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Stance Fighter 1.2.

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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
YouTube channel for more TTRPG content like this,
and you can support me on Patreon or Subscribestar
to get access to my full back catalogue of homebrew
content.
I would like to thank The Homebrewery for making
this PDF possible.

CLASS | THE STANCE FIGHTER 1


The Stance Fighter
Proficiency Stances Tactical Tactical Second
Level Bonus Features Known Points Die Wind
1st +2 Combat Tactics, Fighting Stance, Second Wind 1 2 1d6 1
2nd +2 Action Surge (1/short) 2 2 1d6 2
3rd +2 Martial Archetype Subclass 2 3 1d6 2
4th +2 Feat 2 3 1d6 2
5th +3 Extra Attack (1) 3 3 1d8 3
6th +3 Subclass Feature 3 4 1d8 3
7th +3 Feat 3 4 1d8 3
8th +3 Feat 3 4 1d8 3
9th +4 Indomitable 3 4 1d8 3
10th +4 Subclass Feature 4 4 1d8 4
11th +4 Extra Attack (2) 4 5 1d10 4
12th +4 Feat 4 5 1d10 4
13th +5 Feat 4 5 1d10 4
14th +5 Subclass Feature 4 5 1d10 4
15th +5 Action Surge (2/short) 5 5 1d10 4
16th +5 Feat 5 5 1d10 4
17th +6 Extra Attack (3) 5 6 1d12 4
18th +6 Unconquerable 6 6 1d12 4
19th +6 Feat 6 6 1d12 4
20th +6 Epic Boon 6 6 1d12 4

Quick Start Guide Hit Points


You can make a stance fighter quickly by following these Hit Dice:1d10 per fighter level
suggestions: 10 + your Constitution
Hit Points at 1st Level:
Put your highest ability score in STR. modifier
Put your second highest ability score in CON. Hit Points at Higher Levels: 1d10 (or 6) + your
Otherwise, DEX and WIS are both important saving
throws and help you with a number of important skills,
Constitution modifier per fighter level after 1st
although DEX can potentially be dumped entirely as long Proficiencies
as you wear heavy armour and want to prioritise other Armour: Light armour, medium armour, shields
ability scores. Meanwhile, CHA is good for talking skills
Weapons: Simple weapons, martial weapons
and INT is good for knowledge skills.
Choose the Soldier background. Tools: None
Saving Throws: Strength, Constitution
For your 2 skills, consider choosing Perception and

Skills: Choose two from Acrobatics, Animal


Survival, although optimal choices will also depend on
your Ability Scores and other characters in your party. You
should try to avoid any skills associated with one of your Handling, Athletics, History, Insight, Intimidation,
Ability Scores that has a modifier of less than +0 (stick to Perception, and Survival.
what you are good at or shore up managable weaknesses).
For equipment, choose: Equipment
Chainmail. You start with the following equipment, in addition to
Longsword and Shield.
2 Handaxes.
the equipment granted by your background:
Explorer’s Pack. (a) any two martial weapons or (b) any martial melee
weapon and a shield.
(a) a light crossbow and a case of 20 bolts or (b) two
handaxes.
(a) chain mail, (b) chain shirt, or (c) leather armour,
longbow, and a quiver of 20 arrows.
(a) An explorer’s pack or (b) a dungeoneer’s pack.

