Stance Fight (5e Class Feature)

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Stance Fight[edit]

Monks adopt posture fighting with the intention of improving their combat techniques and sharpness. Also at 2nd level, you learned a Fighting Stance to deal with the battle situation you will face on your journey. Choose 1 Stance Fight of your choice below. While chosen, you cannot take a new one, even though you can take one again. Additionally, with each increase in class ability score, you can replace the Previous Stance Fight with a new one.

Owl Pose

A position just for tactical defenses, expanding vision, your movements are calculated in such a way that you can defend from any thrown weapons.

Sweeping: If you are the target of a barrage of projectile attacks in your direction, point your sword (or your hands) forward for the best possible defense, running the Dexterity (Acrobatics) test + martial dice against the DC of the Volley (the master sets the DC, as long as it is creative and balanced), you are able to deflect and completely block a volley of small projectiles thrown at you. It works like the monk class's deflect projectile ability.

Breath of Tomorrow: By rolling a martial die, you perform precise evasive movements and also cause a wave of winds that help you redirect shots back at enemies. If you roll a martial die successfully to reduce the damage of that projectile, you can use the same reaction to roll a Dexterity (Acrobatics) test to return the damage to the target.

Counter-Magic (Prerequisite: 6th level Monk class): You can also deflect or return magical projectiles thrown at you, but it will cost you 2 ki points to catch a projectile of up to 3rd level or lower. If it is of a level equal to your capture, you capture the spell, launching it equal to the distance of that projectile. If the projectile is 4th level or higher, you must make a Dexterity check equal to 10 + the magic projectile's spell level. You can spend 1 more ki point to increase the projectile's catch by 1 additional spell table level, up to a maximum of 7 ki points.

Wind Stance (Prerequisite: Any weapon in hand)

One of the 4 postures that every skilled warrior who knows how to handle a sword must learn.  The Wind Stance is assumed to hunt and eliminate small creatures, but nothing prevents it from being used on other creatures.

Imperial Owl: Direct attack from above/melee, Dexterity test (acrobatics) to hit the target instead of using the standard attack. If the weapon you are wielding has a Dexterity property, you roll a martial die to increase the target hit.

Spring Breeze: Spend 2 ki points to make a wave-like slash forward, increasing the attack's range by 10 feet until the start of your next turn.

Typhoon: Spinning blow in a vertical vortex/melee, hits in an area in a circle of up to 1.5 meters.

Tarantula Trap (Prerequisite: 6th level of the class): Using as a reaction if the hostile creature comes within 1.5 meters of you, jump back, deceiving the enemy. This move does not provoke an attack of opportunity. If used to move away,release distance meters equal to half your monk level (rounded down). If used as an attack, make an attack roll with the weapon, making a blow that hits the target's chest. On a hit, the creature must perform a constitution test equal to the DC of your ki strikes or it becomes prone. On a success, the creature moves up to 10 feet away from you, but does not remain in the prone condition. Once the creature passes, it cannot remain prone for 24 hours or cannot use this reaction again after using it on the same creature 3 times.

Winter Breeze (Prerequisite: 14th class level): Spend your 4 ki points and jump forward a number of meters equal to your standard speed (this movement does not provoke attacks of opportunity) to a target of your choice , then perform a horizontal vortex spin slash, making the Dexterity (acrobatics) check instead of the standard attack. Can only be used again after a short or long rest.

Water Pose

Defense position against medium-sized enemies and generally performs well in swords.

Asian Tiger: A series of 3 attacks from above (not applicable to Extra Attack) roll a Dexterity (Acrobatics) check to hit the target. On a hit, you deal damage equal to 3 dice from the damage of the weapon you wield or unarmed.

Calm: Precise counterattack, spending 1 reaction when the target misses an attack on you. On a critical hit, roll 1d8 to hit an opponent's vital point. On a result of 7 or 8, you cause bleeding lasting up to 1 minute, reducing 1 martial hit point die each start of your turn.

Tail of the Tide (Prerequisite: 6th level of the Monk class): This move is used to defend against enemies that make multiple attacks, such as the Warrior class, for example. Spending 3 ki points, accurately defend up to 5 consecutive blows from the enemy, this action can be dangerous and causes damage, but it will be reduced equal to half your Monk level. Once complete, if the enemy misses up to 3 attacks in a row against you, the creature suffers 1 level of Exhaustion.

