Some combatants fight separately from others. In this system, Stances and Styles exist to accentuate those differences and allow each player to stand out from the other. Stances involve weapons and unarmed strikes, while Styles play off of ones particular expertise in skills or armor.
Stances
Stances are methods that effect your combat. There are two types:
Brawl Stances. Brawl stances are used for unarmed combat, much like martial arts.
Weapon Stances. Weapon stances are used for weapon combat, as you master various stances and methods of fighting utilizing a favored weapon of choice.
If you have a single Stance, it is considered always active while you are in combat, which you can benefit from during combat at any time. If you have multiple, you must declare what Stance you are starting with at the beginning of an encounter, and are able to switch between them as a bonus action, unless you have the "Stance Weaver" feature granted by Weapon Wielder.
Styles
Styles are considered a specialization, where you take your particular proficiencies and abilities and maximize their use in combat. They work in conjunction with Stances, allowing you to gain their benefit while also benefiting from a Stance.
Black Leg Stance
You have learned the famous Black Leg Style which is a style focused around swift and powerful kicks.
- Your Unarmed damage die becomes a d6 if it isn't already higher
- When you make an unarmed attack, you can spend your bonus action to make an additional unarmed attack
- Your Unarmed attacks are exceedingly swift. Unarmed damage made with the Attack and bonus actions are totaled before being applied to the target's damage reduction.
Boxing Stance
You are a master of lethal punches using the boxing style.
- Your Unarmed damage die becomes a d6 if it isn't already higher
- As an action, you can perform a Volley of Blows. Make a number of unarmed attacks equal to your proficiency bonus but the ability modifier you add to attack rolls is halved (rounded down). Per successful hit you ignore 1d4 DR, and the die size increases for each consecutive unarmed hit as a part of this action. It resets back to 1d4 on a miss or at the end of your turn.
Dragon Claw Fist
Requires: Level 5, Strength 18
Utilizing the full force of your fingers and striking the core of your targets, masters of this style are capable of crushing just about anything with the claws of dragons.
- Your bare hands become powerful weapons capable of crushing anything in their path. Your unarmed damage die size increases by 1 while not wielding a weapon in either hand. If you only deal your Strength modifier in damage with Unarmed Strikes, you instead take the minimum Die available, which would be a D8. (D8 min, 2d6 max) and your unarmed attacks are always considered to have the siege property.
- After successfully striking an enemy, you can attempt to grapple them with advantage. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses on a short or long rest.
- Additionally, while grappling a target, they start their turns taking 1d4 bludgeoning damage. This damage ignores DR.
Drunken Fist
You have learned to enter an irregular and erratic fighting style. Attacking with no warning and defending with unconventional motions.
- Your Unarmed damage die becomes a d6 while not wielding a weapon in either hand.
- While you are not wielding a weapon in any hand you can, you can, as a reaction to being targeted by a Melee or Ranged attack, take the Dodge action, if an attack hits you while dodging, you lose the benefits of Dodge.
- When you strike a creature with an unarmed attack, increase your movement speed by 10 feet and you also gain the benefit of the Disengage action.
Fishman Jujutsu
You have learned the art of Fishman Jujutsu
- Your Unarmed damage die becomes a d6 if it isn't already higher
- You gain a bonus to any grapple or disarm checks equal to your Strength modifier and you increase your Swimming speed by 10ft
- You have advantage on unarmed strikes against a creature that has been grappled by you.
Hasshoken
You've learned to use the shockwave fighting style Hasshoken.
- Your unarmed attacks deal d6 when you aren't wielding any weapons
- When you land a critical hit, the enemy gains a rank of Bruised and you deal an additional unarmed dice.
- As a bonus action on your turn, you can reverberate shockwaves from your palm. When you make unarmed attacks during this turn you can subtract 1d4 from the enemies AC for each attack.
Jao Kun Do
You've learned the kick boxing style Jao Kun Do. Your rapid leg whips leave an enemy guessing on where your strikes will land.
- Your Unarmed damage die becomes a d6 while not wielding a weapon in either hand.
- Your standing and long jump distance is doubled while in this stance.
