# Fighting Styles Techniques ---- [TOC] | FS | Technique | | -------- | -------- | | Archery | [Take Aim (ranged)](#Take-Aim-ranged) | | Unarmed FIghting | [Counter](#Counter) | | Cavalry | [Mounted Charge](#Charging-Attack-Mounted-Charge) | | Protection | [Heroic Sacrifice](#Heroic-Sacrifice) | | Defense | [Shield Specialization](https://) | | Defense | [Defensive Stance](https://hackmd.io/KAbqYIh0SW-wXZ67QvW_ZQ#Defensive-Stance) | | Dueling | [Guarded Riposte](https://) | | Great Weapon Fighting |[ Overhead Strike](https://) | | Two Weapons Fighting | [Two Weapons Attack](https://) | | Thrown weapons | [Take Aim (thrown)](https://)| ## Take Aim (ranged) As an action you can take aim at a creature’s weak points. Until the end of your next turn, your next ranged weapon attack against that creature has an additional bonus of **+2 to hit**, and deals an extra **1d4 damage**. In addition, if you have taken aim, the maximum long range of your ranged weapon is extended by its normal range. (e.g. Longbow, 150/600 -> 150/750) ## Counter If you take the dodge action, and a creature misses a melee attack against you, you can use your reaction to make a single unarmed strike or grapple against that creature. You must not be wielding any weapons, and not be wearing a shield to perform a counter. ## Charging Attack (Mounted Charge) When you are mounted, if you move at least 20 feet in a straight line you can use your action to make a special melee attack against a large or smaller creature within your reach. If the attack hits, the creature must make a Dexterity saving throw. On a failed save, the creature is pushed up to 10 feet away from you and knocked prone. The DC for the save is equal to 8 + your Strength modifier + your proficiency bonus. ## Point Blank Whenever a hostile creature willingly ends its movement within 5 feet of you, you can use your reaction to steady your aim against that creature. **You do not have disadvantage on the next ranged weapon attack you make against that creature as long as it is within 5 feet of you.** Your aim remains steady until the end of your next turn. ## Heroic Sacrifice 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 make a Strength(Athletics) check. On a success, you leap in front of the blow and change the target of the attack to yourself.** The DC for the athletics check equals 5 + the creature’s bonus to hit. ## Guarded Riposte When a creature makes a melee attack against you, you can use your reaction to attempt to parry the blow, giving you an AC bonus of +3 for that attack, or a bonus of +1 if you are wearing a shield. If the attack misses, you can make a single melee weapon attack against the creature as part of that reaction. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier v 3.0 is negative. You must be wielding a melee weapon in one hand and no other weapons to perform a riposte. You must declare your intention to use your riposte before the DM rolls the die. ## Overhead Strike When you attack with a weapon you are wielding with two hands, you can choose to attack with penalty -1d6 to your attack rolls to make an overhead strike. An overhead strike deals an additional 1d6 weapon damage on hit. If you have advantage on an attack, you can not use this benefit. ## Lay Low You can protect yourself easily while climbing on a wall, ship’s rigging, or swimming in water. Whenever you are climbing or swimming, you can use your bonus action to gain half cover until the end of your next turn, or until you are no longer climbing or swimming. ## Shield Specialization The protection fighting style has an additional benefit depending on your shield. **Buckler**: If you use your reaction to impose disadvantage on an attack, you can move 5 feet as part of that reaction. In doing so, you can impose disadvantage on an attack against a creature within 10 feet of you, instead of within 5 feet of you. **Spiked Shield**: If you use your reaction to impose disadvantage on a melee attack, and the attack misses, you can make an attack with your spiked shield as part of that reaction against the creature who made the attack. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. **Shield**: If you use your reaction to impose disadvantage on an attack, you can keep your shield in front of the protected creature, reducing your AC by 2 to increase the protected creature’s AC by 2 until the start of your next turn, or until you are more than 5 feet away from the protected creature. A creature who is already gaining the benefits of a shield only increases their AC by 1. **Tower Shield or Wall Shield**: While your shield is raised, a creature up to 5 feet behind you also has half cover. ## Take Aim (thrown) As an action you can take aim at a creature. Until the end of your next turn, your next thrown weapon attack against that creature has an additional bonus of **+2 to hit**, and deals an extra 1d4 damage. In addition, if you have taken aim, the maximum long range of your thrown weapon is extended by its normal range. (e.g. Spear 20/60 to 20/80) ## Defensive Stance 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 gain two extra reactions that can only be used for opportunity attacks. In addition, you can use your reaction to make an opportunity attack against a creature that moves more than 5 feet while within your reach. ## Two-Weapon Attack When you are wielding two weapons and make a melee weapon attack as part of the Attack action you can choose to make a twoweapon attack. Make a single attack roll with the lower of your two weapons’ attack modifiers. If the attack hits, it deals damage equal to both weapons’ damage die + your Strength or Dexterity modifier. You can’t make an extra attack with your bonus action on the same turn as making a two-weapon attack, and you can only make one two-weapon attack each turn. # NEW FIGHTING STYLES ## Cavalry Fighter, Paladin, Ranger Whenever you are mounted, you can add **your proficiency bonus to the saving throws and AC of your steed**. In addition you have advantage on any **Wisdom (Animal Handling)** checks made to control your mount when you attempt a risky maneuver. ## Thrown-Weapon Fighting Fighter, Paladin, Ranger You gain a +1 bonus to Attack rolls and damage rolls you make with Thrown Weapons, and you can draw a weapon with the thrown property as part of any thrown weapon attack you make. In addition, if you have the Sharpshooter feat, you can treat your thrown melee weapons as ranged weapons for any of the feat’s benefits.