"Listen up Recruits!"

"Today you are going to learn the art of Longsword Stances! These are practical forms and positions that will improve your abilities, feign weaknesses, or put raw power behind your attacks."

"To pass this apprenticeship you will need to master the four Standard Stances, Ox, From the Roof, Plow, and the Fool's Guard. Once you can do that, we can talk about additional stances. I've fought all across Kardiel, and I can tell you the difference between life and death can be as simple as good footwork."

"So get to it! First Stance! The OX!"

~Count Roland Black, fencing instructor and veteran Ranger.

Stances are fighting positions that change your abilities and actions. As a bonus action, you enter into a stance, after which you maintain that stance until combat ends, or you use a bonus action to switch to a different stance.

New Fighting Style: Longsword Stances

These Stance bonuses are derived from German Longsword schools of fencing. They only give bonuses while the user is wielding a weapon with either the Two Handed or Versatile property.

When you take the Longsword Stances Fighting Style, you gain access to all standard stances listed, as well as any three listed under Additional Stances.

Historical Context:

The stances and names presented here today primarily come from texts written about Master Johannes Liechtenauer, a 14th century German fencing instructor. These later manuscripts describe the form, purpose, and weaknesses of particular longsword stances and styles.














Standard Stances

  • Ox Stance. With the sword held pointed directly at the foe, this stance is surprisingly defensive. While in this stance you gain a +1 bonus to Armor Class.

  • From the Roof Stance. Describing attacks from the sky, From the Roof is one of the four basic stance taught. Its advantage is the reach of the strike, the intimidating posture and the speed of the strike. Its disadvantage is a weak defense, since the throat, wrists and body are open. While in this stance, you take a -2 penalty to AC, but Enemies provoke opportunity attacks when entering your reach.

  • Fool's Guard. A deceptive style that goads one's foes into striking. With the blade held low, you are free to strike upwards with the false edge, and cut low attacks. While in this stance you take a -3 penalty Armor Class, but missed enemy attacks provoke Opportunity Attacks.

  • Plow Stance. A fundamental of the stances, this stance keeps the guard steady and the strikes flexible. While in this stance, you gain a +1 bonus to weapon attack rolls.

New Feat:

Stance Master

Prerequisite: Any Stances Fighting Style

Your time spent training has granted you additional powers. You gain the following benefits;

  • You gain access to all stances of a particular Stance Style you know.

  • Select one stance as your Mastered Stance. When drawing your weapon on the first round of combat, you enter this stance without using a bonus action.

Additional Stances

  • Murder Blow stance. A curiously effective stance against armor or skeletons, the sword is gripped by the "wrong" end to swing the hilt like a hammer. While in this stance, you deal bludgeoning damage rather than slashing damage with your sword.

  • Wrath Stance. You sacrifice your defense for a more poweful strike. After entering this stance, your next attack has advantage, but Attack Rolls against you have advantage until your next turn.

  • Barrier Guard. A defensive stance used to cover against low blows, this stance is exceptionally stable. Melee attacks against you have disadvantage, but your speed is reduced to 0 feet, and you suffer disadvantage on Dexterity Saving Throws. (Credit to u/Maxittax)

  • Hanging Point Stance A surprisingly defensive stance, the blade is held hilt high and point low above the head, ready to pivot and parry or deflect. While in this stance, you gain a +3 bonus to Armor Class, but a -2 penalty to Hit.

  • Key Stance. The blade is kept with hands crossed gainst the chest, and sword point out toward the foe. While in this stance, your blade is positioned, coiled to change its position. You gain no benefit or penalty, but after making an attack in this stance you may switch into any other stance you know as a free action.

  • Long Point Stance. A defensive style, the sword is held before you at your fullest distance, to keep foes at bay. While in this stance your first five feet of movement does not provoke Opportunity Attacks. Additionally, enemies taking the disengage action still provoke Opportunity Attacks.

















"The Ricasso of the sword is the part of the blade nearest to the hilt. As this section is often used for grip and rarely to attack, it is unsharpened. If your blade lacks a ricasso, I reccomend sturdy gloves."

