Martial Arts with Style

by Lucritius

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Martial Arts with Style

Introduction to Stances

Monks are easily the most unique martial class in 5th edition D&D. The idea of a highly mobile striker who's body is their weapon is appealing to many players. However, more experienced players may notice a few annoying limitations with the class holding back its full potential: A lack of meaningful choices during character creation, reliance on an often limited ki pool, and a disappointing progression in the higher tiers of play.

This supplement introduces the idea of combat stances to the monk to elegantly address all these concerns at once, and more. These stances are comparable to the fighting styles employed by a fighter, except specifically tailored to enhance the monk's unarmed attacks and abilities, and offer interesting decisions for a monk player both during character creation and in combat.

About this Supplement

Playing a purely unarmed monk in 5th edition is difficult. Not only do most weapons deal straight up more damage, there is also much more variety among different weapons compared to the simple unarmed strikes. At higher levels, this issue is flipped on its head: Due to the Martial Arts die scaling, weapons become all but irrelevant, as now both unarmed strikes and weapons start to use the same damage die for their damage rolls.

Combat stances offer a way to address these issues. Each stance grants access to a stance strike - a uniquely flavored unarmed attack that is capable of competing with most weapons. In addition, many stances add additional effects to their stance strikes, ensuring that each stance strike continues to feel unique even once Martial Arts die scaling causes them to deal the same amount of damage.

Stances offer more than special unarmed attacks, however. Each stance grants the monk access to a distinct set of abilities, with many of them opening up entirely new playstyles for the monk. Monks can seamlessly shift between any stance they know, which rewards tactical thinking and creates lots of opportunities to combine stance effects in creative ways!

Combat Stance Basics

Presented in this supplement are a variety of ways for monk characters to gain access to combat stances - special styles of combat that provide the monk with a unique unarmed attack in addition to a number of other benefits. All stances use the following basic rules:

Learning Stances. A monk can gain access to combat stances in one of three different ways: By taking the Way of Many Styles monastic tradition, through a set of optional class features, or through the Stance Adept feat. The GM may introduce additional ways for a monk to learn combat stances.

Combat Stances. Whenever you learn a combat stance, you can select any stance of your choice detailed in the "Combat Stances" section below. Some stances require you to have a high enough monk level in order to learn them.

When you assume a combat stance, you gain access to its stance strike, as well as a number of additional benefits. If a stance calls for a saving throw, it uses your ki save DC.

Switching Stances. You can assume a combat stance you know as a bonus action. You can only benefit from one stance at any given time - if you assume a different stance, you immediately lose all benefits of your previously assumed stance. When you use Flurry of Blows, Patient Defense or Step of the Wind, you can assume a different combat stance as part of the same bonus action, benefiting from the new stance immediately.

Stance Strikes. Stance strikes are special melee weapon attacks that require at least one free hand to perform. They count as simple melee weapons for you, and you add your Strength or Dexterity modifier to the attack and damage rolls when you attack, as normal. All stance strikes count as monk weapons for you, and as such may use your Martial Arts die in place their normal damage dice.

When you gain the Ki-Empowered Strikes ability at 6th level, your stance strikes also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Stance Strikes vs. Monk Weapons

Stance Strikes not only match most weapons in power, many combat stances specifically require stance strikes to be used. As such, a monks that want to use weapons may find themselves at a disadvantage.

At the end of this document, you'll find a simple set of rules that allow monks to use weapons instead of stance strikes and still gain the full benefits of any combat stances they know.

This allows monks to choose if they prefer using weapons or stance strikes, with both being equally viable.

Combat Stances

For centuries, great martial artists have looked to nature and the multiverse to find inspiration in battle. Countless monastic and contemplative orders have crafted intricate unarmed fighting styles based on the deadliness and grace of natural and supernatural creatures. The resulting combat stances require immense discipline and training to master, but reward practitioners with the unmatched agility and power of the creatures they were inspired by.

Combat Stance Summary
Stance Name Stance Strike Enhances Ki Power
Crane Stance 1d6 bludgeoning -
Kraken Stance 1d10 bludgeoning Flurry of Blows
Mantis Stance 1d8 bludgeoning Patient Defense
Monkey Stance 1d8 bludgeoning -
Snake Stance 1d4 piercing -
Tiger Stance 1d8 slashing Step of the Wind
6th-level
Dragon Stance 1d10 slashing Flurry of Blows
Phoenix Stance 1d6 fire Flurry of Blows
Shadow Stance 1d8 necrotic Step of the Wind
Trickster Stance 1d6 psychic Patient Defense
11th-level
Chronos Stance 1d8 force Flurry of Blows
Tempest Stance 1d8 lightning Step of the Wind
Titan Stance 1d12 bludgeoning Flurry of Blows

Crane Stance

The stance of the crane involves standing with arms stretched out in imitation of a crane, and focuses on agile, defensive motions.

