Some combatants fight separately from others. In this system, Stances exist to accentuate those differences and allow each player to stand out from the other. Stances involve weapons and unarmed strikes.
Stances are methods that effect your combat. There are two types:
Brawl Stances. Brawl stances are used for unarmed combat, much like martial arts.
Weapon Stances. Weapon stances are used for weapon combat, as you master various stances and methods of fighting utilizing a favored weapon of choice.
If you have a single Stance, it is considered always active while you are in combat, which you can benefit from during combat at any time. If you have multiple, you must declare what Stance you are starting with at the beginning of an encounter, and are able to switch between them as a bonus action, unless you have the "Stance Weaver" feature granted by Weapon Wielder.
Okama Kenpo
Oh come my way! You've mastered the way of Okama Kenpo a style that mixes ballet and karate.
Increase your damage die by one step while not wielding a weapon in either hand.
If you are not wielding a weapon in either hand when you take the attack action you can target all creatures within melee range with your attacks. On a successful hit all targets take half damage from the attack.
After you land a successful Unarmed attack while in this stance you may move 5ft without provoking attacks of opportunity.
Drunken Fist
You have learned to enter an irregular and erratic fighting style. Attacking with no warning and defending with unconventional motions.
Increase your damage die by one step while not wielding a weapon in either hand.
While you are not wielding a weapon in any hand you can, as a reaction to being targeting with a Melee or Ranged attack, perform the dodge action.
When you strike a creature with an unarmed attack, increase your movement speed by 10 feet and you also gain the benefit of the Disengage action.
Jao Kun Do
You've learned the kick boxing style Jao Kun Do. Your rapid leg whips leave an enemy guessing on where your strikes will land.
Your Unarmed damage die becomes a d6 while not wielding a weapon in either hand.
Your standing and long jump distance is doubled while in this stance.
When you take the attack action on your turn you can forgo one of your attacks to gain advantage on your next Unarmed attack, The attack made with advantage must be made on the same turn as the attack that you forgo. On a successful hit that attack deals and extra die of damage.
Jio-Ken
No matter how old you are you'll be able to fight thanks to your mastery of Jio-Ken which allows you to utilize Qigong to shrug off pain.
Increase your damage die by one step while not wielding a weapon in either hand.
While in this stance when you would make a Concentration Check you do not do so until the end of your next turn.
Hasshoken
You've learned to use the shockwave fighting style Hasshoken.
Your unarmed damage die size increases by one while not wielding a weapon in either hand. (D4 min, D12 max)
As a Bonus Action on your turn you can reverberate shockwaves from your body when you make unarmed attacks during this turn you can subtract 1d4 from the enemies AC.
Boxing Stance
Your a master of lethal punches using the boxing style.
Your unarmed damage die size increases by one while not wielding a weapon in either hand. (D4 min, D12 max)
As an action you perform a Volley of Blows. Make a number of unarmed attacks equal to the number of attacks you could make if you took the attack action. On a successful hit you ignore 1d4 DR, the die size increases for each consecutive unarmed hit as a part of this action and resets back to 1d4 on a miss or at the end of your turn.
Rope Action
You are a master of using ropes and chains in combat.
Weighted Chains count as Unarmed attacks for you while you are in this stance and deal 1d6 damage.
You may use 30ft or more of rope as if it were a Weighted Chain.
When you use the Grapple or Trip properties of a Weighted Chain you can also deal the weapon's damage at the same time if the check is successful.
Shigan / Finger Pistol
Your finger strikes are like that of a bullet.
Your unarmed damage die size increases by 1 while not wielding a weapon in either hand. (D8 min, D14 max)
While in this stance, you have Shigan Attunement and may use techniques that require the Shigan (SHI) tag.
You can gain the benefit of this stance while gaining the benefit of another stance.
Iron Body Kempo
Your mastery of Tekkai is extraordinary, granting you mobility even under its effects.
You gain the Tekkai (T) affinity and can take and create techniques that use it.
