Martial Stances

## Overview

Martial Stances represent states of intense focus, states of mind or martial forms a Character may enter into to grant themselves additional benefits.

Martial Stances may be learned through certain Subclasses, such as the Martial Artist Subclass, They may also be learned through the Martial Stances Advanced Feat.

Some Martial Stances are unique to certain Archetypes, such as the Brute's Rage, and may only be gained through that Archetype.

## Common Requirements

### Entering into a Stance

All Stances require a Character spend a Bonus Action to enter into the Stance.

All Stances require a Character expend Stamina to enter into the Stance. The Stamina required is described by the Stance.

When you enter into a Stance you gain the benefits of that Stance until it ends (see Ending a Stance)

Additionally, if you were Concentrating on another effect, such as another Stance or a Spell, the effects of that Stance or Spell end (see Concentration).

### Concentration

Using a Stance requires great focus. When you use a Stance you are considered to be Concentrating on the Stance.

Any previous effects relying on your Concentration, such as other Stances or Spells immediately end when you enter into a Stance.

Damage and Environmental effects do not provoke Concentration Checks to maintain a Stance (you have practiced to maintain a Stances in the heat of battle) however effects which would otherwise end your Concentration, such as the Incapacitated condition, will end your Concentration.

### Ending a Stance

The benefits of a Stance last for 1 minute, or until your Concentration on the Stance ends (e.g. you are Incapacitated, Cast a Spell requiring Concentration or enter into a different Stance).

You may also choose to end the effects of a Stance at any time (no Action required).

### Stance Save DC

If a Stance requires a Saving Throw be made, the DC is set by either your Character's Strength or Dexterity Modifier(your choice):

Stance Save DC = 8 + Proficiency Bonus + Your Strength or Dexterity Modifier (Your Choice)

### Basic and Advanced Stances

Most Stances are described as "Basic Stances". These are stances without any prerequisites required for learning them.

Advanced Stances conversely do have prerequisites, typically requiring you to already know another Stance which the new Stance builds upon.

## Elemental Stances

The Elemental Stances are available to Martial Archetypes which take either the Elemental Focus or Elemental Fury Theme. They are also available to Characters which take the Combat Mastery Theme or Feat.

Some Elemental Stances are Advanced Forms of other Stances. To use these Stances you must satisfy the Stance's Prerequisites.

The benefits granted by Elemental Stances are inspired by the Natural Elements of the World.

### Water Elemental Stances

Water elemental stances include flowing, shifting movements which are difficult to predict, allowing you to weave and dance around your enemy with ease.

#### Water Stance

*Basic Stance, Costs 2 Stamina.*

* **Ebb and Flow:** Until the Stance Ends Attacks made against you which you can see have Disadvantage and your Movement does not provoke Opportunity Attacks.

#### Rain Stance

*Advanced Stance, you must know the Water Stance in order to learn and use this Stance. Costs 3 Stamina.*

* **Ebb and Flow:** Until the Stance Ends Attacks made against you which you can see have Disadvantage and your Movement does not provoke Opportunity Attacks.
* **Rain Dance:** Additionally whenever a Character within 5ft of you which you can see makes an Attack, you may choose for that Attack to be made with Disadvantage (no Action Required).

#### Flood Stance

*Advanced Stance, You must know the Rain Stance in order to learn and use this Stance. Costs 4 Stamina.*

* **Ebb and Flow:** Until the Stance Ends Attacks made against you which you can see have Disadvantage and your Movement does not provoke Opportunity Attacks.
* **Rain Dance:** Additionally whenever a Character within 5ft of you which you can see makes an Attack, you may choose for that Attack to be made with Disadvantage (no Action Required).
* **Tidal Wave:** Whenever a Character misses you with a Melee Attack, they fall Prone.

### Earth Elemental Stances

Earth Elemental Stances allow you to better resist damage, and emphasize the importance of maintaining a strong, immovable stance.

#### Earth Stance

*Basic Stance. Costs 2 Stamina.*

* **Rock-Hard Defense:** Until the Stance Ends, whenever you take Physical or Elemental Damage, you may reduce the Damage you take by one roll of your Martial Die.
	+ Physical Damage Types include Bludgeoning, Piercing and Slashing Damage.
	+ Elemental Damage Types include Acid, Cold, Fire, Lighting, Poison and Thunder Damage.
* **Wide Stance:** You count as one Size Category larger than your current Size Category for the purposes of effects which would cause you to be grappled, knocked prone or moved against your will.

