Battle Stance

Battle Stance Table

Level Proficiency Bonus Features
1st +2 Battle Stances, Poise
2nd +2 Stance Focus
3rd +2 Rushdown Tactics/Stance
4th +2 Ability Score Increase
5th +3 Extra Attack, Stance Improvement
6th +3 Stance Focus Feature
7th +3 Taunting Presence
8th +3 Ability Score Increase
9th +4 Follow-up
10th +4 Ability Score Increase
11th +4 Quickened Strike, Stance Improvement
12th +4 Ability Score Increase
13th +5 Quarreling Stance
14th +5 Stance Focus Feature
15th +5 Unshakable Poise
16th +5 Ability Score Increase
17th +6 Stance Improvement
18th +6 Stance Focus Feature
19th +6 Ability Score Increase
20th +6 Battle Art

Class Features

Hit Points

  • Hit Dice: 1d10 per level

  • Hit Points at 1st Level: 10 + your Constitution modifier

  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields

  • Weapons: Simple weapons, Martial weapons

  • Saving Throws: Strength, Dexterity

  • Skills: Choose two from Investigation, Perception, Sleight of Hand, Athletics, Stealth, Acrobatics.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) longsword or (b) any martial weapon of your choice

  • (a) light or hand crossbow and 20 bolts, or (b) shield and a simple weapon of your choice.

  • (a) leather armor or (b) chain shirt.

  • (a) dungeoneer’s pack or (b) explorer’s pack.

Poise

At 1st level, you have a well of confidence and vigor.

You have Poise equal to your Battle Stance Level plus your Constitution modifier.

When you take damage, you can use your reaction to spend a point of Poise to reduce the damage by your Battle Stance level.

When you finish a Short Rest you regain spent Poise equal to your proficency bonus, and when you finish a Long Rest you regain all spent Poise.

Battle Stances

Starting at 1st level, when you roll for initiative, and at the start of each of your turns, you can spend one Poise to enter a stance, choose one of the following:

Defensive Stance:

  • Your gain a +1 bouns to your AC, and can add your Strength or Dexterity modifier to the damage reduced by you Poise feature.

Aggressive Stance:

  • You gain a +1 bonus to damage rolls with melee weapons, and can spend one point of Poise to add your Strength or Dexterity modifier to a damage roll that adds only the other.

You remain in your stance for up to 10 minutes, or until you are incapacitated.

Stance Focus

At 2nd, 6th, 14th and 18th level you gain a feature based on your subclass, included options are: Pinpoint Stance, Deception Stance, and Helpful Stance. They are detailed at the end of this document.

Rushdown Tactics

When you reach 3rd level, you gain proficiency in athletics or acrobatics, and you can add twice your proficency bouns to checks made with the chosen skill.

Rushdown Stance

Additionally at 3rd level, you gain a new option for your Battle Stances feature.

Mobile Stance:

  • Your movement does not provoke opportunity attacks and its speed is increased by 10 ft
  • You have advantage on Dexterity saving throws
  • When you take the dash action you can spend one point of Poise to make one weapon attack as part of the same action.

 

 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stance Improvement

When you reach 5th level, the bonuses you get from your stances increase.

Defensive Stance:

  • Your gain a +1 bouns to your AC, and can add 1 plus your Strength or Dexterity modifier to the damage reduced by you Poise feature.

Aggressive Stance:

  • You gain a +2 bonus to damage rolls with melee weapons, and can spend one point of Poise to add your Strength or Dexterity modifier to a damage roll that adds only the other.

Mobile Stance:

  • Your movement does not provoke opportunity attacks and its speed is increased by 15 ft
  • You have advantage on Dexterity and Strength saving throws
  • When you take the dash action you can spend one point of Poise to make one weapon attack as part of the same action.

Taunting Presence

Upon reaching 7th level, hostile creatures within 10ft of you have disadvantage on attacks against targets other than you.

Additionally, if a creature is in range of a melee weapon attack from you, they take 1d6 damage of your weapon’s type the first time they attack targets other than you each turn.