Your hits strike like iron. Your unarmed damage die size increases by 1 while not wielding a weapon in either hand. (D8 min, D14 max)
You are impossible to stop completely. If a feature would reduce your movement speed, it reduces it by half as much. In addition, you can move at normal speed under the effects of the Tekkai / Iron Body technique.
Dragon Claw Fist
Requires: Level 5, Str 20
Utilizing the full force of your fingers and striking the core of your targets, masters of this style are capable of crushing just about anything with the claws of dragons.
Your bare hands become powerful weapons capable of crushing anything in their path. Your base unarmed damage die size increases to a d10 or by 1 if already that, while not wielding a weapon in either hand. (D14 max) and your unarmed attacks are always considered to have the siege property.
After successfully striking an enemy, you can attempt to grapple them with advantage. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses on a short or long rest.
Additionally, while grappling a target, they start their turns taking 1d4 bludgeoning damage.
Blade Stance
You master the blade. All melee weapons that deal slashing damage become extensions of your body as you blend their attacks into your very movement. You gain the following benefits while wielding melee weapons that deal slashing damage, if you are proficient with them:
You gain a +1 bonus to the weapon’s damage rolls.
As a bonus action, you can take a parrying stance. Until the start of your next turn, you have a +2 bonus to AC unless you are disarmed.
When you make an opportunity attack with a weapon, you have advantage on the attack roll.
When you score a critical hit with a weapon attack, the target gains 1 ranks of bleeding.
Crushing Stance
You master the art of bludgeoning. All melee weapons without an edge or tip, you find how to treat them as extensions of your arms and legs treating them as additional appendages. You gain the following benefits while wielding melee weapons that deal bludgeoning damage, if you are proficient with them:
You gain a +1 bonus to weapon damage rolls.
Whenever you have scored a critical hit with a melee weapon attack that deals bludgeoning damage, the target creature is dazed and bruised.
You can ready your weapon to deliver a punishing blow against a foe that tries to advance on you. When you take the Ready action on your turn and make a melee attack as your reaction, you have advantage on your attack roll.
Carnival Tricks
You use wily and underhand performance maneuvers to confused and outmaneuver your enemies.
When you land a Weapon attack you may disengage as a free action.
Once per turn while in melee you may make an Acrobatics check contested by their Athletics to attempt tumble over or under an enemies space. If you succeed the check you move 10ft in front of or behind an enemy even if you wouldn't have movement left.
As a Bonus Action you can deploy caltrops which deal 1d8 piercing damage instead of their normal damage.
Style of the Flower
You are a master of quick strikes with a single one handed weapon. While wielding a one handed or versatile weapon with nothing in your other hand you gain the following benefits.
You gain +10 to your movement speeds.
If you would use 20+ ft to move in a straight line on your turn you do not provoke attacks of opportunity and make target all hostile creatures you passed during your movement in a straight line with the first weapon attack you make that turn.
Defensive
You are skilled at the art of defending yourself. While you are wearing medium or heavy armor with which you are proficient, you gain the following benefits:
You gain a +1 bonus to AC.
You have advantage on skill checks and saving throws to avoid being moved.
When you take the dodge action, you also gain advantage on Strength, Constitution, & Wisdom Saving throws.
You can gain the benefit of this stance, while gaining the benefit of another stance.
Dueling Mastery
Your mastery of fighting with a single melee weapon is unsurpassed; you make one weapon feel like many. While you are wielding a melee weapon in one hand with which you are proficient and no other weapons, you gain the following benefits:
When you take the Attack action, you can decide to attack with haste at the expense of accuracy. Your melee weapon attacks are made without the aid of your ability modifier, but deal additional damage equal to half your ability modifier (rounded up) on a hit.
When a creature hits you with a melee attack, you can use your reaction to add half your ability modifier (rounded down) to your AC till the end of your turn, potentially causing the attack to miss you.
You can gain the benefit of this stance, while gaining the benefit of another stance.
