Simplified Styles and Masteries
In lieu of the fighting style and fighting mastery options available in the PHB, using this variant rule you can instead use the options present here.
Fighting Styles
Certain class features or feats offer your choice of Fighting Style. Choose from the following. You can't take a Fighting Style option more than once, even if you later get to choose again.
Brawling
You are skilled at using your weight to your advantage. You gain the following benefits:
- You are proficient with improvised weapons.
- Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
- When you attempt to shove or grapple a creature, or make an attack against a creature with an unarmed strike or an improvised weapon wielded in one hand on your turn, you can use your bonus action to make an additional attack, grapple, or shove against the same creature.
Close Quarters Shooting
You are skilled at getting up close and personal with blaster weapons. While you are wielding a blaster weapon with which you are proficient, you gain the following benefits:
- When making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
- Your ranged weapon attacks ignore half cover against targets within 15 feet of you.
- You gain a +1 bonus to attack rolls you make with blaster weapons.
Defense
You are skilled at the art of defending yourself. While you are wearing armor with which you are proficient, you gain the following benefits:
- You gain a +1 bonus to AC.
- You have advantage on ability checks and saving throws to avoid being moved.
Dueling
You are skilled in the art of fighting with a single melee weapon. While you are wielding a melee weapon in one hand with which you are proficient and no other weapons, you gain a +2 bonus to damage rolls.
Equilibrium
You are skilled at fighting while minimally armored. While you are wearing no armor and not wielding a medium or heavy shield, you gain the following benefits:
- You gain a +1 bonus to AC.
- You gain a +1 bonus to attack rolls you make with unarmed strikes and weapon attacks.
Great Weapon Fighting
You are skilled at putting the weight of a weapon to your advantage. While you are wielding a melee weapon in two hands with which you are proficient, when you roll a 1 or 2 on a damage die for an attack, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Sentinel
You are skilled at techniques that take advantage of every drop in any enemy's guard. While you are wielding a melee weapon with which you are proficient, you can use a bonus action to enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make a number of opportunity attacks equal to your proficiency bonus 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.
Sharpshooting
You are skilled with blaster weapons and can make shots that others find difficult. While you are wielding a blaster weapon with which you are proficient, gain a +2 bonus to ranged weapon attacks.
Shielding
You are skilled at using your shield to defend your allies as well as yourself. While you are wielding a shield with which you are proficient, you gain the following benefits:
- 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.
- If you are wielding a heavy shield, you are no longer required to wield a weapon with the light property in the other hand.
Throwing
You are skilled with the techniques of throwing weapons. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:
- You gain a +1 bonus to ranged attack and damage rolls.
- Whenever you make a ranged attack with a thrown weapon, you can immediately draw another weapon as part of the attack.
Two-Weapon Fighting
You are skilled at fighting with two weapons. While you are wielding separate weapons in each hand, or a weapon with the double property, with which you are proficient, you gain the following benefits:
- When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of your Two-Weapon Fighting attack.
- When you make an opportunity attack, you can attack with both of your weapons.
Versatile Fighting
You are skilled at using weapons in different ways. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:
- You gain a +1 bonus to attack rolls while wielding a weapon in one hand.
- You gain a +1 bonus to damage rolls while wielding a weapon in two hands.
Fighting Masteries
Certain class features or feats offer your choice of Fighting Mastery. Choose from the following. You can't take a Fighting Mastery option more than once, even if you later get to choose again.
Brawling Mastery
You've mastered using your weight to your advantage, easily wrangling targets around. You gain the following benefits:
- Your improvised weapons use a d6 for damage and gain the versatile (2d4) property.
- Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
- Your speed isn't halved by carrying a grappled creature who is the same size category as you or smaller.
- Once per turn, when you hit a creature with an unarmed strike or an improvised weapon, you can make an additional unarmed strike or improvised weapon attack against the same target without the aid of your proficiency bonus (no action required).
Close Quarters Shooting Mastery
You've mastered getting up close and personal with blaster weapons, maintain both rate of fire and accuracy. While you are wielding a blaster weapon with which you are proficient, you gain the following benefits:
- When you take the Attack action, you can choose to fire rapidly at the expense of accuracy. Your ranged weapon attacks are made without the aid of your proficiency bonus, but you use your bonus action to make an additional ranged weapon attack, also without your proficiency bonus.