This damage increases to 1d8 at 10th level, and 1d10 at 13th level, and 1d12 at 16th level.

Follow-up

When you reah 9th level, your stances gain additional benifits:

Defensive Stance

  • At the end of your turn, if you took damage since your last turn, you can gain temp HP equal to your battle stance level, if you did not take damage since your last turn, regain one poise.

Agressive Stance

  • At the end you your turn, one creature of your choice you have dealt damage to take additional damage equal to your Battle Stance level, if you didn’t deal any damage this turn, you regain one poise.

Mobile Stance

  • At the end of your turn, if you have any movement speed remaining, you can add it to your movement speed until the end of your next turn, up to a maximum of ten times your proficiency bonus, if you have no movement speed remining, you regain one poise.

Quickened Strike:

At 11th level, you have learned to make the first strike. When you take the Attack action on your turn, you can spend one Poise to attack three times instead of two.

When you reach 17th level, you can spend two Poise to attack four times, instead of two or three.

 

 

Stance Improvement

When you reach 11th level, the bonuses you get from your stances increase.

Defensive Stance:

  • Your gain a +2 bouns to your AC, and can add 2 plus your Strength or Dexterity modifier to the damage reduced by you Poise feature.

Aggressive Stance:

  • You gain a +3 bonus to damage rolls with melee weapons, and can spend one point of Poise to add your Strength or Dexterity modifier to a damage roll that adds only the other.

Mobile Stance:

  • Your movement does not provoke opportunity attacks and its speed is increased by 20 ft
  • You have advantage on Dexterity and Strength saving throws
  • When you take the dash action you can spend one point of Poise to make two weapon attacks as part of the same action.

Quarreling Stance

When you reach 13th level, you gain an additional option for your Battle Stances feature:

Quarreling Stance:

  • Hostile creatures use twice as much movment to move within 10ft of you, and provoke opportunity attacks if they move within that space, even if they take the disengage action.
  • At the end of your turn, creatures within 10ft of you must make Dexterity saving throw against a DC determined by 8 + Proficiency + your Dexterity or Strength modifier, on a failed save, their AC is reduced by 1 until the end of your next turn.
  • If there are no creatures within 10ft of you when you end your turn, you regain one poise.

Unshakable Poise

When you reach 15th level, your well of confidence and vigor becomes nearly bottomless.

If you roll initative and have no Poise remaining, you regain four Poise.

Stance Improvement

When you reach 17th level, the bonuses you get from your stances increase.

Defensive Stance:

  • Your gain a +2 bouns to your AC, and can add 4 plus twice your Strength or Dexterity modifier to the damage reduced by you Poise feature.

Aggressive Stance:

  • You gain a +4 bonus to damage rolls with melee weapons, and can spend one point of Poise to add your Strength or Dexterity modifier to a damage roll that adds only the other.

Mobile Stance:

  • Your movement does not provoke opportunity attacks and its speed is increased by 30 ft
  • You have advantage on Dexterity, Strength, and Constitution saving throws
  • When you take the dash action you can spend one point of Poise to make two weapon attacks as part of the same action.

Quarreling Stance:

  • Hostile creatures use twice as much movment to move within 15ft of you, and provoke opportunity attacks if they move within that space, even if they take the disengage action.
  • At the end of your turn, creatures within 10ft of you must make Dexterity saving throw against a DC determined by 8 + Proficiency + your Dexterity or Strength modifier, on a failed save, their AC is reduced by 2 until the end of your next turn.

Battle Art

Upon reaching 20th level, you are able to have the benefits of two battle Stances at once, and can pick two when you would pick one.

Your Strength and Dexterity scores increase by 2, this increase ignores the normal limit of 20.

 

 

Pinpoint Stance

Focus Energy

Starting at 2nd level, You have a pool of Focus Dice to represent your well of Focus Energy. They are d6s, and once per turn you can expend one to add to add it a damage roll.

You have Focus Dice equal to you proficiency modifier, they recover on a long rest. Your Focus Energy Dice icreases to a d8 at 14th level.

