Base Class: Monk
Stance Masters are Monks who have learned to adapt their various combat techniques and strategies into specific stances which they use to augment their abilities. While some prefer to specialize in fighting in one particular stance which suits their style of combat, others tend to generalize in many different stances to be prepared for any possible adversary.
Stance Initiate
Starting when you choose this tradition at 3rd level, you learn two Stances from a list below. You learn an additional Stance at 6th level, and another at 11th level.
Stances. You can enter stances as a Bonus Action to get their effects. Each stance has both an immediate effect upon entering a particular stance and a passive effect which lasts until you leave that stance. You can switch between stances or exit them as a Bonus Action.
A stance lasts until you become incapacitated, knocked unconscious or an encounter ends. You cannot re-enter the stance you are currently in. A stance can only be entered during Encounter mode (in Combat), but your DM could arbitrate specific non-combat situations as Encounters.
Saving Throws. Some of your stances require your target to make a saving throw to resist it's effects. The saving throw DC is calculated as follows:
Stance save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Dancing Shadow Stance
Constant shadows envelop your body and move with you in unison.
Upon entering this stance, you can move up to half your speed without provoking opportunity attacks and ignoring difficult terrain.
While in this stance, shadows dance around you, making it harder for enemies do perceive your true location. Treat your square as having constant dim light for your foes only, in which you can Hide as a Bonus Action. Until the end of your turn, your first attack after entering this stance that hits a target deals an additional damage equal to twice your martial arts die. Your first attack after a successful Hide attempt in your own shadows against an unaware target gains the same benefit. If you have the Stunning Strike class feature, you can replace your Stunning Strike DC with your Stance DC if it's higher for this attack only.
Disrupting Soul Stance
You've learned a special technique to help you fight against the many magical beings inhabiting this world, as well as powerful users of magic.
Upon entering this stance, you gain an advantage on your next saving throw against a magical effect against you until the end of your next turn. Alternatively, you can re-roll a saving throw against one magical effect currently affecting you.
While in this stance, you gain the Disruptive Strike reaction:
Disruptive Strike: When a target within your reach that you can see Casts a Spell or Activates a magical object or item, you can use your reaction to attack the target before it occurs. Make one melee attack against the target. If you hit, you can spend 1 ki point to force a target to make a spellcaster's ability check, or a Charisma check if the target used an item, against your Stance DC. On a fail, the spell fizzles or an item failed to activate.
Ferocious Tiger Stance
You have learned to fight with a ferocity of a tiger.
Upon entering this stance, when you make an Attack Action to make only Unarmed Strikes, you can attack an additional time during this turn only.
While in this stance, gain a +1 bonus to hit with Unarmed Strikes, and you can choose to make your Unarmed Strikes deal slashing damage instead.
Graceful Swan Stance
You have learned to move with the grace of a beautiful swan.
Upon entering this stance, you gain the effects of the Dodge Action until the start of your next turn.
While in this stance, you gain a swim speed of 15 feet. Once per turn, when you hit a target with an attack, you can force them to make a Wisdom saving throw against your Stance DC or become disoriented and gain disadvantage on their next attack roll until the end of your next turn.
Immovable Stone Stance
You harden your body to become as tough as stone.
Upon entering this stance, gain Temporary Hit Points equal to half your Monk level + your Constitution modifier.
While in this stance, as long as you benefit from the Monk's Unarmored Defense class feature, you gain a +2 bonus to your Armor Class and you reduce all non-magical physical damage you take by 1 point. You also gain a +2 bonus to skill checks and saving throws against any forced movement (i.e. Shove, Trip, Gust spell). However, while in this stance, you receive a -10 foot penalty to your Speed.
Relentless Backswing Stance
A ruthless stance meant for pummeling opponents into dirt.
Upon entering this stance, remove any non-magical effects that would make you Grappled or Restrained.
While in this stance, your Unarmed Strikes deal an additional 2 points of damage to the target, increasing by 1 point for each successful hit against the same target. This bonus damage is tracked separately for each target and resets back to it's original value at the end of your turn.
Sweeping Leg Stance
You have learned to perform wide arcing swings with your legs or other appendages.
Upon entering this stance, you can make a Shove attempt to knock a creature prone. It must be within your Unarmed reach.
While in this stance, once per turn, whenever you hit a creature with an Unarmed Strike, you can choose another creature within your Unarmed reach. Compare it's Armor Class to your original attack roll. If it would hit, deal the same damage to another creature, but don't apply any other effects. You can then spend 1 ki point to target yet another creature within your Unarmed reach for the same effect.
Tireless Spirit Stance
You've mastered a special stance to help you channel your inner ki better.
Upon entering this stance, gain 1 temporary ki point until the end of your next turn.
While in this stance, you increase your speed bonus from Unarmored Movement by an additional 5 feet. If you use the Step of the Wind class feature to Dash, you can then Dash an additional time.
Unyielding Steel Stance
Your skin becomes tough as metal, your mind - as sharp as a blade. Show no weakness to your foes.
Upon entering this stance, you can target a creature within 30 feet that you can see. The creature then makes a Wisdom saving throw against your Stance DC. On a failure, it becomes Frightened until the end of your next turn.
While in this stance, you can use your Strength modifier instead of your Dexterity modifier for Unarmored Defense. If, upon entering this stance, you have successfully Frightened a creature and you have the Stunning Strike class feature, it makes it's saving throws against it with disadvantage as long at remains Frightened.
Prepared Combatant
At 6th level, you have learned to always be prepared for any encounter. When you roll initiative, or otherwise start an encounter, you can enter a stance you know as a Free Action.