Equilibrium
You are skilled at fighting while minimally armored. While you are wearing Light or no armor, you gain the following benefits:
You gain a +1 bonus to AC.
You gain a +1 bonus to attack & damage rolls you make with weapon attacks with the finesse quality.
When you would score a critical hit with a weapon attack, with a weapon with the finesse quality, you gain the benefits of the dash & disengage actions.
Great Weapon Stance
You are skilled at putting the weight of a weapon to your advantage. All melee weapons that are large or unwieldy to some, are just additional tools to add to your toolbelt. You gain the following benefits while wielding melee weapons that have the two-handed weapon quality, if you are proficient with them.
When you roll a 1 or 2 on a damage die for a weapon attack, you can reroll the die, keeping the second result.
Once per turn, when you score a critical hit with a weapon attack or reduce a creature to 0 hit points with a weapon attack, you can make one additional melee weapon attack against an adjacent creature as a part of the same attack.
Before you make a melee weapon attack, you can choose to forgo your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack’s damage.
Heavy Weapons Stance
You master weapons with the "Heavy" Property. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
You gain a +1 bonus to the weapon’s damage rolls.
If you crit on a weapon attack, you deal an additional weapon damage die.
Whenever you score a critical hit with a weapon attack against a creature that is holding a weapon, you can attempt to break the weapon. The weapon wielder rolls a weapon to hit check vs DC of damage taken If they have a tier weapon they add, T1(+10), T2(+20), T3(+30), T4(+40). On a failure, their weapon breaks. Meito Weapons can not be broken using this stance.
Piercing Stance
You master the art of piercing defenses. All melee weapons that deal piercing damage, you find how to best combine their unique shape or length into your movements organically. You gain the following benefits while wielding melee weapons that deal piercing damage, if you are proficient with them:
You gain a +1 bonus to the weapon’s damage rolls made as a result of a weapon attack.
As a bonus action you take a penetrative stance. The next melee weapon attack made this turn as a part of your attack action deals additional damage equal to twice your ability modifier. If you miss you reduce your AC by -2 Until the beginning of your next turn as you have over extended yourself.
On your turn, when you score a critical hit with a weapon or Brawl Technique attack against a creature using this weapon, you reroll all 1’s and 2’s, taking the higher result.
Sharpshooter Stance
You are skilled with ranged weapons and can make shots that others find difficult. While you are wielding a ranged weapon with which you are proficient you gain the following benefits;
You gain a +1 bonus to ranged weapon attack rolls.
As a bonus action you may target a creature you can see within your weapons range. The next weapon attack made against the target creature is made at advantage and ignores up to three-quarters cover.
When you are targeted with a ranged weapon attack that you can see, you may as a reaction, make a ranged weapon attack vs the triggering creatures ranged weapon attack result. If your result is higher than theirs, you divert their attack by knocking their attack out of the sky or off course.
Before you make a ranged weapon attack, you can choose to forgo your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack’s damage.
Silent Killing
You have learned how to strike with ruthless efficiency while producing no sound when you bring about death. You gain the following benefits while you are heavily obscured, or hidden from a creature while wielding a melee weapon that you are proficient in.
You can make Wisdom (Perception) check as a bonus action against 10 + the target's bonus to Dexterity (Stealth) checks. On a success, you know the targets location for the next minute and face no penalties against being unable to visually see the opponent.
When you would make a Weapon attack against a creature who you are hidden from, roll an additional 1d20 taking the higher result.
When you make a Dexterity (Stealth) check to hide your presence, you may treat a roll of 7 or lower on the d20 as an 8.
You can gain the benefit of this stance, while gaining the benefit of another stance.
Polearm Stance
You master the Staff, Spear Boarding Pike, Halberd, Scythe, Great Spear, and Catchpole. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
You gain a +1 bonus to weapon damage rolls.
