Base Class: Barbarian
You have an aversion to commitment, and you crave variety. You don't want to be just one kind of character, you want to be all of them. After much experimentation, you finally found the way to do it. Well, almost. You'll have to settle for switching between two stances for now, each with a unique kit of features. We wish you luck in your quest to one day have as many stances as the great master.
Version 1.1. New stances have been added, and patches have been made to existing stances and features to fix some issues. Please use the latest version.
This subclass gives you access to stances, and the spell slots of a 1/3 caster. You can choose two stances initially, and add a third at 10th level. You are by default in Neutral Stance, and must spend an action and a spell slot while raging to switch to a different stance.
Your "spellcasting ability" is Dexterity, though this subclass doesn't come with any spells or a spell list. All spell slots are restored at the end of a long rest.
Spell Slots Table
| Barbarian Level | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| 3 | 2 | |||
| 4 | 3 | |||
| 5 | 3 | |||
| 6 | 3 | |||
| 7 | 4 | 2 | ||
| 8 | 4 | 2 | ||
| 9 | 4 | 2 | ||
| 10 | 4 | 3 | ||
| 11 | 4 | 3 | ||
| 12 | 4 | 3 | ||
| 13 | 4 | 3 | 2 | |
| 14 | 4 | 3 | 2 | |
| 15 | 4 | 3 | 2 | |
| 16 | 4 | 3 | 3 | |
| 17 | 4 | 3 | 3 | |
| 18 | 4 | 3 | 3 | |
| 19 | 4 | 3 | 3 | 1 |
| 20 | 4 | 3 | 3 | 1 |
Stances
Starting when you choose this path, you know two stances of your choice. At 10th level, you can choose a third stance to learn.
In common to all stances is that they can only be activated while raging, you need to spend an action and a spell slot to activate them, they last for 1 minute or until your rage ends (whichever comes first), and the benefits are improved if you use a higher level spell slot.
You can only have one stance active at a time. Activating a new stance replaces the old one. You cannot activate the same stance as your current stance.
Fairy Fox Stance
Fairy Fox Stance focuses on overcoming barriers - getting into places, getting around people, and getting damage in on pesky enemies with too many damage immunities.
Tempered Rage
Your rage does not end early due to not taking damage or not attacking.
Fairy Key
You have (1 + spell slot level) uses of this feature when you enter this stance. Uses are not regained in any other way.
As an action, you can spend X uses of this feature to simultaneously attempt to pick or break X locks, which may be mundane or magical. You have +20 on your rolls to pick or break these locks.
You can spend 1 use of this feature to give yourself advantage on a Deception, Insight, Perception, or Persuasion check.
Of Course I'm An Employee Here What Are You Talking About
Starting at 6th level, when you enter this stance, you can choose to disguise your appearance with illusion magic to fit a particular location or purpose. When matched with where you are trying to get into, you have advantage on Deception rolls to convince people that, yes, you are allowed to be here, and it is perfectly normal.
Fox Trickery
Starting at 6th level, you learn to produce suspicious chemicals out of seemingly nowhere. As a bonus action, you can spray some kind of corrosive liquid in a (5 * stance power) foot cone. Creatures in the area must make a Dexterity saving throw against your spell save DC. On a failed save, they take (stance power)d12 acid damage. On a successful save, they take half as much damage. Objects and structures are affected as well. The acid lingers, and contact with it causes 1d12 acid damage (at most once per turn).
You start with one use of this feature when entering this stance. Uses cannot be regained in any other way.
If your previous stance was Neutral Stance, stance power is equal to (spell slot level). Otherwise, stance power is calculated as (spell slot level + previous stance's spell slot level).
Fairy Fox Fire
Starting at 10th level, you can create vulnerabilities in difficult targets. As an action, choose a creature you can see within 90 feet. It must make a Charisma saving throw against your spell save DC. The DC is increased by 3 for each spell slot level above 1st. If it fails, it is inflicted with Degraded for 1 minute. Degraded does not stack.
If you just entered Fairy Fox Stance and your previous stance was not Neutral Stance, you can use this feature as a free action instead.
You start with one use of this feature when you enter this stance. Uses are not regained in any other way.
Degraded. 1 random resistance is changed from immune to resisted (if there are any that are immune). The affected resistances are selected when the debuff is first applied, and do not change as long as the debuff remains.
Starting at 14th level, Degraded improves to also change 1 random resistance from resisted to normal (if there are any that are resisted), and if the spell slot is 4th level or higher, change 1 additional resistance from immune to resisted.
Frost Giant Stance
Taking lessons from the beings of the frigid realm, the Frost Giant Stance uses elemental power to chill foes and make delicious ice cream.
Heat Drain
Your melee weapon attacks drain heat from the target, inflicting 1 Chill on hit. Chill can stack.
Chill. Your speed is reduced by 10 feet for each stack of Chill. At the end of your turn, if you have Chill, lose 1 stack of Chill and take 1d6 cold damage. Creatures with cold damage immunity are immune to Chill.