~Roland Black

  • Near Guard. A deceptive stance used to conceal the length of your own blade, this style sacrifices your abiity to defend in exchange for a surprising strike. While in this stance you gain a +3 bonus to hit, but take a -2 penalty to your Armor Class.
  • Serpent's Stance. With off hand gripping the "Ricasso" of the sword, you have shortened range, yet can deal more leveraged blows and grapple ones foes. While in this stance, you cannot use reactions to make attacks, but you have advantage on Contest rolls, such as Grappling or Shoving.

  • Variant From the Roof Stance. With the blade held close by the head, you are ready to stike out or defend from any angle of attack. While in this stance, enemies gain no bonuses from flanking, pack tactics, or having an ally within 5 feet of you.

Fang Stances Style

The way of the single sword has a storied and complicated role throughut history. Like the Longsword styles these were much more the province of fencers than battlefield soldiers, but were undoubtedly used as well.

These stances only provide their benefits when the user is wielding a single weapon in one hand, and their off hand is empty, no shield or off hand weapons.

When you take Fang Stances Fighting Style, you gain access to all standard stances listed, as well as any three listed under Additional Stances.

Historical Context

These stances are derived from the German dussack (literally "fang") style of fencing. Dussack refers more specifically to a style of sword popular in the 16th and 17th century. This time, the real sword master we are drawing from is Joachim Meyer, a Free Fencer who lived in Strasbourg in the 16th century.

Standard Stances

  • Wrath Guard. You sacrifice your defense for a more poweful strike. After entering this stance, your next attack has advantage, but Attack Rolls against you have advantage until your next turn.
  • Steer Guard. By planting oneself firmly, and using the off hand to support your blade, you gain immense control. Melee attacks against you have disadvantage, but your speed is reduced to 0 feet, and you suffer disadvantage on Dexterity Saving Throws.

  • Middle Guard. While in this stance, your ability to react to blows is strengthened. After an enemy attacks and resolves their strike, you can use a reaction to initate a contest. (Such as a shove, grapple, or even a disarm)













  • Boar Guard. A deceptive guard, the Boar Guard conceals ones true range, while the off hand is held forward to ready in assistance. While in this stance you gain a +3 bonus to hit, but take a -2 penalty to your Armor Class.

  • Change Stance. While in this stance, your blade is positioned, coiled to change its position. You gain no benefit or penalty, but after making an attack in this stance you may switch into any other stance you know as a free action.

    Additional Stances

  • Bastion Guard. A deceptive style that goads one's foes into striking. With the blade held low, you are free to strike upwards with the false edge, and cut low attacks. While in this stance you take a -3 penalty Armor Class, but missed enemy attacks provoke Opportunity Attacks.

  • Long Point Stance. A defensive style, the sword is held before you at your fullest distance, to keep foes at bay. While in this stance your first five feet of movement does not provoke Opportunity Attacks. Additionally, enemies taking the disengage action still provoke Opportunity Attacks.

  • Slice Guard. A fundamental of the stances, this stance keeps the guard steady and the strikes flexible. While in this stance, you gain a +1 bonus to weapon damage rolls.

  • Watch Stance. The High Guard of this single Sword style. While in this stance, you take a -2 penalty to AC, but Enemies provoke opportunity attacks when entering your reach.

  • Bow Guard. The curve, not the ranged weapon, this guard describes an arc made from the torso through the arm ending in the blade. While in this stance, you gain a +3 bonus to Armor Class, but a -2 penalty to Hit.

  • Ox Stance. With the sword held pointed directly at the foe, this stance is surprisingly defensive. While in this stance you gain a +1 bonus to Armor Class.

New Fighting Style: Dual Wield Stances

To wield a blade in each hand is often considered folly, or at best a trade off of all defense for more attacking power. But a trained fencer can make the best

These stances only confer benefits when you are wielding a single weapon in each hand, without the use of a shield or buckler.

When you take the Dual Wield Stances Fighting Style you gain access to all stances listed. additionally, select one stance as your Mastered Stance. When drawing your weapons on the first round of combat, you enter this stance without using a bonus action.

Historical Context.

Often it is argued that our idea of dual wielding is inherently ahistorical. However, it cannot be argued that some fencing masters certainly held merit in the idea of both wielding a main weapon and smaller of handed weapon, and in wielding two equal blades. Miyamoto Musashi even mentions the benefits of dual wielding in The Book of Five Rings.

