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felt dissatisfied with default fighting styles and
I
I felt that the Weapon Mastery feature from the
UA 5 was poorly implemented and couldn’t work
in its current form, but there were bits and pieces
that could be salvaged from it.
Long has it been said that the components of
the Battle Master subclass should be
implemented into the base fighter class itself, and I
agree with this assessment, but to make it less
predictable I tied the tactics into what Stance you are
using. This means that you are incentivised to switch
between stances more during combat depending on
what you would like to do, and they should all be
situationally very strong. And because you cannot learn
all of the stances even at max level, fighters will tend to
feel noticeably more different from one another than
they normally do.
While it needs additional testing, I think that the
Stance Fighter as detailed here is currently quite
dynamic and you can have a lot of fun with it. I believe
that the subclasses included here are still fully
compatible with the UA5 fighter as long as you
manually implement the Tactical Die progression into
the text (or just replace any mention of the tactical die
with d10s).
Contents
pg.01 – Introduction
pg.02 – Stance Fighter Table
pg.03 – Class Features
pg.06 – The Adventurer
pg.07 – The Mist’s Chosen
pg.09 – The Samurai
pg.10 – The Voice of Thunder
pg.12 – The Warmaster
pg.13 – List of Tactics
pg.15 – Multiclassing
pg.16 – Adapting Other Subclasses
pg.12 – OGL Licence
Credits and Thanks
My name is Mr. Wizardly. You can subscribe to my
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I would like to thank The Homebrewery for making
this PDF possible.
LIST | TACTICS 13
Manoeuvring Strike object to land in the space you occupy, you can pick the
When you hit a creature with a weapon attack or object up as part of this attack if you have a free hand
unarmed strike, you can expend one tactical point to available to do so. If the target fails its saving throw by 5
reposition one of your comrades into a more or more, if the chosen object is non-magical and your
advantageous location. You can roll your tactical die and weapon or unarmed strike is able to damage it, you can
add the number rolled to the attack’s damage roll, and also choose to destroy the chosen object that is dropped
you choose a willing creature that can see or hear you. as part of the attack.
The chosen creature can use its reaction to move up to Sweeping Strike
its speed without provoking opportunity attacks from When you hit a creature with a melee weapon attack or
the target of your attack. unarmed strike, you can expend one tactical point and
Menacing Strike use your bonus action to attempt to damage another
When you hit a creature with a melee weapon attack or creature with the same attack. Choose another creature
unarmed strike, you can expend one tactical point to within 5 feet of you or the original target that is within
attempt to frighten the target. You can roll your your reach. If the original attack roll would also hit the
superiority die and add the number rolled to the attack’s second creature, it takes damage of the type associated
damage roll, and the target must make a Wisdom saving with your weapon or unarmed strike equal to one roll of
throw. On a failed save, it is frightened of you until the your tactical die + the ability modifier used by the
start of your next turn. weapon or unarmed strike.
Remarkable Athlete Swift Fling
When you make a Strength (Athletics) check or a As a bonus action, you can expend one tactical point
Dexterity (Acrobatics) check, you can expend one and make a ranged weapon attack with a thrown
tactical point to roll your tactical die and add it to the weapon. You can draw a thrown weapon as part of
result. making this attack. If you hit, add the superiority die to
the attack’s damage roll.
Riposte
Takedown
When a creature misses you with a melee weapon When you hit a creature with a weapon attack or
attack or unarmed strike, you can use your reaction and unarmed strike, you can expend one tactical point to
expend one tactical point to make a melee weapon attempt to knock the target down as part of the same
attack or unarmed strike against the creature. If you hit, attack. You can roll your tactical die and add it to the
you can roll your tactical die and add the number rolled attack’s damage roll, and the target must make a
to the attack’s damage roll. Strength or Dexterity saving throw (target’s choice). A
Sapping Strike creature that is huge-sized or larger has advantage on
Immediately after you hit a creature with a weapon this saving throw. On a failed save, the target is knocked
attack or unarmed strike as part of the Attack action, prone.
you can expend one tactical point to throw the enemy Watchful Eye
off balance. You can roll your tactical die and add the When you make a Wisdom (Insight) check or an
number rolled to the attack’s damage roll, and the target Wisdom (Perception) check, you can expend one
has disadvantage on the next attack roll they would tactical point to roll your tactical die and add it to the
make before the end of your next turn. result.
Smash and Grab
When you hit a creature with a weapon attack or
unarmed strike, you can expend one tactical point. You
can roll your tactical die and add the number rolled to
the attack’s damage roll, and the target must also make
a Strength saving throw. On a failed save, choose one
object it is holding, wielding, carrying, or wearing (as
long as the worn item requires 1 action to doff or less).
The creature drops the object, doffing the item as part
of your attack, and the object lands in a space you
choose within 5 feet of the target. If you choose for the
CLASS | MULTICLASSING 15
Adapting Other Subclasses
bviously, I cannot simply reprint existing
O
subclasses – you’re going to have to buy
them like I did.
However, as an example, if you do have
access to the existing Echo Knight rules
and wish to play it, here is what I suggest
you do for reorganising subclass features,
as a quick fix:
Echo Knight Features
Class Level Features
3rd Manifest Echo, Unleash Incarnation
6th Echo Avatar
10th Shadow Martyr
14th Legion of One
OGL LICENCE 17
9. Updating the License: Wizards or its designated
Agents may publish updated versions of this License.
You may use any authorized version of this License
to copy, modify and distribute any Open Game
Content originally distributed under any version of
this License.
10. Copy of this License: You MUST include a copy of
this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market or
advertise the Open Game Content using the name of
any Contributor unless You have written permission
from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with
respect to some or all of the Open Game Content
due to statute, judicial order, or governmental
regulation then You may not Use any Open Game
Material so affected.
13. Termination: This License will terminate
automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall
survive the termination of this License.
14. Reformation: If any provision of this License is held
to be unenforceable, such provision shall be
reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a
Copyright 2000, Wizards of the Coast, LLC. System
Reference Document 5.1 Copyright 2016, Wizards
of the Coast, LLC.; Authors Mike Mearls, Jeremy
Crawford, Chris Perkins, Rodney Thompson, Peter
Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based
on original material by E. Gary Gygax and Dave
Arneson.
PRODUCT IDENTITY
The following items are designated Product Identity, as
defined in Section 1(e) of the Open Gaming License
Version 1.0a and are subject to the conditions set forth
in Section 7 of the Open Gaming License, and are not
Open Content:
All trademarks, registered trademarks, propernames,
dialogue, plots, storylines, locations, characters,
artworks, and trade dress. (Elements that have
previously been designated as Open Game Content are
not included in this declaration.)
OPEN GAMING CONTENT
All content from the System Reference Document 5.1 is
Open Game Content as described in Section 1(d) of the
License. No portion of this work other than the material
designated as Open Game Content may be reproduced
in any form without permission.
18 OGL LICENCE