2 CLASS | THE STANCE FIGHTER


Combat Tactics Jackal Stance
While you adopt this stance, you gain the following
1st-level Stance Fighter feature
benefits while you are not surprised:
You have undergone rigorous combat training and
soldiering drills to prepare you for the dangers of war If your attack roll with a weapon or unarmed strike
and combat in a fantasy world. misses a creature, you can deal damage to that
You start with two tactical points, which you can creature equal to the ability modifier you used to
expend to fuel a selection of three Tactics associated make the attack roll. This damage is the same type
with the Fighting Stance you have currently adopted. dealt by the weapon or unarmed strike, and the
You gain additional tactical points as you gain fighter damage cannot be increased in any way, other than
levels, as shown in the Tactical Points column of the increasing the ability modifier.
Stance Fighter table. You regain all of your expended You have a +1 bonus to your attack rolls using
tactical points when you finish a short or long rest. weapons or unarmed strikes against any creature
At 1st level, when a fighter feature asks you to roll that doesn’t have all of its hit points.
your tactical die, you roll 1d6. This die changes as you You can use any of the following Tactics: Distracting
gain fighter levels, as shown in the Tactical Die column Strike, Feinting Ploy, Takedown.
of the Stance Fighter table. Juggler Stance
Saving Throws While you adopt this stance, you gain the following
Some of your Tactics and other fighter features may benefits while you are not surprised:
require your target to make a saving throw to resist the
feature’s effects. The saving throw DC is calculated as When you hit with a ranged attack using a thrown
follows: weapon, you gain a +2 bonus to the damage roll
Once on your turn, when you make a ranged attack
Fighter Save DC = 8 + your proficiency bonus + your roll with a thrown weapon and miss, you can reroll
Strength or Dexterity modifier (your choice). the attack roll against a different target that you can
see within 10 feet of the original target.
Fighting Stance You can use any of the following Tactics: Distracting
1st-level Stance Fighter feature
Strike, Remarkable Athlete, Swift Fling.
You learn a number of fighting stances as determined Leader Stance
by the amount shown in the Fighting Stances column of While you adopt this stance, you gain the following
the Fighter table. benefits while you are not surprised:
As a bonus action, you adopt a fighting stance you
know of your choice. The effects of the fighting stance When another creature that you can see within 30
you adopt apply until until you change your fighting feet of you fails a saving throw, if that creature can
stance as a bonus action. both see and hear you, you can use your reaction to
allow the target to reroll its saving throw. If the
Guardian Stance target does so, it must use the new roll.
While you adopt this stance, you gain the following You can use any of the following Tactics: Battle Cry,
benefits while you are not surprised: Commanding Presence, Manoeuvring Strike.
You gain a +1 bonus to your AC. Raider Stance
When a creature you can see within 5 feet of you While you adopt this stance, you gain the following
would be hit by an attack, you can use your reaction benefits while you are not surprised:
to intercept the attack, causing the attack to target
you instead. If the attack roll of the intercepted When you roll a 1 or 2 on a damage die for an attack
attack is lower than your AC, the attack misses. If the you make using a weapon that you are proficient
intercepted attack hits, you have resistance against with, you can reroll the die and must use the new
the attack’s damage. roll, even if the new roll is a 1 or a 2.
You can use any of the following Tactics: Goading Your weapon attacks and unarmed strikes deal
Strike, Guard, Sapping Strike. double damage to unattended objects and structures.