- When you take the attack action on your turn you can forgo one of your attacks to gain advantage on your next Unarmed attack. On a successful hit that attack deals double damage.
Jio Ken
The principle of cultivating and balancing one's own spiritual energy, to store up the energy and strength from their youth for future usage
- Your Unarmed Die becomes a d6 if it isn't already higher
- As an Action, when you aren't in combat you can convert 3 energy into 1 Hoken point, You can only have a number of Hoken Points equal to your Constitution modifier at once.
- You can spend the Hoken points as a bonus action to gain one of the following effects.
- Increase your unarmed damage die by one step for the next attack you make.
- Add an additional die of damage to your next unarmed brawl technique.
- End one physical status effect on yourself. If you have multiple ranks of a status effect, you remove one rank.
Okama Kenpo
Oh come my way! You've mastered the way of Okama Kenpo a style that mixes ballet and karate.
- Your Unarmed damage die becomes a d6 while not wielding a weapon in either hand.
- If you are not wielding a weapon in either hand, when you take the attack action you can target all creatures within melee range with your attacks. On a successful hit all targets take half damage from the attack.
- After you land a successful Unarmed attack while in this stance you may move up to 10ft without provoking attacks of opportunity.
Rope Action
You are a master of using ropes and chains in combat.
- Weighted Chains count as Unarmed attacks for you while you are in this stance and deal 1d6 damage.
- You may use 30ft or more of rope as if it were a Weighted Chain.
- When you use the Grapple or Trip properties of a Weighted Chain you can also deal the weapon's damage at the same time if the check is successful.
Shigan Kempo
Requires: Shigan Attunement, level 5
Your finger strikes are like that of a bullet. You've learned how to incorporate Shigan into your every day fighting style..
- Your unarmed damage die size increases by 1 while not wielding a weapon in either hand. (D6 min, 2d6 max)
- You can choose to have your unarmed strikes deal piercing damage, rather than slashing or bludgeoning damage.
- Your unarmed attacks ignore damage reduction equal to your Strength or Dexterity modifier, whichever is higher.
Tekkai Kempo
Requires: Tekkai Attunement, level 5
Your mastery of Tekkai is extraordinary, granting you mobility even under its effects.
- Your hits strike like iron. Your unarmed damage die size increases by 1 while not wielding a weapon in either hand. (D6 min, 2d6 max)
- You are impossible to stop completely. If a feature would reduce your movement speed, it reduces it by half as much. In addition, you can move at normal speed under the effects of the Tekkai technique.
- You gain B/P/S DR equal to 3 + your Strength or Constitution modifier, whichever is higher.
Wolf Fang Stance
You have learned to enter the aggressive and fast-paced Wolf Fang fighting stance. You fight with both hands as claws. Each strike aiming for a creature's sensitive organs attempting to cause bludgeoning damage on each strike.
- Your Unarmed damage becomes a d6 if it isn't higher.
- Your Unarmed strike gains Defensive weapon property.
- As an action, you perform the Wolf Fang Fist. Make two unarmed attacks, increasing your [Unarmed Damage] die by +1.
Sumo Stance
You have mastered the powerful and immovable techniques of sumo wrestling. You gain the following benefits while in this stance:
- Unyielding Strength: Your unarmed strikes deal 1d8 bludgeoning damage if they don't already deal higher damage.
- Immovable: You have advantage on checks and saving throws to avoid being grappled or moved against your will. Additionally, if you are subjected to an effect that would push you, you can use your reaction to reduce the distance by half.
- Mighty Shove: As a bonus action, you can attempt to shove a creature within 5 feet of you. The target must succeed on a Strength saving throw against your Brawl DC or be pushed 10 feet away from you and knocked prone.
- Sumo Slam: When you take the Attack action on your turn, you can replace one of your attacks with a powerful slam. The target must make a Strength saving throw against your Brawl DC or take 1d8 bludgeoning damage and be stunned until the end of your next turn.
- Heavyweight Defense: You gain a +1 bonus to AC while you are not wearing armor and not wielding a shield.
Improvised Weapon Stance (Garu)
You are a master of using improvised weapons in combat.
