At 1st level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
You can draw weapons as a part of attacks made with them. In addition, whenever you make an attack using a weapon you drew in the same turn, you gain an expertise die on the attack roll.
Whenever you are dual-wielding either brass knuckles or punching daggers (or one of each) and you hit the same creature for the second time on the same turn, you can immediately make one additional melee weapon attack against it.
You may activate up to 2 combat stances you know without expending any exertion points using the same bonus action. Once you activate a set of combat stances in this way you can’t use this feature again until you finish a short or long rest.
You can make melee attacks using muskets, shotguns, and carbines. Melee attacks you make in this way deal 1d6 slashing damage.
You ignore the loading property of blowguns and can apply any poisons you can have to blowgun darts as a part of the attacks made using them.
While using a light shield, any weapon you wield gains the parrying weapon property. In addition, while using a light shield you ignore the parrying weapon property’s limitation on shields and can parry while using a light shield.
Attacks you make with heavy or tower shields deal 1d6 bludgeoning damage, and you can perform the Shove basic maneuver on creatures you hit with heavy or tower shields as a part of the attack.
Whenever you hit a creature with a mace or morningstar, that creature becomes rattled until the start of your next turn.
You gain an expertise die on attacks made with light crossbows, hand crossbows, and heavy crossbows. As a bonus action, you can improve the expertise die added to your next attack in this way to 1d6.
Attacks you make using darts while hidden deal an additional 2 damage. In addition, your attacks with darts do not automatically reveal your location, though you can still be discovered through Perception checks as normal.
While you are wearing armor, you gain a +1 bonus to AC.
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.
Whenever a creature misses you with a melee attack while you are wielding a rapier, you can immediately attack them using your rapier as a reaction. You gain an expertise die on attacks made in this way.
Once per turn, when you hit a creature using a flail, you can perform a Knockdown basic maneuver to trip that creature as part of the attack.
Whenever you use the parrying weapon quality to increase your AC against an attack, that bonus persists until the start of your next turn. This bonus still only applies against the creature that triggered the ability.
Once per turn when you hit a large sized or larger creature using a handaxe, battleaxe, or greataxe, you can attempt the Knockdown basic maneuver to trip that creature as a part of the attack.
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.
While wielding a warhammer or maul, you can slam the ground in front of you as an action. If you do, each Medium or smaller creature within 10 feet of you makes a Dexterity saving throw against your maneuver DC. On a failure, it is knocked prone.
Whenever you kill a creature using a sickle or scythe, you gain 1d8 temporary hit points.
While wielding a glaive or halberd you can perform a special jump using your weapon as an action. If you do, you pole vault into the air and land in an unoccupied space of your choice within 15 feet. At the end of this jump you can immediately make a melee attack using the weapon you vaulted with against a creature in range. Attacks made in this way gain an expertise die.
While wearing heavy armor, you are immune to effects that would move you involuntarily or knock you prone. In addition, when you are attacked while wearing heavy armor you can brace yourself against that attack as a reaction. If you do, you gain a +4 bonus to your AC for the triggering attack.
While you are wielding a bastard sword or greatsword you can perform an iron swan attack as an action. If you do, make a single melee weapon attack with disadvantage. If the attack hits, it automatically results in a critical hit and the target must make a Strength saving throw against your maneuver DC. On a failure, the creature is pushed back 10 feet and knocked prone.
Javelins you wield score a critical hit on 19–20. If you already have a feature that increase the range of your critical hits, your critical hit range increases by 1 (maximum 17–20). In addition, whenever you score a critical hit on a creature when throwing a javelin, it sticks into the target and deals 1d4 piercing damage to the target on the start of each of its turns. The target or another creature can pull the javelin free as an action with a successful Strength check against your maneuver DC.
Whenever you use your action to cast a spell or use a wand, you can immediately make an attack with a dual-wielding weapon in your off-hand as a bonus action.
