. Single Blade Prerequisites: short sword proficiency, Strength 13 Weapons: one weapon (usually short sword, scimitar or rapier) and other hand must be free Primary ability: Strength or Dexterity Physical Training: Strength or Dexterity Student maneuvers: Disarming Attack Student techniques: Defensive Stance, Distracting Strike Master maneuvers: Riposte Master techniques: Deadly Strikes, Defensive Duelist ### 6. Two Swords Weapons: The Two Swords style uses two edged weapons of equal length, usually combining twin longswords or small swords and armor isn’t heavier medium armor. Primary ability: Strength and Dexterity Physical Training: Strength or Dexterity Student maneuvers: Pressing Attack Student techniques: Balanced Hands, Charge Master maneuvers: Crippling Strike Master techniques: Deadly Strikes, Threatening Stance ### 7. Militant’s Shield Prerequisites: Proficiency with the gladius or short sword, Strength 13 or higher Weapons: Military Shield utilizes the shield and gladius or short sword, exploiting the shield’s superior cover and the gladius’ speed. Primary ability: Strength Physical Training: Strength Student maneuvers: Crippling Strike Student techniques: Shield Defense, Shield Bash Master maneuvers: Precision Strike Master techniques: Distracting Strikes, Threatening Stance ### 8. Sword Dance Prerequisites: proficiency with swords Weapons: Sword Dance specializes in the use of the short sword, scimitar, gladius, long sword, and great sword. Primary ability: Strength, Dexterity Physical Training: Strength or Dexterity Student maneuvers: Riposte Student techniques: Blade Step, Cleave Master maneuvers: Precision Attack Master techniques: Deadly Strikes, Reactive Strike ### 9. Arrow storm Prerequisites: Proficiency with either longbow or short bow Weapons: Longbow and short bow Primary ability: Dexterity Physical Training: Dexterity Student maneuvers: Ranged Disarm Student techniques: Always armed, Snapshot Master maneuvers: Rapid Shot Master techniques: Quick reactions, Close Quarters Archery ### 10. Bludgeoning Weapons: hammer, Warhammer, mace, Morningstar or maul Primary ability: Strength Physical Training: Strength Student maneuvers: Trip Attack Student techniques: Force the Opening, Savage Attacks Master maneuvers: Stunning Blow Master techniques: Deadly Strikes, Distracting Strikes ### 11. Polearms Requirements: glaive, guisarme or halberd proficiency Weapons: glaive, guisarme or halberd Primary ability: Strength Physical Training: Strength Student maneuvers: Trip Attack Student techniques: Polearm expertise, Deadly Strikes Master maneuvers: Precision Attack Master techniques: Threatening Strikes, Polearm Mastery ### 12. Master Axeman Requirements: Strength 13, battle axe or greataxe proficiency Weapons: battleaxe or greataxe Primary ability: Strength Physical Training: Strength Student maneuvers: Pushing Attack Student techniques: Savage Attacks, Force the Opening Master maneuvers: Menacing Attack Master techniques: Charge, Deadly Strikes ### 13. Ride and Strike Requirements: Strength 13, proficiency in Animal Handling Weapons: any melee weapon while mounted Primary ability: Strength or Dexterity Physical Training: Strength or Dexterity Student maneuvers: Trip Attack Student techniques: Rider’s Evasion, Ride by Attack Master maneuvers: Precision Attack Master techniques: Nimble Horsemanship, Galloping Charge ### 14. Master Crossbowman Requirements: Proficiency with either hand crossbow, light crossbow or heavy crossbow Weapons: Any crossbow Primary ability: Dexterity Physical Training: Dexterity Student maneuvers: Precise Attack Student techniques: Close Quarters Archery, Fast loading Master maneuvers: Distracting Shot Master techniques: Rapid Crossbow ~~Additional Fighting Style’s Schools will be presented in updates of this material.~~ ## Weapon maneuvers Aim Bait and Switch Blinding Attack Brace Crippling Shot Crippling Attack Cunning Feint Disarm Foe Eagle's Swoop Entangling Defense Galloping Shot Lunging Attack Menacing Attack Combat Prescience Precision Attack Pressing Attack Quick Reactions Ranged Disarm Rapid Shot Riposte Shield Faint Sidestep Snipe Take It Strike without Thought Stunning Blow Trip Attack Unbalancing Attack Wings of Falcon ### Traits of combat maneuvers **Secret** – can’t be taken for Personal Combat Style **Unique** – this technique or maneuver can be learned only in one school. ### Blinding Attack When you successfully hit a creature with a melee weapon attack you may spend 1 superiority die as a bonus action. Roll the superiority die you spent and add the result to the damage dealt. Your target must also make a successful Constitution saving throw or be blinded until the end of their next turn. ### Crippling Attack When you successfully hit a creature with a weapon attack you may spend 1 superiority die. Roll it and add the result to your weapon damage. Your target must also make a Dexterity saving throw. On a failed save, one of the creature’s speed is reduced by half (max 20 ft), until they complete a short rest or receive magical healing. Disarm Foe When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Precision Attack When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Pressing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength or Dexterity (target choice) saving throw. On a failed save, you push the target up to 10 feet away from you. Also, you can spend your reaction to move with your target. Riposte When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Unbalancing Attack When you successfully hit a creature with a weapon attack, you can spend 1 superiority die to force your target to make a Wisdom saving throw. If they fail, a friendly creature adjacent