Base Class: Fighter
Swap between 4 stances to fight differently
Wind, Fire, Water, Stone
You are disciplined in your training by following the basics. You gain the ability to use the following stances while in combat while 2 handing a sword. You may change stances as a Bonus Action.
Wind Stance - While in this stance, you gain -2 AC, but and make a ranged attack, 30 ft, with your sword.
Fire Stance- While in this stance, before you make an attack with your weapon, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
Stone Stance - While in this stance, you gain +2 AC while in this stance.
Water Stance - While in this stance, when a creature misses you with a melee attack, you can use your reaction and make a melee weapon attack against the creature.
Bonus
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, History, Insight, Investigation, Medicine, Perception, Religion, or Stealth.
Flayer
While in a stance you gain critical hits on 19 or 20. If a Monster is crit you can use a reaction to cast hunter's mark on that creature. This can be done 1+dex mod per short rest.
Practice Makes Perfect
At 10th level, your stances gain additional bonuses.
Wind Stance - While in the stance, Gain the ability to cast Wind Wall at 3rd level. Your melee attacks now deal an additional 1d8 Lightning damage while in this stance.
Fire Stance- While in the stance, Gain the ability to cast Fire shield at 4th level. Your melee attacks now deal an additional 1d8 Fire damage in this stance.
Stone Stance -While in the stance, Gain the ability to cast Erupting Earth at 3rd level. Your melee attacks now deal an additional 1d8 Force damage while in this stance.
Water Stance - While in the stance, Gain the ability to cast Watery Sphere at 4th level. Your melee attacks now deal an additional 1d8 Cold damage while in this stance.
Each spell can be cast twice per long rest and take 1 action to cast.
Perfection is at Hand
After putting in the time the stances gain additional effects.
Wind Stance - While in this stance, you gain +1 AC, but your ranged attack gains15ft with your sword.
Fire Stance- While in this stance, before you make an attack with your weapon, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add an additional +5 to the attack's damage.
Stone Stance - While in this stance, you gain an additional +2 AC while in this stance.
Water Stance - While in this stance, when a creature is hit by a melee attack, reduce its movement to 0.
Your elemental damage is increased to 1d12 instead of a d8.
Till Death do us part
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious. You may continue to fight as if you were health, however while at 0 Hit points any damage counts as a failed death saving throw. 3 will kill you. If you are healed above 0 hit points you gain 1 level of exhaustion.
Once you use this feature, you can’t use it again until you finish a long rest.
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