Fighting Style
How it's obtained: Granted automatically by the Martial technique at level 1 and the Spellfighter technique at level 1. It can't be bought with Aethyr points.
- Aethyrpoint Cost
- 0
- Level Requirement
- 1
- Technique Requirement
- Martial, Spellfighter
- Activation Cost
- Varied
- Activated Effects
- Varied
- Passive Effects
- Varied
- Energy Pool Type
- None
- Source Reference
- Fighter Base Feature
- Source Requirement
- General
- Activation Time
- None
- Domain Requirement
- General
- Feature Category
- Fighting Style
- Recharge Type
- Long Rest
- Concentration?
- No
Description
Fighting styles come only from an Aethyrsoul's technique: Martialists and Spellfighters gain this feature with their first Fighting Style advancement, and each Fighting Style advancement lets them pick one of the following options. Fighting styles can't be bought with Aethyr points.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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 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.
Interception
When a creature you can see hits a target, other than you, 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.
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
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 +2 bonus to the damage roll.
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
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Close Quarters Shooter
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. You have a +1 bonus to attack rolls on ranged attacks.