Stance Strike: Your stance strikes deal 1d6 bludgeoning damage.

Benefits: When you make a stance strike against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Additionally, if a creature you can see hits you or a creature within 5 feet of you with an attack, you can use your reaction to interpose your arm in the way of the attack. The target gains a bonus to its AC against the attack equal to one roll of your Martial Arts die, potentially turning the hit into a miss.

Kraken Stance

The stance of the kraken employs various grabs and holds in order to restrict their opponent's movements.

Stance Strike. Your stance strikes deal 1d10 bludgeoning damage.

Benefit. You can use your Wisdom modifier, in place of your Strength modifier, for any Strength check you make as part of a contest in combat, such as grappling or shoving a creature. Once per turn when you hit a creature with one of the attacks granted by your Flurry of Blows, you may immediately make an attempt to grapple the target. In addition, you have advantage on stance strikes you make against creatures grappled by you.

Mantis Stance

The stance of the mantis employs a defensive style, keeping arms close to the body. Practitioners are able to shield vulnerable parts of their body while punishing their opponent's attempts to approach.

Stance Strike: Your stance strikes deal 1d8 bludgeoning damage.

Benefits: When you use your Patient Defense, your stance strikes deal extra damage equal to your Martial Arts die until the start of your next turn. In addition, if you move no more than 5 feet on your turn, other creatures provoke an opportunity attack from you when they enter your reach.

Monkey Stance

The stance of the monkey involves agile movements across the whole body. Practitioners can dash in and out of combat while hampering their opponents with well-placed strikes.

Stance Strike: Your stance strikes deal 1d8 bludgeoning damage.

Benefit: Once per turn when you hit a creature with a stance strike, you can reduce that creature's speed by 10 feet until the end of your next turn. In addition, at the end of your or another creature's turn, you can use your reaction to immediately move up to half your speed. This movement doesn't provoke opportunity attacks.

Snake Stance

The stance of the snake involves quick, shifting movements. Practitioners raise their hands like the venomous fangs of a snake, ready to take advantage of any openings in their opponent's defenses.

Stance Strike: Your stance strikes deal 1d4 piercing damage.

Benefits: Creatures you can see that end their turn within your reach provoke an opportunity attack from you if they haven't attacked you or forced you to make a saving throw on their turn. In addition, once per turn when you hit a creature with your stance strike, you can cause your ki to act as a deadly venom to the target. The creature must succeed on a Constitution saving throw or take poison damage equal to two rolls of your Martial Arts die.

Tiger Stance

The stance of the tiger imitates the power and fury of an apex predator. Practitioners use their hands like claws, charging into battle and quickly overwhelming their foes.

Stance Strike: You stance strikes deal 1d8 slashing damage.

Benefits: When you use Step of the Wind and end your movement next to a creature, you can make an attack with your stance strike against that creature. Your speed is then 0 until the end of your turn. Additionally, each time you hit a creature with two stance strikes on the same turn, it must succeed on a Strength saving throw or be knocked prone.

Dragon Stance

The stance of the dragon invokes the might of the dragons to empower the user's strikes. Practitioners usually assume an imposing stance with arms raised like dragon claws.

Prerequisite: 6th level.

Stance Strike: Your stance strikes deal 1d10 slashing damage.

Benefits: When you hit an enemy with a stance strike, you can push that enemy 5 feet away from you. Additionally, once per turn when you hit a creature with one of the attacks granted by your Flurry of Blows, you can attempt to intimidate that creature. The creature must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. A creature that succeeds on the saving throw can't be frightened by you again this way until you finish a short or long rest.

Phoenix Stance

The elemental stance of fire seeks to imitate the might of a raging phoenix. Practitioners are able to channel their ki to rain fire upon their enemies.

Prerequisite: 6th level.

Stance Strike: Your stance strikes deal 1d6 fire damage, and have the thrown (20/60) property.

Benefits: You can use your stance strikes as thrown weapons, scorching distant enemies with motes of fire. When you use Flurry of Blows, you can replace one or both of the unarmed strikes with stance strikes. In addition, when a creature makes a melee attack against you, you can use your reaction to deal fire damage to the attacker equal to one roll of your Martial Arts die.

