Base Class: Fighter
A Road Warrior trains in a unique fighting style all their own, built around turning disadvantages into advantages. They have a varied skillset, built for versatility, applicability, and showing no weakness. They can dance around predictable opponents, wear down tough foes, and can escape even the most persistent of threats. All they need at their side is a weapon.
Stances
Starting at 3rd level, your learn two variable stances to take in battle. Whenever you roll initiative, declare your stance as either "aggressive" or "defensive." you can change stances as a bonus action. You can only gain the benefits of a stance when wielding at least one melee weapon.
Aggressive Stance
While taking an aggressive stance, you crit on a 19-20 and add a +1 to all damage rolls
This increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level
Defensive Stance
While taking a defensive stance, you can use your reaction to add 1d4 to your AC when you are targeted by an attack, as long as you are not stunned, grappled, or incapacitated.
This increases to 1d6 at 8th level and 2d4 at 16th level
Flow Like Water, Step Like Wind
As you hone your stance and steel your will, you temporarily gain the ability to perform extraordinary feats in combat. You can perform these actions a number of times equal to your intelligence modifier, with a minimum of one. You regain the uses of this ability when you take a short or long rest.
Aggressive Stance: Flow Like Water
When you are in aggressive stance and you take a Dash action on your turn, you gain the ability to make free attacks against creatures before they take attacks of opportunity against you, and their opportunity attacks have disadvantage against you.
Defensive: Step Like Wind
When you are in Defensive stance, you can use this feature to increase your speed by 15 and your AC by 4, and also make yourself immune to being slowed, grappled, or restrained until the beginning of your next round.
Traveling Experience
Your long travels on the road has taught you many things, and your interactions with people have bore fruits in your mind. You gain proficiency in two skills or tools of your choice, though it is recommended to chose ones relevant to your character's history.
Exotic Stance
You gain a 3rd stance of your choice from a list of exotic stances shown below.
Advancing Stance
You take a highly mobile stance. While maintaining an Advancing Stance, your speed is increased by 15 feet, you have advantage on acrobatic checks, and difficult terrain does not slow you down.
Cross Stance
Requires two wielded melee weapons. You take a mixed stance using both of your weapons, mixing defense and offense. While maintaining a cross-stance you can add +2 to your damage rolls and 2 to your AC.
Cross-Stance: Whirlwind Slash
While maintaining a Cross-Stance, you can go all-out for a short time and swing your weapons with reckless abandon. For the duration, your AC is reduced by 2 and you have a -2 applied to all damage rolls, but as a trade-off you can use the multiattack feature with your bonus action attack. This effect ends when you drop it as a free action or if you become stunned, grappled, restrained, or incapacitated.
Guardian's Stance
Requires the wielding of either a spear or a pike. You take a protective, driving stance that balances quick reactions with unflinching offense. While maintaining this stance, enemies have disadvantage against allies within your melee range, and your attacks of opportunity deal 1d4 extra damage.
Guardian's Stance: Perfect Spear
While maintaining your Guardian's Stance, you can replace one attack in your attack action with a special attack. If you are wielding a Spear, you throw your spear, if you are wielding a pike, you attack with that. This attack does 1d4 damage. If this attack crits, it instantly kills any enemy if their health is below 50.
Sheathed stance
You can only take this stance if you have a melee weapon stowed on your body within your reach. While maintaining a sheathed stance, you are immune to being frightened.
Sheathed Stance: Unsheathing Slash
In one swift motion you unsheathe your weapon and make an attack with it at the same time. Make an attack with a stowed melee weapon at advantage. If the attack hits, the enemy must succeed on a DC 15 Constitution Save or be stunned until the end of their next round. Using this attack automatically changes your stance to one of the default stances of your choice.
Suicidal Stance
While taking this this stance, your AC is reduced by 3, your speed is reduced by 15, and any damage dealt to you cannot be reduced by resistances, spells, or class/race features. As a trade-off, you gain access to an impressive new attack that is nearly impossible to dodge.
Suicidal Strike:
While in suicidal stance, you can replace your attack action with one impressive strike. This attack has a +10 to hit, crits on a 15-20, and adds +5 to all of your damage rolls until the beginning of your next round. This attack replaces your attack action and cannot be used as a part of an attack action.
Tricky Stance
You take a tricky stance that allows for quick feints. While taking this stance, your melee weapon attacks cannot have disadvantage as long as you are not grappled or blinded. While maintaining this stance, any weapon attacks you make with advantage have a +2 to hit.
While maintaining a tricky stance, you can turn a round of disadvantaged weapon attacks into advantaged attacks twice per short rest.
Perfected Stance
As your experience grows, your stances become sharper and sharper. You've perfected one of your three stances, evolving it into an impressive display of battle prowess.
Advancing Stance 2: Forceful Blows
While maintaining an Advancing Stance, you can use your bonus action to enable this feature. For one round, all of your blows push back enemies large and smaller 5 feet, and you can advance the same distance. If the enemy would be pushed into a wall they take an extra 1d4 bludgeoning damage.
Aggressive Stance 2: Demon's Presence
While maintaining an Aggressive Stance, your speed is increased by 15, and any enemies you attack must succeed on a DC 15 wisdom save or they become frightened of you. They can attempt this save again at the end of their turn. If you kill a frightened enemy, all creatures within 30 feet of you must make the same save or become frightened.
Cross Stance 2: Precision Strike
The Whirlwind Slash feature no longer imposes a damage penalty, and it now increases your speed by 5
Defensive Stance 2: Perfect Deflection
While maintaining a Defensive Stance without a shield you gain 2 AC passively. Whenever an enemy makes a ranged attack against you, you can use your reaction to go into Defensive Stance and attempt to deflect the attack. When you attempt to deflect the attack, reduce the damage done by 1d10 + your intelligence + your fighter level. If the damage is reduced to 0, you can use the same reaction to advance 15 feet towards the source.
Guardian Stance 2: Heaven's Strike
Your Perfect Spear attack now instantly kills enemies below 100 health on a crit
Sheathed Stance 2: Crossroad Killer
While maintaining a sheathed stance, taking the dodge action increases your AC by 4, Taking the Dash action increases your speed by 15, and you gain a new bonus to your unsheathing slash gains a new bonus
The unsheathing attack now has a chance to instantly kill unaware enemies. If the enemy is unaware when you declare your unsheathing attack action, roll 1d4. If the roll is even, the attack instantly kills any enemy if their health is below 100.
Suicidal Stance 2: M.A.D.
While maintaining a Suicidal Stance, you gain immunity to being frightened. If you drop to 0 hit points while maintaining a Suicidal Stance, you can make an attack against the source of the damage that brought you down to 0. This attack always hits, always crits, and always does max damage. If you are holding two weapons, both of their damage die can be used in this attack.
Tricky Stance 2: Masterful Feint
You strike in a manner so unpredictable that nothing could possibly see it coming. When you maintain a Tricky Stance you can sacrifice one of your attacks in an attack action to have advantage on the rest of your attacks taken in the same action. If all of the remaining attacks land, you can make an unarmed strike as a bonus action that forces the target to succeed on a DC 15 constitution saving throw or be stunned until the end of the enemy's next round.
Previous Versions
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