to your target can make opportunity attack against them. Your ally rolls the superiority die you spent and adds it to the attack roll and damage roll of the opportunity attack. Double Arrow Ranged, bow As a bonus action you may spend 1 superiority die to notch two arrows for a single ranged weapon attack. You roll a single attack roll against one target or two different targets which must be within 10 feet of each other. Rapid Shot Ranged You can use your bonus action and expend one superiority die to make a ranged weapon attack. If you hit, you add the superiority die to the attack's damage roll. Entangling Defense Reaction Anytime you are the target of a melee weapon attack, as a reaction you may spend 1 superiority die to entangle your opponent in your net. This reaction is resolved prior to the triggering attack. The attacker must make a Dexterity saving throw or become restrained. Galloping Shot Ranged, mounted While on horseback, when you successfully hit an opponent with a ranged weapon attack after riding your mount 20 feet or more, you may spend a superiority die, adding the result to your attack’s damage. Additionally, add that same result to your mount’s armor class until the beginning of your next turn. Stunning Blow bludgeoning weapon When you successfully hit a creature with a melee weapon attack, you can expend one superiority die to attempt to stun target. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target is stunned until the beginning of your next turn. Cunning Feint When you successfully hit a creature with a melee weapon attack, you can spend 1 superiority die to force your target to make a Wisdom saving throw. If they fail their saving throw you gain advantage on all subsequent melee attacks against that creature until the end of your turn. Trip Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Menacing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Lunging Attack When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. Bait and Switch When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled. Brace When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll. Aim Ranged As a bonus action, you give yourself advantage on your next ranged attack roll on the current turn. You can use this bonus action only if you have not moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Snipe As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack's damage roll. Ranged Disarm Ranged When you successfully hit a creature with a ranged weapon attack, you may spend 1 superiority die as a reaction. Roll the superiority die you spent and add the result to the damage dealt. Your target must make a successful Dexterity saving throw or drop an object they are holding, which falls at their feet. If your target is holding one or more items, you choose which one they drop. You cannot disarm shields, worn weapon Crippling Shot Ranged As a bonus action, upon making a successful hit with a ranged weapon attack, you may spend a superiority die to force your target of Large or smaller size to make a Constitution saving throw. On a failed save, the arrow becomes deeply embedded, imposing a 1d4 penalty on all attack rolls until they spend an action to remove the arrow. Multiple crippling shots upon one target do not stack. Quick Reactions Ranged You may take opportunity attacks with your bow as if you had a reach of 10 feet. Strike High, Bite Low– Take It! Melee, trigger, animal companion When you successfully attack a creature with a melee weapon attack, you may spend 1 superiority die to have your animal companion attack the same creature as a reaction. Animal companion adds this superiority die to damage. Shield Faint Shield, unique At the beginning of your turn, when taking the attack action, you may spend 1 superiority die and forgo the benefits of your shield until the beginning of your next turn. If you choose to do so roll your superiority die and add its result to all attack and damage rolls until the end of your turn. Combat Prescience Secret You may spend 1 superiority die before you make a weapon attack roll to gain advantage on that attack roll. ### Sidestep When you successfully hit with a melee attack you may roll 1 superiority die, adding the result to your weapon damage. After this successful hit, you must move at least 5 feet. This movement does not provoke opportunity attacks from the creature you damaged. ### Strike without Thought *Secret* Whenever a creature enters or leaves your reach, even if invisible, as a reaction you may take an opportunity strike. You can choose to add superiority die to attack roll or to damage roll. This maneuver could be used even if you are surprised. ### Eagle's Swoop To use this maneuver, you must charge a foe or jump down on your enemy from at least 10 feet. Make a Strength (Athletics) check as a free action immediately before your next attack. Prior to making the roll, determine the DC of the check: either DC 15 for a chance to deal 1d6 extra points of damage or DC 20 for a chance to deal 1d8 extra points of damage. if you fail this Strength (Athletics) check by 5 or more, you fall prone in an adjacent square. Wings of Falcon To use this maneuver, you must be wearing a cloak. As an action, you can whip the cloak around you in a distracting fashion. Make an attempt to feint, using your attack bonus instead of your Charisma (Deception) modifier. If you succeed, your target is treated as surprised for the next melee attack you make against it. ### Hawk's Eye To use this maneuver, you must spend action to observing your foe. In next round melee attacks you make against your foe gains a bonus +2 to hit and bonus +1d6 on damage rolls for every round you have