By Clan Crafter Hralding

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By Clan Crafter Hralding THE MARTIAL ARMS TRAINING MANUAL V 3.1 BY CLAN CRAFTER HRALDING Fighting Styles Cavalry Fighter, Paladin, Ranger An orc ducks below a blade then wildly swings his fist Whenever you are mounted, you can add your at an elf in close combat. A debonair kenku defends proficiency bonus to the saving throws and AC of your himself with a rapier as he deftly strikes a blow. A paladin steed. In addition you have advantage on any Wisdom leaps between her wounded ally and the beholder’s (Animal Handling) checks made to control your mount disintegrating ray. These are combatants utilizing when you attempt a risky maneuver. techniques honed from years of practicing fighting styles. Charging Attack – When you are mounted, Once a fighting style is learned, it presents each if you move at least 20 feet in a straight line you can use combatant with an additional option when attacking or your action to make a special melee attack against a large defending in their chosen style. Any fighting style which or smaller creature within your reach. If the attack hits, has been revised from Unearthed Arcana is marked with the creature must make a Dexterity saving throw. On a an (R). failed save, the creature is pushed up to 10 feet away from you and knocked prone. The DC for the save is equal to Archery 8 + your Strength modifier + your proficiency bonus. Fighter, Ranger You gain a +2 bonus to Attack rolls you make with Close Quarters Shooter (r) Ranged Weapons. Fighter, Ranger Take Aim - As an action you can take aim at a You have a +1 bonus to attack rolls on ranged attacks creature’s weak points. Until the end of your next turn, against targets within 30 feet of you. Also, your ranged your next ranged weapon attack against that creature attacks ignore half cover against targets within 30 feet of has an additional bonus of +2 to hit, and deals an extra you. 1d4 damage. In addition, if you have taken aim, the Point Blank - Whenever a hostile creature maximum long range of your ranged weapon is extended willingly ends its movement within 5 feet of you, you by its normal range. (e.g. Longbow, 150/600 to 150/750) can use your reaction to steady your aim against that creature. You do not have disadvantage on the next Brawling ranged weapon attack you make against that creature as Fighter, Paladin long as it is within 5 feet of you. Your aim remains steady Your unarmed strikes deal bludgeoning damage equal until the end of your next turn. to 1d4 + your Strength modifier instead of the normal damage for an unarmed strike. This increases to 1d6 at Defense 8th level. In addition, you can treat your fists as two light Fighter, Paladin, Ranger weapons for all appropriate actions, benefits, and feats. While you are wearing armor, you gain a +1 bonus to Counter – If you take the dodge action, and AC. a creature misses a melee attack against you, you can Heroic Sacrifice - When a creature you use your reaction to make a single unarmed strike or can see attacks a target other than you that is within grapple against that creature. You must not be wielding 5 feet of you, you can use your reaction to make a any weapons, and not be wearing a shield to perform a Strength(Athletics) check. On a success, you leap in counter. 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. 2 Dueling Fighter, Paladin, Ranger Protection When you are wielding a melee weapon in one hand and Fighter, Paladin no other Weapons, you gain a +2 bonus to Damage Rolls When a creature you can see attacks a target with that weapon. other than you that is within 5 feet of you, you can Guarded Riposte - When a creature makes a use your reaction to impose disadvantage on the melee attack against you, you can use your reaction to Attack roll. You must be wielding a Shield. attempt to parry the blow, giving you Shield Specialization - The protection fighting an AC bonus of +3 for that attack, or a bonus of style has an additional benefit depending on your shield. +1 if you are wearing a shield. Buckler: If you use your reaction to impose If the attack misses, you can make a single disadvantage on an attack, you can move 5 feet as part of melee weapon attack against the creature as part of that reaction. In doing so, you can impose disadvantage that reaction. You don’t add your ability modifier to on an attack against a creature within 10 feet of you, the damage of the bonus attack, unless that modifier is instead of within 5 feet of you. negative. You must be wielding a melee weapon in one Spiked Shield: If you use your reaction to impose hand and no other weapons to perform a riposte. You disadvantage on a melee attack, and the attack misses, must declare your intention to use your riposte before you can make an attack with your spiked shield as part of the DM rolls the die. that reaction against the creature who made the attack. You don’t add your ability modifier to the damage of the Great-Weapon Fighting bonus attack, unless that modifier is negative. Fighter, Paladin Shield: If you use your reaction to impose When you roll a 1 or 2 on a damage die for an Attack you disadvantage on an attack, you can keep your shield in make with a melee weapon that you are wielding with front of the protected creature, reducing your AC by 2 to two hands, you can reroll the die and must use the new increase the protected creature’s AC by 2 until the start roll, even if the new roll is a 1 or a 2. The weapon must of your next turn, or until you are more than 5 feet away have the Two-Handed or Versatile property for you to from the protected creature. A creature who is already gain this benefit. gaining the benefits of a shield only increases their AC by 1. Overhead Strike - When you attack with a Tower Shield or Wall Shield: While your shield weapon you are wielding with two hands, you can choose is raised, a creature up to 5 feet behind you also has half to attack with disadvantage to make an overhead strike. cover. An overhead strike deals an additional 1d6 weapon damage on hit. If you already have disadvantage on an Thrown-Weapon Fighting attack, you can not use this benefit. Fighter, Paladin, Ranger You gain a +1 bonus to Attack rolls and damage rolls Mariner (r) you make with Thrown Weapons, and you can draw a Fighter, Paladin, Ranger weapon with the thrown property as part of any thrown As long as you are not wearing heavy armor or using a weapon attack you make. In addition, if you have the shield, you have a swimming speed and a climbing speed Sharpshooter feat, you can treat your thrown melee equal to your normal speed and you gain a +1 bonus to weapons as ranged weapons for any of the feat’s benefits. AC. Take Aim - As an action you can take aim Lay Low - You can protect yourself easily while at a creature. Until the end of your next turn, your climbing on a wall, ship’s rigging, or swimming in water. next thrown weapon attack against that creature has Whenever you are climbing or swimming, you can use an additional bonus of +2 to hit, and deals an extra your bonus action to gain half cover until the end of 1d4 damage. In addition, if you have taken aim, the your next turn, or until you are no longer climbing or maximum long range of your thrown weapon is extended swimming. by its normal range. (e.g. Spear 20/60 to 20/80) 3 Tunnel Fighter (r) Weapon Techniques Fighter, Paladin Whenever you make an opportunity attack you can add A practiced combatant learns to use their weapon +1 to the attack roll. adeptly, trained to perform a special technique when Defensive Stance - As a bonus action, you can wielding their chosen weapon. You must be proficient enter a defensive stance that lasts until the start of your with a weapon to use its technique, and you cannot use a next turn. While in your defensive stance, you gain two weapon’s technique with any other weapon. extra reactions that can only be used for opportunity If a technique requires a saving throw, the DC attacks. In addition, you can use your reaction to make of the save is equal to 8 + your Strength or Dexterity an opportunity attack against a creature that moves more Modifier (whichever you used for the attack) + your than 5 feet while within your reach. proficiency bonus. Two-Weapon Fighting The Dungeon Master is encouraged to add techniques to NPCs and creatures that wield weapons. If a technique Fighter, Ranger uses a smaller damage die, instead determine damage by When you engage in two-weapon fighting, you can add reducing the creature’s average weapon damage by 2 - 4. your ability modifier to the damage of the second Attack. Two-Weapon Attack - When you are wielding two weapons and make a melee weapon attack as part Weapons A-Z of the Attack action you can choose to make a two- This section covers techniques for the melee and ranged weapon attack.
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