Base Class: Wizard
Stancedancing was originally built on the foundations of bladesinging, the only difference being the use of two-handed weapons for greater damage. That was until it was discovered that certain swordfighting guards aligned with common somatic components of different schools of magic.
Dance of Defense
Beginning at 6th level, your fluent transitions between Stances add to your defenses. Whenever you switch between Stances, you gain a +1 bonus to your Armor Class until the start of your next turn.
Extra Attack
Starting at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can replace one of these attacks with a spell of 2nd-level or lower of the school associated with your current Stance.
If you are in Key Guard, you can replace one of these attacks with a spell of 1st-level or lower from any school.
Hybrid Stances
You've learned new positions in between established Stances, starting at 14th level, whenever you roll initiative you can choose to gain the benefits of two different Stances. Whenever you switch a Stance, you can only switch one of the Stances you are currently in.
Bonus Proficiencies
When you adopt this tradition at 2nd level, you gain proficiency with light and medium armor, as well as all two-handed and versatile weapons that are not heavy.
Additionally, you can use any of these weapons as an arcane focus for your wizard spells.
Stances
At 2nd level, you learn a number of Stances equal to your Proficiency Bonus + 3, detailed below. You can enter any Stance you know at the start of combat at no action cost, and can switch between Stances that you know as a bonus action.
You learn a new Stance whenever your Proficiency bonus increases, and when you gain a level in this class, you can choose one of the Stances you know and replace it with another Stance.
Barrier Guard
With your arms crossed and your sword at a low angle, this stance is rather defensive and augments abjuration magic.
- When you cast an abjuration spell of 1st-level or higher, you gain resistance to one damage type of your choice until the start of your next turn.
- You gain a +1 bonus to your Armor Class.
- You can take the Shove action as a bonus action.
At 10th level while in this Stance, you 10 temporary hit points at the end of each of your turns.
Fool's Guard
In this guard, your weapon only covers your legs, leaving your upper body exposed. This entices your opponent to attack you, and lends itself to enchantment magic.
- When you cast an enchantment spell of 1st-level or higher, one of the spell's targets of your choice must make it's saving throw with disadvantage.
- When a creature misses you with a melee attack, you can make an attack of opportunity against it.
- You have advantage on attack rolls against creatures smaller than you.
At 10th level while in this Stance, you can, as a bonus action, cause a creature within 30 feet of you that can hear and understand you to take 1d12 psychic damage.
Key Guard
You keep your weapon close to you, arms crossed, point forward. This position is versatile, and channels all schools.
- Your Spell Attack bonus and wizard Spell Save DC increase by 1.
- You have advantage on ability checks and saving throws to avoid being restrained or grappled.
- You can switch to another Stance at no action cost once per round.
At 10th level while in this Stance, you gain the 10th level benefit of any other stance you know.
Longpoint Guard
Arms outstretched, point forward, focused on the enemy at hand. This guard excels in the area of divination magic.
- When you cast a divination spell of 1st-level or higher, you learn one damage resistance, immunity, or vulnerability of any creature you can see.
- Creatures provoke opportunity attacks from you even when they take the Disengage action.
- You can take the Disengage action as a bonus action.
At 10th level while in this Stance, as a reaction to an attack roll, ability check, or Saving throw being made, you can give the roll Advantage or Disadvantage.
Near Guard
With your blade close to your side and slightly behind you, this stance hides your intentions, enhancing illusion magic.
- When you cast an illusion spell of 1st-level or higher, the next attack roll made against you has disadvantage.
- You make attacks of opportunity with advantage.
- Once per turn, at no action cost, you can make a Dexterity (Deception) check against another creature's Wisdom (Insight) check. On a success, your next weapon attack against that creature is made with advantage.
At 10th level while in this Stance, the first attack roll you make every turn is made with advantage.
Ox Guard
You keep your weapon high and to one side, point straight toward your target. This stance gives you many different ways to attack or block and amplifies your transmutation magic.
- When you cast a transmutation spell of 1st-level or higher, your Strength Modifier increases by 1 until the start of your next turn.
- You gain a +2 bonus to your weapon attack rolls.
- When you make a weapon attack and miss, you can make another attack at disadvantage at no action cost once per turn.
At 10th level while in this Stance, all creatures of your choice within 20 feet of you gain a +10 to movement speed.
Plow Guard
With the handle of your weapon down at your hip, and the point up near your face, channeling conjuration magic.
- When you cast a conjuration spell of 1st-level or higher, you can teleport a number of feet up to 5 x your Proficiency bonus at no action cost.
- When you enter into melee range with an enemy creature, your next attack against it is made at advantage.
- When you score a critical hit, you can make an additional weapon attack against the same target at no action cost.
At 10th level while in this Stance, you can increase your melee range by 20 feet for one attack per turn.
Roof Guard
In this stance you have your blade above your head, with the hilt forward, ready to perform a downward cut. This guard lends itself to necromancy magic.
- When you cast a necromancy spell of 1st-level or higher, you regain 1 expended hit die.
- You have advantage on weapon attack rolls against creatures larger than you.
- Your attacks score critical hits on rolls of 19 or 20.
At 10th level while in this Stance, all creatures of your choice within 10 feet of you cannot recover hit points.
Wrath Guard
You keep your blade over your shoulder and mostly behind you. Your cuts from this position are predictable, but powerful. This guard excels in evocation magic.
- When you cast an evocation spell of 1st-level or higher, you can add your Intelligence Modifier to the damage roll.
- Your weapon attacks gain a +2 bonus to damage.
- Creatures of your choice within 20 feet of you have disadvantage on Saving throws against being frightened.
At 10th level while in this Stance, your evocation spells ignore resistance and treat immunity as resistance.
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