CLASS | THE STANCE FIGHTER 3


You can use any of the following Tactics: Drive Back, Wrestler Stance
Menacing Strike, Smash and Grab. While you adopt this stance, you gain the following
Skirmisher Stance benefits while you are not surprised:
While you adopt this stance, you gain the following Your unarmed strikes can deal bludgeoning damage
benefits while you are not surprised: equal to 1d6 + your Strength modifier. If you strike
Your speed increases by 5 feet, or by 10 feet if you with two free hands, the d6 becomes a d8.
are not wearing heavy armour. When you hit a creature with an unarmed strike, you
You increase the reach of your melee weapons by 5 can attempt to grapple that creature as a bonus
feet on your turn. action.
You can use any of the following Tactics: Ambush, When you successfully start a grapple, you can deal
Fancy Footwork, Swift Fling. 1d4 bludgeoning damage to the grappled creature.
Until the grapple ends, you can also deal this
Slayer Stance damage to the creature whenever you hit it with a
While you adopt this stance, you gain the following melee attack.
benefits while you are not surprised: You can use any of the following Tactics: Drive Back,
Remarkable Athlete, Smash and Grab.
Your attacks using weapons score a critical hit on a Second Wind
roll of 18, 19 or 20 on the die.
Once on your turn, when you score a critical hit on 1st-level Stance Fighter feature
an attack roll using a weapon, or when you reduce a You momentarily pause to take a couple of steadying
creature to 0 hit points with an attack using a breaths, before throwing yourself back into the fight
weapon, you can make one additional weapon attack with renewed vigour.
as a free action. You can use your bonus action to regain a number of
You can use any of the following Tactics: Ambush, hit points equal to one roll of your tactical die + your
Feinting Ploy, Riposte. fighter level + your Constitution modifier.
Watchful Stance You can use this feature a number of times equal to
While you adopt this stance, you gain the following the number shown on the Second Wind column of the
benefits while you are not surprised: Fighter table, regaining all expended uses when you
finish a long rest.
All spaces within 10 feet of you are treated as being
difficult terrain for creatures of your choosing that Action Surge
you can see.
You have advantage on opportunity attacks, and 2nd-level Stance Fighter feature
when you use your reaction to make an opportunity On your turn, you can take one additional action, chosen
attack, you can choose to regain your reaction at the from the following action options: Attack, Dash,
end of the turn. Disengage, Dodge, Help, Hide, or Use an Object.
You can use any of the following Tactics: You regain the use of this feature when you finish a
Manoeuvring Strike, Riposte, Watchful Eye. short or long rest.
When you reach 15th level, you can instead use this
Wave Stance feature twice, regaining all expended uses when you
While you adopt this stance, you gain the following finish a short or long rest. However, you cannot use this
benefits while you are not surprised: feature more than once per turn.
When you hit a creature with an attack using a Martial Archetype
weapon or unarmed strike as part of the Attack
action on your turn, you can push it up to 10 feet 3rd-level Stance Fighter feature
horizontally away from you if it is Large-sized or Choose a subclass, which determines the type of Martial
smaller, or up to 5 feet horizontally away from you if Archetype you have trained to become (choose from
it is Huge-sized or larger. Each creature can only be Adventurer, Mist’s Chosen, Samurai, Voice of Thunder,
pushed in this way once per turn. Warmaster, or other).
You have advantage on all Strength saving throws A subclass is a specialisation that grants you special
you would make. abilities at certain Fighter levels. For the rest of your
You can use any of the following Tactics: Fancy career, you gain each of your subclass’s features that
Footwork, Sweeping Strike, Takedown. are of your Fighter level and lower. This class’s

4 CLASS | THE STANCE FIGHTER


description tells you the levels when your subclass Stance Fighter
provides features.
Feat
Subclasses
Five subclasses for the fighter are presented below.
4th-level Stance Fighter feature These are:
When you reach 4th level, and again at 8th, 12th, 16th The Adventurer Archetype A daring fighter who lives
and 19th level, you can increase one ability score of by their wits and determination.
your choice by 2, or you can increase two ability scores The Mist’s Chosen Archetype A fighter who
of your choice by 1. As normal, you cannot increase an commands supernatural mists.
ability score above 20 using this feature. The Samurai Archetype A noble fighter whose
greatest weapon is their discipline and sheer
Extra Attack determination.
5th-level Stance Fighter feature
The Voice of Thunder Archetype A fighter who holds
a position of authority and imbues their voice with
You can attack twice, instead of once, whenever you magic.
take the Attack action on your turn. The Warmaster Archetype A fighter who is a master
The number of attacks increases to three when you tactician and battlefield commander.
reach 11th level in this class and to four when you reach
20th level in this class.
Indomitable
9th-level Stance Fighter feature
When you fail a saving throw, you can use this feature to
add one roll of your tactical die to the result, potentially
turning turning the failure into a success.
You regain the use of this feature when you finish a
short or long rest.
Unconquerable
18th-level Stance Fighter feature
When you use your Second Wind feature, you regain the
use of your Indomitable feature.
Epic Boon
20th-level Stance Fighter feature
You gain the following benefits:
Ability Score Increase. Choose your Strength or
Dexterity score. That score increases by 2, and its
maximum is now 30.
Epic Boon Feat. You gain the Epic Boon of Recovery
or another Epic Boon feat of your choice.

