Fighter
Base Class: Fighter

In Aconan culture, there are three kinds of magic; Vedonia (power in names), Tasora (power in body) and Salia (power in elements). Tasor knights have trained in these magics and can draw energy from the Tasora through different stances. Those who commit to being trained in the arts of Tasora learn these powerful stances and the power they bring.

Tasora Stances

When you gain this feature at level 3, you can pick 2 different Tasora stances to aid you in combat. To change stances is a bonus action and can be done endlessly. Every time you level up you can change what stances you know. 

at level 7, you gain an additional stance.

Stance of Deflection

While in this stance you can use a reaction to attempt to deflect a small projectile, but you have disadvantage on DEX saving throws. To do this roll damage dice from weapon and if it is higher than the projectiles damage, it is reflected. If the damage dice is lower than the projectiles damage, it does not deflect. 

Stance of speed

when in this stance you can sprint and disengage as a bonus action, but cant use your proficiency for attacks.

Stance of the Duellist

While in this stance you have advantage on attacks with finesse weapons, but attacks from weapons that requires 2 hands have advantage.

Stance of the Giants

Whilst in this stance you have advantage on strength checks and saving throws, but you move at half speed.

Stance of the quickdraw

While in this stance you can crit on a 19 and 20, but you cant use reactions.

Stance of The Sentry

Whilst in this stance you can use your opportunity attack to stop an opponent from moving, but this effect only takes place if you do not move. 

Stance of the Winds

Whilst in this stance you have advantage on dexterity saving throws, but you must move at least 15ft per round for this effect to take place.

aetheirial arts

Starting at level 7, you can pick a special stance that you can use once per long rest.

Art of Gales

While in this stance your weapon attacks push enemies back by 10ft on a failed STR save (of 8 +prof+dex). If they are pushed into a wall, they take 1d8 force damage on impact. This stance lasts for an hour.

Art of Rupture

While in this stance your weapon attacks deal an extra 2d6 fire damage, the stance lasts for a hour.

Art of Visions

when in this stance you create 2 illusion duplicates of yourself, when attacked you roll a d6. on a 1 or 2, they miss and hit a duplicate. The stance lasts for 1 hour.

Flowing Energy

Starting at level 10  entering a new stance allows you to pick up to two creatures within 15ft of you, they gain the same benefits and drawbacks. The targets must stay within 30ft of you.

You can use this feature equal to your dexterity modifier per long rest.

Swift Stance

Starting at level 15, you can change stances using a reaction

Magical body

Starting at level 18, your mastery over the Tasora allows you to be permanently affected by the benefit of a stance.

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