- Improvised Weapons count as Unarmed attacks for you while you are in this stance and deal 1d6 damage.
- When you make an unarmed attack, you can spend your bonus action to make an additional unarmed attack which does not count as a attack action.
- When you land a critical hit, you deal an additional Unarmed dice.
Buddha Stance (FACEPALM)
- Your unarmed attacks gain cause targets to get pushed 5 feet away on hit, Targets hit need to make a Strength save against the users Brawl DC or be pushed.
- As a Bonus Action you can go into the defensive Buddha form gaining a 1d4 bonus to your ac until the start of your next turn.
- When you take the Attack Action to make unarmed attacks, You make an additional unarmed attack, Your unarmed attacks additionally increase the Damage die by 1 step.
Blade Stance
You master the blade. All melee weapons that deal slashing damage become extensions of your body as you blend their attacks into your very movement. You gain the following benefits while wielding melee weapons that deal slashing damage, if you are proficient with them:
- You gain a +1 bonus to the weapon’s damage rolls and critical threat range.
- As a bonus action, you can take a parrying stance. Until the start of your next turn, you have a +3 bonus to AC unless you are disarmed.
- When you make an opportunity attack with a weapon, you have advantage on the attack roll.
- When you score a critical hit with a weapon attack, the target gains 1 ranks of bleeding.
Crushing Stance
You master the art of bludgeoning. All melee weapons without an edge or tip, you find how to treat them as extensions of your arms and legs treating them as additional appendages. You gain the following benefits while wielding melee weapons that deal bludgeoning damage, if you are proficient with them:
- You gain a +2 bonus to weapon damage rolls.
- Whenever you have scored a critical hit with a melee weapon attack that deals bludgeoning damage, the target creature is dazed and bruised.
- You can ready your weapon to deliver a punishing blow against a foe that tries to advance on you. When you take the Ready action on your turn and make a melee attack as your reaction, you have advantage on your attack roll.
Heavy Weapons Stance
You master weapons with the "Heavy" Property. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon’s damage rolls.
- When a creature rolls a 1-5 on a d20 when making a saving throw against a Brawl Technique that uses this weapon, it takes double damage.
- Whenever you score a critical hit with a weapon attack against a creature that is holding a weapon, you can attempt to break the weapon. - If the target is no more than one size larger than you, it makes a Strength Check vs the damage Dealt. On a failure, their weapon breaks. If their weapon is a Meito, it can only be broken by another Meito of equal or greater strength.
Piercing Stance
You master the art of piercing defenses. All melee weapons that deal piercing damage, you find how to best combine their unique shape or length into your movements organically. You gain the following benefits while wielding a weapon or weapons that deal piercing damage, if you are proficient with them:
- You gain a +1 bonus to the weapon’s damage rolls made as a result of a weapon attack.
- As a bonus action you take a penetrative stance. The next weapon attack made this turn as a part of your attack action deals additional damage equal to twice your ability modifier. If you miss you reduce your AC by -2 Until the beginning of your next turn as you have over extended yourself.
- On your turn, when you score a critical hit with a weapon or Brawl Technique attack against a creature using this weapon, you reroll all 1’s and 2’s, taking the higher result.
Sharpshooter Stance
You are skilled with ranged weapons and can make shots that others find difficult. While you are wielding a ranged weapon with which you are proficient you gain the following benefits;
- You gain a +1 bonus to ranged weapon attack rolls.
- As a bonus action you may target a creature you can see within your weapons range. The next ranged weapon attack made against the target creature is made at advantage and ignores up to three-quarters cover.
- When you are targeted with a ranged weapon attack that you can see, you may as a reaction, make a ranged weapon attack vs the triggering creatures ranged weapon attack result. If your result is higher than theirs, you divert their attack by knocking their attack out of the sky or off course.
- Before you make a ranged weapon attack, you can choose to forgo your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack’s damage.
Throwing Stance
You’ve mastered the techniques of throwing weapons, readily blending the weapons with your movements. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:
- You gain a +1 bonus to ranged weapon damage rolls you make with thrown weapons. If the target creature is within 15 feet of you, you also gain a +1 bonus to damage rolls made with the thrown weapon.
