Menü aufrufen
Toggle preferences menu
Persönliches Menü aufrufen
Nicht angemeldet
Ihre IP-Adresse wird öffentlich sichtbar sein, wenn Sie Änderungen vornehmen.

Fighter/Fighting Styles: Unterschied zwischen den Versionen

Aus Onos Wiki
Die Seite wurde neu angelegt: „{| class="table" style="width:100%" |- ! style="width:20%"|Übersicht ! style="width:20%"|Feats ! style="width:20%"|Subklassen ! style="width:20%"|Fighting Styles ! style="width:20%"|Maneuver |} The maneuvers are presented here in alphabetical order. ==Ambush== When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiori…“
 
Bulk class-family migration from WikiJS markdown
 
(Eine dazwischenliegende Version von einem anderen Benutzer wird nicht angezeigt)
Zeile 8: Zeile 8:
|}
|}


The maneuvers are presented here in alphabetical order.
== Blind Fighting ==
You have Blindsight with a range of 10 feet.


==Ambush==
== Deadshot ==
When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.
You gain a +2 bonus to attack rolls you make with Ranged weapons.


==Bait and Switch==
== Defense ==
When you're within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks.
While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.


Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
== Dueling ==
When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


==Commander's Strike==
== Great Weapon Fighting ==
When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack's damage roll on a hit.
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat one 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.


==Commanding Presence==
== Interception ==
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.


==Disarming Attack==
== Protection ==
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.


==Distracting Strike==
== Thrown Weapon Fighting ==
When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.
When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.


==Evasive Footwork==
== Two-Weapon Fighting ==
As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.


==Feinting Attack==
== Unarmed Fighting ==
As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll.
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.


==Goading Attack==
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.


==Lunging Attack==
[[Kategorie:Klassen]]
As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.
[[Kategorie:Klasse:Fighter]]
 
==Maneuvering Attack==
When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
 
==Menacing Attack==
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
 
==Parry==
When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).
 
==Precision Attack==
When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
 
==Pushing Attack==
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
 
==Rally==
As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
 
==Riposte==
When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack's damage.
 
==Sweeping Attack==
When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.
 
==Tactical Assessment==
When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.
 
==Trip Attack==
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

Aktuelle Version vom 24. April 2026, 15:46 Uhr

Übersicht Feats Subklassen Fighting Styles Maneuver

Blind Fighting

You have Blindsight with a range of 10 feet.

Deadshot

You gain a +2 bonus to attack rolls you make with Ranged weapons.

Defense

While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.

Dueling

When you're holding 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 damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat one 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Interception

When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding 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 take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.

Thrown Weapon Fighting

When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.

Unarmed Fighting

When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding 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.