Fighter
Base Class: Fighter

Level 3 – Counter Stance

Starting at 3rd level, you learn to enter a specialized stance that channels your strength into patient retaliation.

  • Entering the Stance: You can use your action to enter a Counter Stance, which lasts until the start of your next turn. While in this stance:

    • Your Armor Class increases by your Strength modifier (minimum of +1).

    • Your speed becomes 0 and cannot be increased by any means.

    • You cannot take actions, except for reactions triggered by this subclass.

    • You gain an additional reaction, usable only while in this stance.

  • Counter Stacks: You have 3 Counter Stance stacks per long rest. Each time you enter the stance, you expend 1 stack. You regain all stacks when you finish a long rest.

  • Retaliatory Strike: While in Counter Stance, when a creature within your reach makes a melee attack against you, you may expend a reaction to make a Counter Maneuver, provided you haven't used all your reactions for the round.

Level 3: Counter Stance

You’ve learned how to adopt a defensive stance that transforms enemy aggression into opportunities for punishment.

  • Reactive Strikes: While in Counter Stance, whenever a creature within your reach makes a melee attack against you, you may spend a reaction to perform a Counter Maneuver against them. If the attack hits, you deal an extra 1d8 damage, and apply the effect of your chosen maneuver.

  • Counter Stance Stacks: You have 3 Counter Stance stacks, which represent how many times you can enter the stance per rest. You regain all expended stacks when you finish a short or long rest.

  • Entering the Stance: As an action, you can enter a Counter Stance, which lasts until the start of your next turn. While in this stance:

    • Your AC increases by your Strength modifier (minimum +1).

    • Your speed is 0, and you cannot take actions (except reactions from this subclass).

    • You gain one additional reaction, which can only be used for Counter Maneuvers.

  • Counter Stacks: You have 3 Counter Stance stacks per long rest. Each time you enter the stance, you expend 1 stack. You regain all stacks when you finish a long rest.

  • Retaliatory Strike: While in Counter Stance, when a creature within your reach makes a melee attack against you, you may expend a reaction to make a Counter Maneuver, provided you haven't used all your reactions for the round.


 

When you enter Counter Stance, all hostile creatures within 15 feet of you that can see or hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier).

On a failed save, the creature is taunted until the start of your next turn. While taunted, the creature has disadvantage on attack rolls against targets other than you and cannot willingly move more than 15 feet away from you.

Level 3: Counter Maneuvers

Starting at 3rd level, you learn how to respond to enemy attacks with punishing counterattacks.

While in Counter Stance, when a creature within your reach makes a melee attack against you, you may use your reaction to perform a Counter Maneuver.

  • You learn three Counter Maneuvers at 3rd level, and you learn one more at levels 7, 10, and 15.

  • You may replace one known maneuver with another when you gain a Fighter level.

  • If your counterattack hits, you deal bonus damage and trigger your chosen maneuver’s effect.

  • The bonus damage is 1d8, increasing to 2d8 at 10th level and 3d8 at 18th level.

Maneuvers:

  • Hammer Reversal – Target must succeed on a Strength save or be knocked prone.

  • Disarming Parry – Target must succeed on a Dexterity save or drop one held item.

  • Rippling Blow – Target has disadvantage on their next weapon attack before your next turn.

  • Staggering Jab – Target must succeed on a Constitution save or lose their reaction.

  • Sweeping Riposte – On hit, make an additional attack against another creature within reach (no bonus dice on this second attack).

  • Lockstep Breaker – Target’s speed is halved until the end of their next turn.

You may only use a maneuver while in Counter Stance, and only if a reaction is available.

Disarming Parry

When you hit a creature with a counterattack while in Counter Stance, the target must succeed on a Dexterity saving throw or drop one item they are holding (your choice).

Save DC = 8 + your proficiency bonus + your Strength modifier.

Hammer Reversal

When you hit a creature with a counterattack while in Counter Stance, the target must succeed on a Strength saving throw or be knocked prone.

Save DC = 8 + your proficiency bonus + your Strength modifier.

Lockstep Breaker

hen you hit a creature with a counterattack while in Counter Stance, its movement speed is halved until the end of its next turn. Flying creatures descend 10 feet without provoking opportunity attacks.

Rippling Blow

When you hit a creature with a counterattack while in Counter Stance, it has disadvantage on its next weapon attack before the start of your next turn.

Staggering Jab

When you hit a creature with a counterattack while in Counter Stance, the target must succeed on a **Constitution saving throw** or **lose its reaction** until the start of its next turn.

Save DC = 8 + your proficiency bonus + your Strength modifier.

Sweeping Riposte

When you hit a creature with a counterattack while in Counter Stance, you may immediately make a **second weapon attack** against a different creature within reach. This second attack does not gain bonus Counter Maneuver damage.

Level 7: Read the Flow

Starting at 7th level, you can enter your Counter Stance more fluidly in the heat of battle.

- You can now enter Counter Stance as a bonus action instead of an action.
- In addition, when you roll initiative and have no Counter Stance stacks remaining, you regain 1 Counter Stance stack immediately.

Level 10: Hardened Form

Starting at 10th level, while you are in Counter Stance, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

This resistance ends when the stance ends.

Level 15: Perfect Punishment

Starting at 15th level, your retaliations come faster and harder.

You can now perform two different Counter Maneuvers per reaction, targeting either the same creature or two different creatures within your reach.

Level 18: Unbreakable Vengeance

Starting at 18th level, your will to strike back cannot be snuffed out.

When you drop to 0 hit points while in Counter Stance, you can immediately make one final counterattack with advantage before falling unconscious.
If this counterattack reduces the target to 0 hit points, you instead drop to 1 hit point and remain standing.

Previous Versions

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