Combat Stances

You adopt a particular style of fighting as your speciality, with the flexibility to shift your stance as the need arises.

When you gain this feature, you learn one stance of your choice, choosing from the list below. After this, each time your Proficiency Bonus increases, you learn one additional stance of your choice. Each time you learn a new stance, you can also replace one stance you know with a different one.

You can enter or change stance when you roll Initiative, or as a Bonus Action on your turn, choosing from your stances known. You can maintain only one stance at a time, and you lose any stance benefits while Incapacitated.

Archery

Fighter or Ranger only
You gain a +2 bonus to attack rolls you make with ranged weapons.  

Blessed Warrior

Paladin only
You learn two cantrips from the Divine spell list, which you can cast only while in this stance. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a paladin level, you can replace one of these cantrips with another cantrip from the Divine spell list.  

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.  

Cavalier

While you are riding a controlled mount, you and your mount gain a +1 bonus to AC.  

Defense

While you are wearing armor, you gain a +1 bonus to AC.  

Devoted Spirit

Paladin only
Once per turn when you hit a hostile creature with a melee attack, a creature you choose, other than you, within 30 feet of you gains Temporary Hit Points equal to your Charisma modifier.  

Druidic Warrior

Ranger only
You learn two cantrips from the Primal spell list, which you can cast only while in this stance. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a ranger level, you can replace one of these cantrips with another cantrip from the Primal spell list.  

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Interception

Fighter or Paladin only
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your Reaction to reduce the damage the target takes by 1d10 + your Proficiency Bonus (to a minimum of 0 damage). You must be wielding a shield or a melee weapon to use this reaction.  

Lightweight

While you are only wielding light weapons, your speed increases by 10 feet.  

Mariner

While you are not wearing heavy armor or a shield, you have a swimming speed equal to your walking speed.  

Protection

Fighter or Paladin only
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the attack roll. You must be wielding a shield to use this reaction.  

Thrown Weapon Fighting

Fighter or Ranger only
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.  

Two-Weapon Fighting

Fighter or Ranger only
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

Unarmed Fighting

Fighter or Ranger only
Your Unarmed Strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.  

Vanguard

Fighter or Paladin only
When you hit a creature with a melee attack, the next attack roll against that creature made by someone other than you has advantage. You must remain within 5 feet of the creature to grant this benefit.