π§ Monk Stances of Power
Core Rules (shared by all stances):
- Learned at Level 2, 4, 6, 8, 10, 12, 14, 16, 18, 20
- Entering a stance: Bonus Action
- Duration: 1 minute (extendable to 10 minutes at DM discretion or higher levels)
- Requires Concentration (as a spell)
- You can only have one stance active at a time
- Ends early if you are incapacitated or drop concentration
π₯ Level 2 β Flowing River Stance
Mobility & repositioning
- Your movement speed increases by +10 ft
- You ignore difficult terrain
- Once per turn, when you hit a creature, you may move 5 ft without provoking opportunity attacks
π Feel: Untouchable, constantly shifting
π₯ Level 4 β Ember Fist Stance
Consistent damage boost
- Once per turn, when you hit, deal +1d4 fire damage
- If the target is already damaged this turn, increase to +1d6
π Feel: Momentum-based striking
πͺ¨ Level 6 β Iron Mountain Stance
Defense anchor
- Gain +2 AC
- You have advantage on Strength and Dexterity saving throws against being moved or knocked prone
π Feel: You become immovable
π¬οΈ Level 8 β Whispering Wind Stance
Evasion & reaction play
- You gain +2 to Dexterity saving throws
- Once per round, when attacked, you can use your reaction to impose disadvantage on that attack
π Feel: Youβre never where the blow lands
π Level 10 β Veil of Stillness Stance
Stealth-combat hybrid
- You gain advantage on Stealth checks
- Attacks against you have disadvantage if you havenβt attacked since your last turn
π Feel: You exist between moments
β‘ Level 12 β Thunder Pulse Stance
Control through impact
- Once per turn on hit, you can force a Constitution save
- Failure: target is pushed 10 ft OR knocked prone
π Feel: Every strike disrupts the battlefield
π©Έ Level 14 β Crimson Echo Stance
Sustain & aggression
- Once per turn, when you deal damage, regain HP equal to your Wisdom modifier
- If you reduce a creature to 0 HP, gain temporary HP = monk level / 2
π Feel: You feed on combat flow
π§ Level 16 β Diamond Mind Stance
Mental supremacy
- Gain proficiency in all saving throws (or advantage if already proficient)
- You are immune to charm and fear
π Feel: Perfect clarity, unbreakable will
π Level 18 β Spiral Horizon Stance
Multi-target combat fluidity
- When you take the Attack action, you may split attacks between any creatures within reach
- Once per turn, you can make an additional unarmed strike against a different target
π Feel: Fighting multiple enemies like one continuous motion
βοΈ Level 20 β Transcendent Soul Stance
Capstone transformation
- Gain resistance to all damage
- Your attacks count as force damage
- At the start of each turn, regain 10 HP if below half health
π Feel: You are no longer merely physical
π§ What Breaks a Monkβs Stance (Concentration)
π Core RAW Disruptions (from 5e)
These should always apply:
π₯ 1. Taking Damage
- The monk must make a Constitution saving throw
- DC = 10 or half the damage taken (whichever is higher)
- Failure = stance ends
π This is your primary pressure point
π§ 2. Casting Another Concentration Effect
- If the monk somehow gains a spell or feature requiring concentration β stance ends
π Rare, but important for multiclassing
π 3. Becoming Incapacitated
Any condition that includes incapacitated instantly ends the stance:
- Stunned
- Paralyzed
- Unconscious
π These are hard counters to stance users
βοΈ Recommended Additions (for your system)
These are optional, but they make stances feel more physical and thematic.
πͺ« 4. Being Grappled or Restrained (Optional Rule)
- When first grappled/restrained, must make a Concentration check
- Failure ends stance
π Represents losing bodily flow/control
π 5. Forced Movement Shock
- If moved 15 ft or more unwillingly in one turn, make a Con save (DC 10)
π Keeps battlefield control relevant vs monks
π§© 6. Mental Disruption
Effects that fracture focus force an immediate check:
- Psychic damage
- Illusions that impose disadvantage or confusion
- Effects like mind spike, phantasmal force
π You can rule:
βIf the mind is destabilized, the stance trembles.β
π 7. Breaking Form (Flavor β Mechanic Bridge)
If the monk:
- Is knocked prone
- Is silenced or deafened (if your stances involve breath/mantras)
- Fails a key saving throw tied to the stanceβs theme
β Require a DC 10 Con save to maintain stance
π₯ Clean Rule Summary (Table-Ready)
A monk loses their stance if:
- They fail a Concentration check from damage
- They become incapacitated
- They start another concentration effect
Additionally (optional rules):
- Grappled or restrained β check
- Forced movement (15+ ft) β check
- Psychic/mental disruption β check
- Knocked prone β check
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