Dnd 5e Archery Fighting Style Adds To Dmg?

While grappling a creature the Barbarian can forego an attack to apply bludgeoning damage equal to half his strength modifier. I think that would fit with the genre better than the other fighting styles in the player's handbook and would be a fair trade for dnger sense. Last edited: Mar 1, 2021.

The champion fighter class is a versatile melee character who relies on athletic prowess and landing critical hits. A few key features this class gains are multiple fighting styles, enhanced chances for critical rolls at 19 and 18, and enhanced athletic ability. Therefore, to get the most out of this character, I would suggest a dual wielding warrior built to land critical hits.

If you took the Archery fighting style then you add 2 damage to each hit with a ranged weapon attack. So, assuming you do have that, assuming you hit with all 4 attacks using sharpshooter on all (which, admittedly is unlikely with the -5 penalty) then your damage that turn would be: 4d6 + 1d8 + 60 piercing damage. This is an average of 81 damage. So the 5 level dip, as well as the +2 from archery style, should go up in value as the AC of the target gets higher. The value of the second attack also depends on how many levels you have in rogue. If it's Rogue 1, Fighter/Ranger 5, then the 2nd attack is a higher% of damage than if you're Rogue 15, Fighter/Ranger 5. Two-weapon Style and Crossbow Expert Archery 2. Great Weapon Fighting 4. Defensive There are other advantages to each style in combination with the feat and certain classes combinations that will keep them all attractive to the classes that can use them best.

The champion could be a gladiator or celebrity hero, a confident warrior who holds clout. To build a champion fighter, consider the following elements:

Dnd 5e Archery Fighting Style Adds To Dmg?
  • Choose a race with high Strength or Constitution modifiers
  • Build a versatile, dual wielding fighter—multiple attack rolls
  • Utilize basic fighter abilities like Action Surge and Second Wind
  • Lean into special Champion abilities

Choose a race with high Strength or Constitution modifiers

Strength and Constitution will be my main ability score focus, followed by Dexterity. These three scores cover the majority of combat—melee damage, ranged damage, HP and many kinds of saving throws. Therefore, races with a Strength or Strength/Constitution combination are my best bet.

Half orcs, goliaths and bugbears make solid choices, each with a +2 Strength modifier and a helpful secondary bonus. Plus, they all bring a fun monster factor to the party and offer unique racial abilities.

Half orcs gain +2 Strength and +1 Constitution to their ability scores and may be the best race for this build. Relentless Endurance allows half orcs to remain on their feet when reduced to 0 HP, granting them 1 HP instead. This is good for one use per long rest. On the offense side, Savage Attacks grants me extra damage when I land a critical hit equal to one additional damage die.

Goliaths also gain +2 Strength and +1 Constitution. These 8-foot relatives of giants offer sheer power, athletic prowess and hard endurance. Stone’s Endurance allows them to negate damage once a day equal to 1d12 + Constitution modifier. Mountain Born grants me resistance to cold damage and allows me to acclimate up to 20,000 feet.

Bugbears gain a +2 Strength and +1 Dexterity layout—making this hairy hulk naturally more maneuverable. Abilities like Sneaky and Surprise Attack grant me proficiency in Stealth and an extra 2d6 to ambush attacks. Long-Limbed gives me an extra 5 feet of reach in melee combat, which could come in handy while swinging two swords around.

Build a versatile, dual wielding fighter—multiple attack rolls

Starting at level 1, I’ll build this character to wear heavy armor, wielding 2 longswords and a crossbow. I’ll choose proficiencies in Athletics and Acrobatics to lean into my athletic build. This guy isn’t going to score high in the Wisdom and Intelligent departments, so he might as well have sweet moves. Therefore, I’ll lean into my higher Strength and Dexterity scores and increase those skills further.

My Fighting Style will be Two-Weapon Fighting, giving me the ability to add my Strength modifier to the second strike’s damage roll. The idea is to roll more attacks and give myself more opportunities to land critical rolls. Plus, wielding two longswords is a bold combat tactic, playing into the characteristics of a Champion.

I like the idea of an ex-gladiator, an actual champion. This character could fit well in a kingdom who holds arena monster battles. Maybe his backstory includes winning his freedom. On the other hand, he could be a Rockstar celebrity who fights for money.