Pinpoint Strike

Additionally at 2nd level, you can make expend a Focus Die to make a special melee weapon attack replacing one attack of the attack action. this attack ignores the effects of the Shield spell, or any other spell that increases the target’s AC.

Find Weakness

Starting at 6th Level, you can find ways to exploit the weaknesses of your foes. As a bonus action, make an insight check against a creature’s Consitiuion Score. on a sucess, until the end of your next turn attacks agianst that creature deal additional damage equal to a roll of your Focus Die (this does not expend the die)

Focused Fury:

When you reach 14th level, you no longer expend the Focus Die if the result is less than 4. Additionally, when you would use Poise, you can use Focus Dice instead. Each die is worth two Poise

Mental Vigor:

At 18th level you can expend a Focus Die to add the results to the damage of a weapon attack you make.

Deception Stance

Sly Hands

When you reach 2nd level, you gain proficiency in stealth or sleight of hand, or if you already have proficiency in one or the other, you can add twice your proficency bonus to checks made with the appropriate skill.

Secret Dice

Additionally at 2nd level, you gain a pool of Secret Dice. they are d6s, and when you make a skill check or saving throw you can expend a Secret Die to increase the results. You have a number of Secret Dice equal to your profiency bonus, and recover them on a short or long rest.

Redirect

At 6th level, you learn how to redirect attacks. When you are targeted by a weapon attack, you can use your reaction to change the target to a different creature within your melee range, you can expend a Secret Die to increase the range to 30ft.

Opportunity

Upon reaching 14th level, hostile creatures within 10ft that target you with attacks take damage equal to your Taunting Presence damage. A creature can take this damage once per turn.

Decisive Blows

When you reach 18th level, you score a critical hit on a 19 or 20, and once per turn, when you score a critical hit, you can move up to your movement speed without provoking oppuruity attacks.

Additionally, a creature that takes damage from your Opportunity feature has disadvantage on attack rolls and svaing throws until the end of its next turn.

 

 

Helpful Stance

Spellcasting

When you reach 2rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Cleric and Paladin spell lists.

Cantrips

You learn two cantrips of your choice from the Cleric spell list. You learn an additional Cleric cantrip of your choice at 10th level.

Spell Slots

The Helpful Stance Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Cleric or Paladin spells of your choice.

The Spells Known column of the Helpful Stance Spellcasting table shows when you learn more Cleric or Paladin spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the Cleric or Paladin spells you know with another spell of your choice from the Cleric or Paladin spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Cleric or Paladin spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Cleric or Paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Divine Attunement:

Additionally at 2nd level, you have pool of Help Dice. they are d6s, and as a bonus action you can expend them to heal a creature within 30ft of you by the results plus your wisdom modifier. You recover spent dice on a long rest.

Guardian Spirit:

When you reach 6th level, you can cast Spirit Shroud without expending a spell slot. Once you do so, you cannot do cast it this way until you finish a long rest.

Healing Soul

When you reach 14th level, you can cast Mass Healing Word without expending a spell slot. Once you do so, you cannot do cast it this way until you finish a long rest.

Bountiful Gift

At 18th level, you can cast the spells from your other Helpful Stance Features twice without expending spell slots instead of once.

Helpful Stance Spellcasting

Class Level Cantrips Known Spells Known — Spells Slots per Spell Level —
1st 2nd 3rd 4th
2nd 2 3 2
3rd 2 3 2
4th 2 4 3
5th 2 4 3 1
6th 2 5 4 1
7th 2 5 4 1
8th 2 6 4 1
9th 2 6 4 2
10th 3 7 4 3
11th 3 7 4 3 1
12th 3 8 4 3 1
13th 3 8 4 3 2
14th 3 9 4 3 3
15th 3 9 4 3 3
16th 3 10 4 3 3
17th 3 10 4 3 3 1
18th 3 12 4 3 3 1
19th 3 12 4 3 3 2
20th 3 14 4 3 3 3