Is Additional Fighting Style underpowered as the only class feature at a given level?

This question is inspired by considering minor homebrew improvements to the Champion subclass, which is frequently but not universally considered a weak subclass.

Looking at the class features, the following occurred to me about Additional Fighting Style (level 10):

  1. Most fighting styles don’t synergize. The main exception is taking both a defensive and offensive fighting style, leading to common recommendations of Defense as the go-to choice for level 10 Champions.
  2. Every class that gets a first fighting style gets additional features at that level (e.g. Spellcasting for level 2 Paladins and Rangers).

So Additional Fighting Style by itself seems pretty weak compared to the level 10 features of other fighter subclasses. Hence the question.

Are there any penalties for fighting in the same 5ft space?

A scenario occurred in my game tonight where the wizard used mold earth to cause a scenario of my barbarian and an opponent to be trapped in a 5×5 ft space that was 15ft down.

We played it as normal, but the question came up if there’d be any penalties on the character trapped in this little arena. Would there be disadvantage? Advantage?

Does the Thrown Weapon Fighting Style apply to ranged, improvised attacks?

The Thrown Weapon Fighting Style states:

[…] In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

My question is whether "a thrown weapon" means "a weapon with the thrown property" or "a weapon you have thrown". An example of something being in the latter category and not the former would be improvised weapons:

[…] If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Do ranged, improvised attacks counts as "ranged attacks with a thrown weapon"?

Can the extra die from Orcish Fury be re-rolled with Great Weapon Fighting?

For things like Sneak Attack and Orcish Fury I know that they can be doubled on Crits per Crawford here.

We also know that only Weapon Damage dice can be rerolled with GWF. So, Sneak Attack or Smite would not get rerolled with GWF while standard weapon dice and the weapon’s critical dice can be re-rolled. For Orcish Fury it seems to me that it uses the appropriate phrasing for weapon dice similarly to the half Orc racial feature or Barbarian’s Brutal Critical and could thus be re-rolled with Great Weapon Fighting, no?

So, if we look at abilities like the Half-Orc racial feature which adds an extra weapon die on Crit and features like Barbarian’s Brutal Critical it seems to me that these could be rerolled with GWF since they use the phrasing of “adding another weapon dice” (normally Barb’s couldn’t get Great Weapon Fighting but now it’s possible via Tasha’s Cauldron of Everything and the Fighting Initiate feat).

For example:

You can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit

from the Half Orc feature and:

you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack

for Brutal Critical.

This phrasing seems very similar to the Orcish Fury phrasing which says:

When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type.

My bet would be yes you can reroll the Orcish Fury Die with Great Weapon Fighting since it reads like we’re adding another weapon die and the phrasing is very similar to the half Orc feature. Have I got that right?

Cloak Fighting, the Ultimate Deception… How to Build it?

I’m rolling up a new character, and had an idea for a character inspired by the novel Dance of Cloaks. In the novel, the main character fights like a rogue, but uses his cloaks to displace his position, hide his movements, and surprise his foes.

The only other limitation I am putting on my character is that they either won’t use or will minimally use magic. They rely on pure physical skill and prowess. The DM does not allow anything psionic related or monk related at the table for the sake of balance reasons. The campaign itself is a dungeon-delving style campaign.

I’m going to be making a 5th-level character for this and would like to have a general plan to level 10. The campaign is a hodgepodge of 3e, 3.5e, and pathfinder so feel free to combine things officially printed within them.

If a bonus action attack for Two-Weapon Fighting involves multiple ability modifiers, which ones are added to the damage roll?

This question is entirely inspired by the following:

  • Bonus action attack ability score modifier (5E Question)

That question, however, happens to ask about a homebrew method of adding multiple ability modifiers to the bonus action attack of Two-Weapon Fighting and so, ultimately, has a homebrew solution. This question concerns non-homebrew methods of creating this scenario.

Two-Weapon Fighting states:

[…] You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. […]

But what happens when you would add more than one ability modifier to the damage roll? There are a few ways of doing this, and I’ll list the ones I know of below:

The Way of Mercy Monk’s Hand of Harm feature:

[…] When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. […]

The Devotion Paladin’s Channel Divinity: Sacred Weapon feature:

[…] For 1 minute, you add your Charisma modifier to attack rolls made with that weapon […]

The Oathbreaker Paladin’s Aura of Hate feature:

[…] Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier […]

The Ranger’s Foe Slayer feature:

[…] Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. […]

The Warlock’s Lifedrinker Eldritch Invocation:

[…] When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier […]

Note, that perhaps some of these aren’t quite the same as the others, but what I’m asking remains the same: When a feature actually does cause you to add multiple different ability modifiers to an attack made as part of Two-Weapon Fighting which ones are not added to the damage roll?

Can you benefit from the Dueling fighting style after having thrown a light weapon?

So, the PHB has this to say about unsheathing a weapon (page 190)

You can also interact with one object or feature of the environment for free, during either your move or your action. For example […] you could draw your weapon as part of the same action you use to attack.

So, if I had already a short-sword in one hand, I could technically draw the dagger dangling at my belt and throwing it as part as the same action, correct?

And since they’re both light weapons, I could then use my bonus action to attack with my short-sword (without the proficiency bonus on the attack roll), right?

But would that attack benefit from the +2 damage bonus from the Dueling fighting-style, since I did attack with only one weapon in hand, or wouldn’t it count since I technically used another weapon during this turn?

In D&D 5e, does the superiority dice from the new superior technique fighting style become a d8 if you are a battlemaster? [duplicate]

I was just wondering if it functions the same as the martial adept feat’s dice, which do become d8s as confirmed by Jeremy Crawford.

With Blind Fighting style from Tasha’s Cauldron Of Everything, can you cast spells that require a target you can see?

Blind Fighting, as phrased in Tasha’s Cauldron Of Everything, contains additional wording beyond the description of mere Blindsight. The entry for Blind Fighting reads:

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.

Using the optional Class Features for the Fighter class which are presented in TCoE, this Blind Fighting fighting style offers not only 10ft of Blindsight, but the wording above, which by my reading at least heavily implies that you should be able to cast spells which target a space, object, or creature "you can see", within the 10ft range of this ability.

You can explicitly "see an invisible creature", but does "you can effectively see anything that isn’t behind total cover" mean that you can cast sighted spells on targets within that 10ft range?