Pacific Wave (Prerequisite: 14th level of the Monk class): This action allows you to disarm an enemy who is carrying a weapon. Using it as a reaction, if the enemy exceeds your AC, you spend 2 ki points to roll a Dexterity (Acrobatics) test to try to disarm the target with advantage. When you manage to pierce the AC of the creature that hit you, you disarm the creature, dealing one martial die of force damage + your proficiency bonus at the location of the creature's limb, reducing the damage to 0. The creature, with this hit received, is required to drop the weapon within 1.5 meters of it and moving away from you up to the same distance that she dropped the weapon. You can use this ability 2 times and must take a long rest to use it again.

Moon Stance (Prerequisite: Any weapon in hand)

The most ideal posture and most used by monks who fight against enemies with super heavy weapons, impenetrable armor and abnormal strength, requiring good concentration on breathing to execute their blows against the target.

Cut of Faith: Disfigure a counterattack, as a reaction if the creature misses an attack on you. On a hit, you deal equal damage to your weapon. On a critical hit, roll a d8. If the result is 7 or 8, you cause the creature to bleed, causing it to lose hit points equal to your martial die + your proficiency bonus each start of your next turn, until the creature heals the attack with a saving throw. Wisdom (Medicine) equal to the DC of your chi or magic strikes.

Arctic Fox: Making an attack test, use the weapon as a support and strike the enemy in the face with a powerful kick, causing the Stunned condition until the end of your next turn on the creature if it does not pass the Strength Test (Athletics ) against your Dexterity (Acrobatics) Test. On a success, you can spend 1 bonus action on the Patient Defense technique to, instead of defending yourself, make an extra attack on the target, however, as the target is stunned, you deal the full damage of the weapon, dealing force damage. bonus to the target equal to your martial die.

Igneous Rock: Defend against any attack, whether cutting, piercing or collision, absorbing all damage dealt to the weapon with a reaction, reducing it equal to your martial die + your proficiency bonus. On your next attack, return the same additional damage as an attack bonus.

Refraction: Use the enemy's weight against himself. If the target scores a critical hit against you, you can spend your reaction to make that attack nullify, making the attack deal normal damage.

Silk Touch: By concentrating 3 ki points on the weapon, you can execute a blow that will pass through anything it touches for 1 minute, such as half the cover of a wall or something similar, but once the effect ends, you will not can use this move again before a short rest

Serpent Bounce (Prerequisite: 6th level of the Monk class): This blow is well used to hit the target's neck in a way to surprise the target. Spending your 3 ki points, using your prepare action, raise the weapon to the height of your forehead, provoking a target of your choice within your vision range. The enemy that can see you must make a Charisma saving throw equal to the CD of your chi strikes or it will travel its entire speed until it reaches 1.5 meters from you. A creature in a rage or something related makes this test with disadvantage. When an enemy comes within 5 feet of you, roll a Dexterity (acrobatics) check with advantage to jump at the target and strike its neck. On a hit, the creature must make a Dexterity saving throw against the DC of its chi strikes or else it will suffer damage equal to its weapon and receive a bleed from its neck, losing hit points equal to the result of its martial die + half your monk level each start of your turn. The creature, with this bleeding, makes all its attack and concentration tests with total disadvantage, even when casting its spells. On a success, the creature takes half the damage from the weapon and does not bleed. If the target passes the Charisma check, you cannot use this ability on them again for 24 hours.

Execute (Prerequisite: 14th level of the Monk class): When a large or Larger enemy has less than half its hit points, when you land a hit with your weapon, you can spend 5 hit points. chi to push your luck to try and land a killing blow. The target creature must make a Constitution saving throw equal to your ki strike DC or you will deal damage that reduces the creature's hit points to 0 and be completely dead. In this state, she cannot return to life or benefit from other methods to nullify her blow (such as an ancient dragon's legendary resistance or a Halfling's luck die), other than through True Resurrection or Wish magic. If the creature passes, you deal force damage equal to 6 martial dice of your class + half your Monk level. Once you use this move, you cannot use it again after 1d8 long rest(s).

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