Stance Adept
Beginning at 11th level, you improve your stances you have mastered. All stances gain additional benefits as described below:
Dancing Shadow. Your square is treated as darkness instead, and you make Stealth checks to Hide in it with advantage.
Disrupting Soul. Your advantage on the next saving throw lasts for 1 minute and your re-roll adds a +1 bonus to your saving throw. At the start of your turn, you gain an extra reaction which you can use only for Disruptive Strike.
Ferocious Tiger. You gain an additional attack every turn, instead of only on the turn you entered this stance.
Graceful Swan. Your swim speed is equal to half your speed instead. You can activate the stance's effect twice per turn, and if the same creature failed it's saving throw twice in a turn, it gains disadvantage on all it's attacks until the end of your next turn.
Immovable Stone. The Armor Class bonus is increased to +3 and the resistance to physical damage is increased to 1 + your Constitution modifier, and it affects magical physical damage.
Relentless Backswing. The base bonus damage from this stance is increased to 3 points, and incremental bonus to 2 points for each additional successful hit.
Sweeping Leg. Upon entering this stance, you can make up to two Shove attempts. They must target different creatures and both must be within your Unarmed reach. When you target additional creatures for your Unarmed Strike, you can spend up to 3 ki points to target that many additional creatures beyond the first two. All other prerequisites still apply.
Tireless Spirit. Your speed bonus from Unarmored Defense is increased by 10 feet while in this stance. Additionally, once per turn, you can use Step of the Wind as a Free Action, though you must still spend 1 ki point to activate the ability.
Unyielding Steel. A failed saving throw makes a creature Frightened for 1 minute. A creature can repeat this saving throw at the end of your turn, starting from your next turn. Additionally, while in this stance, when you are required to make a Dexterity saving throw, you can choose to use your Strength saving throw modifier instead. This still counts as a Dexterity saving throw for the purpose of effects and features, such as Evasion.
Stance Master
At 17th level, you have mastered the Way of the Stances. The time has come to decide whether you choose to perfect your fighting in a singular stance, or learn to effortlessly switch between many stances you've mastered along the way. Choose one of the options below:
Master of Many Stances. At the start of your turn, you gain an additional Bonus Action which you can use only to enter, switch or exit a stance that you know, with the exception that you cannot enter a stance you've already been in on this turn. In addition, learn two new stances, for a total of six.
Perfect Stance. Choose one stance that you know. You are permanently under the effects of this stance, even outside encounters, and it gains additional improvements. You forget all other stances that you know. While in your stance, you can use your Bonus Action to activate the initial effect of the stance as if you have just entered it. You can choose to exit your permanent stance and re-enter it as a Bonus Action like normal, and you can still be forced out of your stance, such as being incapacitated.
Master of Many Stances
At the start of your turn, you gain an additional Bonus Action which you can use only to enter, switch or exit a stance that you know, with the exception that you cannot enter a stance you've already been in on this turn. In addition, learn two new stances, for a total of six.
Perfect Stance
Choose one stance that you know. You are permanently under the effects of this stance, even outside encounters, and it gains additional improvements. You forget all other stances that you know. While in your stance, you can use your Bonus Action to activate the initial effect of the stance as if you have just entered it. You can choose to exit your permanent stance and re-enter it as a Bonus Action like normal, and you can still be forced out of your stance, such as being incapacitated.
Perfect Stance improvements are described below:
Dancing Shadow. Enemies cannot perceive you using Darkvision or Blindsight. Additionally, at the end of your turn, you can automatically attempt a Stealth check to Hide in your shadows as a Free Action.
Disrupting Soul. While in this stance, you gain advantage on saving throws against all magical effects targeting you. When you re-roll a saving throw against a magical effect, the bonus is increased to +2.
Ferocious Tiger. The bonus to hit using Unarmed Strikes is increased to +2. Additionally, when you spend 1 ki point to use Flurry of Blows, you can choose to spend 2 ki points to make four unarmed attacks instead.
Graceful Swan. Your swim speed is equal to your speed. You can activate the stance's effect after every successful hit, and if the same creature failed it's saving throw three times in a turn, it becomes Stunned until the start of your next turn.
Immovable Stone. The Temporary Hit Points are increased to your Monk level + your Constitution modifier, the Armor Class bonus is increased to +4, the bonus against forced movement is increased to +3 and your resistance to physical damage is improved to 5 + your Constitution modifier.
Relentless Backswing. While in this stance, you are immune to any non-magical effects that would make you Grappled or Restrained. The base damage bonus is increased to 5 and incremental damage bonus is increased to 3.
Sweeping Leg. While in this stance, your Unarmed reach increases to 10 feet. If you already have more than 5-foot reach, increase it by 5 feet instead. You can Shove to trip up to five creatures using the stance's entrance ability. Your sweeping unarmed attack is no longer limited once per turn, and it can target up to two additional creatures beyond the first. You can still spend up to 3 ki points to target more.
Tireless Spirit. Extra ki points generated from this stance are no longer temporary. Your speed bonus from Unarmored Defense is increased by 20 feet while in this stance. Additionally, Step of the Wind no longer costs ki points to activate.
Unyielding Steel. You can attempt to frighten up to three creatures you can see within 60 feet when you use this stance's ability. If successful, creatures don't make saving throws against being Frightened as long as they can see you. Additionally, when you are reduced to 0 hit points or become target of a death effect, you can make a DC 10 Strength saving throw to drop to 1 hit point instead. Every successful saving throw increases the DC by 5 for further saves until the end of the encounter.







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