#### Hill Stance

*Advanced Stance, you must know the Earth Stance in order to learn and use this Stance. Costs 3 Stamina.*

* **Rock-Hard Defense:** Until the Stance Ends, whenever you take Physical or Elemental Damage, you may reduce the Damage you take by one roll of your Martial Die.
	+ Physical Damage Types include Bludgeoning, Piercing and Slashing Damage.
	+ Elemental Damage Types include Acid, Cold, Fire, Lighting, Poison and Thunder Damage.
* **Hill's Might:** Whenever a Character hits you with a Melee Attack, you may as a Reaction push them upto 10ft away from you.
* **Heavy Stance:** You count as two Size Categories larger than your current Size Category for the purposes of effects which would cause you to be grappled, knocked prone or moved against your will.

#### Mountain Stance

*Advanced Stance, you must know the Hill Stance in order to learn and use this Stance. Costs 4 Stamina.*

* **Rock-Hard Defense:** Until the Stance Ends, whenever you take Physical or Elemental Damage, you may reduce the Damage you take by one roll of your Martial Die.
	+ Physical Damage Types include Bludgeoning, Piercing and Slashing Damage.
	+ Elemental Damage Types include Acid, Cold, Fire, Lighting, Poison and Thunder Damage.
* **Mountain's Might:** Whenever a Character hits you with a Melee Attack, you may as a Reaction push them upto 30ft away from you.
* **Immovable:** You count as three Size Categories larger than your current Size Category for the purposes of effects which would cause you to be grappled, knocked prone or moved against your will.

### Fire Elemental Stances

Fire Elemental Stances emphasize the importance of quick, unrelenting attacks to put their enemies on the backfoot.

#### Fire Stance

*Basic Stance, Costs 2 Stamina.*

* **Fire's Fury:** Until the Stance Ends, whenever you take the Attack Action, you may make an additional Weapon Attack as part of that Action.

#### Wildfire Stance

*Advanced Stance, you must know the Fire Stance in order to learn and use this Stance. Costs 3 Stamina.*

* **Fire's Fury:** Until the Stance Ends, whenever you take the Attack Action, you may make an additional Weapon Attack as part of that Action.
* **Fierce Strikes:** Additionally whenever you hit a Target with a Weapon Attack, they take additional damage equal to one roll of your Martial Die.

#### Eruption Stance

*Advanced Stance, you must know the Wildfire Stance in order to learn and use this Stance. Costs 4 Stamina.*

* **Fire Storm:** Until the Stance Ends, whenever you take the Attack Action, you may make two additional Weapon Attacks as part of that Action.
* **Fierce Strikes:** Additionally whenever you hit a Target with a Weapon Attack, they take additional damage equal to one roll of your Martial Die.

### Air Elemental Stances

Air elemental stances emphasize speed and movement on the battlefield.

##### Air Stance

*Basic Stance. Costs 2 Stamina.*

* **Air Stance:** As a Bonus Action you expend 2 Stamina Points to enter a nimble, light-footed Stance, allowing you to traverse the battlefield with great haste.
* **Run like the Wind:** Until the Stance Ends, your Movement Speed is increased by 30ft and Attacks of Opportunity made against you have Disadvantage.

#### Gale Stance

*Advanced Stance, you must know the Air Stance in order to learn and use this Stance. Costs 3 Stamina.*

* **Run like the Wind:** Until the Stance Ends, your Movement Speed is increased by 30ft and Attacks of Opportunity made against you have Disadvantage.
* **Gale Force Strikes:** Whenever you Hit a Target with a Weapon Attack, choose one willing Character (including potentially yourself) within 10ft of you. Provided they are no more than one size category bigger than you they are moved 10ft to a position of your choosing.

#### Hurricane Stance

*Advanced Stance, you must know the Gale Stance in order to learn and use this Stance. Costs 4 Stamina.*

* **Uncatchable:** Until the Stance Ends, your Movement Speed is increased by 30ft and your movement does not provoke Attacks of Opportunity.
* **Gale Force Strikes:** Whenever you Hit a Target with a Weapon Attack, choose one willing Character (including potentially yourself) within 10ft or the Target of your Attack, Provided they are no more than one size category bigger than you they are moved 10ft to a position of your choosing.

### Ice, Metal, Electric and Wood Stances

The Ice Metal Electric and Wood stances each represent variations of the Basic Elemental stances.

