Base Class: Fighter
Hidden Technique fighters take multiple stances to outmaneuver and confuse enemies. From a stance that focuses defense and deflection, to a more frontal assault and hunter-like stance, hidden techniques can be deadly and surprising to any encounter.
Hidden Techniques
3rd-Level Hidden Technique Feature
When you choose this archetype at 3rd level, you learn stances and techniques that alter the way you perform, as well as the weapons you're limited by. You can choose one of the stances below as a bonus action if you are in combat, as listed below. You must also follow any movement or weapon restrictions to keep your stance. Changing weapons forces you out of your stance.
Stalking Prey: Prerequisite: Dual-wielding melee weapons, or wielding a two handed melee weapon. You gain +2 to your armor class, and gain advantage on checks and saves that cause you to be knocked prone, shoved, or pushed.
Killer Fang: Prerequisite: Wielding a two handed weapon in both hands. You gain advantage on the first attack roll you make when you take the attack action. Additionally, you also treat any roll of 19 or 20 as a critical hit.
Swaying Cobra: Prerequisite: Cannot move this turn, wielding any melee weapon. Whenever a creature within reach misses an attack roll made against you, you can immediately use your reaction to make a counter-attack with a melee weapon. If the attack hits, you add one additional damage die to the roll.
Snapping Turtle: Prerequisite: Wielding shields in both hands. When you take the attack action, you can treat shields as a proficient improvised weapon that deal 1d6 plus STR in damage.
Perched Crane: Prerequisite: Wielding a ranged weapon, cannot move this turn. When you take the attack action, your effective range is doubled. Additionally, ranged ammunition can pierce through targets in a straight line, and if the same attack roll would hit additional creatures behind the first and also hit their armor classes, you deal half the damage rounded down consecutively (minimum of 1) until the ammunition leaves your maximum effective range.
Calm Waters
7th-Level Hidden Technique Feature
Whenever you roll initiative, you can instead treat your total initiative roll as a 10. If you do, attack rolls made against you have disadvantage until the start of your first turn.
Distracting Dance
10th-Level Hidden Technique Feature
You ignore movement prerequisites of your stances. Additionally, whenever you change stances, your movement doesn't provoke opportunity attacks until the end of your turn.
Darting Dragonfly
15th-level Hidden Technique Feature
Whenever you reduce a creature to 0 hit points, you may immediately use your reaction to change your stance and weapons, move up to your move speed, and and take another attack action.
Improved Hybrid Technique
18th-Level Hidden Technique Feature
You can enter two stances at once, gaining the benefits of both, with only following the weapon requirements of one.
Previous Versions
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7/30/2024 3:30:42 AM
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