CLASS | THE STANCE FIGHTER 5


Adventurer Audacity
You set out to see the world and uncover its mysteries; 3rd-level Adventurer feature
to attain greater fame, status and fortune for yourself; to You gain one audacity in the following situations:
test your mettle and experience the thrills that come
with charging headlong into danger; as well as to forge When you finish a long rest.
uncountable new friendships, and maybe even win a few When you roll initiative at the start of combat.
hearts along the way. You have discovered that things When an enemy misses you with an attack.
work differently in the real world from how you had When you succeed on a saving throw.
imagined them back when you were a naïve child, seen
wonders that you never could have dreamed of, and had You can hold up to three instances of audacity at a
a few more close calls than you would care to admit. time. Any audacity that isn’t used by the time you finish
You have lived, you have laughed, you have wildly your next long rest is wasted.
celebrated success and tasted the bitterness of crushing Immediately before making an attack roll or ability
defeat, you have been taught a few important tricks and check, if you can add your proficiency bonus to the roll,
dodges by both friend and adversary alike, and in some you can spend your audacity to gain advantage on that
cases have had to mourn their passing. But in spite of it attack roll or ability check.
all, you are still here, your plucky wanderlust has never
dimmed, because you trust in your luck and know that Camaraderie
out here in the world are opportunities for you to really
make something of your life. You simply can’t go back to 6th-level Adventurer feature
a quiet life, because if you did you know for certain that When you use your Second Wind feature, you can
you’d spend all of your time wondering what you were choose to call out to a single creature within 30 feet of
missing out on. Your life’s next big adventure awaits, you that you can see. If the target can both see and hear
and you’re marching forth boldly to meet it. you and is not incapacitated, it can choose to regain the
same number of hit points that you do from your
Adventurer feature.
Class Level Features
3rd Adventuring Experience, Audacity Back in Action
6th Camaraderie
10th Back in Action 10th-level Adventurer feature
14th Never Give Up When you use your Second Wind feature, in addition to
the normal benefits you gain from that feature, you can
Adventuring Experience also choose to immediately take one of the following
actions of your choice once as a free action: Dash,
3rd-level Adventurer feature Disengage, Help, Hide, or Use an Object.
You’ve been to strange places, met lots of interesting
people, have gotten yourself into trouble more than once Never Give Up
and learned a lot of valuable lessons along the way,
granting you the following benefits: 14th-level Adventurer feature
At the start of each of your turns, if you have no more
You can speak, read and write two additional than half of your hit points remaining, you regain a
languages. number of hit points equal to one roll of your tactical die
You recall a useful skill you’ve picked up during your + your Constitution modifier. You do not gain this
time adventuring. When you gain this feature upon benefit while you have 0 hit points.
reaching 3rd level in this class, and subsequently
whenever you finish a long rest, you gain proficiency
in any one skill of your choice, which lasts until the
end of your next long rest.

