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So Great weapon fighting reads as, 'When you roll a 1 or 2 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.'
Great swords and Mauls do 2D6 damage.
If you check whether the roll is 1 or 2 after you add the dice together, the ability is ridiculously weak (which would be fine, as maybe this ability was more meant for halberd users). If you check whether the roll is 1 or 2 for each of the two dice, it seems overpowered (it's not quite the same as, but similar to replacing each D6 with a 1d4+2, which is also okay given that the other fighting style options include a straight +2 to hit or +2 to damage).
Has there been any official ruling on which way this is supposed to go?
Thanks!
Great swords and Mauls do 2D6 damage.
If you check whether the roll is 1 or 2 after you add the dice together, the ability is ridiculously weak (which would be fine, as maybe this ability was more meant for halberd users). If you check whether the roll is 1 or 2 for each of the two dice, it seems overpowered (it's not quite the same as, but similar to replacing each D6 with a 1d4+2, which is also okay given that the other fighting style options include a straight +2 to hit or +2 to damage).
Has there been any official ruling on which way this is supposed to go?
Thanks!
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D&D 5e fighting styles comparison In 5e some classes have fighting styles in order to be more effective with a particular type of weapon or technique. There are also feats that make you better with one style or the other. Nov 24, 2014 Having played a scout-ranger based on throwing axes back in 3.5 and really enjoyed it, I could see having a separate fighting style based on thrown weapons (which, stylistically, would likely be more than a flat bonus), but it would be something distinct from the Archery style.
- 1Fighting Style
- 1.2Homebrew
- Sep 21, 2016 If I'm wielding a greatsword and have the Great Weapon Fighting ability, and my damage roll comes up 2 and 5 on 2d6, I reroll the 2 to try for something higher. In this case, my 2 becomes a 6, which is added to the 5 for a total roll of 11 before modifiers.
- 2nd Fighting Style (Ranger/Fighter): Close Quarters Shooter (if DM allows - Revised Ranger is UA and so is this) for +1 to bow attacks, ignoring cover, and no disadvantage for ranged weapons at 5ft range. If the DM says no to this, then just take the Defense Fighting Style for the +1 AC.
Fighting Style[edit]
The following styles are added to the list for fighters. Under the discretion of DM, the following fighting styles can be added to the list for paladins and rangers.
Official[edit]
The following fighting styles are listed on either System Reference Document or Unearthed Arcana.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Close Quarters Shooter (UA)
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll 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.
- Mariner (UA)
- Protection
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. You must be wielding a shield.
- Tunnel Fighter (UA)
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Homebrew[edit]
General[edit]
Dnd 5e Archery Fighting Style Adds To Dmg Free
- Brawler
If you take the Attack action on your turn to make one or more melee weapon attacks—excluding unarmed strikes—but hit with none of them, you can use your bonus action to make an unarmed strike. Download os x 10.12 dmg.
- Brutal Strike
Whenever you hit a creature with a melee weapon that you are wielding with two hands, you can attempt to drive the target back. If the target is Medium or smaller, it must make a Strength saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is pushed 5 feet away from you. The weapon must have the two-handed or versatile property for you to gain this benefit, and you may not use this effect more than once a turn.
- Careful Strike
When you make a melee attack, but before you make the attack roll, as a bonus action, you may gain a bonus to the attack roll equal to your proficiency bonus. If the attack hits, you subtract your proficiency bonus from the attack's damage.
- Close Quarters Shooter
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.
Of course, playing around with different armors and their bonuses and the weapon you wield can yield different results.To check your current weapon’s Affinity stat, go into your equipment menu, and select your weapon. Now, a weapon can have positive, negative, or neutral. Negative-affinity weapons immediately seem like something you want to get rid off asap, but that’s not necessarily the case. How does dmg and affinity work in monster hunter world reddit. On the menu that opens on the right, you’ll see the Affinity stat below Attack and Sharpness (as depicted above).
- Fast Reloading
When you learn this fighting style, choose one type of crossbow you are proficient in. You ignore the loading property of the chosen weapon.
- Gathering Steps
When you are wielding a melee weapon in one hand and no other weapons, the weapon you are wielding is considered to have the reach property, if it does not have it already.
- Piercing Shot
You gain a +2 bonus to damage rolls you make with two-handed ranged weapons.
- Power Attack
When you make a melee attack, before you make the attack roll, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you add your proficiency bonus to the attack's damage. You cannot do this if you are using the finesse property of the weapon.
- Versatile Weapon Master
When wielding a versatile weapon in one hand you get a +1 bonus to your damage rolls. When wielding a versatile weapon in two hands, you gain +1 bonus to your attack and damage rolls.
- Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Campaign-dependent[edit]
The following fighting styles can be adopted on a specific campaign, which allows a specific set of rules as a prerequisite.
- Musketeer
Prerequisite: the campaign should allow firearms.
When you engage a two-weapon fighting with a firearm and a melee weapon, if you make both attacks on the same target, you have advantage on the attack roll you make with the second attack.
- Riot Control
Prerequisite: the campaign should allow firearms.
When you are wielding a pistol on one hand and a shield on another hand, you gain a +1 bonus to your AC and attack rolls.
- Tactical Stance
Prerequisite: the campaign should allow firearms.
While you are wielding a firearm and no melee weapon, you gain a +1 bonus to your AC and damage rolls.
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