just spent observing the foe, to a maximum bonus of +6 (for 3 consecutive full rounds of observation). If the target of your observation attacks you while you're observing, or if you don't make the melee attack within 3 rounds of the end of your observation, you don't get the benefit of the technique. ### Primal Pounce *Natural weapons* You may only use this maneuver during your first turn of combat and only against a creature up to one size category larger than you that has not taken its turn. If you move at least 20 feet straight toward the creature and hit it with your natural weapon attack, you may spend 1 superiority die to force them to success on a Strength saving throw or be knocked prone, at which point you may make two additional natural weapon attacks against that creature as a bonus action. ## Combat techniques ### Combat techniques list Ambidexterity Arrow Cutting Axe Juggle Bashing Daze Blade Step (trigger) Blood for Steel (stance) Charging Strike (bonus, trigger) Cleave (trigger, bonus) Close Quarters Archery (ranged) Combat Knots Dazing strikes Deadly strikes (stance) Defensive Duelist (reaction) Defensive Stance (no shield, bonus, stance) Distracting Shot (ranged) Distracting strikes Duelist’s Stare Fancy Footwork (trigger, reaction) Fancy Riding (mounted) Fast Shield Flexible as a Reed (staffs, maces, unique) Force the Opening (trigger) Galloping Assault Lightning Draw Mother’s Reach (staff) Netting (net) Next Move Nimble Horsemanship (mounted) Offhand Steel Parry Polearm expertise (spear, polearm). Polearm Mastery (polearms) Rapid Crossbow (hand crossbow) Reactive Strikes (trigger, reaction) Remise Ride by Attack (mounted) Savage attacks (trigger) Seeking sword Shield Bash (shield, bonus) Shield Defense (shield, reaction) Shifting Saddle (mounted) Shove About Snapshot (bow) Snapback Threatening Stance (stance) Unfettered Defense (passive, light or no armor) Whip Wielder Whirling Dervish ### Techniques’ traits **Stance** –benefit of this technique is active till another stance is activated. **Trigger** – after specified action you gain some new reaction. **Bonus** – this technique is activated as bonus action. **Unique** – only one school has this technique and it can’t be chosen for Personal Combat Style. ### Ambidexterity *Two weapon fighting, stance* You can use two-weapon fighting even when the one-handed melee weapons you are wielding are not light. ### Blade Step *Trigger* When you make an opportunity attack you may move up to 10 feet as part of that attack. This movement does not provoke an opportunity attack from the creature that triggered the opportunity attack. ### Blood for Steel Stance When you take the Attack action, you can choose to lower your AC by 2 to gain a +2 bonus to all your attack and damage rolls until the beginning of your next turn. Charging Strike Bonus, trigger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature, if creature is larger for one size category. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a bonus to the attack's damage roll equal double of your proficiency bonus (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). Defensive Stance no shield, bonus, stance If you are not wielding a shield, as a bonus action you can increase your AC by 2 until the end of your next turn. Deadly strikes Stance Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to not apply your proficiency bonus to your attack roll. If the attack hits, you add double proficiency bonus to the attack's damage. Distracting strikes When you successfully strike an opponent with an opportunity attack, they may not take reactions until the beginning of their next turn. Fancy Footwork trigger, reaction Any time you score a critical hit or reduce a creature to 0 hit points, as a reaction you can take the Dash or Disengage action. Cleave trigger, bonus On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action and move up to 10 feet. Force the Opening trigger When you score a critical hit with a melee attack against a creature, you gain advantage to all subsequent melee attacks against that creature until the end of your turn. Polearm expertise Spear, polearm When you wield a spear or other polearm it gains the reach property. In addition, when a creature enters your reach you can make an opportunity attack against that creature Reactive Strikes Trigger, reaction When a creature within 5 feet of you makes an attack against a target other than you (and that target don’t know this technique), you can use your reaction to make a melee weapon attack against the attacking creature. Shield Bash Shield, bonus you can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you use this benefit before Attack action you must take Attack action on this your turn or lose action. Shield Defense Shield, reaction If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Threatening Stance stance Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. Unfettered Defense passive, light or no armor If you are wearing light or no armor, and not wielding a shield, you gain a +1 bonus to your AC Flexible as a Reed aces, unique) Unique, staves, maces You treat staves and maces as finesse weapons. Long reach While wielding a staff, your reach increases by 5 feet, and creatures within your reach provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. While wielding twin maces, if a creature moves into an area within 10’ of you, you may use your reaction to move 10’ and perform a single melee attack against that creature. Snapshot (bow) If you start the combat with an arrow nocked and are not surprised, you may take an attack with your bow against one target within 30 feet as a reaction. You may not apply sneak attack