6 SUBCLASS | THE ADVENTURER


Mist’s Chosen Until the start of your next turn, the area of magical
You have a strange connection to eerie otherworldly mist is heavily obscured.
mists that possess some degree of sentience, as they Until the start of your next turn, the area of magical
respond to your intent and in some cases even mist is lightly obscured.
communicate with you through misty visions and Until the start of your next turn, the area of magical
imparted feelings and memories. mist is lightly obscured, but all creatures inside of
How you came by this power can vary. Perhaps you the area of magical mist are considered to be heavily
breathed in the incense vapours of a djinn’s magical obscured to creatures that are outside of it.
censer, and the spirits within those vapours continue to At the start of your turn, you can move the sphere of
serve you loyally to this day? Perhaps it is a gift that was magical mist up to 10 feet in a direction of your
imparted to you by the enigmatic spirits of the fey, who choosing.
have granted you mastery over this mysterious The effect of the magical mist is temporarily
phenomenon of the natural world? Perhaps they were suppressed in a space where a wind of moderate or
granted to you as a blessing by a forlorn and greater speed (at least 10 miles per hour) is present, but
sentimental goddess of death, garbed entirely in black, as long as the duration has not expired, the mist
whose designs upon the material world remain a reforms in that space as soon as the wind ceases.
mystery even to her most devout followers? Or maybe You can use your bonus action in this way twice,
you happened to have been transported via supernatural regaining all expended uses when you finish a short or
mists into a realm of darkness, designed long ago to long rest.
imprison ancient evils, and the mists now seem to have
a purpose in mind for you in particular? Whatever the Mist Walker
case, the mists are now yours to command. 6th-level Mist’s Chosen feature
Mist’s Chosen Your increased mastery over the mists at your
Class Level Features command grants you the following benefits:
3rd Ghostly Strike, Spectral Mist
You and anything that you are wearing, carrying or
6th Mist Walker
dragging can move through a space as narrow as 1
10th Shelter of the Mists
inch wide without squeezing, as you appear to briefly
14th Devouring Mists
take on the properties of mist.
Ghostly Strike You have advantage on Constitution saving throws to
maintain concentration upon your Spectral Mist
3rd-level Mist’s Chosen feature feature.
When you spend a tactical point, you briefly imbue your On your turn, if you are within an area that is
weapon with with ghostly energy. The next time you affected by your Spectral Mist feature, you can
attack a creature with a weapon you wield before the magically teleport to any unoccupied space that is
end of your next turn, the target’s AC against the attack also within an area affected by your Spectral Mist
is treated as though it was equal to 10 + the target’s feature as a free action.
Dexterity modifier, and if the attack hits, the target takes Shelter of the Mists
extra radiant damage equal to one roll of your tactical
die. 10th-level Mist’s Chosen feature

Spectral Mist If a creature that is within the area affected by your


Spectral Mist feature would suffer damage from an
3rd-level Mist’s Chosen feature attack, spell or effect that does not kill the creature
You can use your bonus action to create a 20-foot-radius outright, you can use your reaction to cause that
sphere of magical mist centred on a point within 60 feet creature to instead take no damage from the attack,
of you. The sphere of magical mist spreads around spell or effect and vanish from its current plane of
corners, and it lasts for 1 minute, or until you lose existence, appearing in the Ethereal Plane (this effect
concentration (as though concentrating on a spell). fails if the target was already on that plane). If you
When you use this feature, and at the start of each of change your plane of existence by using this feature, it
your turns, you can choose for the mists to have one of does not break your concentration on your Spectral
the following properties: Mist feature. At the start of the vanished creature’s next
turn, it can return to an unoccupied space of its choice

SUBCLASS | THE MIST'S CHOSEN 7


that is within the area of your spectral mists. If no
unoccupied space is available within that area, it instead
appears in the nearest unoccupied space of its choice to
the one it vanished from.
You can use this feature twice, regaining all expended
uses when you finish a short or long rest.
Devouring Mists
14th-level Mist’s Chosen feature
You use your fighting skills to distract an enemy that
has wandered into your domain just long enough for the
mists to encircle it and transport it to an ethereal misty
prison where it can be contained.
When you hit a creature that is within the area
affected by your Spectral Mist feature with a weapon
attack, you can force the target to make a Charisma
saving throw against your fighter save DC. On a failed
save, the creature vanishes from its current plane of
existence, appearing in a harmless demiplane, and it is
restrained and incapacitated while it remains there.
While inside this demiplane, the creature can be seen
and heard by creatures that are on the Ethereal Plane,
the creature seeming to reside in the space in which it
vanished, but it cannot be interacted with on the
Ethereal Plane in any other way. The creature remains
in the harmless demiplane until the Spectral Mist ends,
or until you cause it to reappear as a bonus action.
When the creature reappears, it does so in the nearest
unoccupied space to where it vanished of its choosing.
You regain the use of this feature when you finish a
short or long rest.

