Fighter
Base Class: Fighter

Fighting Stance

Starting at 3rd level, as a bonus action, player can take one of three stances. Offense, Defense, Power.  Player can use this feature three times per short rest.

Offense stance: gain advantage on attacks until the end of your turn.

Defense stance: at the start of your turn before movement you sacrifice half of your movement and gain a +3 to your AC this bonus lasts until the start of your next turn.

Power stance: gain a +5 to your damage until the end of your turn.

Mental resolve

At 7th level, the training under the code of Bushido has brought a calm to your mind that is only made stronger by the resolve of your vitality.  you gain a bonus equal to your constitution modifier when rolling wisdom saves.

Perfect Stance  

At 10th level, when you roll initiative and have no stances left you instantly gain one use.

Hilted strike

At 15th level, in the first round of combat, your first attack against a creature is made at advantage while your weapon is not readied.  On a successful hit, your attack is an instant critical and you add an additional 1d10 to your damage roll.

Flash step

At 18th level, as apart of your action, when a creature you are engaged with fall unconscious or is incapacitated. you can travel to an unoccupied space up to 30 ft. away.

 

Fighting Stance

Starting at 3rd level, as a bonus action, you can take one of three stances.  Offense, Defense, or Power.  You can use this feature three times per short rest.

Offense stance: Gain Advantage on attacks until the end of your turn.

Defense stance: at the start of your turn before movement you sacrifice half of your movement and gain a +3 to your AC, this bonus lasts until the start of your next turn.

Power stance: gain a +5 to your damage until the end of your turn.

 

Mental Resolve

At 7th level, the training under the code of bushido has brough a calm to your mind that is only made stronger by the resolve of your vitality.  You gain a bonus equal to your Constitution modifier when rolling Wisdom saves.

 

Perfect Stance

At 10th level, when you roll initiative and have no stances left, you instantly gain one use.

 

Hilted Stance

At 15th level, in the first round of combat, your first attack against a creature is made at advantage while your weapon is not readied, as apart of your first attack your swiftly strike towards a creature with your unready weapon.  On successful hit, your attack is a critical hit, and you add an additional 1d10 to your damage roll.

 

Flash Step

At 18th level, as apart of your action, when a creature you are engaged with falls unconscious or is incapacitated.  You can travel to an unoccupied space up to 30 ft. away.

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/8/2021 4:37:58 PM
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