- Weapons you are proficient with that have the Thrown weapon property gain the returning property.
- Attacking at long range or against creatures within 5 feet of a target creature doesn’t impose disadvantage on your ranged weapon attack rolls with thrown weapons and ignore half cover against targets within 15 feet of you.
- As a Bonus Action if you've hit a creature with a Thrown weapon with the returning property you can attempt to make another weapon attack with the same weapon at disadvantage against the same creature.
Two Weapon Stance
You are skilled at fighting with two weapons. While you are wielding separate weapons in each hand with which you are proficient, you gain the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of your two-weapon fighting attack.
When you make an opportunity attack, you can attack with both of your weapons.
- You draw or stow two one handed weapons when you would normally be able to draw or stow only one.
- When you successfully hit a creature with two melee weapon attacks in the same turn when you use your action to make a weapon attack, you may immediately make an additional weapon attack, once per turn. This weapon attack doesn’t add your ability modifier to the damage roll.
Three Weapon Stance
You are skilled at using three weapons simultaneously. While you are wielding separate melee weapons with which you are proficient, you gain the following benefits:
- You are able hold a third melee weapon even if you would not normally have an appendage that would allow you to do so.
- You can engage in three-weapon fighting. A modified version of two-weapon fighting. Whenever you would engage in two weapon fighting while in this stance you engage in three-weapon fighting instead.
- When you engage in three-weapon fighting you can make two attacks when you use your Bonus Action to attack with your off hand. These attacks add their ability modifier to their damage.
- You draw or stow three one handed melee weapons when you would normally be able to draw or stow only one.
- If you move at least 15 ft in a straight line before performing three-weapon fighting your Bonus Action attacks gain +1 to attack and damage rolls.
Versatile Stance
You’ve mastered the art of using weapons in different ways, altering your attack patterns mid-swing. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:
- When you are the target of a melee weapon attack, you can immediately use your reaction to make a melee weapon attack against the target. On a hit, you impose disadvantage on the attack roll made against you.
- If you miss an attack while wielding a weapon in two hands, you can immediately make an attack roll against the same target as if you were holding the weapon in one hand. You can only make this attack once per turn.
- When you make a melee weapon attack, you may quickly switch grips with your weapon. If you were holding your weapon with one hand, you treat the attack as if you were holding it with two hands regardless if your second hand is occupied. You may use this feature once per turn.
- When you make a melee weapon attack, you may quickly switch grips with your weapon. If you were holding your weapon with two hands, you treat the attack as if you were holding it with one hand and immediately make a second weapon attack as a part of the same action. You may use this feature once per turn.
Serpent's Coil Stance
You wield weapons with a fluid and unpredictable motion, mimicking the movements of a serpent. You gain the following benefits while wielding a flexible or whip-like weapon with which you are proficient:
- Your attacks ignore half cover.
- On a critical hit, you can immediately move up to 10 feet without provoking opportunity attacks.
- When you make an attack, you can use a bonus action to make a quick follow-up strike that deals 1d4 extra damage.
- When you hit a creature with an attack, you can force it to make a Dexterity saving throw against your Brawl DC. On a failure, the creature is grappled until the end of your next turn.
- As a bonus action, you can attempt to disarm a creature within your weapon's reach. The target must make a Strength saving throw against your Brawl DC or drop one item of your choice that it’s holding.
- When you make an opportunity attack with a flexible weapon, you can attempt to grapple the target. The target must succeed on a Dexterity saving throw against your Brawl DC or become grappled.
- You can use your weapon to swing from objects and surfaces, increasing your mobility in combat. You gain a climbing speed equal to your walking speed.
Polearm Stance
You master the use of weapons classified as polearms. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to weapon damage rolls.
- When you take the Attack action, you can use a bonus action to make a one melee weapon attack with the opposite end of the weapon. The weapon’s damage die for this attack is a one-step lower than the current damage die of the weapon. (D12>D10>D8>D6>D4)
- Other creatures provoke an opportunity attack from you when they enter or exit your reach.