#### Ice Stance

*Advanced Stance, you must know at least one Basic Elemental Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Ice Skate:** Until the Stance Ends Attacks your Movement does not provoke Opportunity Attacks and you may add one roll of your Martial Die to the Result of any Constitution Saving Throw you make.
* **Slippery:** Additionally, when a Character you can see makes a Melee Attack against you, you may as a Reaction have the Attacker roll the Attack with Disadvantage. If the Attack misses the Attacker falls Prone.

#### Metal Stance

*Advanced Stance, you must know at least one Basic Elemental Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Iron Defense:** Until the Stance Ends you have a +2 Bonus to your Armor Class and you may add one roll of your Martial Die to the Result of any Strength Saving Throw you make.
* **Bulwark:** Additionally, when a Character within 5ft of you takes Damage from an Attack you can see, you may as a Reaction grant that Character Resistance to all the Damage from that Attack.

#### Electric Stance

*Advanced Stance, you must know at least one Basic Elemental Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Lightning Reflexes:** Until the Stance Ends you may add one roll of your Martial Die to the Result of any Dexterity Saving Throw you make.
* **Lightning Strike:** Whenever a Character misses you with a Melee Attack, you may as a Reaction make a Weapon Attack against them with with Advantage using an Unarmed Strike or Weapon you are currently holding.

#### Wood Stance

*Advanced Stance, you must know at least one Basic Elemental Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Strong and Flexible:** Until the Stance Ends and you may add one roll of your Martial Die to the Result of any Strength, Dexterity or Constitution Saving Throw you make.
* **Bend and Snap:** Additionally, when a Melee Attack Hits you, you may as a Reaction reduce the Damage from that Attack by one roll of your Martial Die. When you use this Reaction, you grant yourself Advantage on the next Melee Attack you make before the End of your Next Turn.

## Beast Stances

The Beast Stances are available to Martial Archetypes which take the Way of the Beasts Theme. They are also available to Characters which take the Combat Mastery Theme or Feat.

The benefits granted by Beast Stances are inspired by the behaviors of Animals and Mythical creatures. There are two different types of Beast Stance: Little Beasts and Great Beasts.

Little Beast Stances cost 1 Stamina Point to use and grant minor benefits, and are all Basic Stances.

Great Beast Stances cost 2 Stamina Points and grant stronger benefits. They are Advanced Stances, requiring you know at least one Little Beast Stance.

### Little Beasts

#### Snake

*Basic Stance, Costs 1 Stamina.*

* **Venom:** Until the Stance Ends, once per turn when you Hit a Character with a Melee Attack, they must make a Constitution Saving Throw against your Stance Save DC. If they fail, they are Poisoned until the End of your Next Turn. If a Character Succeeds against this Saving Throw, they are immune to this effect until the Start of your Next Turn.

#### Monkey

*Basic Stance, Costs 1 Stamina.*

* **Evasive:** Until the Stance Ends, Opportunity Attacks made against you are made with Disadvantage.
* **Unpredictable:** Additionally at the Start of each turn roll a d6. You gain the benefits of the number from that d6 described in the table below until the Start of your Next Turn.
	1. **Lazy:** Being Prone does not cause Melee Attacks against you to have Advantage.
	2. **Cheeky:** Whenever you hit a Target with an Attack they become Taunted by you. Until the Start of your Next Turn, the Target has Disadvantage on Attack Rolls against Characters other than you. This effect ends if they are Attacked by a Character other than you or must make a Saving Throw to resist an effect caused by a Character other than you.
	3. **Cling:** Once during your turn, when you Hit a Target with an Attack they must make a Strength Saving Throw against your Stance Save DC. If the Character fails this Saving throw, they are Grappled by you.
	4. **Playful:** Once during your turn, when you Hit a Target with an Attack they must make a Dexterity Saving Throw against your Stance Save DC. If the Character fails this saving throw, they fall Prone.
	5. **Mischievous :** Once during your turn, when you Hit a Target with an Attack they must make a Dexterity Saving Throw against your Stance Save DC. If the Character fails this saving throw, they are Blinded until the Start of their Next Turn.
	6. **Selfish:** Once during your turn, when you Hit a Target with an Attack they must make a Dexterity Saving Throw against your Stance Save DC. If the Character fails this saving throw, you may take one item you can see from them.

#### Dog

*Basic Stance, Costs 1 Stamina.*

* **Helpful:** Until the Stance Ends Characters of your Choice have Advantage on Melee Attacks against Targets who are Threatened by you.
* **Ending the Stance:** The benefits of this Stance last for 1 minute, or until your Concentration on the Stance ends (e.g. you are Incapacitated or enter into a different Stance).

