Fighter
Base Class: Fighter

Battle Tacticians are fighters who pride themselves on their adaptability. Recognizing that an adventurer encounters dangers of all shapes and sizes, a Tactician trains in many different forms of fighting to adjust to each opponent.

Scholar of Fighting

When you choose this archetype at 3rd level, you learn stances that change your strengths and weaknesses in battle. Stances are affected by your stance die.

Stances. You learn three stances of your choice, which are detailed under “Stances” below. You may use a bonus action to assume a stance, or to return to a neutral stance (removing all stance effects). When you enter a stance, roll your stance die once and use the result for as long as you are in the stance. When you take a hit, you must make a Constitution save of DC 10 or the damage taken (whichever is higher) or be knocked back into neutral stance. Being prone or incapacitated also sets you back into neutral stance.

You learn an additional stance of your choice at 7th, 10th, and 15th level. Each time you learn a new stance, you can also replace one stance you know with a different one.

Stance Die. Your stance die is a d4. It becomes a d6 at 7th level, a d8 at 10th level, and a d10 at 15th level.

Stances

Stances are presented in alphabetical order.

Aurochs Stance

While you are in this stance, if you move at least 10 feet in a straight line before attacking a creature, you may add your stance die as bonus damage and push them back by 5 feet on hit. However, creatures that do not move before attacking you have advantage to hit.

Bat Stance

While you are in this stance, if you do not move before attacking a creature, add your stance die as bonus damage and reduce their speed by 5 feet on a hit. However, creatures that move at least 10 feet in a straight line towards you have advantage to hit.

Bear Stance

While you are in this stance, you gain your stance die as a bonus to hit creatures whose Strength is higher than their Dexterity. However, you also have disadvantage to hit creatures whose Dexterity is higher than their Strength.

Deer Stance

While you are in this stance, you gain your stance die as a bonus to hit creatures whose Dexterity is higher than their Strength. However, you also have disadvantage to hit creatures whose Strength is higher than their Dexterity.

Elephant Stance

While you are in this stance, creatures who are larger than you must subtract your stance die when they make a melee attack roll against you. However, creatures who are smaller than you have advantage on melee attack rolls against you.

Jackal Stance

While you are in this stance, creatures who are smaller than you must subtract your stance die when they make a melee attack roll against you. However, creatures who are larger than you have advantage on melee attack rolls against you.

Lion Stance

While you are in this stance, your melee weapon reach increases by 5 feet and you gain your stance die as bonus damage on melee weapon hits. However, you have disadvantage to hit creatures closer to you than your melee weapon reach.

Octopus Stance

While you are in this stance, you deal your stance die as bonus damage when you hit a creature within 10 ft of another enemy. However, you also have disadvantage to hit creatures who are not within 10 ft of another enemy.

Owl Stance

While you are in this stance, you deal your stance die as bonus damage when you hit a creature not within 10 ft of another enemy. However, you also have disadvantage to hit creatures who are within 10 ft of another enemy.

Ox Stance

While you are in this stance, you gain your stance die as a bonus to hit any creatures that you move towards before or after your attack. However, creatures have advantage to hit you if they move away from you before attacking.

Raven Stance

While you are in this stance, you gain your stance die as a bonus to hit any creatures you move away from before or after your attack. However, creatures have advantage to hit you if they move towards you before attacking.

Spider Stance

While you are in this stance, you gain your stance die as a bonus to hit creatures that have not taken damage since your last turn. However, you gain disadvantage to hit creatures that have taken damage since your last turn.

Vulture Stance

While you are in this stance, you gain your stance die as a bonus to hit creatures that have taken damage since your last turn. However, you gain disadvantage to hit creatures that have not taken damage since your last turn.

Wolf Stance

While you are in this stance, you gain your stance die as a bonus to hit and bonus damage on opportunity attacks. However, attacks from outside your opportunity attack range have advantage to hit you.

Wraith Stance

While you are in this stance, you may add your stance die when making a saving throw against a spell. However, spell attacks have advantage to hit you.

Zealous Stance

While you are in this stance, spell attack rolls against you must subtract your stance die. However, you have disadvantage on spell saves.

Honed Reflexes

At 7th level, your training has made your stances second nature. You may now assume a stance, including neutral stance, as a reaction to being the target of an attack. Your stance changes before any rolls occur. Changing your stance in this way prevents you from changing your stance with a bonus action on your following turn.

Fortified Stance

At 10th level, your stance becomes firmly rooted. You gain advantage on Constitution saves against being knocked out of your stance. In addition, the DC of these saves can no longer exceed 20.

Hybrid Style

At 15th level, your combat knowledge allows you to draw from many different fighting methods. While you are in a non-neutral stance, you may use a bonus action to add or switch a second stance. You gain the beneficial effect of your second stance while only keeping the detrimental effect of your first stance, and you use your existing stance die roll for both. You may hybridize your stance even if you changed your stance with Honed Reflexes before your turn. Being knocked into neutral stance will remove the effects of both stances.

You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain expended uses when you finish a short rest.

Flawless Form

At 18th level, the depth of your training allows you to cover for weaknesses in any style of combat. When you change or hybridize stances, you may choose to remove detrimental effects from all of your stances for 1 minute (no action required). In addition, you have advantage when you roll your stance die. When you use this feature, you must finish a long rest before using it again.

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