PhoenixPhyre
2022-02-28, 11:55 PM
All fighters learn to enter stances at level 5 and learn all stances. Entering a stance requires a bonus action that can only be taken if you’re not in a stance. Once you leave a stance, you can’t re-enter that stance until you finish a long or short rest. Each stance provides a passive benefit and an active ability you can use; using that ability ends the stance after it completes.
Stances improve when you reach 9th level as a Fighter, granting the Improved effect, which stacks with the passive (except in the case of ones granting expertise, which replace the passive instead).
Athlete
Passive: The distance you can jump is doubled.
Improved: You gain a swimming and climbing speed equal to your walking speed.
Active: You can jump a vertical or horizontal distance equal to 4 times your Strength score, even if this is in excess of your normal speed (although movement is used as normal). You do not take falling damage when you land, no matter the distance fallen.
Arrowstorm
Requires wielding a ranged weapon
Passive: You can re-roll any damage roll on a ranged weapon attack, but no more than once per turn.
Improved: Once on your turn when you make a ranged attack roll and miss, you can immediately make another ranged attack against a different creature within your weapon’s unmodified normal range.
Active: All enemies of your choice within your weapon’s normal range must make a Dexterity saving throw against a DC of 8 + your weapon attack bonus. On a failed save, they take damage as if they’d been hit by an attack from your weapon and the arrow hobbles them, reducing their speed by 15 feet until they take an action to remove the arrow. On a success, they take half as much damage and are not hobbled.
Dervish
Requires a melee weapon in each hand.
Passive: While in this stance, you can make one attack with the TWF bonus action for every attack you can make with the Attack Action.
Improved: If you hit the same target with an attack from both the Attack Action and the TWF bonus action, the target takes an additional die of the weapon damage from the TWF attack. This extra damage can only be dealt to a single target once per turn.
Active: As an action, make a melee weapon attack with each weapon against all creatures within your reach. These attacks are made at advantage and if they hit, deal damage as if they had been hit by attacks from both your weapons.
Diplomat
Passive: You have proficiency with Charisma (Persuasion) checks.
Improved: You have expertise with Charisma (Persuasion) checks.
Active: When you make a Charisma check in a social situation and the other party is not already friendly, you can treat them as being friendly for the purposes of that check. You retain the passive benefit of this stance for the duration of the check.
Inquisitive
Passive: You have proficiency with Intelligence (Investigation) checks and Wisdom (Perception) checks.
Improved: You have expertise with Intelligence (Investigation) checks and Wisdom (Perception) checks.
Active: When you roll initiative with this stance active, you can expend the stance to make you and allies of your choice within 20’ immune to being surprised. When you do so, roll initiative as normal. Before the first turn of combat, all affected creatures can choose to use any of the initiative values rolled by the affected creatures. This choice is in effect for the duration of the combat.
Mountain Break
Passive: You ignore the damage threshold of objects when you attempt to break them.
Improved: You deal maximum damage when you hit objects with a weapon attack.
Active: As an action, choose an object within your reach. Make a melee attack roll against it. On a hit, the object breaks if it is Large or smaller or is a segment of wall no larger than 10x10x5. Larger objects take damage as if you’d scored a critical hit instead (including the bonus from the passive portions).
Alternatively, you can target a solid construct of force such as a wall of force or forcecage. Treat it as an object with AC 15. On a hit, the caster must make a Constitution saving throw against a DC of your attack roll. On a failed save, the construct of force dissipates.
Punisher
Requires wielding a melee weapon with the heavy property
Passive: When you miss with a melee weapon attack, the target takes damage (of the weapon’s damage type) equal to your Strength modifier.
Improved: Enemies cannot benefit from abilities and spells that increase their armor class (such as shield or parry) against your attacks.
Active: When you make a melee weapon attack, you can declare it to be a critical hit instead of rolling the attack roll. The damage dealt by this special critical hit is maximized.
Shielding Bulwark
Requires a wielded shield
Passive: You provide ¾ cover instead of ½ cover to allies.
Improved: You gain ¾ cover against ranged attacks and effects that require Dexterity saving throws and cause half damage on a success.
Active: When an enemy misses you with a melee attack or begins casting a spell with verbal or somatic components within 5 feet of you, you use your reaction to make a melee attack with your shield as if it were a martial weapon (1d6 bludgeoning) with which you are proficient. If it hits, the target is stunned until the beginning of their next turn. If they were casting a spell, the spell fails.
Sprinter
Passive: You can take the Dash action as a bonus action on your turns.
Improved: When you take the Dash action, you do not provoke Opportunity Attacks until the end of your turn.
Active: When you are targeted by an attack or an ability that targets an area, you can use your reaction to move up to your speed without provoking Opportunity Attacks. If this movement places you outside the reach or range of the attack or outside the targeted area, you are unaffected by the attack or ability.
Sweeping Strikes
Cannot be entered with more than one weapon in your hands.
Passive: When you make an attack roll and roll greater than 10 on the die, you can cause a different creature within 5’ of the target to take damage of the weapon’s type equal to the modifier used for the attack.
Improved: The passive effect now triggers on every attack, successful or not, unless you roll a natural 1 on the attack roll.
Active: As an action, all creatures within your reach must make a Dexterity saving throw against a DC of 8 + your weapon attack bonus. On a failed save, creatures take damage equal to the maximum damage of the wielded weapon. On a success, the target must use its reaction to step out of your reach if possible, provoking Opportunity Attacks as normal.
Thicket of Blades
Passive: You can make an Opportunity Attack even if you’ve already used your reaction this round, but not more than once per turn.
Improved: When you hit with an Opportunity Attack while in this stance, the target is Marked (see DMG) until the end of their next turn.