#### Cat

*Basic Stance, Costs 1 Stamina.*

* **Agility:** Until the Stance Ends your Movement Speed is increased by 10ft and you do not expend additional movement when travelling through difficult terrain.
* **Slow Fall:** You may fall up to 30ft without taking Damage, provided you are not Incapacitated or your Movement Speed is not reduced in any way. If you fall further than 30ft, the fall is considered to be reduced by 30ft for the purposes of determining falling Damage.

### Great Beasts

#### Ape

*Advanced Stance, you must know at least one Basic Beast Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Intelligent Beast:** Until the Stance Ends, you may add one roll of your Martial Die to any Skill Checks and Saving Throws which use your Intelligence Modifier.
* **Evasive:** Until the Stance Ends, Opportunity Attacks made against you are made with Disadvantage.
* **Creative:** At the Start of each turn roll two d6s. Choose one of the results of these d6s, you gain the benefits of the number from that d6 described in the table below until the Start of your Next Turn.
	1. **Lazy:** Being Prone does not cause Melee Attacks against you to have Advantage.
	2. **Cheeky:** Whenever you hit a Target with an Attack they become Taunted by you. Until the Start of your Next Turn, the Target has Disadvantage on Attack Rolls against Characters other than you. This effect ends if they are Attacked by a Character other than you or must make a Saving Throw to resist an effect caused by a Character other than you.
	3. **Cling:** Once during your turn, when you Hit a Target with an Attack they must make a Strength Saving Throw against your Stance Save DC. If the Character fails this Saving throw, they are Grappled by you.
	4. **Playful:** Once during your turn, when you Hit a Target with an Attack they must make a Dexterity Saving Throw against your Stance Save DC. If the Character fails this saving throw, they fall Prone.
	5. **Mischievous:** Once during your turn, when you Hit a Target with an Attack they must make a Dexterity Saving Throw against your Stance Save DC. If the Character fails this saving throw, they are Blinded until the Start of their Next Turn.
	6. **Selfish:** Once during your turn, when you Hit a Target with an Attack they must make a Dexterity Saving Throw against your Stance Save DC. If the Character fails this saving throw, you may take one item you can see from them.

#### Eagle

*Advanced Stance, you must know at least one Basic Beast Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Eagle's Swiftness:** Until the Stance Ends, your Movement Speed is increased by 10ft and Opportunity Attacks made against you have Disadvantage.
* **Eagle's Strike:** Additionally if you move at least 10ft towards a Target prior to making a Melee Weapon Attack against them, you may add one roll of your Martial Die to the Damage you cause with that Attack.

#### Bear

*Advanced Stance, you must know at least one Basic Beast Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Bear's Endurance:** Until this Stance ends you have Advantage on Strength and Constitution Skill Checks and Saving Throws.
* **Bear's Health:** Additionally, at the Start of each of your Turns you gain Temporary Hit Points equal to one roll of your Martial Die. If you do not have a Martial Die, you roll a d4 instead.

#### Lion

*Advanced Stance, you must know at least one Basic Beast Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Lion's Pride:** Until the Stance Ends, you may add one roll of your Martial Die to any Skill Checks and Saving Throws which use your Charisma Modifier.
* **Ferocity:** Additionally, whenever you Hit a Character with a Melee Attack, they must make an Awareness Saving Throw against your Stance Save DC. If they fail, they are Frightened until the End of your Next Turn. If they Succeed, they are immune to this effect until the Start of your Next Turn.

#### Panther

*Advanced Stance, you must know at least one Basic Beast Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Panther's Agility:** Until the Stance Ends, you may add one roll of your Martial Die to any Skill Checks and Saving Throws which use your Dexterity Modifier.
* **Jungle Tactics:** Additionally, you may use the Dash, Dodge, Disengage and Stealth Actions as a Bonus Action. You may take one of these Actions as part of the Bonus Action used to enter this Stance.

#### Ox

*Advanced Stance, you must know at least one Basic Beast Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Ox's Strength:** Until the Stance Ends, you may add one roll of your Martial Die to any Skill Checks and Saving Throws which use your Strength Modifier.
* **Bull Rush:** Additionally whenever you hit a Character who is no more than one Size Category larger than you, you may choose to push them 10ft away from you.