- Your ranged weapon attacks ignore half cover against targets within 30 feet of you.
- Other creatures provoke an opportunity attack from you when they move to within 15 feet of you, and you can use blaster weapons when making opportunity attacks.
Defense Mastery
You've mastered the art of defending yourself, treating your armor as a second skin. While you are wearing armor with which you are proficient, you gain the following benefits:
- Critical hits made against you are treated as normal hits.
- When a creature makes a melee attack against you and misses, you can use your reaction to attempt to shove that creature up to 10 feet directly away from you.
Dueling Mastery
Your mastery of fighting with a single melee weapon is unsurpassed; you make one weapon feel like many. While you are wielding a melee weapon in one hand with which you are proficient and no other weapons, you gain the following benefits:
- When you take the Attack action, you can decide to attack with haste at the expense of accuracy. Your melee weapon attacks are made without the aid of your proficiency bonus, but you use your reaction to make an additional melee weapon attack, also without your proficiency bonus.
- When a creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Great Weapon Mastery
You've mastered putting the weight of a weapon to your advantage, letting its momentum empower your strikes. While you are wielding a melee weapon in two hands with which you are proficient, you gain the following benefits:
- 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.
- Before you make a melee attack with a weapon that you are wielding in two-hands with which you are proficient with, you can choose to forgo your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack's damage.
Sentinel Mastery
You've mastered techniques to take advantage of every drop in any enemy's guard; in tight spaces you are indomitable. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Sharpshooting Mastery
You have mastered blaster weapons and can easily make shots that others find impossible. While you are wielding a blaster weapon with which you are proficient, you gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a blaster weapon that you are proficient with, you can choose to forgo your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack's damage.
Shielding Mastery
You've mastered using a shield to defend your allies as well as yourself, and you understand that shields are not just for protection but also for offense. While you are wielding a shield with which you are proficient, you gain the following benefits:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a power or other harmful effect.
Throwing Mastery
You've mastered the techniques of throwing weapons, readily blending the weapons with your movements. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:
- You gain a +1 bonus to ranged attack rolls you make with thrown weapons.
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with thrown weapons.
- When you hit a creature with a ranged weapon attack with a thrown weapon, you have advantage on your next melee weapon attack against that creature before the end of your next turn.
- You can use Two-Weapon Fighting even when the melee weapons you are wielding in one hand aren't light, if at least one of them has the thrown property.
Two-Weapon Mastery
You've mastered fighting with two weapons, becoming a flurry of motion. While you are wielding separate weapons in each hand, or a weapon with the double property, with which you are proficient, you gain the following benefits:
- While wielding separate weapons in each hand, you gain a +1 bonus to AC.
- While wielding a double weapon, when you roll a 1 on a weapon damage die, you can reroll the die and must use the new roll, even if the new roll is a 1.
- You can engage in Two-Weapon Fighting even when the weapons you are wielding lack the light property.
- You can draw or stow two weapons when you would normally be able to draw or stow only one.
- When you engage in Two-Weapon Fighting, you can choose to forgo your proficiency bonus. If you do so, you can make an additional Two-Weapon Fighting attack, also without your proficiency bonus.
Versatile Mastery
You've mastered the art of using weapons in different ways, altering your attack patterns mid-swing. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:
- When you are the target of a melee weapon attack, you can immediately use your reaction to make a melee weapon attack against the target without your proficiency bonus. On a hit, you impose disadvantage on the attack roll made against you.
- If you miss an attack while wielding a weapon in two hands, you can immediately make an attack roll against the same target using one hand. You can only make this attack once per turn. If the two-handed attack was made with disadvantage or without your proficiency bonus, this attack is made the same way.
- If you miss an attack while wielding a weapon in one hand, you can immediately attempt to shove that creature up to 5 feet directly away from you. You can only make this attempt once per turn. If the one-handed attack was made with disadvantage or without your proficiency bonus, this ability check is made the same way.