Elemental Battery
Starting at 6th level, your max charge is (10 * spell slot level). You gain 1 charge at the start of your turn, and 3 charge on a hit with a melee weapon attack. All charge is lost when exiting this stance.
For every 5 charge you hold, your walking speed is increased by 5 feet.
Vertical Beatdown
Starting at 6th level, you learn to use a powerful sequence of an upwards uppercut and a downwards ground slam, as a single combined action. Both of these include an optional attack and have vertical movement which is not impeded by water. You can spend charge when starting the sequence to improve both parts.
You start with one use of this feature when entering this stance. Uses are not regained in any other way. If you just entered Frost Giant Stance, you can use this feature as a free action instead of an action.
When initiating the uppercut, you can choose to make a melee weapon attack. You move upward by 10 feet, increased by 10 feet for each 5 charge spent. You can choose to use an amount of upward movement less than the maximum. If your attack hits and the target is small enough, it moves up with you, and you get advantage on the ground slam attack if you choose the same target.
When initiating the ground slam, you can choose to make a melee weapon attack. You move downward at twice the natural falling speed. If your attack hits and the target is small enough, they move down with you, and your falling damage when you eventually land is transferred to the target.
The knockback effects work on creatures of size Medium or lower. At 20 charge and 40 charge spent, the maximum size increases by 1 category. The maximum size also increases by 1 category if your current Strength ability score is 21 or higher.
Freezing Touch
Starting at 10th level, your icy powers are potent enough to freeze water on contact.
This allows you to walk on water. It leaves a walkable pathway of ice behind you that lasts for 1 minute. The lifetime of the ice bridge is reduced to 1 round in fast moving or turbulent waters.
Conveniently Localized Storm
Starting at 10th level, you can spend charge to create a weather anomaly in a small area.
As an action, choose a point you can see within 90 feet. A fierce blizzard of wind and snow appears in a (charge spent) foot radius sphere centered on the chosen point. The blizzard lasts for 1 minute. Creatures that start their turn in the area or enter the area for the first time on their turn must make a Constitution saving throw against your spell save DC. On success, they gain 1 stack of Chill. On failure, they gain 2 stacks of Chill, and if their current movement speed is 0 (after applying Chill), ice surrounds the creature, causing it to be restrained for 1 round.
Multiple blizzards do not cause the saving throw to repeat.
Nobody Expects The Face Laser
Starting at 14th level, you learn a technique to discharge all your charge at once, shooting a fast and precise beam of energy out of your face.
As an action, make a ranged spell attack against a creature you can see within 150 feet. This spends all your charge. You get +1 to the attack roll for every 10 charge spent. On hit, the target takes (charge spent)d6 lightning damage.
Light Dragon Stance
The Light Dragon Stance embodies a virtuous dragon of light. It is focused on defense, retaliation, and precise strikes.
Dueling Strikes
While in this stance, you can only make one weapon attack per turn. Your weapon attacks have advantage on the attack roll, and on hit you gain 1 block die.
Block Dice
Upon activating this stance, you gain (2 * spell slot level) block dice. All block dice have size d8. All block dice are lost when exiting this stance.
When you would take damage, you can spend any number of your block dice. Roll those block dice. If the block roll is less than the damage roll, the damage is reduced by the block roll. If the block roll is greater than or equal to the damage roll, you take no damage, and if the source was a melee attack by a creature, the attacker takes bludgeoning damage equal to the difference between the block roll and the damage roll. Block dice and damage dice are rolled simultaneously, and you cannot add more block dice once you have already decided how many to use.
Singular Strike
Starting at 6th level, your weapon attacks deal an additional (spell slot level)d6 radiant damage.
Form of Light
Starting at 10th level, you emit dim light to 15 feet, you are resistant to necrotic damage, and have advantage on saving throws against being poisoned, cursed, or frightened.
Dragon Punch To Protect The Kids Behind Me
Starting at 14th level, you gain the ability to contest area attacks with your own.
When a creature uses an area of effect attack that forces a saving throw to avoid damage and you are in the area, you can use your reaction to make your own counterattack. The area is a 150 foot line and must include the attacking creature. Creatures within your attack area must make a Strength saving throw against your spell save DC. Creatures with evil alignment have disadvantage on this saving throw.
You and the attacking creature make your saving throws against each others' attacks simultaneously. If you fail your saving throw, your counterattack is cancelled. If they fail their saving throw, their original attack is cancelled. For both you and the attacking creature, resources are still spent even if the attack is cancelled.
Your area attack deals (2 * spell slot level)d6 radiant damage on a failed save, and half as much on a successful save.
You start with one use of this feature when you enter this stance. It is not regained by any other means.
Magical Girl Stance
Inspired by the mythical heroes, the Magical Girl Stance trades mental stability for powerful arcane abilities.
There are no gender restrictions. You can change the "Girl" in "Magical Girl" to another term if you prefer.
