Fighter Class
Combat Stances in wider swordplay originate as a derivative style inspired by the Lankman Rhythmic Duelling Structure, which is based on the concept of applying Musical Theory, Rhythm and Tempo, to develop fighting techniques. It is in-fact believed that the name of 'Combat Stances' is actually a mondegreen of the 'Combat Stanza' technique; which bears a striking resemblance to the 'Aggresive' Stance.
After years of joint but separated development, the Combat Stances have been adopted under the Umbrella of the Rhythmic Duelling Structure as a sub-technique. Though the wider world of Duelling has long adopted Combat Stances, the infamy and mystique of the Rhythmic Duelling Structure will continue to both intrigue, infuriate and inspire them.
Combat Stances are a Fighter Ability intended to create a more interesting experience both in & out of combat for Fighters. It is designed to give them a fun rock-paper-scissors style of combat against other Fighters, a broad utility kit when not, and enhance their roleplay ability.
Each Stance has a counterplay; where it is inherently weak to a Stance, and in turn strong against another.
Stances may be swapped between as a Bonus Action. Leaving a Stance will remove all negative and positive effects it grants.
The Aggressive stance is weak to the Defensive stance.
Damage dealt against a Character taking the Defensive stance will be halved; and they can parry your Successful Attacks.
The Aggressive stance is strong against the Dynamic stance.
You may perform Attack of Opportunity (AoO) against the Dynamic stance, and can ignore an additional (2) points of their AC (or EV).
When in Combat and using the Aggressive Stance:
Ignore (STR Modifier No.) Point(s) of AC from any foe.
Add your Weapon's Modifier Stat to your Damage roll Twice.
Damage from other creatures is multiplied by X1.5
When outside of Combat and using the Aggressive Stance:
Add your STR Modifier to any Intimidation Rolls you perform.
Gain proficiency in Perception.
Characters may find you uncomfortable to be around.
The Defensive stance is weak to the Dynamic stance.
You are unable to parry missed strikes from the Dyanamic stance.
The Dynamic stance is able to attack you additional times a turn.
The Defensive stance is strong against the Aggressive stance.
You take half damage from strikes by the Aggressive stance, and can parry them even when they land.
When in Combat and using the Defensive Stance:
Become Rigid . (Gain 2 Points of AC on your next turn, if you do not move during this turn.)
You may perform Attack of Opportunity on Creatures that move (willingly or not) within Melee range of your strikes.
As a Reaction, you may parry missed strikes against you for half your weapon's damage.
When out of Combat and using the Defensive Stance:
You may add your AC (or AR & EV) to rolls where a Character is attempting to use Charm, Intimidation or Deception on you.
You may perform Insight checks to determine if any & which Characters in a 5m radius have a weapon.
Gain proficiency in Insight.
Characters may attempt to frustrate, irritate, or fluster you into having a reaction or making a scene, for own amusement.
The Dynamic stance is weak against the Aggressive stance.
The Aggresive stance is able to perform Attack of Opportunity (AoO) against the Dynamic stance, and can ignore an additional (2) points of their AC (or EV).
The Dynamic stance is strong against the Defensive stance.
The Defensive stance is unable to parry your missed strikes.
The Dynamic stance is able to attack the Defensive stance (2) additional times a turn.
When in Combat and using the Dynamic Stance:
You can attack an opponent twice as much as normal.
Ignore Attack of Opportunity rules against you.
Apply (1d4)dmg Bleed for 1 Round for each successful attack.
Ignore an amount of Opponents AC (or EV) equal to your Proficiency Bonus.
Deal half as much Total Damage on your successful strikes.
When out of Combat and using the Dynamic Stance:
You are able to reroll failed Social rolls under a different skill. You can only apply your proficiency bonus to the first roll, any subsequent rolls cannot have proficiency bonus applied.
No-one will know how to treat you in a social setting, and will always treat you with a mild amount of distrust.
| Stance | Combat Effects | Roleplay Effects | Weakness | Strength |
|---|---|---|---|---|
| Aggressive | Ignore Points of AC from any foe, add your Weapon's Modifier Stat to your Damage roll Twice, Damage you take is multiplied by X1.5. | Add your STR Modifier to any Intimidation Rolls you Perform, Gain proficiency in Perception, Characters may find you uncomfortable to be around. | Defensive Stance | Dynamic Stance |
| Defensive | Gain Rigid, Attack of Opportunity on creatures that move within your striking range, Parry missed strikes against you for half damage. | Add your AC when resisting Charm or Intimidation or Deception, Insight checks to determine if any & which Characters in a 5m radius have a weapon, gain proficiency in Insight, Characters may attempt to frustrate or irritate or fluster you into having a reaction or making a scene. | Dynamic Stance | Aggressive Stance |
| Dynamic | Ignore Attack of Opportunity, attack twice as much, apply bleed on successful hits, Ignore AC, Deal half as much Total damage. | Reroll failed rolls using new skills without proficiency bonus, Characters treat you like a wild card. | Aggressive Stance | Defensive Stance |
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