Shadow Stance

The stance of the shadow mixes martial combat with various shadow arts. Practitioners can meld into the shadows and incapacitate their foes with life-draining strikes.

Prerequisite: 6th level.

Stance Strike: Your stance strikes deal 1d8 necrotic damage.

Benefits: Creatures damaged by your stance strikes can't regain hit points until the start of your next turn. When you use Step of the Wind, you transform into an amorphous shadow until the end of your turn, or until you make an attack or cast a spell. While you are in shadow form, you are invisible, and can fit through spaces as narrow as 1 inch wide without squeezing.

Trickster Stance

The stance of the trickster mimics the mischievous trickery of wild fey creatures. Practitioners befuddle their opponents with false strikes and can flicker out of the way of incoming attacks.

Prerequisite: 6th level.

Stance Strike: Your stance strikes deal 1d6 psychic damage.

Benefits: Creatures damaged by your stance strikes can't take reactions until the end of your next turn. Additionally, when you use your Patient Defense, you can attempt to conceal your true location. Once before the start of your next turn, when a creature misses you with an attack, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see. You can use an action to trigger this teleport early, without requiring your reaction.

Stance Strikes and Magic Items

Because stance strikes are a new concept introduced by this supplement, there are no official magic items to support them. Consider allowing magic items that enhance unarmed strikes to apply their effects to stance strikes as well.

Alternatively, you can convert existing magic weapons into gauntlets or brass knuckles that apply their effect to stance strikes when worn. A Flame Tongue could become a pair of gauntlets that coat the wearer's fists in flames when worn!

Chronos Stance

The stance of chronos involves tethering the user's ki to the essence of time. Practitioners can perform minor time jumps or freeze their opponents in time.

Prerequisite: 11th level.

Stance Strike: Your stance strikes deal 1d8 force damage.

Benefit: As an action, or when you hit a creature with a stance strike on your turn, you can teleport to an unoccupied space that you have occupied at some point during your turn. Additionally, once per turn when you hit a creature with one of the attacks granted by your Flurry of Blows, you can attempt to put that creature into a temporal stasis. The creature must succeed on a Charisma saving throw or be paralyzed until the end of your next turn or until it takes any damage. While paralyzed in this way, the creature is not affected by gravity and can't be moved in any way. A creature that succeeds on the saving throw can't be put into temporal stasis by you again until you finish a short or long rest.

Tempest Stance

The elemental stance of storms involves channeling the power of a raging thunderstorm through the user's ki, allowing practitioners to soar into the air and stun enemies with the force of a thunderclap.

Prerequisite: 11th level.

Stance Strike: Your stance strikes deal 1d8 lightning damage.

Benefits: Once per turn, when you hit a creature with a stance strike and use your Stunning Strike, the creature takes additional thunder damage equal to two rolls of your Martial Arts die. In addition, when you use Step of the Wind, you summon winds to carry you into the air, giving you a flying speed equal to your walking speed until the end of your turn.

Titan Stance

The stance of titans invokes the might of powerful primordial beings through the user's ki. Practitioners stand as firm as the mountains, able to cause tremors just by stomping the ground.

Prerequisite: 11th level.

Stance Strike: Your stance strikes deal 1d12 bludgeoning damage.

Benefits: You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws, and whenever you would be moved against your will, you can use your reaction to remain firmly in place and become immune to being moved in the same way until the start of your next turn. When you use your Flurry of Blows, you can forgo one of the attacks to create a tremor by stomping the ground. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature takes bludgeoning damage equal to two rolls of your martial arts die and falls prone. On a success, it takes half as much damage and doesn't fall prone.

Tip: Tactical Stance Changes

When using Flurry of Blows, Patient Defense or Step of the Wind, you have the option to change your assumed stance without needing to use a bonus action. Because the stance change happens instantly, right before you use the ki power, you can take full advantage of the new stance right away:

  • After making an attack using Snake Stance to trigger its poison effect, you can switch to Crane Stance to also make use of its defensive benefits.
  • If you switch to Tiger Stance by using Step of the Wind, you can immediately make use of the additional attack it grants.
  • By using Patient Defense at the start of your turn, you can switch to Mantis Stance before you attack, allowing you to benefit from the stance's damage bonus.

Way of Many Styles

Monks of the Way of Many Styles seek to become the ultimate masters of unarmed combat. To achieve this, they travel the world to learn techniques under different masters, practicing multiple combat stances to fluently switch between in the midst of battle. These monks understand that relying on the same techniques might not always be enough, and thanks to their varied combat training, make sure they always have the right tool for the job.