Great Weapon Stance
You are skilled at putting the weight of a weapon to your advantage. All melee weapons that are large or unwieldy to some, are just additional tools to add to your toolbelt. You gain the following benefits while wielding melee weapons that have the two-handed weapon quality, if you are proficient with them.
- You gain a +1 to attack rolls.
- When you roll a 1 or 2 on a damage die for a weapon attack, you can reroll the die, keeping the second result.
- Before you make a melee weapon attack, you can choose to use a bonus action to empower the swing. If the attack hits, you add double your attack modifier bonus to the attack’s damage.
Great One Weapon Stance(Balistik)
Some may hold multiple weapons, But you choose to only use one, While in this stance you gain the following benefits when attacking with a one handed weapon with the heavy property:
- When making the attack action while using a single weapon. Your damage dice increases by one step and count as having the lethal property.
-Once per turn while in this stance you can pierce through 1d4+Str modifier DR.
- When you make an opportunity attack against a creature, On a hit your able to reduce the creatures movement speed by half until the end of there next turn.
Dagger Mastery(Rain)
Some prefer daggers over stronger weapons. The user masters the way of daggers, and is able to match other melee weapon users with their intelligence. With this stance you're able to gain the following benefits when using a dagger.
While wielding daggers in both hands, You gain a +1 to your AC.
When using daggers, The damage goes up a dice step and count as having the critical property.
You're able to hide your action by using stealth check. If your stealth check is higher than the opponent's Passive Perception. You gain a 1d4 bonus on your attack roll.
Reverse Blade Stance (Garu)
You master the blade. All melee weapons that deal slashing damage can be wielded in a variety of ways by you. You gain the following benefits while wielding melee weapons that deal slashing damage, if you are proficient with them:
- You gain a +1 to attack rolls.
- When you roll a 1 or 2 on a damage die for a weapon attack, you can reroll the die, keeping the second result.
- As a free action, before an attack, you may reverse the momentum of the blade you are wielding, hitting the opponent with the pommel of your sword, making the weapon do bludgeoning damage.
Acute Katana (Balistik)
You’ve learned how to use a katana with great knowledge and mastery, You gain the following benefits while wielding a katana:
-Katanas you use now have a +1 bonus to attack rolls and damage.
-Katanas you wield have the lethal property.
- When you miss an attack on a target while using a katana, you still deal slashing damage equal to half your proficiency bonus rounded down.
-When you land a critical hit on a target while wielding a katana, you reduce there AC by 1 for a minute, This can only be applied to a max of 3 times on the same creature
Combustible Stance (NOBODY)
Your main goals are to blow up and act like you don't know nobody. While fierce and explosive, your eyes and muscles have trained to take advantage of any weakness you find within someone's movement.
- Your consumables are highly explosive but thrown with accuracy and care. You may add your Dex or Str mod to any damage roll of a consumable.
- Through proper timing, you catch your opponents off guard and cause them to be defenseless for your throw. Any damage done by a consumable you use bypasses 1d4+2 DR of the damage type done. If your consumable does multiple damage types, choose one that this applies to.
- Whenever you take the action to throw a consumable, you may choose to throw 2 consumables instead.
Carnival Tricks
You use wily and underhand performance maneuvers to confused and outmaneuver your enemies.
- When you land a Weapon attack you may disengage as a free action.
- Once per turn while in melee you may make an Acrobatics check contested by their Athletics to attempt tumble over or under an enemies space. If you succeed the check you move 10ft in front of or behind an enemy even if you wouldn't have movement left.
- As a Bonus Action you can deploy caltrops which deal 1d10 piercing damage instead of their normal damage.
- You can gain the benefit of this fighting style, while gaining the benefit of a single stance.
Style of the Flower
You are a master of quick strikes with a single one handed weapon. While wielding a one handed or versatile weapon with nothing in your other hand you gain the following benefits.
- You gain +10 to your movement speeds.
- If you would use 20+ ft to move in a straight line on your turn you do not provoke attacks of opportunity and make target all hostile creatures you passed during your movement in a straight line with the first weapon attack you make that turn. This attack gains a +1 to attack and damage rolls. You can gain the benefit of this fighting style, while gaining the benefit of a single stance.
