# Fighting Style Feats >[!feat-red]- Feat: Archery (Fighting Style) >You gain a +2 bonus to attack rolls you make with Ranged weapons. >[!feat-orange]- Feat: Blind Fighting (Fighting Style) >You have Blindsight with a range of 10 feet. >[!feat-yellow]- Feat: Close Combat Artillerist (Fighting Style) >You gain the following benefits: >- ***Firing in Melee.*** Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons. >- ***Point Blank.*** When you hit a creature that is within 5 feet of you with a ranged attack, you gain a +2 bonus to damage rolls. >[!feat-green]- Feat: Defense (Fighting Style) >While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class. >[!feat-blue]- Feat: Duel Shot (Fighting Style) >When you take the Attack action on your turn and attack with a bow or crossbow, you can make one extra attack as part of the same action against a creature that is within 10 feet of the original target that is within the weapon’s range. If you do so, both attacks are made with Disadvantage. >[!feat-purp]- Feat: Dueling (Fighting Style) >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. >[!feat-pink]- Feat: Flurry (Fighting Style) >Once on each of your turns when you make an attack with a weapon or Unarmed Strike with Advantage, you can forgo Advantage on the attack roll to make another attack with the same weapon against a different creature that is within 5 feet of the original target that is within the weapon’s reach. The chosen attack roll mustn’t have Disadvantage. >[!feat-white]- Feat: Glima (Fighting Style) >Glima is the name for a style of unarmed fighting in the North similar to wrestling. When you hit with an unarmed attack against a creature within 5 feet of you, if that creature is one size larger than you or smaller, you can choose to force that creature to make a Strength saving throw (DC equals 8 + your Proficiency Bonus + your Strength modifier). On a failed save, the target creature has the Prone condition. >[!feat-gold]- Feat: Great Weapon Fighting (Fighting Style) >When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the *Two-Handed* or *Versatile* property to gain this benefit. >[!feat-black]- Feat: Interception (Fighting Style) >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. >[!feat-red]- Feat: Mobile Combatant (Fighting Style) >When you take the Attack action, your Speed increases by 10 feet until the end of your turn, and Opportunity Attacks have Disadvantage against you. >[!feat-orange]- Feat: Opportunist (Fighting Style) >Whenever you make an attack as part of a Reaction, you gain a +2 bonus to attack rolls and damage rolls. >[!feat-yellow]- Feat: Pack Fighting (Fighting Style) >When you make a melee attack with a weapon or an Unarmed Strike against a creature, you gain a +1 bonus to the damage roll if at least one of your allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. If at least one ally within 5 feet of the creature also has this feat and doesn’t have the Incapacitated condition, this bonus increases to +2. >[!feat-green]- Feat: Prone Fighting (Fighting Style) >While you have the Prone condition, you don’t have Disadvantage due to the Prone condition on attack rolls, and the Prone condition doesn’t grant Advantage on attack rolls made against you. >[!feat-blue]- Feat: Protection (Fighting Style) >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. >[!feat-purp]- Feat: Raider's Rush (Fighting Style) >You have Advantage on attack rolls against any creature within 5 feet of one of your allies if you move at least 15 feet and stop within 5 feet of that ally. >[!feat-pink]- Feat: Savagery (Fighting Style) >When you make your first melee weapon attack roll on your turn, you can decide to attack savagely. Doing so allows you to add your Proficiency Bonus to your melee weapon damage rolls but lowers your AC by 2 until the start of your next turn. >[!feat-white]- Feat: Shield Wall (Fighting Style) >*You gain the following benefits:* >- ***Shield Ally.*** When a creature you can see hits an ally adjacent to you with an attack, you can take a Reaction to grant your ally your Shield’s Armor Class bonus against the triggering attack. >- ***Shoulder to Shoulder.*** When you and an ally are both wielding a shield and are adjacent to each other, you both gain a +1 bonus to Armor Class. >[!feat-gold]- Feat: Skirmisher (Fighting Style) >*You gain the following benefits:* >- ***Mobility.*** Your Speed increases by 10 feet. >- ***Strike and Fade.*** Once on each of your turns, you can deal extra damage equal to your Proficiency Bonus to a creature you hit with an attack that deals Bludgeoning, Piercing, or Slashing damage, as long as you have moved 15 feet prior to making the attack. >[!feat-black]- Feat: Thrown Weapon Fighting (Fighting Style) >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. >[!feat-red]- Feat: Two-Weapon Fighting (Fighting Style) >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. >[!feat-orange]- Feat: Unarmed Fighting (Fighting Style) >When you hit with your Unarmed Strike and deal damage, you can deal Physical (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 Physical (Bludgeoning) damage to one creature **Grappled** by you. >[!feat-yellow]- Feat: Underfoot (Fighting Style) >You can end your movement in a space occupied by a creature two sizes larger than you. If you attack that creature while you share its space, you have Advantage on your attack roll. If that creature attacks you while it shares your space, it has Disadvantage on its attack roll.