Utilize basic fighter abilities like Action Surge and Second Wind

Basic fighter class abilities like Action Surge and Second Wind allow me to push my limits and keep fighting. Once a day, Action Surge gives me an extra action during a difficult combat encounter. I can use this to action to attack or maneuver myself as needed. Second Wind offers a healing ability equal to 1d10 plus my fighter level. Again, this ability is once per long or short rest.

As I level my fighter further, I’ll gain an Extra Attack and Indominable, which gives me a once-a-day reroll for saving throws. It’s possible that I could attempt a final push in a boss fight at level 5, attacking up to 4 times with my Action Surge and Extra Attack combined. Plus, I’ll need to remember the Duel Wielding feat when I reach level 5.

DnD 5e Guide to Building Eldritch KnightGuide to Building a Battlemaster Fighter: DnD 5e

Lean into special Champion abilities

Champions are built to be well-rounded fighters with Improved Critical, Remarkable Athlete, Extra Fighting Style, Superior Critical and Survivor.

Improved Critical grants me a critical hit on a roll of 19-20. Now, my chances of rolling a critical hit have theoretically doubled from 5% to 10%. This key ability of the Champion is why I decided to go with a Two-Handed Fighting Style.

Remarkable Athlete comes into play at level 7, improving my Dexterity, Constitution and Strength checks. I can add half my proficiency (round up) to any skill check or saving throw that uses these scores if I don’t already have proficiency. Plus, I’ll be able to increase my long jump by a number of feet equal to my Strength modifier—an extra 3 or 4 feet.

Extra Fighting Style is exactly how it sounds and is learned at level 10. Now, I’ll be able to add Archery or Defense fighting styles to my original choice. Defense Fighting Style will add an extra +1 to my AC—which is always handy for a melee fighter. Archery will improve my accuracy with my crossbow, improving my ranged capabilities.

At level 15, Superior Critical advances my critical hit odds to 18-20. Now, I have a 15% chance of scoring a critical hit per attack.

Finally, Survivor is my ultimate ability, adding 5 + Constitution modifier HP at the begging of every turn. This ability kicks in once I lose at least half of my HP. This makes me super resilient, though it won’t bring me back from 0 HP.

To Sum it Up

Champions are fantastic for first-time players, with less bonus dice to keep up with and features that trigger automatically. This character concept blends the idea of a gladiator or arena fighter with a monster-slaying knight. Altogether, the athletic abilities act as defensive tactics to keep my fighter swinging for critical hits.

The half-orc is probably the best race for the Champion’s combat strategy. However, the class is adaptable to any bulky, athletic character who just wants to slay with his or her friends.

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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.

Blind Fighting (UA)
Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

Close Quarters Shooter (UA)

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. Your ranged attacks ignore half cover and three-­‐‑quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks

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.

Interception (UA)

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mariner (UA)

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC

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.

Thrown Weapon Fighting (UA)

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Tunnel Fighter (UA)

You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stancethat lasts untilthe start of your next turn. While in your defensive stance, you can make opportunity attacks 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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting (UA)

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Superior Technique (UA)

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Style

Homebrew[edit]

General[edit]

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.

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.

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 the weapon already has this property the reach increases by a further 5ft.

Hurler

When you throw a weapon, as part of the same attack, you may pull out another weapon and you do not incur disadvantage for attacking with a thrown weapon at its long range.

Dnd 5e Archery Fighting Style Adds To Dmg 5e

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. Who is on my wifi mac download.

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.

Dnd 5e Archery Fighting Style Adds To Dmg Download

While you are wielding a firearm and no melee weapon, you gain a +1 bonus to your AC and damage rolls.

Close Shot Counter

Prerequisite: the campaign should allow firearms.

When creature makes a melee attack against you, you may use your reaction to make a ranged weapon attack against that creature. You may do this a number of times equal to 1 + your proficiency bonus(to a maximum of 6). You regain all expended uses after a long rest.

Finally, your ranged attacks against targets within 30 feet of you have a +1 bonus to attack rolls and ignore half cover and three-quarters cover.


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