8 SUBCLASS | THE MIST'S CHOSEN


Samurai Tireless Spirit
A samurai is a warrior of the nobility, trained from birth 10th-level Samurai feature
to master the art of war and live up to the duties and When you roll initiative and have no uses of Spirit of the
expectations of their family and the feudal lord their Samurai remaining, you regain one use.
family serves. They are known for their unbreakable
warrior spirit, their fanatical devotion to those whom Spirit of War
they have sworn oaths of loyalty to, their fierce sense of
honour and pride, as well as their supreme willpower 14th-level Samurai feature
and self-control. When you use your Spirit of the Samurai feature, you
By holding absolute unwavering conviction in their can make one weapon attack as part of the bonus action
duty, a samurai is relentless in the pursuit of their to use the feature.
objectives, a truly fearsome opponent who will give their
enemies no quarter and fight to the last breath for what
they believe in.
Samurai
Class Level Features
3rd Spirit of the Samurai, Unquestionable Loyalty
6th Courtly Discipline
10th Tireless Spirit
14th Spirit of War

Spirit of the Samurai


3rd-level Samurai feature
You can use your bonus action on your turn to grant
yourself a number of temporary hit points equal to 2 +
your fighter level. When you do so, you also gain
advantage on weapon attack rolls until the end of the
current turn.
You can use this feature three times, and you regain
all expended uses of it when you finish a long rest.
Unquestionable Loyalty
3rd-level Samurai feature
When an allied creature that you can see is reduced to 0
hit points or dies, you can use your reaction to make one
weapon attack with advantage. Once an allied creature
triggers this reaction, that ally cannot trigger this
reaction again until you finish a long rest.
Courtly Discipline
6th-level Samurai feature
You take matters of social decorum with utmost
seriousness, amply demonstrating your sense of
honour, conviction, self-control and attention to detail in
everything you do, granting you the following benefits:
When you make a Charisma check, you can add your
Wisdom modifier to the roll.
You have proficiency in Wisdom saving throws. If
you already have this proficiency, you instead gain
proficiency in Intelligence or Charisma saving
throws (your choice).

SUBCLASS | THE SAMURAI 9


Voice of Thunder Court Representative
You trained to serve as the loyal vassal of a monarch, a 6th-level Voice of Thunder feature
noble house, a military order of knights, or some other You have learned how to more effectively conduct
institution of high authority. Appointing you to act as a yourself while serving at court and fraternising with
direct representative for such an esteemed personage, public officials, as well as how to navigate the web of
family or institution is a great honour that demonstrates intrigue you can expect to find in such places.
the level of trust that your superiors hold in you and You gain proficiency in two of the following skills of
your abilities, and this grants you a relatively free hand your choice: Animal Handling, Deception, Insight,
when pursuing negotiations with other parties and Intimidation, Performance, and Persuasion.
factions, and investigating matters of interest to those
you serve. Sculptor of Sound
What marks you out as different from an ordinary
emissary or herald is not only your prodigious ability as 10th-level Voice of Thunder feature
a warrior, but also the specialist training you have The magic of your voice grows in both power and
received in the arcane arts, using magic to amplify your subtlety, granting you the following benefits:
voice in such a way as to better deliver proclamations
and speeches, and effectively convey orders to any When you use your Thunder’s Roar feature to make
soldiers under your command in spite of the chaos and your voice magically boom up to three times louder
confusion of battle. You can even use this power in a than normal, you can also choose for your voice to
limited way as a direct weapon against your enemies, carry far and wide, allowing it to be clearly audible
deafening them and breaking their ranks with but a out to a range of up to 1 mile away from you.
single mighty utterance. When you cast the Thunderwave spell using your
Thunder’s Roar feature, you can choose for the area
Voice of Thunder
of the spell to become a 30-foot cone instead of a 15-
Class Level Features foot cube.
3rd Thunder’s Roar You can cast each of the following spells once
6th Court Representative without expending a spell slot or material and
10th Sculptor of Sound somatic components, regaining the ability to do so
14th Words of Authority when you finish a long rest: Pass Without Trace,
Silence, Suggestion, and Tongues.
Thunder’s Roar
When you cast a spell using this feature, you cast it at
3rd-level Voice of Thunder feature a spell level that is equal to half your fighter level, to a
You have been trained to serve as a trained envoy, maximum of 9th level. The spellcasting ability for these
issuing proclamations, meeting with diplomats, leading spells is either Strength or Charisma (your choice).
retinues of soldiers and using the magic of your voice to
ensure that your commands are able to be heard above Words of Authority
the din of battle. You gain the following benefits: 14th-level Voice of Thunder feature
You can make your voice magically boom up to three Whenever you reduce a hostile creature to 0 hit points
times louder than normal. or use your Action Surge feature, you can choose one
You can cast Thunderous Smite once without allied creature that you can see within 60 feet of you
expending a spell slot, regaining the ability to do so and call out to them. If that creature can both see and
when you finish a short or long rest. You deal hear you, they can immediately use their reaction to
additional damage with this spell equal to half your carry out one of the following options:
fighter level when you cast it using this feature.
You can cast Thunderwave once as a bonus action Use the Help action.
without expending a spell slot or somatic Make one weapon attack.
components, regaining the ability to do so when you Move up to half its speed without provoking
finish a short or long rest. opportunity attacks.
When you cast a spell using this feature, you cast it at In addition, you can cast Mass Suggestion once
a spell level that is equal to half your fighter level, to a without expending a spell slot or material components,
maximum of 9th level. The spellcasting ability for these regaining the ability to do so when you finish a long rest.
spells is either Strength or Charisma (your choice). When you cast a spell using this feature, you cast it at