dice, smites, or maneuvers to this attack. Close Quarters Archery ranged Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Netting net You do not suffer disadvantage for throwing a net while in melee combat. Additionally, if you miss with your attack you may reset the net as a bonus action, allowing you to attack with it a second time during the same attack action. Shielding Net net While wielding a net in your off hand, you increase your AC by +2. Shifting Saddle Mounted When your mount is successfully attacked or forced to make a saving throw, you may spend a reaction to replace your mount’s AC against that attack or replace your mount’s saving throw with your passive Wisdom (Animal Handling). Fancy Riding Mounted You gain proficiency in Animal Handling. If you are already proficient with that skill, you gain advantage on all Wisdom (Animal Handling) checks involving riding or maintaining control of your mount. Nimble Horsemanship mounted Mounting your horse only costs you 5 feet of your movement, you gain advantage on all Dexterity saving throws to remain in the saddle and may dismount as a free action any time your mount is knocked prone. Ride by Attack mounted You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. Rider’s Evasion mounted If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Defensive Duelist reaction While using a one-handed weapon while leaving your off hand completely free (including not holding a shield), any time you are the target of a melee attack you may use your reaction to gain a +2 bonus to your AC until the beginning of your next turn. Savage attacks trigger Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. Polearm Mastery Polearms When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. Fast Shield shield You can equip and draw off shield as bonus action. Fast Loading crossbows You ignore the loading quality of crossbows with which you are proficient. Rapid Crossbow Hand crossbow When you use the Attack action and attack with a hand crossbow, you can use a bonus action to attack with this hand crossbow you are holding. Distracting Shot ranged When you successfully hit an opponent with a ranged weapon attack, they may not take reactions until the beginning of their next turn. Galloping Assault Mounted If your mount moves in a straight line for 30 fetes you get additional bonus to damage roll of your first weapon attack equal to maximum of damage dice of your weapon The Perfect Cut Unique, secret When you score a critical strike with a melee attack you deal an additional 1d8 damage of the same damage type as the weapon you are wielding. Arrow Cutting Secret When you are successfully hit by a ranged attack from any ranged weapon except for a firearm, as a reaction you may reduce the damage you take by 1d10 + your Dexterity modifier + your proficiency bonus. If the damage is reduced to 0 or less, the attack is considered to have missed as you have knocked the projectile out of the air. Seeking sword Secret While your melee weapon is drawn, as a bonus action on your turn you can gain Blindsight of 20 feet until the beginning of your next turn. You cannot see anything beyond the 20-foot distance, even if you normally could before. Duelist’s Stare When fighting against a single creature only as part of a duel, you may force that creature to make a Wisdom saving throw. If they fail this saving throw, you gain a +2 bonus to your Armor Class against that creature for the next 1 minute or until anyone other than you attack them. If that creature succeeds on this saving throw – you cannot use this technique versus this creature again before next dawn. Lightning Draw If you are not surprised, you may draw your weapon as part of making an opportunity attack. Remise When you attack a creature with a light melee weapon during your turn and miss, you can use your bonus action to make another attack with the weapon against the same creature. Parry Finesse weapon, trigger When you are wielding a finesse weapon with which you are proficient in one hand and another creature hits you with a melee attack, you can use your reaction to add half your Dexterity modifier (rounded up) to your AC against that attack, potentially causing the attack to miss you. Offhand Steel Two melee weapons You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. Whirling Dervish Whenever you hit a creature with a melee attack, you can move 5 feet without spending any movement. This movement may still trigger an attack of opportunity. Shove About Whenever you hit a creature with melee weapon that deals bludgeoning damage, you may use a bonus action to attempt to shove a creature. Bashing Daze As an action, you can make a special attack with any weapon that deals bludgeoning damage to daze a creature. The target must make a Constitution saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. If it fails, it takes your normal weapon damage and it can't take reactions until the start of its next turn. Whip Wielder Whip The whips you wield gain the light property while you wield them. Dazing strikes Trigger When you score a critical hit, the target can't take reactions until the end of your next turn. Combat Knots Net When you ensnare a creature with a net, your proficiency modifier increases the DC required to escape. Snapback Whip As an action, you can use a whip to pull objects weighing 5 lbs. or less which are within your reach towards you. If you have a free hand, you catch the object, otherwise it lands at your feet. Axe Juggle Axes The light hammers and handaxes that you wield gain the finesse property while you wield them. Next Move Once per round, you can make an attack of opportunity without using your reaction.