#### Scorpion

*Advanced Stance, you must know at least one Basic Beast Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Scorpion's Resilience:** Until the Stance Ends, you may add one roll of your Martial Die to any Skill Checks and Saving Throws which use your Constitution Modifier.
* **Deadly Strikes:** Additionally, whenever you Hit a Character with a Melee Attack, they must make a Constitution Saving Throw against your Stance Save DC. If they fail, they are Poisoned and cannot use Reactions until the End of your Next Turn. If they Succeed, they are immune to this effect until the Start of your Next Turn.

#### Wolf

*Advanced Stance, you must know at least one Basic Beast Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Lupine Instincts:** Until the Stance Ends, you may add one roll of your Martial Die to any Skill Checks and Saving Throws which use your Constitution Modifier.
* **Pack Tactics:** Additionally you have Advantage on Melee Attacks on any Targets who are Threatened, and Characters of your Choice have Advantage on Melee Attacks against Targets you are Threatening.

## Pugilist Stances

The Pugilist Stances are available to Heroes which take the Pugilist Theme. They are also available to Characters which take the Combat Mastery Theme or Feat.

The benefits granted by Pugilist Stances are inspired by the prevailing styles of boxing, Swarmer, Slugger, Out-Boxer and Counter-Boxer.

Pugilist Stances may only be used effectively while you are not making attacks using weapons or wearing shields.

### Swarmer

*Basic Stance, Costs 2 Stamina.*

* **The Old One-Two:** Until the Stance Ends, once Per Turn when you make an Unarmed Strike against a Character you may make two Unarmed Strikes against the same Character.
* **Deadly Combo:** If both these Attacks hit, the second successful Unarmed Strike you made is automatically considered a Critical Hit.
* **Restriction:** You lose the benefits of this Stance while you are holding a Weapon or wearing a Shield.

#### Out-Boxer

*Basic Stance, Costs 2 Stamina.*

* **At Arms Length:** Until the Stance Ends the Reach of your Unarmed Strikes is increased by 5ft and Opportunity Attacks made against you are made with Disadvantage.
* **Butterfly Step:** Additionally, whenever a Melee Attack you can see is made against you, you may use your Reaction to cause the Attack to have Disadvantage. Immediately after the effects of this Attack are determined, you may as part of this Reaction move 10ft. This movement does not expend your Movement or provoke Attacks of Opportunity.
* **Restriction:** You lose the benefits of this Stance while you are holding a Weapon or wearing a Shield.

#### Slugger

*Basic Stance, Costs 2 Stamina.*

* **Powerful Strike:** Until the Stance Ends you have Advantage on the first Unarmed Strike you make each Turn.
* **Knockout Punch:** When you hit a Character with an Unarmed Strike which is a Critical Hit they must make a Constitution Saving Throw against your Stance Saving Throw DC. If they Fail this Saving Throw, they are Stunned for 1 Minute. They may repeat this Saving Throw at the Start of Each of their Turns, ending the Stunned Condition on a Successful Save.
* **Restriction:** You lose the benefits of this Stance while you are holding a Weapon or wearing a Shield.

#### Counter-Boxer

*Basic Stance, Costs 2 Stamina.*

* **Bob and Weave:** Until the Stance Ends, Melee Attacks you can see which are made against you have Disadvantage.
* **Counter-Punch:** If a Melee Attack misses you, you may as a Reaction, make an Unarmed Strike against the Attacker.
* **Restriction:** You lose the benefits of this Stance while you are holding a Weapon or wearing a Shield.

### Martial Arts Stances

The Martial Arts Stances are available to Warriors which take the Martial Artist Theme. They are also available to Characters which take the Combat Mastery Theme or Feat.

Martial Arts Stances may only grant benefits while you are not wearing a shield.

The Way of the Gentle Hand is inspired by Martial Arts which specialize in grappling, such as Judo.

The Way of the Empty Hand is inspired by Martial Arts which specialize in making attacks with a combination of punches and kicks, such as various iterations of Karate and Kung Fu.

The Way of Harmony is inspired by Martial Arts which specialize in redirecting attacks and self defense, such as Tai Chi, Aikido and Krav Maga.

The Way of the Tumbler is inspired by Martial Arts which specialize in moving in an unconventional manner, such as Drunken Boxing and Capoeira.