10 SUBCLASS | THE VOICE OF THUNDER


a spell level that is equal to half your fighter level, to a
maximum of 9th level. The spellcasting ability for these
spells is either Strength or Charisma (your choice).

SUBCLASS | THE VOICE OF THUNDER 11


Warmaster Know Your Enemy
You have meticulously studied the art of war as 10th-level Warmaster feature
practiced throughout all of history by all of the greatest You have proficiency in the Insight skill, and your
battlefield commanders, mastered countless fighting proficiency bonus is doubled for any ability check you
techniques, learned how to best go about probing your make with the Insight skill. If you are already proficient
enemy for weaknesses, and know how to most in the Insight skill, you instead become proficient in one
effectively direct the soldiers under your command in of the following skills of your choice: Acrobatics, Animal
battle. Few can match your fighting skill and tactical Handling, Athletics, Intimidation, Perception, or
brilliance, allowing you to lead a party to overcome Survival.
overwhelming odds through cunning teamwork and In addition, once on your turn, when you hit a
steadfast discipline. creature with a weapon attack, you can choose to learn
Warmaster one piece of information about the target of your attack
Class Level Features
of your choice from the following list:
3rd History of War, Master of Tactics Its creature type and current number of Hit Dice.
6th Hybrid Stances Its current number of Hit Points and Hit Point
10th Know Your Enemy maximum.
14th Battlefield Commander Its Ability Scores.
Its Armour Class and which saving throws it is
History of War proficient in.
Which damage types it has immunity, resistance and
3rd-level Warmaster feature
vulnerability to.
You have proficiency in the History skill, and your Its current number of legendary resistances (if any).
proficiency bonus is doubled for any ability check you The details of one monster trait or action that the
make with the History skill. If you are already proficient DM believes is most useful for you to know about (if
in the History skill, you instead become proficient in one any).
of the following skills of your choice: Acrobatics, Animal
Handling, Athletics, Insight, Intimidation, Perception, or Battlefield Commander
Survival.
14th-level Warmaster feature
Master of Tactics Once on your turn, when you hit a creature with a
weapon attack, you can mark the target and coordinate
3rd-level Warmaster feature
with your allies to help bring them down. Once before
Your tactical point maximum increases by 3, and you the start of your next turn, apply one of the following
learn one additional fighting stance of your choice. effects:
In addition, when an allied creature that you can see
within 60 feet of you is in a situation where if you were When an allied creature forces the target that was
in their place you could use one of the tactics available marked by you to make a saving throw, you can roll a
to you via your stance, you can spend a tactical point d4 and subtract the number rolled from the marked
and use your reaction to allow them to use one of your target’s result.
tactics as though they were you and in your current When an allied creature makes an attack roll against
stance. The allied creature must be able to both see and the target that was marked by you, that attack roll is
hear you in order to use one of your tactics in this way. made with advantage.
Hybrid Stances
6th-level Warmaster feature
You can adopt up to two fighting stances that you know
and gain the benefits of both simultaneously. When you
use your bonus action to change a fighting stance that
you have adopted, choose one of the two stances that
you have adopted and replace it with a different one.

