Fighter
Base Class: Fighter

Fighters who choose this subclass are capable of finding weaknesses in solo fights as well as using the chaos of groups to their advantage. By waiting for the optimal time to strike and using enemies' momentum against them, the Patient Striker excels at turning the tide of battle from one mistake. Using stances, these warriors are able to adjust to whatever situation, be it fighting solo combatants or large groups.

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Stance Fighting

At 3rd level, the Patient Striker gains the ability to use Stances in their combat. Choose two stances at the end of a short rest to use in combat. Each stance requires a bonus action to activate, and switching between stances costs a bonus action. Your Stance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your Stance on your turn as a bonus action. Stances can be used a number of times equal to your proficiency bonus and reset on a Short Rest. 

 

Adaptive Stance

You have trained to use anything around you as a weapon. When you enter this Stance, you must not have a weapon equipped. 

While in this Stance, all unarmed strikes do 1d4+Dexterity modifier damage. Additionally, when a creature in melee misses you with an attack, you may use your reaction to make an attack against them. These attacks do not damage the target but can be used to grapple, trip, or push the target. Creatures that are grappled can be used as shields against other attacks, providing a +2 bonus to AC. Creatures that are tripped remain prone until their next turn. Creatures that are pushed are pushed back 5 feet and unable to move toward you. 

While in this stance, you may pick up items to use as Improvised Weapons. These weapons deal 1d6+Dexterity modifier damage. While wielding an Improvised Weapon, you may remain in this Stance. You may choose to break the weapon on an attack. If you choose to do so, the weapon deals an additional 1d6 damage and is unable to be used as a weapon again. 

 

Double-Sided Stance

This stance requires a double-sided or chain weapon. This stance emphasizes defense and even attacks when surrounded by large groups. Upon entering this stance, you gain a bonus to your AC equal to your proficiency bonus. Additionally, when you make an Attack action and use your bonus action to attack with your off-hand, you may make an additional strike against an enemy you have not yet targeted on this turn. While in this stance, your movement is reduced to 10 ft. 

When wielding a double-sided weapon, you may use your reaction to attempt to block a number of ranged attacks equal to half your proficiency bonus. Make a Dexterity saving throw with a DC equal to half the damage or 10, whichever is higher. On a success, you may continue attempting to block projectiles. On a failure, you take full damage and are unable to continue blocking projectiles. You may do this maneuver a number of times equal to your proficiency bonus, resetting on a short rest.

When wielding a chain weapon, you may use both your Action and Bonus Action to make an attack against all enemies within 5 feet of yourself. They must make a Dexterity saving throw with DC = 8+proficiency bonus+Dexterity Modifier. On a failure, they take half the weapon's normal damage and are pushed 5 feet away from you. On a success they take no damage but are still pushed back. You may do this attack a number of times equal to your proficiency bonus, resetting on a short rest. 

Dual Wielding Stance

This Stance requires patience and speed, taking advantage of openings in the enemy's defense and striking quickly and aggressively. When in this Stance, you may only take the Dodge action. When an enemy attacks and misses, you may use your reaction to make two attacks against them, one with your mainhand and one with your offhand without consuming your reaction. As you wait for enemies to attack, you open yourself to more effective attacks. When an enemy attacks and hits, they do an additional +2 points of damage. Additionally, attacks made against you have an increased critical range of one (i.e. crits happen on 19-20). 

Paired Weapon

This stance uses two weapons of differing length to press your advantage.

While in this stance, you may use your reaction to Parry an attack against you. Parrying gives a bonus to you AC equal to your Dexterity modifier. If your Parry succeeds and the attack misses, you catch the enemy's weapon between your crossed weapons and may attempt to disarm them. Make a contested acrobatics or athletics check. If you succeed, you disarm the opponent, who must spend an action to retrieve their weapon. If you fail, your guard is broken and the next attack against you is made at advantage. If you roll a 20 or your opponent rolls a 1 on your contested check, you are able to break the weapon as you disarm your opponent. If you roll a 1 or your opponent rolls a 20, your Parry is broken and the attack proceeds as if it were a hit and the next attack against you is at advantage.

Thrown Attack. As a Bonus Action, you may throw your shorter weapon using it's normal range and damage. If you choose to do so, you may immediately draw a second weapon of the same type as the one thrown or you may choose to switch into the Single Weapon Stance, if you have it prepared. If Single Weapon Stance is not prepared, you may switch into your other stance as a Bonus Action on your next turn. If the stance requires you to draw weapons, you may do so as a free action. If the stance requires you to stow your current weapon, you must drop it or spend an action to switch weapons.

