Fighter
Base Class: Fighter

Fighter subclass that specializes in stances and body control to combat their enemies.

Testing/balancing phase

Stance Superiority

When you choose this archetype at 3rd level, you learn stances.

  • Stances. You learn three stances of your choice and can only have one active stance. Stances augment your combat prowess in a particular way. You can change your stance using a bonus action. You may learn one additional stance of your choice at 7th, 10th, 15th, and 20th level.
  • Saving Throws. Some of your stances require your target to make a saving throw to resist the stance's effects. The saving throw DC is calculated as follows:
  • Stance save DC = 8 + your proficiency bonus + the appropriate modifier.
Casting Stance

Does not grant spellcasting.

While in this stance, you are able to focus on casting your spells, granting increase success rates for spells.

Casting Stance:  You now cast spells with advantage and you may add your intelligence or wisdom modifier to your concentration saving throws.

Detriments:  Your melee attacks are made at disadvantage.

Controlling Stance

Requires weapon(s) proficiency

While in this stance, you gain more control of the area within your reach.  

  • Bonus Reactions:  You have four reactions while in this stance.
  • Opportunity Focused:  Any creature that attempts any action (not movement) within your reach may receive an opportunity attack from you using one of your reactions, even if they have used the "disengage" action.
  • Action Interruption:  If the creature is performing an action and is struck by your reaction, the creature must pass a saving throw that is appropriate to the action they are performing or their action is interrupted.  I.E.  Attacking with a strength-based weapon will need to pass a strength saving throw; casting a Warlock spell will need a Charisma saving throw; using an item out of your pack will require a dexterity saving throw.
  • Detriments:  You may only make one normal attack while in this stance, regardless of any additional feats, actions, or effects and your movement speed is 10 feet while in this stance.

Defensive Stance

Requires Heavy Armor or Medium Armor and a Shield equipped. Cannot be in Evasive Stance.

Your defenses are bolstered and you are prepared to tank any attack.

  • Bolstered Defenses:  You can add your STR modifier to your AC, you cannot be knocked prone, and you cannot be moved by any creature that is not larger than you.
  • Detriments:  You can only move 5 feet while in this stance.

Deflecting Stance

Requires a finesse weapon, shield, or heavy armor.

You assume a stance perfect for deflecting projectiles and spells.

  • Deflection:  You can add your DEX modifier to your AC when attacked by a ranged attack.  If you are targeted (does not include AOE spells) by a spell, you can add your DEX modifier to your saving throw to resist that spell.
  • Detriment:  Your attacks are at disadvantage in this stance.

Evasive Stance

Requires no armor, light armor, or medium armor.  Heavy armor is restricted.  Cannot be in Defensive Stance.

  • Boosted Agility:  You can add your DEX modifier to your AC, you cannot be grappled or grabbed, and attacks and spells that target you have disadvantage against you.  You gain 10 feet of movement speed while in this stance.
  • Detriments:  Your attacks will have disadvantage while in this stance.

Improved Precision Stance

Requires weapon proficiency(s) and an active Precision Stance.

Your focus is honed in on learning the soft spots of your enemy.

  • Critical Strikes:  Landing a successful critical hit on a creature lowers the DC for a critical hit by 1 on that creature.  This effect lasts for 5 rounds and can stack.
  • Detriment:  Critical Strikes will reset upon hitting a different creature.

Leading Stance

You assume the stance of a Leader and your comrades are invigorated by an aura of overwhelming confidence.

  • Aura of Confidence:  All willing and friendly creatures within 90 feet of you receive advantage on their attacks and spells.
  • Detriment:  If your character is knocked unconscious or killed in this stance, any creature that had advantage from your Aura of Confidence now has disadvantage, unless you pass a Natural DC 20 Charisma check as a reaction before being slain.

 

Offensive Stance

You become relentless, attacking foes with more and more might after each blow.

  • Aggressive Strikes:  A successful melee attack will grant you an additional damage die in your next attack, based on your weapon(s).
  • Detriment:  Your AC is reduced by two while in this stance.

 

Precision Stance

Requires weapon proficiency(s).

  • Precisive Strikes:  Upon successfully hitting a creature, you will have advantage on hitting that creature in the future.
  • Detriment:  Striking another creature will reset your precision strikes onto the new creature struck.

Provoking Stance

You assume a provoking stance.  Taunting the enemy into attacking you or distracting them from being able to focus.

  • Taunt:  Target 3 creatures within 60 feet of you and taunt them into attacking you every turn.  Each creature must succeed a DC 6 + your proficiency bonus + your Charisma modifier, Wisdom savings throw. 
  • Taunted:  If a creature fails the save, that creature gains the "Taunted" condition and suffers disadvantages on attacks and spells targeting other creatures.  
  • Nettled:  If a creature fails the save by more than 5, that creature gains the "Nettled" condition instead of "Taunted" and suffers disadvantages on all attacks, spells, and loses concentration.
  • Infuriated:  If a creature fails the save on a Natural 1, that creature gains the "Infuriated" condition instead of "Taunted" or "Nettled".  The creature will lose concentration and attack the closest creature or object near them.
  • Detriment:  While in this stance, any creature you attack only takes half damage, unless that creature is nettled, taunted, or infuriated.

Ascended Stance Superiority

Your capability and understanding of stances have improved.  

Ascended Stance:  You may now combine two different stances into your active stance, with all of the benefits and detriments that come with each stance.

Flawless Stances

Your body has developed a muscular memory beyond that of any normal being.

Muscular Memory:  Changing your stances will no longer cost you a bonus action during your turn.  Additionally, you may now change your stance as a reaction to being targeted by an attack or a hostile spell.

Exalted Stance Superiority

Your mental and physical aptitude for stances have excelled even further.

Exalted Stance:  You may now combine three different stances into your active stance, with all of the benefits and detriments that come with each stance.

Perfect Stances

Your brain and body now exemplify the perfection that all Master of Stances strive for.  Your ability to utilize stances is akin to breathing, augmenting your combat ability far beyond that of any mere mortal, and even beyond many heroes and legends.

Perfectly Balanced:  All of your stances no longer have Detriments.

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