Active: As an action, make a melee attack roll against all enemies within your reach. Any target hit takes normal damage and is Marked (see DMG) until they successfully hit you.
Stances improve when you reach 9th level as a Fighter, granting the Improved effect, which stacks with the passive (except in the case of ones granting expertise, which replace the passive instead).
Athlete
Passive: The distance you can jump is doubled.
Improved: You gain a swimming and climbing speed equal to your walking speed.
Active: You can jump a vertical or horizontal distance equal to 4 times your Strength score, even if this is in excess of your normal speed (although movement is used as normal). You do not take falling damage when you land, no matter the distance fallen.
Arrowstorm
Requires wielding a ranged weapon
Passive: You can re-roll any damage roll on a ranged weapon attack, but no more than once per turn.
Improved: Once on your turn when you make a ranged attack roll and miss, you can immediately make another ranged attack against a different creature within your weapon’s unmodified normal range.
Active: All enemies of your choice within your weapon’s normal range must make a Dexterity saving throw against a DC of 8 + your weapon attack bonus. On a failed save, they take damage as if they’d been hit by an attack from your weapon and the arrow hobbles them, reducing their speed by 15 feet until they take an action to remove the arrow. On a success, they take half as much damage and are not hobbled.
Dervish
Requires a melee weapon in each hand.
Passive: While in this stance, you can make one attack with the TWF bonus action for every attack you can make with the Attack Action.
Improved: If you hit the same target with an attack from both the Attack Action and the TWF bonus action, the target takes an additional die of the weapon damage from the TWF attack. This extra damage can only be dealt to a single target once per turn.
Active: As an action, make a melee weapon attack with each weapon against all creatures within your reach. These attacks are made at advantage and if they hit, deal damage as if they had been hit by attacks from both your weapons.
Diplomat
Passive: You have proficiency with Charisma (Persuasion) checks.
Improved: You have expertise with Charisma (Persuasion) checks.
Active: When you make a Charisma check in a social situation and the other party is not already friendly, you can treat them as being friendly for the purposes of that check. You retain the passive benefit of this stance for the duration of the check.
Inquisitive
Passive: You have proficiency with Intelligence (Investigation) checks and Wisdom (Perception) checks.
Improved: You have expertise with Intelligence (Investigation) checks and Wisdom (Perception) checks.
Active: When you roll initiative with this stance active, you can expend the stance to make you and allies of your choice within 20’ immune to being surprised. When you do so, roll initiative as normal. Before the first turn of combat, all affected creatures can choose to use any of the initiative values rolled by the affected creatures. This choice is in effect for the duration of the combat.
Mountain Break
Passive: You ignore the damage threshold of objects when you attempt to break them.
Improved: You deal maximum damage when you hit objects with a weapon attack.
Active: As an action, choose an object within your reach. Make a melee attack roll against it. On a hit, the object breaks if it is Large or smaller or is a segment of wall no larger than 10x10x5. Larger objects take damage as if you’d scored a critical hit instead (including the bonus from the passive portions).
Alternatively, you can target a solid construct of force such as a wall of force or forcecage. Treat it as an object with AC 15. On a hit, the caster must make a Constitution saving throw against a DC of your attack roll. On a failed save, the construct of force dissipates.
Punisher
Requires wielding a melee weapon with the heavy property
Passive: When you miss with a melee weapon attack, the target takes damage (of the weapon’s damage type) equal to your Strength modifier.
Improved: Enemies cannot benefit from abilities and spells that increase their armor class (such as shield or parry) against your attacks.
Active: When you make a melee weapon attack, you can declare it to be a critical hit instead of rolling the attack roll. The damage dealt by this special critical hit is maximized.
Shielding Bulwark
Requires a wielded shield
Passive: You provide ¾ cover instead of ½ cover to allies.
Improved: You gain ¾ cover against ranged attacks and effects that require Dexterity saving throws and cause half damage on a success.
Active: When an enemy misses you with a melee attack or begins casting a spell with verbal or somatic components within 5 feet of you, you use your reaction to make a melee attack with your shield as if it were a martial weapon (1d6 bludgeoning) with which you are proficient. If it hits, the target is stunned until the beginning of their next turn. If they were casting a spell, the spell fails.
Sprinter
Passive: You can take the Dash action as a bonus action on your turns.
Improved: When you take the Dash action, you do not provoke Opportunity Attacks until the end of your turn.
Active: When you are targeted by an attack or an ability that targets an area, you can use your reaction to move up to your speed without provoking Opportunity Attacks. If this movement places you outside the reach or range of the attack or outside the targeted area, you are unaffected by the attack or ability.
Sweeping Strikes
Cannot be entered with more than one weapon in your hands.
Passive: When you make an attack roll and roll greater than 10 on the die, you can cause a different creature within 5’ of the target to take damage of the weapon’s type equal to the modifier used for the attack.
Improved: The passive effect now triggers on every attack, successful or not, unless you roll a natural 1 on the attack roll.
Active: As an action, all creatures within your reach must make a Dexterity saving throw against a DC of 8 + your weapon attack bonus. On a failed save, creatures take damage equal to the maximum damage of the wielded weapon. On a success, the target must use its reaction to step out of your reach if possible, provoking Opportunity Attacks as normal.
Thicket of Blades
Passive: You can make an Opportunity Attack even if you’ve already used your reaction this round, but not more than once per turn.
Improved: When you hit with an Opportunity Attack while in this stance, the target is Marked (see DMG) until the end of their next turn.
Active: As an action, make a melee attack roll against all enemies within your reach. Any target hit takes normal damage and is Marked (see DMG) until they successfully hit you.