Magical Girl Transformation Sequence
When entering this stance, you can choose to perform a special dance, in which your stylish signature outfit appears on your body. Your enemies will wait patiently for you to finish, so this is a free action.
Stars of Love, Sunshine, and Death
While in this stance, you can use a bonus action to shoot a lovely star of magic at a creature. Make a ranged spell attack against a creature you can see within 90 feet. On hit, it deals (1 + spell slot level)d6 force damage. Regardless of whether it hits, you take 3d6 psychic damage as recoil.
Hysteria
Starting at 6th level, you can also make the Stars of Love, Sunshine, and Death attack using your attack action. Extra Attack applies. When using your attack action in this way, the outgoing damage is increased to (2 + spell slot level)d6, and the recoil damage is increased to 5d6.
In The Name of Love and Death
Starting at 10th level, Brutal Critical applies to ranged spell attacks (only on the outgoing damage).
Emotional Breakdown
Starting at 10th level, you can induce an emotional breakdown in yourself as a free action. Your HP is set to 1. Until the end of your next turn, your HP cannot go below 1, and you have advantage on ranged spell attacks.
You start with one use of this feature when you enter this stance. Uses are not regained in any other way.
Come Fight Me You Coward
Starting at 14th level, you have resistance to all damage types when the source of the damage is at least 60 feet away from you.
Ultimate Lock Stance
Ultimate Lock Stance focuses on control and domination, combining refined skills and magic to limit strong foes and crush weaker ones.
Resilience of the Spire
When you would be affected by an instant death effect, it is converted to damage equal to your max HP. You cannot take more damage than half your max HP (rounded up) from any individual damaging event.
Automatic Counterattacks
At the end of your turn, lose all counter coins and gain (spell slot level) counter coins. When a creature with lower max HP than you misses an attack against you, if you have a counter coin available, it is spent automatically and the attacker takes 1d6 slashing damage.
Moonweave Blade
Starting at 6th level, your weapon attacks count as magical for purposes of overcoming resistance.
Might Be The Villain
Starting at 6th level, you can make an opening attack when you enter this stance. Choose up to two creatures you can see within 60 feet. Make ranged spell attacks against them. On hit, this attack deals (spell slot level)d6 thunder damage. The damage is doubled against creatures whose alignment is good.
Divine Lock
Starting at 10th level, when you damage a creature with a melee weapon attack, you can cause magical sealing chains to wrap around it. Until the end of your next turn, the target has 1 less action available and (spell slot level) less legendary actions available.
You start with one use of this feature when you enter this stance. Uses are not regained by any other means.
Penetrating Blows
Starting at 10th level, when you overkill the current health bar of a creature with multiple health bars, the next phase starts immediately and excess damage carries over to the next health bar.
You're 1000 Years Too Early To Be Challenging Me
Starting at 14th level, you take no damage from creatures of CR (10 + spell slot level) or lower. You also take no damage from spells of level (spell slot level) or lower. Static hazards and traps deal no damage to you if they have (spell slot level) damage dice or less.
Venomous Serpent Stance
The Venomous Serpent Stance uses piercing weapons and adds magical venom, focusing on rapid strikes and weakening a target before finishing it off.
Venomous Fangs
Your piercing melee weapon attacks deal an additional 1d6 poison damage.
This damage increases by 1d6 for each 2 spell slot levels above 1st.
Starting at 14th level, your piercing melee weapon attacks also inflict Bleeding on hit. Bleeding does not stack.
Bleeding. Take 2 poison damage for every 5 feet of movement you use. This condition is removed at the end of your turn.
Lasting Venom
Starting at 6th level, on hit with a piercing melee weapon, the target must make a Constitution saving throw against your spell save DC. On failure, it is poisoned. It can reattempt the saving throw at the end of each of its turns. On success, the poisoned effect ends.
Serpentine Burst
Starting at 10th level, you can make a burst of many attacks.
As an action, you can teleport up to 30 feet to a point you can see, then immediately make up to (2 + spell slot level) piercing melee weapon attacks.
You start with one use of this feature when you enter this stance. Uses are not regained in any other way.
Powerful Venom
Starting at 14th level, the venom is so powerful that no foe is fully immune to it.
Venomous Fangs treats the target's poison resistance as 1 level weaker if it is immune or resisted (immune to resisted, resisted to normal).
If a creature is normally immune to the poisoned condition, it can still be poisoned by Lasting Venom, but it gets advantage on the saving throw.
Stance Improvement
Starting at 6th level, your stances gain additional features.
Third Stance
Starting at 10th level, you are able to choose a third stance, and all your stances gain new features.
Extended Stances
Starting at 14th level, your stances gain new features. Your stances last 10 minutes or until your rage ends, whichever comes first. Your rages can continue past 1 minute as long as you are in a stance, up to 10 minutes.
Previous Versions
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4/14/2022 2:26:20 AM
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Coming Soon
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