Fighters, rangers, and paladins all get a unique feature that empowers how they approach combat: a fighting style. These each offer a bump approaching combat in a specific fashion, but all aren’t created equally.
That’s it. There are no other reasons to commit to this Fighting Style, as it does nearly nothing.
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There are two reasons to take Unarmed Fighting.
You want the pugilist fantasy with a fighter subclass, and refuse to play any monk, or
You want to go all in on a low level grappler
That’s it. There are no other reasons to commit to this Fighting Style, as it does nearly nothing.
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Two-Weapon Fighting is one of my go to one-shot character fighting styles. Both fighters and rangers can pick this option up early to weaponize their bonus action, empower multi-attack payoffs like Hunter's Mark and Hex, and diversify their in combat options by a decent bit.
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Thrown Weapon Fighting is more of a quality of life update for thrown weapons that makes them qualify as ranged weapons for the Archery fighting style. The fundamental problem with that is they’re quite a bit worse than higher range and damage dice long-bow, and don’t give you enough reason to want to use them.
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Superior Technique technically offers fighters an additional resource with a once per short rest Battle Master Maneuver. These tend to feel like they’re a little worse than 1st level spells, but a bit better than a cantrip on average.
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Protection is a clean and simple way to get access to the defender fantasy on fighters and paladins. It may not scale particularly well, but in the early to mid tiers, Protection can shine brightly on a character with another front line companion or two to protect.
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Interception is a real, powerful payoff for a defender character. It's a useful, constantly reusable reaction that shuts down low tier enemies' damage in its entirety. It doesn’t care if the attack is melee or ranged; if your friend is next to you and getting damaged by some attack, you can help.
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Great Weapon Fighting should be the standard starting point all the other fighting styles should look to. It adds an interesting mechanic to improve damage that feels fun to use, scales with build decisions, clearly rewards fighting in a handful of niche directions, and is easy to parse.
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Dueling is a Fighting Style at its worst. It fails to deliver on many of the play pattern fantasies people want to take it for, is mechanically deeply boring, and is outclassed damage wise by almost every other comparative option.
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Duridic Warrior is a Fighting Style offering some bonus out of combat utility to the exploration based class, which is much needed, but when it's at the expense of their Fighting Style doesn’t really solve any of their problems without making more elsewhere.
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Defense is a sham. It's a fighting style you pick up late when you get a bonus fighting style while you already have your default game plan locked in for most fights, and even then splashing into Archery, Protection, or Dueling all can also offer advantages in some situations you may want to be better in.
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Mechanically, Blind Fighting is just 10 ft. limited Blindsight, which can lead to moments where you’ll reach that fantasy, but many more where you won’t be getting any real benefit from it.
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Blessed Warrior is less of a Fighting Style, and more a feature replacement, an optional variant that replaces the Fighting Style by giving you a different kind of option to enable a higher utility based character.
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Archery is a fighting style for rangers and fighters that goes on any character making ranged weapon attacks, not just archers. Mechanically, you can’t get much simpler than this: +2 to attack rolls you make with ranged weapons doesn’t have a particularly large amount of depth to it.
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