You ignore the size limitation normally imposed by weapons with the heavy quality. In addition, you deal an additional 2 damage whenever you attack a creature of a size category larger than yours using a weapon with the heavy quality.
While mounted, you gain an expertise die on attack rolls against creatures that are Medium-sized or smaller and not mounted. In addition, you gain an expertise die on saving throws made to resist being unmounted.
When a creature you can see attacks a target other than you that is within 5 feet of you, if you are wielding a shield you can use your reaction to hinder the attack, forcing the creature to roll with disadvantage.
Whenever you use the parrying quality of a scythe to increase your AC against an attack, and that attack misses, you can immediately make an attack against that creature with your scythe. Creatures hit by attacks in this way become frightened of you until the end of your next turn.
The DC for escaping from nets you throw is equal to your maneuver DC. In addition, whenever you attack a restrained or grappled creature with a trident, you score a critical hit on results of 18–20. If you already have a feature that increases the range of your critical hits, your critical hit range under these conditions increases by 1 (maximum 17–20).
You ignore the normal penalty incurred by making attacks with a lance against targets within 5 feet. In addition, attacks you make with lances on your turn deal 2 additional damage if you moved at least 30 feet prior to making the attack.
As a bonus action, you can wind a sling you are wielding up to speed. If you do, the next attack you make with it that turn deals an additional 1d4 damage and ignores the disadvantage imposed by attacking at long range.
While you wield a quarterstaff it gains the parrying immunity, reach, trip, and versatile weapon qualities.
Whenever you use a garrotte’s special attack you ignore the normally imposed disadvantage and deal 1d4 slashing damage. In addition, whenever you start your turn grappling a creature using a garrote, it takes 1d4 slashing damage.
Whenever you make an attack with advantage using an assassin’s gauntlet or boot dagger, that attack deals an additional 1d6 damage.
Whenever you use a combat maneuver any damage dealt by attacks using it deal an additional 2 damage, and your maneuver DC increases by 1.
Whenever you score a critical hit on a corporeal creature using a weapon that deals slashing damage, the creature becomes slowed until the end of your next turn.
Whenever you would make an attack using a weapon with the Thrown property you may draw the weapon as part of the attack. In addition, your ranged weapon attacks with thrown weapons deal an additional 2 damage.
Whenever you expend Hit Dice to recover exertion points, you recover 3 exertion points per Hit Die expended (instead of 1d4 exertion points as normal).
Whenever you hit a creature with a club or greatclub and score a critical hit, that creature is stunned until the end of your next turn.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack.
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier. If you aren’t wielding any weapons or a shield, you can strike with both of your hands to deal damage equal to 1d8 + your Strength modifier. If you start your turn grappling a creature, you may deal your basic melee damage to any creature you are grappling.
Attacks you make with light hammers and warpicks deal twice as much damage to objects and constructs and ignore resistance to non magical bludgeoning or piercing damage. If the weapon is magical, it can overcome resistance to magical bludgeoning or piercing damage.
When you successfully hit a creature with a whip, you can cause a booming whip crack to detonate out from that creature as a bonus action. If you do, that creature and every creature within 5 feet of it must make a Constitution saving throw with a DC equal to your maneuver DC. On a failed save, creatures take 1d4 thunder damage and are deafened until the end of your next turn. In addition, at the Narrator’s discretion, you can use a whip to best effect on your environment to gain an expertise die on an Acrobatics or Athletics check to swing, climb, or jump, or to enable you to reach handholds or jump and swing distances you would otherwise be unable to, based on the whip’s reach.
While you are wielding a scimitar in each hand, you can perform a special whirling attack as an action. If you do, make a single scimitar attack against each creature within 5 feet. In addition, until the beginning of your next turn, creatures making an opportunity attack against you do so with disadvantage.
Whenever you score a critical hit on a creature using a weapon that deals bludgeoning damage, the creature becomes confused until the end of your next turn.