When you take the Attack action, you can use a bonus action to make a one melee weapon attack with the opposite end of the weapon. The weapon’s damage die for this attack is a one-step lower than the current damage die of the weapon. (D12>D10>D8>D6>D4)
Other creatures provoke an opportunity attack from you when they enter or exit your reach.
Throwing Stance
You’ve mastered the techniques of throwing weapons, readily blending the weapons with your movements. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:
You gain a +1 bonus to ranged weapon damage rolls you make with thrown weapons. If the target creature is within 15 feet of you, you also gain a +1 bonus to damage rolls made with the thrown weapon.
Weapons you are proficient with that have the Thrown weapon property gain the returning property.
Attacking at long range or against creatures within 5 feet of a target creature doesn’t impose disadvantage on your ranged weapon attack rolls with thrown weapons and ignore half cover against targets within 15 feet of you.
As a Bonus Action if you've hit a creature with a Thrown weapon with the returning property you can attempt to make another weapon attack with the same weapon at disadvantage against the same creature.
Sparring Stance
You are skilled in the art of sparring. While you are wielding a melee weapon in which you are proficient, you gain the following benefits.
While attempting to non-lethally attack your opponent, roll with advantage when attempting to attack.
Additionally, when you crit while using this stance, your strikes are calculated causing disadvantage on the creature next attack.
You can gain the benefit of this stance, while gaining the benefit of another stance.
Iai Stance
You have adopted a fighting style of quick slashes while drawing a one handed weapon that deals slashing damage and is not heavy.
Once per turn you can make an attack while drawing a weapon, you add half your proficiency bonus, rounded down to the attack roll and your proficiency bonus to the damage roll on a hit.
You can sheathe a weapon as a free action, once per turn.
You can spend your bonus action and movement to focus on your next draw attack. The attack adds +1 to its critical threat range (not going past the limit).
Two Weapon Style
You are skilled at fighting with two weapons. While you are wielding separate weapons in each hand with which you are proficient, you gain the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of your two-weapon fighting attack.
When you make an opportunity attack, you can attack with both of your weapons.
You draw or stow two one handed weapons when you would normally be able to draw or stow only one.
When you successfully hit a creature with two melee weapon attacks in the same turn when you use your action to make a weapon attack, you may immediately make an additional weapon attack, once per turn. This weapon attack doesn’t add your ability modifier to the damage roll.
Three Weapon Style
You are skilled at using three weapons simultaneously. While you are wielding separate weapons with which you are proficient, you gain the following benefits:
You are able hold a third weapon even if you would not normally have an appendage that would allow you to do so.
You can engage in three-weapon fighting. A modified version of two-weapon fighting. Whenever you would engage in two weapon fighting while in this stance you engage in three-weapon fighting instead.
When you engage in three-weapon fighting you can make two attacks when you use your Bonus Action to attack with your off hand. These attacks add their ability modifier to their damage.
You draw or stow three one handed weapons when you would normally be able to draw or stow only one.
If you move at least 15 ft in a straight line before performing three-weapon fighting your Bonus Action attacks gain +1 to attack and damage rolls and ignore DR.
Versatile Stance
You’ve mastered the art of using weapons in different ways, altering your attack patterns mid-swing. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:
When you are the target of a melee weapon attack, you can immediately use your reaction to make a melee weapon attack against the target. On a hit, you impose disadvantage on the attack roll made against you.
If you miss an attack while wielding a weapon in two hands, you can immediately make an attack roll against the same target as if you were holding the weapon in one hand. You can only make this attack once per turn.
As a bonus action when you make a melee weapon attack, you may quickly switch grips with your weapon. If you were holding your weapon with one hand, you treat the attack as if you were holding it with two hands regardless if your second hand is occupied. You may use this feature once per turn.
As a bonus action when you make a melee weapon attack, you may quickly switch grips with your weapon. If you were holding your weapon with two hands, you treat the attack as if you were holding it with one hand and immediately make a second weapon attack as a part of the same action. You may use this feature once per turn.