Way of the Beast

Lore stuff lore stuff something or other they can swap between different stances to get different benefits different ways of learning this fighter subclass tend toward different combinations of stances

Features

Level Feature Name 3rd Stance Fighting 6th Exit Flourishes 11th Fluid Movements 17th Dual-Form

Stance Fighting

Beginning when you choose this martial archtype at 3rd level, you choose to learn 2 stances. You may enter or exit a stance, or switch between stances as a bonus action. If you are You learn an additional stance at 6th, 9th, 12th, 15th, 18th, and 20th levels. When you gain a level in this class, you may choose to forget one stance and learn another. Stances are listed in alphabetical order at the end of this document. If a stance requires a saving throw, your Stance Saving Throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. If you are knocked unconcious, you exit any stances you are in.

Exit Flourishes

Beginning at 6th level, when you exit a stance or switch from one stance to another, you may perform an Exit Flourish. Unless otherwise stated, performing an Exit Flourish expends 1 Ki point. Exit Flourishes are listed alongside their stance. You may perform an Exit Flourish even if you exit a stance by being knocked unconcious.

Fluid Movements

Beginnin at 11th level, switching between different stances has become completely natural to you. You may switch stances as a free action once on each of your turns.

Dual-Form

Beginning at 17th level, when you would exit a stance or switch from one stance to another, you may instead enter a second stance without exiting the first. You may only be in up to 2 stances at a time in this way. Additionally, once on each of your turns, when you perform an Exit Flourish that costs one or more Ki points, you may choose to perform it without expending any Ki points.

Stances

Wolf's Stance. While in this stance, you ahve advantage on opportunity attacks made with unarmed strikes. When you hit with an opportunity attack, you deal an additional Martial Arts die of damage. Exit Flourish. As you exit this stance, you let out an ear-piercing howl. Choose any number of creatures within 30 feet of you that can hear you. Each of those creatures must make a Wisdom saving throw or be frightened of you for one minute. A creature frightened in this way may re-make the saving throw at the end of each of its turns.

Hornet's Stance. While in this stance, your first attack roll each turn is made with advantage. Exit Flourish. When you exit this stance, you make a weapon attack against a creature you hit with an attack this turn. This attack scores a critical hit on a roll of a 19 or 20.

Cat's Stance. While in this stance, reduce falling damage you take by an amount equal to 5 times your monk level. When you use your Slow Fall feature while in this stance, you instead take no falling damage. Exit Flourish. When you exit this stance, you crouch down, ready to pounce. Until the start of your next turn, As a reaction to a creature you can see within 15 feet of you moving, you may leap up to 20 feet toward the creature and immediately make an unarmed strike against them.

Bird's Stance. While in this stance, you have advantage on perception checks that rely on eyesight and gain darkvision out to 30 feet. If you already have darkvision, its range extends by 30 feet. Exit Flourish. As you exit this stance, you analyze the every movement of a creature within 30 feet of you. The creature must make a Wisdom saving throw to avoid being analyzed. On a failed saving throw, you highlight the weaknesses in its form. Attack rolls made against the target are made with advantage until the start of your next turn.