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SpellBlade Stances

SpellBlade Stances:

It takes an action to "enter" a stance on your turn, in order to maintain a stance you must spend a bonus action at the end of each turn to extend the effects until the end of your next turn.

Amber Azalea Stance

Prerequisite 13th level
While maintaining this stance, electric sparks pulse around you. At the start of your turn, you may cause creatures of your choice within 5ft to take 1d6 + spellcasting mod lighting damage
Amber Strike You envelope your strike with amber energy. When you hit with a melee attack, you may expend a spell slot, dealing d6 extra lighting damage per spell level. The target must make a constitution save vs your spell save dc or become restrained until the end of its next turn

Cleansed Mind Stance

Prerequisite 13th level
While maintaining this stance, you cant be charmed and you have advantage on wisdom saving throws
Mind Shattering Strike You envelope your strike with Psychic energy. When you hit with a melee attack, you may expend a spell slot, dealing d6 extra psychic damage per spell level. The target must make a wisdom save vs your spell save dc or become frightened until the end of its next turn.

Coiling Viper Stance

While maintaining this stance, the reach of your melee attacks increases by 5 feet and the range of your ranged attacks is doubled.
Venomous Strike You envelope your strike with poison. When you hit with a melee attack, you may expend a spell slot, dealing d6 extra poison damage per spell level. The target must make a Constitution save vs your spell save dc or become poisoned until the end of its next turn

Creeping Shadow Stance

Prerequisite 13th level
While maintaining this stance, you become incorporeal. You can move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are shunted into the nearest unoccupied space, and take 1d10 force damage.
Enervating Strike You envelope your strike with enervating energy. When you hit with a melee attack, you may expend a spell slot, dealing d6 extra cold damage per spell level. The target must make a Constitution save vs your spell save dc or suffer a level of exhaustion until the start of your next turn(this cannot push a creatures exhaustion beyond 5th level)

Crimson Moon Stance

Prerequisite 9th level
While maintaining this stance, magic can't put you to sleep and your hit point maximum cannot be reduced
Vampiric Strike You envelope your strike with Crimson energy. When you hit with a melee attack, you may expend a spell slot, dealing d6 extra necrotic damage per spell level. Furthermore you regain hit points equal to half the necrotic damage dealt.

Desert Wind Stance

Prerequisite 13th level
While maintaining this stance, attacks against you that rely on sight have disadvantage. If you take damage, you lost this benefit until the start of your next turn
Mirage Strike You envelope your strike with illusory energy. When you hit with a melee attack, you may expend a spell slot, dealing d6 extra psychic damage per spell level. The target must make a Intelligence save vs your spell save dc or become incapacitated until the end of its next turn

Fluid Ooze Stance

While maintaining this stance, you can't be restrained.
Corrosive Strike You envelope your strike with Vitriolic energy. When you hit with a melee attack, you may expend a spell slot, dealing d6 extra Acid damage per spell level. The target must make a dexterity save vs your spell save dc or nonmagical armor worn by the target takes a noncumulative -1 penalty to ac until the end of its next turn

Jade Lotus Stance

Prerequisite 5th level
While maintaining this stance, immediately after a creature misses you with an attack, you can move up to 5ft without provoking reaction attacks (no action required),
Jade Strike You envelope your strike with jade energy. When you hit with a melee attack, you may expend a spell slot, dealing d6 extra psychic damage per spell level. furthermore, a creature of your choice you can see within 30ft gains temporary hp equal to the psychic damage dealt.

