You draw up the dead to do your horrible bidding. Choose a number of squares equal to your Charisma modifier within 30 feet. These squares become occupied with shadowy apparitions, which have an AC equal to 10 + your Charisma modifier your Maneuver DC and 10 hit points.
As part of this stance, you trace a rune onto a melee weapon. Your mark is transferred to the next creature you successfully hit with the inscribed weapon. If the marked creature attempts to attack any other target but you, it takes force damage equal to your Intelligence modifier, regardless of whether the attack hits. This stance ends early if you wish to mark another creature or if the target is more than 30 feet away from you.
As a bonus action, you can mark a creature within 15 feet with a sigil. Alternatively, you may activate this stance by expending your reaction after dealing weapon damage, marking the creature you damaged. While a target is marked in this way, any attempt to use the Help action against that target is a bonus action, rather than an action. This stance ends early if you wish to mark another creature or if the target is more than 30 feet away from you.
Attack in Tandem
You and your animal companion must both take this stance to gain its benefits.
You command your animal companion to tactically lower its guard.
You command your animal companion to take a stance.
Flowing Steps Stance
You focus on moving so swiftly and with such subtlety that nothing can stop you.
You adopt a loose stance that gives you an extra bit of swiftness that can make all the difference in a fight or chase.
Your Speed increases by 5 feet.
Blinding Blow Stance
You pace your attacks in a disruptive flow that makes it easy to follow a strike with maneuvering that temporarily blinds your foes.
With practice and training you learn how to shut off your facial reactions amidst battle, taking on a passive countenance from which nothing can be easily gleaned.
You gain an expertise die on Deception and Sleight of Hand checks made in combat