Martial Combat Stances

When you choose this tradition at 3rd level, you learn to assume various combat stances, which represent different techniques which you've mastered during your travels. You learn two combat stances of your choice, which are detailed under "Combat Stances" above. Refer to "Combat Stance Basics" on page 2 to see how stances function.

You learn an additional combat stance at 6th, 11th and 17th level. Each time you learn a new combat stance, you can also replace one combat stance you know with a different one you could learn at that level.

Versatile Training

By 6th level, you have picked up a variety of useful knowledge as part of your diverse training. You gain proficiency with two skills or tools (or one skill and one tool) of your choice.

Shifting Stance Feint

At 11th level, you learn to use stance changes to throw off your opponents. When you change your assumed combat stance, you have advantage on the next attack you make before the end of your turn, and if the attack hits, you deal extra damage to the target equal to two rolls of your Martial Arts die.

Stance Fusion

Starting at 17th level, when you change your assumed combat stance, you can select two combat stances to assume, rather than just one, gaining access to the stance strikes and benefits of both stances. You can use the stance strike of either combat stance for any effect that requires the use of a stance strike.

Stances for Any Monk

While the Way of Many Styles monastic tradition provides a steady access to the new combat stances, players may not be comfortable with being restricted to a single subclass to get to play with the new options, or maybe you even wished stances were part of the base monk class. The following section describes additional ways of implementing stances into your games, assuring that any monk who wants to dabble in stances has the opportunity to do so.

In addition, you will also find additional rules here to increase the versatility of combat stances even more, as well as guidance as to creating your own combat stances!

Stances as Class Features

Using the following optional class feature, you can make combat stances part of the base monk class, automatically granting access to combat stances at certain levels:

Martial Combat Stances

2nd-level monk feature
Your extraordinary training has allowed you to master a combat stance, a special technique that represents your preferred style of martial combat. You learn one combat stance of your choice, which are detailed under "Combat Stances" above. Refer to "Combat Stance Basics" on page 2 to see how stances function.

You learn an additional combat stance at 9th and 15th level. Each time you learn a new combat stance, you can replace one combat stance you know with a different one you could learn at that level.

Why grant Stances for free?

Introducing stances to the base monk class has several benefits. It not only allows players to play an effective unarmed monk right at level 2, it also provides a meaningful early specialization option that the monk class otherwise lacks, comparable to the fighting styles that many other martial classes gets access to.

The 9th and 15th level class features of the base monk are also among the weakest granted by the class, and learning additional combat stances is a great way to make those levels feel more substantial.

Integrating stances into the base monk class has the potential to have a noticeable positive impact on how it feels to create and play monk characters, without requiring any changes to the base monk class otherwise.

Stances as a Feat

A monk who merely wishes to dabble in stances can do so with the following feat. It can also be taken by monks who already have access to one or more combat stances and wish to expand their available options:

Stance Adept

Prerequisite: Ki feature
Your disciplined training has granted you access to a special style of fighting called a combat stance. You gain the following benefits:

  • Increase your Strength, Dexterity or Wisdom score by 1, up to a maximum of 20.
  • You learn one combat stance of your choice, which are detailed under "Combat Stances" above. You can only select a stance if it doesn't have a level prerequisite. Refer to "Combat Stance Basics" on page 2 to see how stances function.

Using Weapons with Stances

While stance strikes provide a great deal of variety to the otherwise simplistic unarmed strikes, their existence puts weapon using monks at a bit of a conundrum - because many stances require the use of stance strikes for their most useful benefits, using a weapon in combination with most combat stances comes with heavy restrictions. To lift these restrictions, you can use the following ruling to allow for greater compatibility of weapons with combat stances:

Stance Weapons

Whenever you learn a new combat stance, you may select one type of monk weapon you're proficient with to become the stance weapon of that combat stance for you. Because heavier weapons may be too sluggish to perform the quick movements required by some stances, the weapon must meet these criteria:

  • The weapon must be a melee weapon.
  • It must lack the two-handed and heavy properties.
  • The weapon's damage die must be equal or smaller than the damage die used by that stance's associated stance strike. For example, a shortsword (d6) can be chosen as the stance weapon for Shadow Stance (d8), but not as the stance weapon for Snake Stance (d4).

While you are wielding the stance weapon in one hand, melee attacks with that weapon count as stance strikes for the purposes of any stance effects that apply to stance strikes. When you change your assumed combat stance, you can also immediately draw its associated stance weapon.

If you select a stance weapon for a combat stance, you do not learn that stance's associated stance strike.

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