Radiant Sun Stance

Prerequisite 9th level
While maintaining this stance, you and friendly creatures within 10ft of you have advantage on saving throws against being frightened
Radiant Strike You envelope your strike with Bright light. When you hit with a melee attack, you may expend a spell slot, dealing d6 extra radiant damage per spell level. The target must make a Constitution save vs your spell save dc or become Blind until the end of its next turn

Rising Phoenix Stance

While maintaining this stance, you gain a fly speed equal to your walking speed(hover) as long as you are within horizontal surface, such as the ground.
Ignited Strike You envelope your strike with scorching heat. When you hit with a melee attack, you may expend a spell slot, dealing d6 extra fire damage per spell level. The target must make a Intelligence save vs your spell save dc or gain the burning condition (d6) until the end of its next turn

Roaring Lion Stance

While maintaining this stance, you have advantage on strength saving throws
Thundering Strike You envelope your strike with sonic energy. When you hit with a melee attack, you may expend a spell slot, dealing d6 extra thunder damage per spell level. The target must make a strength save vs your spell save dc against being pushed 10 feet away from you in a straight line, this creates an loud roaring noise audible up to 300 feet away

Ruby Rose Stance

Prerequisite 13th level
While maintaining this stance, a pulsing cloak of fire envelops you. Whenever a creature within 5 feet of you gits you with an attack, a thorn of flame burst from the cloak and the attacker takes fire damage equal to 1d6+your spellcasting ability modifier.
Ruby Strike You envelope your strike with Ruby energy. When you hit with a melee attack, you may expend a spell slot, causing thorny vines of fire to blossom beneath the target. The target and all creatures of your choice within 10feet of it must succeed on a dexterity save vs your spell save dc, taking d6 fire damage per spell level on failure or half as much on success.

Silver Raven Stance

Prerequisite 5th level
While maintaining this stance, creatures of your choice within 5 feet of you make their first melee attack on their turn with advantage.
Warmaster's Strike You envelope your strike with great force and issue a swift command. When you hit with a melee attack, you may expend a spell slot, Choose a number of creatures you can see within 5 feet of the target, up to the level of the slot. The chosen creatures can use their reactions, if available to make a melee weapon attack against the target.

Sky's Veins Stance

While maintaining this stance, your speed increases by 10 feet
Shocking Strike You envelope your strike with static energy. When you hit with a melee attack, When you hit with a melee attack, you may expend a spell slot, dealing d6 extra lightning damage per spell level. The target must make a constitution save vs your spell save dc or be unable to take reactions until the end of its next turn.

Steel Warden Stance

Prerequisite 5th level
While maintaining this stance, hardened mana begins to cover your body, reducing physical damage you take by your spell casting modifier
Iron Strike You condense the energy of your strike to be as hard as iron. When you hit with a melee attack, When you hit with a melee attack, you may expend a spell slot, dealing d6 extra bludgeoning damage per spell level. The target must make a constitution save vs your spell save dc or be stunned until the end of its next turn.

War Sage Stance

Prerequisite 9th level
While maintaining this stance, you have advantage on Constitution saving throws that you make to maintain concentration on an effect.
Disjecting Strike You weaken the targets connection to magic. When you hit with a melee attack, you can mark the target by expending a spell slot, the first spell the target casts within the duration of the mark (1 minute) it must succeed on a concentration check with a dc equal to your weave knight spell save dc plus the level of the spell slot you expended, or the spell fails and the slot is lost. If you use this strike again while another mark is active, the prior mark fades early.

Winter Wolf Stance

While maintaining this stance, you have advantage on the first melee attack roll you make on your turn if at least 1 ally is within 5ft on the target, and the ally isnt incapacitated.
Frigid Strike You envelope your strike in frost. When you hit with a melee attack, When you hit with a melee attack, you may expend a spell slot, dealing d6 extra cold damage per spell level. The target must make a constitution save vs your spell save dc or have its speed reduced to 0 until the end of its next turn.

Other stances (Non Finished)
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Barrier

With your arms crossed and your sword at a low angle, this stance is rather defensive and augments abjuration magic.
- When you cast an abjuration spell of 1st-level or higher, you gain resistance to one damage type of your choice until the start of your next turn.
- You gain a +1 bonus to your Armor Class.
- You can take the Shove action as a bonus action.
At 10th level while in this Stance, you 10 temporary hit points at the end of each of your turns.