This fighting style may be used with a pistol or hand crossbow in the off-hand. If your off-hand weapon is a sidearm, you may use your bonus action to fire a shot if you have made an Attack action on the same turn. Once the sidearm is out of ammunition, you may flip it to use as an improvised club, doing 1d4+Str or Dex bludgeoning damage. If you have multiple sidearms equipped, you may swap sidearms after you shoot.

Single Weapon Stance

The Single Weapon Stance emphasizes flexibility in combat to augment your attacks. Once you have entered this stance, whenever you make an Attack action you may forgo your bonus action to make any of the following maneuvers:

  • Lunging Strike: When you take the Attack action, you make a lunging strike to attempt to slip past the guard of the target. Increase the range of your attack by 5 feet. On your recovery, the target may make an opportunity attack at disadvantage against you. 
  • Crushing Blow: You gather yourself for a heavy blow, putting the full weight of your body behind your attack. Increase the damage of your attack by 1d4 of the same damage type as your weapon. The pace of this attack opens you up to retribution, and your AC takes a -1 penalty on the next attack that targets you.
  • Dash Strike: You have mastered the ability to close the distance between you and your target. When you take the Dash action rather than the Attack action, you may use your bonus action to make an attack with an additional 1 point of damage for every 10 feet you travel on your Dash. At the end of your Dash, you are off-balance and all melee attacks against you are at advantage until your next turn.
  • Aerial Strike: You have mastered the ability to use gravity to your advantage. Whenever you drop more than 10 feet onto an enemy, you may make a Dexterity saving throw against a DC=12+1 for every additional 10 feet you fall. On a success, you take half the fall damage you otherwise would have taken and transfer the force of your fall into your strike, adding that damage to your roll. When you roll a 20 on the attack roll, you take no fall damage and your target takes the full force of your fall, plus half the damage (1.5x Fall damage). On a fail, you take the full fall damage and are knocked prone. If your attack misses, you may make the same save. On a success, you roll out of the impact and take 1/4 damage. On a fail, you take full damage and are knocked prone.  

Eye for Detail

You have trained extensively to notice every detail around you. You gain proficiency in your choice of calligrapher's tools, cartographer's tools, or paint supplies. Additionally, you may add your proficiency bonus to rolls used to determine if an item is a forgery. 

Prepared Nature

Your training has taught you to prepare extensively for combat. By spending ten minutes meditating or scouting the battlefield you may gain a +1 bonus to AC. Alternatively, by spending 1 minute studying your opponent(s), you gain a +1 bonus to all attack rolls made against them. 

Advanced Stances

At level 10, you have become adept at mitigating the risks of each Stance. Additionally, you may switch between Stances without using a Bonus Action.

Adaptive Stance

Your unarmed strikes now do 1d6+Dexterity or Strength modifiers. Improvised weapons also increase to 1d8+Dexterity or Strength modifier. 

While in this stance and you take an Attack action, you may use your bonus action to make two additional attacks rather than just one, provided they are against the same target.

Double-Sided Stance

When wielding a double-sided or chain weapon, your AC now increases by an additional +1. Starting at level 10, you movement is no longer impeded by this stance and you may take your full movement on your turn. 

Additionally, failing to block projectiles no longer interrupts the maneuver. 

In addition to pushing creatures back, the chained weapon maneuver knocks targets prone on failed saves. Damage from this attack is full weapon damage on a failed save and half damage on a successful save.

Dual Wielding Stance

While in this stance, attacks against you no longer have an extended critical range. Additionally, you may now take the Attack action. When you take an Attack action, you may make a powerful bonus action attack with both weapons, simultaneously. Make two attack rolls, one for each weapon. If one attack hits, proceed as normal. However, if both attacks hit, the target is overwhelmed and their guard is broken. Until the end of their next turn, they have a -2 penalty to their AC. 

Paired Weapon

Whenever you successfully Parry an attack, you may immediately make an attack on the target. Additionally, you no longer open yourself up to strikes with advantage when your parry is broken with a 20. 

Starting at level 10,  you may overcome the disadvantage imposed by using firearms or crossbows in close range a number of times equal to your proficiency bonus, resetting on a short rest. 

Additionally, thrown attacks do an extra 1d4 damage as part of this stance.

Single Weapon Stance

While in this Stance, maneuvers made no longer carry a detriment. 

Lunging Strike: Your recovery no longer provokes opportunity attacks.

Crushing Blow: Your AC takes no penalty on the next attack that targets you.

Dash Strike: Your dash no longer leaves you off-balance.

Aerial Strike: On a failed save, you take half damage and are not knocked prone. If your attack misses, you may make the same save. On a success, you roll out of the impact and take no damage. On a fail, you take half damage and are not knocked prone.  

Second Nature

Starting at level 15, whenever you roll initiative you may choose to enter a Stance. As a part of entering a Stance, you may draw the weapons required for its use. 

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