Weave your blade and use your body in tandem to destroy any and all who would stand in your way.
(Quick disclaimer, this is intended for use with a longsword, if any of the stances or grips do not work with your preferred weapon type you may flavor it differently or make different custom actions for the damage dice.)
Master of Body: Invoke this up to twice per turn in combat to gain a +6 bonus to an athletics or acrobatics roll, if you use this to do cool stuff like throw your blade in the air and catch it behind the enemy, backflip over them, or dash slide into a reverse grip leg shear slash you add an extra one of your damage dice to that attack. (Be creative!!!)
Master of Blade: You can use your blade in many ways (works with any weapon but is designed for longsword) and put it varying grips using your bonus action, you can change back to regular grip as a free action and you always revert to regular grip at the start of combat/when rolling initiative. At level 11, once you use your bonus action to invoke a grip change, you can change stances an additional time until the start of your next turn. You can always go to default grip at any time as a free action.
0. Default Grip (One handed, 1d8 slashing or piercing damage, or 1d6 bludgeoning with the flat of the blade. You can revert to this at any time, however upon taking this feat you can no longer use it 2 handed [1d10 damage] without a stance change, but the 2 handed grip gets an upgrade)
1. Reverse Grip (Lower the damage dice of your normal attacks from a 1d8 to a 1d6 but it becomes a finesse weapon with slashing/piercing damage, add +2 to the attack rolls of every attack made in this stance, and using a Master of Body maneuver with this against an opponent's legs can knock them prone if they fail a strength save, which has a +2 to the DC on top of the base DC 8 + Dexterity Modifier + Proficiency Bonus. max of 21.)
2. Pommel Club (Using your cut resistant gloves, grab the sword by the blade and use the pommel as a blunt weapon, reduce the damage of your dice to 1d4, transform it to bludgeoning damage, and a successful strike gives an opponent -2 to all rolls until the start of your next turn, as well as -2 to armor class if they fail a constitution save [DC 8 + Strength Bonus + Proficiency Bonus]. You can do multiple attacks with this in a turn to force rerolls on the con save, and if they critical fail their con save they get disadvantage instead of -2 to rolls as well as the -2 to AC.)
3. Guard (Hold your blade sideways so that the flat is facing the enemy, as well as holding your palm on the flat to brace it, gain +1 to armor class, as well as a second use of your reaction while in this stance but only to use the skills mentioned later in this stance. 1 if an enemy attacks you, you can bash them with the flat of your blade to impose disadvantage on a single attack with a reaction. Or 2 if an enemy misses you with an attack you can make an opportunity attack against them immediately.) [Your reaction can be used normally for any reaction based thing, but your second reaction has to be used to do one of these 2 special moves.]
4. Two Handed (Grasp your handle with 2 hands, raising the base damage dice to 1d10 and allowing you to make 1 additional attack action per turn.)
Extra Details: Most weapon grip styles can be used to deal slashing, piercing, or bludgeoning damage. Check the description and flavoring to see which it is, they are usually adaptive with one or more.
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