Fool

In this guard, your weapon only covers your legs, leaving your upper body exposed. This entices your opponent to attack you, and lends itself to enchantment magic.
- When you cast an enchantment spell of 1st-level or higher, one of the spell's targets of your choice must make it's saving throw with disadvantage.
- When a creature misses you with a melee attack, you can make a melee attack against that creature as a reaction.
- You have advantage on attack rolls against creatures smaller than you.
At 10th level while in this Stance, you can, as a bonus action, cause a creature within 30 feet of you that can hear and understand you to take 1d12 psychic damage.

Key

You keep your weapon close to you, arms crossed, point forward. This position is versatile, and channels all schools.
- Your Spell Attack bonus and wizard Spell Save DC increase by 1.
- You have advantage on ability checks and saving throws to avoid being restrained or grappled.
- You can switch to another Stance at no action cost once per round.
At 10th level while in this Stance, you gain the 10th level benefit of any other stance you know.

Longpoint

Arms outstretched, point forward, focused on the enemy at hand. This guard excels in the area of divination magic.
- When you cast a divination spell of 1st-level or higher, you learn one damage resistance, immunity, or vulnerability of any creature you can see.
- When a creature leaves your melee range, you may make a melee attack against them as a reaction.
- You can take the Disengage action as a bonus action.
At 10th level while in this Stance, as a reaction to an attack roll, ability check, or Saving throw being made, you can give the roll Advantage or Disadvantage.

Near

With your blade close to your side and slightly behind you, this stance hides your intentions, enhancing illusion magic.
- When you cast an illusion spell of 1st-level or higher, the next attack roll made against you has disadvantage.
- attacks not made on your turn are at advantage.
- As your knowledge check, you can make a Dexterity (Deception) check against another creature's Wisdom (Insight) check. On a success, your next weapon attack against that creature is made with advantage.
At 10th level while in this Stance, the first attack roll you make every turn is made with advantage.

Ox

You keep your weapon high and to one side, point straight toward your target. This stance gives you many different ways to attack or block and amplifies your transmutation magic.
- When you cast a transmutation spell of 1st-level or higher, you can use your spellcasting ability in place of Strength on Strength ability checks until the start of your next turn.
- You gain a +2 bonus to your weapon attack rolls.
- When you make a weapon attack and miss, you can make another attack at disadvantage at no action cost once per turn.
At 10th level while in this Stance, all creatures of your choice within 20 feet of you gain a +10 to movement speed.

Plow

With the handle of your weapon down at your hip, and the point up near your face, channeling conjuration magic.
- When you cast a conjuration spell of 1st-level or higher, you can teleport a number of feet up to 5 x your Proficiency bonus at no action cost.
- When you enter into melee range with an enemy creature, your first attack against it is made at advantage.
- When you score a critical hit, you can make an additional weapon attack against the same target at no action cost.
At 10th level while in this Stance, you can increase your melee range by 20 feet for one attack per turn.

Roof

In this stance you have your blade above your head, with the hilt forward, ready to perform a downward cut. This guard lends itself to necromancy magic.
- When you cast a necromancy spell of 1st-level or higher, you regain 1 expended hit die.
- You have advantage on weapon attack rolls against creatures larger than you.
- Your attacks score critical hits on rolls of 19 or 20.
At 10th level while in this Stance, necrotic damage you deal inflicts anti heal of the same amount until the start of your next turn.

Wrath

You keep your blade over your shoulder and mostly behind you. Your cuts from this position are predictable, but powerful. This guard excels in evocation magic.
- When you cast an evocation spell of 1st-level or higher, you can add your Spellcasting ability Modifier to the damage roll.
- Your weapon attacks gain a +2 bonus to damage.
- Creatures of your choice within 20 feet of you have disadvantage on Saving throws against being frightened.
At 10th level while in this Stance, your evocation spells ignore resistance and treat immunity as resistance.


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