Listed below are all of the Fighting Styles. The Fighter, Paladin and Ranger classes have access to all fighting styles. The College of Swords Bard has access to Blind Fighting, Classist Swordplay, Dueling, Featherweight, Gladiator, Great Weapon Fighting, Opportunist, Superior Technique, Thrown Weapon Fighting, and Two-Weapon Fighting.
AKIMBO
You can engage in two-weapon fighting with any ranged weapon with the light property, and you don't need a free hand to load ammunition into a one-handed weapon.
ARCHERY
You gain a +2 bonus to attack rolls 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.
BLIND ARCHERY
You learn the find familiar spell, it counts as a ranger spell for you and doesn’t count against your maximum number of spells known and you can cast it as a ritual. You can cast the spell once per day without expending material components. Additionally when you cast the spell, instead of using an action to see through your familiar’s senses, you can do it at will (no actions required), as long as your familiar stays within 100 feet of you. This allows you to position your body and attack using your familiar’s senses to locate enemies.
BLIND FIGHTING
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.
BRAVADO
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
BRAWLER
You gain a +2 bonus to attack rolls you make with unarmed attacks, natural weapons and improvised weapons.
CLASSIST SWORDPLAY
While you are wielding a finesse weapon and nothing in your other hand, you gain a +1 bonus to attack rolls and to your Armor Class so long as you are not wearing heavy armor or a shield.
DAISHO
When you wield a versatile weapon in one hand and a light weapon in your other hand, the versatile weapon gains the light and finesse weapon properties.
DEFENSIVE FIGHTING
While wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.
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.
DUELING
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
FEATHERWEIGHT FIGHTING
While you are wielding only light weapons, your movement speed increases by 10 feet and you gain a +1 bonus to your damage rolls, so long as you are not wearing medium or heavy armor, or wielding a shield.
FINISHER
When you deal damage to a prone, restrained, or incapacitated enemy with a weapon attack, roll an additional damage die.
FURIOUS FIGHTER
A warrior’s seething emotions make critical strikes more potent. When a melee attack results in a critical hit, roll an additional 1d4 damage for that attack. This damage increases to 1d6 at 4th level, 1d8 at 8th level, 1d10 at 12th level, and 1d12 at 16th level.
GLADIATOR
You gain a +2 to damage rolls with melee attacks against against a target if it is the only creature within your reach that's not unconscious.
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 heavy, two-handed or versatile property for you to gain this benefit.
HARRIER
When you hit a creature with an unarmed strike or a melee attack using a weapon that doesn't have the two-handed or heavy property, the creature's speed is reduced by 10 feet until the end of its next turn.
HEAVYWEIGHT FIGHTING
You use your weight, and that of your weapon, to land devastating blows. While you are wielding a heavy weapon, you gain a +2 bonus to damage rolls and you have advantage on Strength (Athletics) checks made to Shove.
IMPROVISED FIGHTING
You gain proficiency with improvised weapons. Once per turn, when you hit with an improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do this, the improvised weapon is destroyed and cannot be used for further attacks. You can't use this feature to destroy magical objects.
INTERCEPTION
When a creature you can see hits a target, other than you, 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.
MARINER
You have trained to fight on, around, and in the water. As long as you are not wearing medium or heavy armor or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.
MELEE MARKSMAN
Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet." When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
MOBILITY
As long as you are not wearing heavy armor, you gain a 5 feet walking speed and all opportunity attacks against you are made with disadvantage.
MOUNTAINEER
When you are not wearing medium or heavy armor, or using a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class while in vertical surfaces.
MOUNTED WARRIOR
While riding a trained mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action to command it to take one action from its stat block.
OPPORTUNIST
You gain a +2 bonus to attack rolls against a target if another enemy of the target is within 5 feet of it and that enemy isn't Incapacitated.
PARRIER
When you are holding a weapon in two hands and a creature you can see makes a melee attack roll against you, you can use your reaction to give yourself a +2 bonus to AC for that attack. If the attack still hits, the damage you take is reduced by an amount equal to your proficiency bonus. The weapon must have the two-handed or versatile property for you to gain this benefit.
PIT FIGHTING
Your have trained to fight with weapons typically associated with gladiators, granting you the following benefits:
For you, tridents change to 1d8 piercing - thrown (20/60 ft.), versatile (1d10).
When making an attack roll with a net against a creature within 5 feet, you do not have disadvantage on the roll.
When you take the Attack action on your turn, making an attack with a net only takes the place of one attack.
PROTECTION
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a melee weapon or a shield to use this reaction.
SHIELD FIGHTER
While you are wielding a shield, it is considered a martial melee weapon with which you are proficient, and it deals 2d4 bludgeoning damage on a hit. When you score a critical hit with a shield, the target can't take reactions until the end of your turn. If you are wielding a shield and nothing else, you gain a +1 bonus to both your damage rolls with shield attacks, and to your Armor Class. In addition, if you are wielding a magical shield that grants a bonus to AC in addition to the shield's normal bonus, you can also add that bonus to your attack and damage rolls with the shield.
SPACING SPECIALIST
You gain a +2 bonus to attack rolls you make with melee weapons that have the reach property if the target is at least 10 feet away from you.
SPECIALIST - BLUDGEONING
When you hit with a weapon attack that deals bludgeoning damage and the attack roll exceeds the target's AC by 5 or more, the target must succeed a Constitution saving throw or the creature can only rake an action or a bonus action on its turn until its next turn ends. It also cannot use reactions and it has disadvantage on saving throws against being stunned. The DC equals 10 + 2 for each other time the creature has been forced to make this saving throw since the start of its last turn.
SPECIALIST - PIERCING
When you hit with a weapon attack that deals piercing damage and the attack roll exceeds the target's AC by 5 or more, roll all damage for the attack twice and take the higher result. The attack's damage also ignores any damage reduction provided by the target's armor.
SPECIALIST - SLASHING
When you hit with a weapon attack that deals slashing damage and the attack roll exceeds the target's AC by 5 or more, add your proficiency bonus to the damage. Undead and Constructs are immune to this extra damage.
STANDARD BEARER
When a creature within 5 feet of you makes an attack against a creature that you can see, you can grant them advantage on their attack roll as a reaction. You must be carrying a banner, flag, or standard in your hand to use this reaction.
STRONGBOW
You can use your Strength score, in place of your Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
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.
TENACIOUS
Your hit point maximum increases by an amount equal to your level when you gain this fighting style. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
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.
TREACHERY
When you attack an enemy who has none of your allies adjacent to it, you gain a +3 bonus to damage rolls.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of off-hand attacks.
You can draw or stow two one-handed weapons when you use your object interaction, instead of one.
UNARMED FIGHTING
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding 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.
VERSATILE FIGHTING
When wielding a versatile weapon with two hands, you gain a +2 bonus to damage rolls. When wielding a versatile weapon with one hand, and nothing in your other hand, you gain a +1 bonus to both your attack rolls and your Armor Class. In addition, as a bonus action, you can use your free hand to make an unarmed strike, shove attack, or done or doff a shield.
WRESTLER
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full walking speed.