Your stance, sometimes referred to as a combat form, is a method of combat where you place your feet or weapon in a way that gives you an advantage in combat. When a stance refers to a combat die or dice, this can be either the warrior’s battle dice or the monk’s martial arts dice.
Coiled Serpent
You coil yourself inward like a viper, ready to lash out at a moment’s notice.
As long as you know this stance, your melee attacks gain reach if they did not already have it.
While in this stance, you do not have disadvantage on attacks when prone, attacks against you while prone aren’t at advantage, and standing from prone only costs 1 movement.
Eagle Eye
You attune yourself to the twang of a bowstring or the flick of a dagger, making your shots ring true.
As long as you know this stance, your ranged weapon attacks ignore half and three-quarter’s cover, and you do not have disadvantage when making ranged attacks at long range or when you are within 5 feet of a hostile creature.
While you are in this stance, once per turn when you miss with a ranged attack roll, you can add your Combat Die to the roll, potentially causing it to hit.
Giant’s Grasp
Your solid stance reinforces your grip, making your clinch inescapable.
As long as you know this stance, whenever you hit a creature with an Unarmed Strike, you can immediately attempt a Maneuvers (Endurance) – Grapple on that creature for 2 Action Points.
While you are in this stance, you have advantage on Maneuvers (Endurance) – Grapple rolls made to initiate or maintain a grapple, and you can grapple creatures up to two size categories larger than you.
Gorilla’s Arm
You learn to leverage the weight and heft of larger weapons into superior ranged stopping power.
As long as you know this stance, you can treat any melee weapon you are holding as if it had the Thrown property, with a range of 20/60 feet.
While you are in this stance, ranged attacks you make with melee weapons that don’t have the light property deal an additional 1d4 damage.
Bat’s Eyes
You refocus yourself inward, enhancing your sense of hearing to an almost supernatural degree.
As long as you know this stance, you gain darkvision out to 30 feet; if you already have darkvision, its range increases by 30 feet. This ability does not function if you are deafened.
While you are in this stance, you gain Blindsight out to 10 feet; if you already have blindsight, its range increases by 10 feet. In addition, you cannot be surprised, and creatures you can’t see do not gain advantage on attacks made against you.
Scavenging Raccoon
You are exceptionally skilled at using your combat environment to your advantage.
As long as you know this stance, you have aptitude with Improvised weapons and you increase the damage dice of improvised weapons by 1 step (1d4 -> 1d6 -> 1d8).
While you are in this stance, you are unaffected by difficult terrain, and as long as there is a sufficient amount of environmental objects within 10 feet of you (tables, chairs, ladders, other debris, etc.) you are treated as if you have half cover.
Tiger’s Claws
You are always ready to pounce on your foe and rend them asunder.
As long as you know this stance, your movement is increased by 2 and your jumping distances are tripled.
While you are in this stance, once per turn, when you make an attack with an Unarmed Strike or a melee weapon that has the Light property, you can add your combat die to the damage roll of that attack.
Troll’s Hide
You can use your imposing physique to shrug off blows that most would find lethal.
As long as you know this stance, you can add your Strength to your passive armor and the cost of blocking is reduced by 1 Action Points.
While you are in this stance, at the end of each of your turns, if you have at least 1 health you gain a number of temporary health and vitality equal to your Strength.
Unfocused Eye
You adopt an unfocused, steely-eyed gaze, allowing you to focus more on the periphery than what is directly in front of you.
As long as you know this stance, you can add your Acuity to your passive armor.
While you are in this stance, whenever you move, you don’t provoke counterattacks from creatures you haven’t attacked that turn.
Immortal Phoenix
Like the phoenix, you are reborn again when you fall.
As long as you know this stance, you have advantage on death saving rolls.
While you are in this stance, once on your turn, you may roll your combat dice and add it to a failed defense roll, potentially causing it to succeed.
Wasp’s Sting
Daggers, darts, axes, and javelins; thrown weapons are the tools of your deadly trade.
As long as you know this stance, once per turn, when you hit a creature with a weapon that has the Thrown property, you can roll your combat die and add it to the damage roll.
While you are in this stance, you may increase the damage dice for your thrown weapons (1d4 -> 1d6 -> 1d8).
These stances are unique to the warrior class.
Bare-Knuckle Brawler
You eschew traditional weapons in favor of just punching your opponent right in the face.
As long as you know this stance you can add either your strength or dexterity modifiers to the attack and damage rolls of your unarmed strikes, and once per turn you can spend 1 extra Action Points on the attack to double the damage from Strength or Dexterity.
While you are in this stance, you can use your Combat Die instead of your normal unarmed strike damage die.
Captain’s Gambit
You’ve developed a highly unique fighting style that emphasizes the use of a shield for both attack and defense.
As long as you know this stance, you can use your shield as a melee weapon that has the Light property. You are proficient with it, and it deals bludgeoning damage equal to your Combat Die on a hit. You retain the AC bonus granted by your shield when you make an attack with it.
While you are in this stance and wielding a shield, if you take the Dash action and move at least 15 feet in a straight line you can make one melee weapon attack with your shield against a target within your reach.
Combat Brute
Only the heaviest of weapons will do for you.
As long as you know this stance, when you critically hit a creature with a weapon that has the Heavy property, that creature takes additional damage equal to two rolls of your combat die.
While you are in this stance, once on your turn you can gain advantage on an attack roll you make with a heavy melee weapon. When you do so, the next attack a creature makes against you gains advantage.
Weapon Aegis
Your mastery of versatile weaponry allows you to perform incredible feats with such weapons.
As long as you know this stance, versatile weapons you wield in one hand have the Swift property, and when used two-handed it has the Defensive property.
While you are in this stance and you are wielding a versatile weapon, when a creature hits you with a melee attack, you can roll your combat die and add it to your parry attempt.
These stances are unique to the monk class.
Dragon’s Fang
The dragon is the ultimate form of combat, flowing from attack to attack.
As long as you know this stance, you increase your attack bonus by 1 and your damage bonus by 1.
While you are in this stance, you may move up to your skill rank from your attack bonus to your damage bonus and visa versa.
Laughing Monkey
You have learned to make the most of the high ground.
As long as you know this stance, your movement is not reduced when climbing and you have advantage on dodge rolls while climbing.
While you are in this stance, once per turn, when you make an attack while climbing or jumping from higher ground, you can add your combat die to that damage roll of that attack.
Turtle Shell
You have hardened your ki to protect yourself.
As long as you know this stance, you double your skill bonus to armor.
While you are in this stance, you can spend 1 ki and 2 Action Points as a reaction to give your opponent disadvantage on the attack.
Cunning Viper
Viper stance is about emulating the viper's ability to pierce enemies' defenses and weaken them.
As long as you know this stance, your attacks deal piercing damage and bypass 1 armor.
While you are in this stance, you can spend 1 ki when you make a strike against a target. The target must make a Body (Endurance) defense roll or become Unbalanced.
Rising Sun
You have learned to attune your inner Ki to the magic in the world around you.
As long as you know this stance, your unarmed attacks are considered to have either an Arcane, Divine, or Primal source (your choice).
While you are in this stance, when you damage a creature with an unarmed strike, you may spend 1 ki to force them to make a Body (Endurance) defense roll. On a failure, they are Blinded until the start of the next round.
Possible stances
Crane - speed and mobility
Description
As long as you know this stance, passive ability
While you are in this stance, active ability
Mantis - slashing damage?
Description
As long as you know this stance, passive ability
While you are in this stance, active ability