Fighter
Base Class: Fighter

A warrior of great discipline learning the stances of the world.  Wind, Stone, Water, Fire, Blood, and Vine six stances of power that can sway the battle in the way of the warrior.  These fighters are a rare breed as it takes great dedication and time to master these stances.  Born to wield a blade, these stances are drawn from the knowledge and elemental power of multiple Masters.  Each Master gave you the training to gain the basics, and it becomes up to you to master these stances. 

Step out into the world and harness its elemental abilities as your own.  Go forth into the realm and Master your power, change the world as a True Hero!

 

At 13th and 17th level you choose 1 additional stance.

Warrior Stances

When you choose this archetype at 3rd level, you gain three fighting stances.  You are disciplined in your training by following the basics. You gain the ability to use the following stances while in combat wielding a blade. You may change stances as a Bonus Action.

Flame Stance

While in this stance, before you make an attack, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Stone Stance

Standing your ground on your feet, you add +2 to your [AC]Armor Class

Water Stance

While in this stance, when a creature misses you with a melee attack, you can use your reaction and make a melee weapon attack against the creature.

Pick Additional Stance

Choose 1 of 3 stances 

Blood Stance

This stance can only be taken while in the bloodied state and can only be used once per long rest. Next turn bonus action is forcibly used to change into a new stance. Roll for new stance. While in this stance, each attack for the turn heals 1/4 the damage dealt. Action surge not included.

Vine Stance

While in this stance, you can choose to hit multiple targets in range. Each hit divides the damage by the number of targets. (Roll once for all targets.)

Wind Stance

While in this stance, before you make an attack with your blade, you can choose to take a negative AC penalty to add an equivalent amount to the attack roll. Maximum AC loss is 5. Ex: -2AC = +2 hit

Master of the Blade

At 10th level, your stances gain additional bonuses

Blood Stance

While in this stance, you heal 1/2 damage done instead of 1/4. Action surge not included. Your attacks now deal an additional 1d10 necrotic damage.

Flame Stance

While in this stance, you may sacrifice HP to add half of the sacrificed HP as damage to a successful attack roll. Your attacks now deal an additional 1d10 fire damage.

Stone Stance

While in this stance, you may use your bonus action to make an additional attack. Your attacks now deal an additional 1d10 force damage.

Vine Stance

While in this stance, your attacks poison hit targets. Poison takes effect on start of poisoned targets turn, the poisoned target must make a CON save DC(10+Str+Prof) to disperse the poison or take 1d6 damage.  Target takes Poison dmg until successful Con Save(once per turn)

Water Stance

While in this stance, you may use your bonus action to reduce an enemy's movement to 0 until your next turn, as long as they are a size larger or smaller than the player (player size included). Your attacks now deal an additional 1d10 cold damage.

Wind Stance

While in this stance, when you hit an enemy with a melee attack you may move half your speed without provoking an attack of opportunity. You may use this only once a turn. Your attacks now deal an additional 1d10 thunder damage.

Spirit of the Warrior

When you make a melee attack with a blade you can add 35ft to your attack range. The damage type is associated with your stance. You can do this two times your proficiency bonus, and you regain the uses after a long rest.

Wind Stance: Thunder damage.

Stone Stance: Force damage.

Water Stance: Cold damage.

Flame Stance: Fire damage.

Blood Stance: Necrotic damage.

Vine Stance: Poison damage.

Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

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