What if fighting styles scaled? As it stands, they're good early but aren't really relevant in the later tiers of gameplay. Also, the champion fighter could use some love. Here are my ideas for scaling them. Let me know what you think.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons. At 10th level, you gain an additional +2 bonus to attack rolls you make with ranged weapons.
Blessed Warrior
You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list. At 10th level, you can cast these cantrips as a bonus action.
Blind Fighting
I suggest deleting it entirely. It's a sense, not a fighting style. You might as well list darkvision as a fighting style.
Defense
While you are wearing armor, you gain a +1 bonus to AC, and an additional +1 while wielding a shield. At 10th level, you gain an additional +1 bonus to AC while wearing armor.
Druidic Warrior
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. At 10th level, you learn an additional druid cantrip.
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. At 10th level, you gain an additional +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. At 10th level, your attacks with two handed and versatile weapons deal an additional 1d8 force damage.
Interception
When a creature you can see hits you or a creature 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. At 10th level, the damage reduction increases to 2d10 + your proficiency bonus.
Protection
When a creature you can see attacks you or a target within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. At 10th level, if the attack misses, the next attack made against the attacker until the end of your next turn has advantage.
Superior Technique
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.
At 10th level, you learn one additional maneuver.
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. At 10th level, you gain an additional +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 and gain a +1 bonus to your AC. At 10th level, you gain the Dual Wielder feat.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. When you reach 10th level this increases to 1d8 + your Strength modifier.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
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