12 SUBCLASS | THE WARMASTER


List of Tactics Drive Back
You can use the tactics associated with the fighting When you hit a creature with a weapon attack or
stance you have adopted: unarmed strike, you can expend one tactical point to
attempt to drive the target back. You can roll your
Ambush tactical die and add the number rolled to the attack’s
Battle Cry damage roll, and the target must make a Strength
Commanding Presence saving throw. On a failed save, you can push the target
Distracting Strike up to 10 feet horizontally away from you if it is Large-
Drive Back sized or smaller, or you can push the target up to 5 feet
Fancy Footwork horizontally away from you if it is Huge-sized or larger.
Feinting Ploy
Goading Strike Fancy Footwork
Guard When you move, you can expend one tactical point.
Manoeuvring Strike Until the end of the current turn, you gain the following
Menacing Strike benefits:
Remarkable Athlete
Riposte Your speed increases by 10 feet.
Sapping Strike You can move through spaces occupied by hostile
Smash and Grab creatures as long as you do not end your turn there,
Sweeping Strike and it costs you no extra movement to squeeze, move
Swift Fling through difficult terrain, or move through spaces
Takedown occupied by other creatures.
Watchful Eye You can roll your tactical die, adding the number
rolled to your AC for the duration.
Tactics Details Feinting Ploy
Ambush When you miss with a weapon attack or unarmed strike
When you make a Dexterity (Stealth) check or an on your turn, you can immediately use your bonus
initiative roll, you can expend one tactical point to roll action and expend one tactical point to declare that the
your tactical die and add it to the result. attack was a deliberate feint. If you do so, you have
advantage on the next attack roll you would make
Battle Cry against the chosen target before the end of your next
As a bonus action, you can expend one tactical point to turn, and if that attack hits you can roll your tactical die
call out a battle cry that bolsters the spirits of yourself or and add it to the damage roll.
your companions. Choose yourself or an allied creature Goading Attack
other than yourself that can both see and hear you. The When you hit a creature with a weapon attack or
chosen creature gains a number of temporary hit points unarmed strike, you can expend one tactical point to
equal to one roll of your tactical die + your fighter level. attempt to goad the target into attacking you. You can
Commanding Presence roll your tactical die and add the number rolled to the
When you make a Charisma (Intimidation) check or an attack’s damage roll, and the target must make a
Charisma (Persuasion) check, you can expend one Wisdom saving throw. On a failed save, until the end of
tactical point to roll your tactical die and add it to the your next turn, the target cannot move further away
result. from you and has disadvantage on all attack rolls
against targets other than you.
Distracting Strike
Guard
When you hit a creature with a weapon attack or As a bonus action, you can expend one tactical point to
unarmed strike, you can expend one tactical point to roll your tactical die. Choose yourself or another
distract the creature, giving your allies an opening. You creature that you can see within 5 feet of you. The
can roll your tactical die and add the number rolled to chosen creature gains a bonus to their AC equal to the
the attack’s damage roll. The next attack roll against the number rolled until the start of your next turn.
target by an attacker other than you has advantage if the
attack is made before the start of your next turn.

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

14 LIST | BLOOD CURSES


Stance Fighter
Multiclassing
Should you wish to multiclass into a stance fighter, the
prerequisites and proficiencies gained are listed below.
Multiclassing Prerequisites:
Ability Score Minimum: Strength 13 or Dexterity 13
Multiclassing Proficiencies:
Light Armour, Medium
Proficiencies Gained:
Armour, Shields, Simple Weapons, Martial
Weapons.

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

You can do this with most of the subclasses. Choose


one of the subclass features to get rid of (usually either
the 15th or 18th, although sometimes 10th if that’s the
lamest one) and then restructure it to the 3rd-6th-10th-
14th format.

CLASS | ADAPTING OTHER


16 SUBCLASSES
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OGL LICENCE 17
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Copyright 2000, Wizards of the Coast, LLC. System
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The following items are designated Product Identity, as
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All trademarks, registered trademarks, propernames,
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