The stances here are derived from treaties from Giacomo di Grassi, Camillo Agrippa (Yes, of Princess Bride fame), and Antonio Manciolino.

  • High Ward. While in this stance, you take a -3 penalty to AC, but Enemies provoke opportunity attacks when entering your reach. As part of this opportunity attack, you may attack with both of your weapons.

  • Broad Ward.

  • Low Ward.

  • Wide Guard.

  • Fool's Guard. A key use of the Dual Wielding traditions, while one balde guards, the other strikes. While in this stance you take a -2 penalty Armor Class, but missed enemy attacks provoke an Opportunity Attack made with your secondary weapon.

  • High Ward.

  • High Ward.

  • High Ward.

  • High Ward.

New Fighting Style: Polearm Stances

Standard Stances

  • High Thrust Guard. After entering this stance, your next attack gains 5 feet of additional reach.

  • High Striking Guard. After entering this stance, your next attack deals a bonus 1d6 points of damage.

  • Side Guard. While in this stance you gain a +3 bonus to hit, but take a -2 penalty to your Armor Class.

  • Rudder Guard. A defensive stance used to cover against low blows, this stance is exceptionally stable. Melee attacks against you have disadvantage, but your speed is reduced to 0 feet, and you suffer disadvantage on Dexterity Saving Throws.

  • Longpoint Guard. A defensive style, the polearm is held before you at your fullest distance, to keep foes at bay. While in this stance your first five feet of movement does not provoke Opportunity Attacks. Additionally, enemies taking the disengage action still provoke Opportunity Attacks.

New Fighting Style: Blade and Shield

The way of fighting with a single weapon and shield dates back to time immemorial. Popularized in media by the early Greek Hoplites, entering close combat with a single weapon in one hand and a shield in the other surived many millenia,

These stances only provide their benefits when the user is wielding a single weapon in one hand, and their off hand is holding a shield.

When you take Blade and Shield Fighting Style, you gain access to all standard stances listed, as well as any three listed under Additional Stances.

Standard Stances

  • High Stance. While in this stance you gain a +1 bonus to Attack Rolls.

  • Middle Stance. While in this stance, your blade is positioned, coiled to change its position. You gain no benefit or penalty, but after an enemy attacks you in this stance, or you make an attack, you may switch into any other stance you know without using a bnous action.

  • Back Stance. This guard sacrfices your weapons ability to parry, relying on your shield to give yourself a better strike. While in this stance you gain a +3 bonus to hit, but take a -2 penalty to your Armor Class.

Additional Stances

  • Low Stance. While in this stance you take a -3 penalty to your Armor Class, but missed enemy attacks provoke Opportunity Attacks.

  • Forward Stance. By shortening your grip you extend your range, at the cost of the ability to parry. While in this stance, you take a -2 penalty to AC, but Enemies provoke opportunity attacks when entering your reach.

  • High Point Guard. You sacrifice your defense for a more poweful strike. After entering this stance, your next attack has advantage, but Attack Rolls against you have advantage until your next turn.

  • Striking Guard. A fundamental of the stances, this stance keeps the guard steady and the strikes flexible. While in this stance, you gain a +1 bonus to weapon damage rolls.

  • Balanced Guard. The blade is rested upon the lip of the shield, adding to one's defense. While in this stance you gain a +1 bonus to Armor Class.

  • Rear Guard. By keeping the weapon and shield couched close, your position becomes much more sturdy. While in this stance, enemies have disadvantage in contests (such as shoves, grapples, and the like), however, it is unsuited for regular attacking, and imposes disadvantage on normal attack rolls.

  • Braced Guard. The Blade is held upwards and the shield kept high, to both serve as bulwark against attack. While in this stance, you gain a +3 bonus to Armor Class, but a -2 penalty to Hit.

Additions

  • Shield Wall Stance. With the weapon raised and centered, the shield is fee to maneuver sideways unobstructed, to catch blows intended for the you or your allies. While in this stance, adjacent allies get a +1 bonus to Armor Class.

Thank you for Reading!

I hope you find these new options enjoyable!

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