#### Way of the Gentle Hand

*Basic Stance, Costs 2 Stamina.*

* **Gentle Hand:** Until the Stance Ends, when you Hit a Character with an Unarmed Strike you may forgo the Damage on the Attack to instead Grapple them. You must have a free hand with which to Grapple them.
	+ A friendly Character may allow the Grapple to be automatically initiated against them without the need for a successful Attack roll.
	+ You may not Grapple a Character which is more than one Size Category larger than you.
* **Guiding Hand:** You do not expend additional Movement when moving a Grappled Character which is the same Size Category as you or smaller. Additionally you may forgo one Unarmed Strike to knock Prone a Character you have Grappled. Doing so does not end the Grappled condition.
* **Restriction:** You lose the benefits of this Stance while you are wearing a Shield.

#### Way of the Empty Hand

*Basic Stance, Costs 2 Stamina.*

* **Empty Hand Maneuvers:** Until the Stance Ends, when you Hit a Character with an Unarmed Strike you can cause one of the following effects. These effects are considered Martial Maneuvers and so may not be used in addition to another Maneuver which is used as part of an Attack.\*\***Flinch:** The Character cannot use Reactions until the End of your Next Turn.
	+ **Trip:** The Character must make a Dexterity Saving Throw against your Stance Saving Throw DC. If they fail this Saving Throw they fall Prone.
		- Characters which are more than one Size Categories larger than you automatically Succeed on this Saving Throw.
		- A Character which Succeeds on their Saving Throw against this effect is immune to this effect until the Start of your Next Turn.
	+ **Move:** The Character must make a Strength Saving Throw against your Stance Saving Throw DC. If they fail this Saving Throw they are moved 15ft to a position of your choice.
		- This movement may not move the Target upwards against gravity unless they are already airborne.
		- Characters which are more than one Size Categories larger than you automatically Succeed on this Saving Throw.
		- A Character which Succeeds on their Saving Throw against this effect is immune to this effect until the Start of your Next Turn.
	+ **Disarm:** The Character must make a Strength or Dexterity Saving Throw (their choice) against your Stance Saving Throw DC. If they fail this Saving Throw they drop one item they are holding of your Choice.
		- You may choose to grab the dropped item in a free hand as part of this Attack.
		- Characters which are more than one Size Categories larger than you automatically Succeed on this Saving Throw.
		- A Character which Succeeds on their Saving Throw against this effect is immune to this effect until the Start of your Next Turn.
	+ **Restriction:** You lose the benefits of this Stance while you are wearing a Shield.

#### Way of Harmony

*Basic Stance, Costs 2 Stamina.*

* **Redirect Attack:** Whenever a Character Hits you with a Melee Attack you may as a Reaction cause one of the following effects:
	+ **Switch:** The Attacker must make an Awareness Saving Throw against your Stance Save DC. If they fail, treat the Attack as having Targeted another Character you can see (other than the Attacker) who is within 5ft of you, hitting them if the original Attack would have met or exceeded their AC.\*\*\*If there is no other Character within 5ft of you, the Attack simply misses.
	+ **Trip:** The Attacker must make a Dexterity Saving throw against your Stance Save DC. If they fail, the Attack misses and they fall prone.
		- Characters which are more than one Size Categories larger than you automatically Succeed on this Saving Throw.
	+ **Move:** The Attacker must make a Strength Saving throw against your Stance Save DC. If they fail, the Attack misses and they are moved 15ft to a position of your choice.
		- This movement may not move them upwards against gravity unless the Target is already airborne
		- Characters which are more than one Size Categories larger than you automatically Succeed on this Saving Throw.
	+ **Disarm:** The Character must make a Strength or Dexterity Saving Throw (their choice) against your Stance Saving Throw DC. If they fail this Saving Throw the Attack misses and drop one item they are holding of your Choice. You may choose to grab the dropped item in a free hand as part of this Reaction.
		- Characters which are more than one Size Categories larger than you automatically Succeed on this Saving Throw.
* **Restriction:** You lose the benefits of this Stance while you are wearing a Shield.

#### Way of the Tumbler

*Basic Stance, Costs 2 Stamina.*

* **Tumbler:** While you are Prone, you do not have Disadvantage on your Melee Attacks and Melee Attacks made against you do not have Advantage. Additionally you only expend 5ft of Movement when you stand up from being Prone.
* **Unexpected Fall:** Whenever a Melee Attack you can see is made against you, you may use your Reaction to cause the Attack to have Disadvantage. You must be standing up to use this feature and you immediately fall Prone as part of this Reaction.
* **Infuriating Opponent:** Whenever a Character misses you with a Melee Attack, they have Disadvantage on the next Attack they make against you and you have Advantage on the Next Melee Attack you make against them before the End of your Next Turn.
* **Restriction:** You lose the benefits of this Stance while you are wearing a Shield.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode