Martial Stances is a feature given to Fighter, Rogue, Monk, Barbarian, Ranger, Paladin, and Warlocks with the Pact of the Blade Feature.
At first level you can pick 2 stances from the following list. At 5th level you can choose 2 more options. You can change your chosen stances when you gain a level in one of the classes available for this feat.
At the start of initiative you can choose 1 stance to enter from your available stances gaining the benefits detailed below. You can swap stances as a bonus action on your turn. You can only benefit from stances while in combat. A fighter can be in 2 stances at the same time(choosing both at initiative and can change one or both as a bonus action on their turn) and can choose an additional stance at 1st and 5th level.
Aegis Posture: While in this stance you may use your reaction to parry a melee or ranged weapon attack made against you by adding your proficiency bonus to your AC.
Brutal Force: Before you make an attack roll you can subtract your proficiency bonus to add double that amount to your damage roll.
Swift Shadow (Rogue Only): When you enter this stance at the start of initiative as long as your not surprised you can move up to half your speed as a reaction without provoking opportunity attacks. On subsequent turns you may use a bonus action to move up to half your speed without provoking opportunity attacks.
Wide Stance: Your reach with melee weapons increases by 5ft.
Nimble Ascension: Your movement speed increases by 10ft, you can jump horizontally and vertically up to half your movement speed without needing to make an athletics or acrobatics check, you take no fall damage from heights less than or equal to your movement speed.
Bulwark Stance: You can use a reaction to guard an ally within 5ft adding your prof bonus to their AC for the attack.
Valiant Ward: You can intercept an attack meant for an ally, before the attack roll is made against a creature within 5ft of you, you can choose to use your reaction to take the hit for your ally.
Spellbreaker's Posture: When you deal damage to a creature concentrating on a spell while in this stance they have disadvantage on the constitution saving throw to maintain concentration.
Wrestler's Dominance: Once per turn when you hit a creature with a melee weapon attack while you have at least one hand free you can force a creature no more than one size larger then you to make a Strength saving throw equal to 8+prof+strength or become grappled. While in this stance your movement speed is not reduced when moving a grappled creature.
Boastful Brilliance: While in this stance any general charisma check made against a hostile creature is made with advantage, if it already has disadvantage then it is made normally, DC based on DM.
Or you may attempt to make a special listed action.
- You may attempt to charm a creature for 1 round to not attack you or an ally of your choice. The target must make a wisdom saving throw equal to 8+prof+charisma.
- You may make an intimidation check to attempt to frighten a creature for 1 round, or cause it to drop it's weapon. The target must make a wisdom saving throw equal to 8+prof+charisma.
If you use your action to make a general charisma check or a special action and you fail the check, or the creature makes it's saving throw you may make one attack with a weapon against the creature in retaliation.
Ironclad Defense(Barbarian, Fighter Only): You can only move 10 ft on your turn when you are in this stance, if you are under any effect that reduces your speed your speed becomes 0 ft. All damage but psychic is reduced by your proficiency bonus, this is applied before resistances.
Executioners Stance: While in this stance when you hit a creature with a weapon attack and deal damage to it, if the creatures remaining hit points after the blow is below 5*(your proficiency bonus) the creature must make a Constitution Saving Throw equal to 8+prof+(str or dex), on a fail the creature dies instantly.
Relentless Pursuit: When you hit a creature with an opportunity attack caused by a creature leaving your space, as a part of the reaction you can move up to your speed to follow the creature to it's new position. If the creature continues to move on it's turn and you still have movement remaining you can continue to follow the creature. This movement does not provoke attacks of opportunity.
Unyielding Spirit: While in this stance, you have resistance to any damage you take during your turn. When you take this stance at the start of initiative as long as you are not surprised you are resistant to any damage taken before your first turn.
Unconventional Mastery: While in this stance you are proficient with improvised weapons. You can use a bonus action to make the use an object action as well as make an attack with an improvised weapon.
Reckless Retribution(Barbarian, Fighter Only): When you are hit with an attack by a creature within your weapons reach and take damage. You can choose to lean into the attack, you take twice as much damage but you can use your reaction to make an attack against your attacker with advantage.
Blind-Fighting (Setting Sun): Being unable to see a creature within 30 feet of you doesn’t impose disadvantage on your attack rolls against it or grant advantage on its attack rolls against you, provided the creature isn’t hidden from you.
Chargers Stance: When you move more than 10ft on your turn toward a creature you attack, if you hit with your attack you can roll an additional weapon damage dice. Or if the creature is no more then one size larger then you or your mount you can attempt to shove them prone. The target must make a Strength Save dc 8+prof+str.
Savagery (Raging Demon): After you roll damage, you can choose to reroll your weapon's damage dice and take either result.
Infectious Fury: Once per turn when you hit with an attack roll you can give an ally temp hp equal to your proficiency bonus. All temp hp gained from this stance is lost when combat ends or when you change this stance.
Inquisitorial Strikes: Once per turn when you hit a creature with an attack, make an investigation check contested by the creature's deception. On a success you may learn:
- if a creature has a resistance to a particular damage type
- immunity to a condition
- it's remaining hit points
- it's bonus to a saving throw or ability check
Blessed Striker (Paladin Only): Once per turn when you hit a creature with an attack and use a divine smite you can treat the divine smite as 1 level higher then the spell slot consumed. Ex. 1st level divine smite 2d8 -> 3d8 radiant damage.
Foe Breaker (Ranger Only): When a creature marked as your favored foe is killed in combat you regain the use of your favored foe feature. You have advantage on attacking creatures marked as your favored foe.
Showman Stance (Paladin, Warlock Only): When you attack with a weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. Your weapon attacks are magical for the sake of resistances to non magical weapons.
Nature's Guardian Stance (Ranger, Monk Only): When you attack with a weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. Your weapon attacks are magical for the sake of resistances to non magical weapons.
Ki Master (Monk Only): You can use the step of the wind feature without consuming a ki point. If you hit a creature with an unarmed strike on your turn and did not spend any ki, at the end of your turn you regain 1 ki point.
Skulker Stance (Rogue Only): Creatures have disadvantage on perception checks to find you (-5 to passive). You can try to hide when you are lightly obscured from the creature from which you are hiding. When you are hidden from a creature and miss it with a weapon attack, making the attack doesn't reveal your position.
Targeted Attacker : Before you make an attack with a weapon, choose a part of the creature's body based on the table below. You cannot benefit from advantage when making a targeted attack. Any healing focused on the injured area will cure the conditions inflicted by a targeted attack unless the effect is permanent.
|
Part |
To Hit Reduction |
Effect |
|
Arms |
-4 |
You cut or slice a part of a creature's arms, the creature has disadvantage on attacks that use the arm. If you crit you cut off the arm. Causing the creature to immediately drop what they are holding and they are unable to use the arm to make attacks. |
|
Legs |
-4 |
You cut or slice a part of a creature's legs, the creature's walking speed is halved. If you crit you cut off the leg. A creature that needs the leg to move has its movement speed reduced to zero. |
|
Hands |
-6 |
You cut or slice a creature's hands, the creature is unable to hold objects in the injured hands and automatically drop whatever they were holding. If you crit you cut off the hand making the effect permanent. |
|
Eyes |
-6 |
You damage a creature's eyes, the creature is affected by the blinded condition. On a crit this effect is permanent. |
|
Head |
-8 |
You damage a creature's head, the creature must make a Con Save equal to 8+prof+(str/dex) or be incapacitated until the end of their next turn. |
|
Chest |
-4 |
You do a grievous wound to a creature's chest, on the creature's next turn they can either move or take actions not both. |
|
Heart |
-10 |
You strike the creatures heart, if the creature is below half hp the creature must make a Con Save with advantage on a fail they die instantly, if the creature is above half hp they must make a Con Save without advantage on a fail there hp is set to half there max. If you crit, the creature has disadvantage on the save even if they have advantage. |
|
Ear |
-4 |
You damage a creature's ears, the creature suffers the deafened condition. On a crit this effect is permanent. |
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Posted May 15, 2023Damn, this thicc