Dueling Mastery
Your mastery of fighting with a single melee weapon is unsurpassed; you make one weapon feel like many. While you are wielding a melee weapon in one hand with which you are proficient and no other weapons, you gain the following benefits:
- You gain a +1 to attack and damage.
- When you take the Attack action, you can decide to attack with haste. You may make an additional attack when you take the attack action.
- When a creature hits you with a melee attack, you can use your reaction to add your ability modifier to your AC until the beginning of your next turn, potentially causing the attack to miss you.
- If you hit a creature with an opportunity attack you gain an additional attack on them.
- You can gain the benefit of this fighting style, while gaining the benefit of a single stance.
Silent Killing
You have learned how to strike with ruthless efficiency while producing no sound when you bring about death. You gain the following benefits while you are heavily obscured, or hidden from a creature while wielding a melee weapon that you are proficient in.
- You can make Wisdom (Perception) check as a bonus action against 10 + the target's bonus to Dexterity (Stealth) checks. On a success, you know the targets location for the next minute and face no penalties against being unable to visually see the opponent.
- When you would make a Weapon attack against a creature who you are hidden from, roll an additional 1d20 taking the higher result.
- When you make a Dexterity (Stealth) check to hide your presence, you may treat a roll of 7 or lower on the d20 as an 8.
- You can gain the benefit of this fighting style, while gaining the benefit of a single stance.
Defensive
You are skilled at the art of defending yourself. While you are wearing medium or heavy armor with which you are proficient, you gain the following benefits:
- You gain a +1 bonus to AC.
- You have advantage on skill checks and saving throws to avoid being moved.
- When you take the dodge action, you also gain advantage on Strength, Constitution, & Wisdom Saving throws.
- You can gain the benefit of this fighting style, while gaining the benefit of a single stance.
Equilibrium
You are skilled at fighting while minimally armored. While you are wearing Light or no armor, you gain the following benefits:
- You gain a +1 bonus to AC.
- You gain a +1 bonus to attack & damage rolls you make with weapon attacks with the finesse quality.
- When you would score a critical hit with a weapon attack, with a weapon with the finesse quality, you gain the benefits of the dash & disengage actions.
- You can gain the benefit of this fighting style, while gaining the benefit of a single stance.
Storm's Fury
When you hit a creature with a melee weapon attack, you can choose to push the target 5 feet away from you. You gain a +2 bonus to damage rolls if you moved at least 20 feet towards the target before attacking. When you take the Attack action, you can make an additional attack with a bonus action if you successfully hit the target with a melee weapon attack. You can gain the benefit of this fighting style, while gaining the benefit of a single stance.
Shield Guardian
You specialize in using a shield to protect yourself and your allies. While you are wielding a shield, you gain a +1 bonus to AC. 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 can use your shield to make a shove attack as a bonus action. You can gain the benefit of this fighting style, while gaining the benefit of a single stance.
Raging Bull
You charge into battle with reckless abandon, using your sheer force to overwhelm enemies. When you use the Dash action, you can make one melee weapon attack as a bonus action. If you move at least 20 feet in a straight line towards a creature and then hit it with a melee weapon attack on the same turn, the target must succeed on a Strength saving throw vs your Brawl DC or be knocked prone. You gain a +2 bonus to damage rolls when you hit a creature that is prone. You can gain the benefit of this fighting style, while gaining the benefit of a single stance.
Blade Dancer
You blend graceful movements with deadly precision, turning combat into a dance. When you take the Attack action and make a melee weapon attack with a one-handed weapon, you can use a bonus action to make a melee weapon attack with another one-handed weapon. You gain a +1 bonus to AC while wielding a melee weapon in each hand. When you hit a creature with both weapons in the same turn, you gain a +2 bonus to your next attack roll against that creature. You can gain the benefit of this fighting style, while gaining the benefit of a single stance.
Sentinel
You stand your ground and protect your allies with unwavering determination. When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature. You have advantage on saving throws to avoid being knocked prone or moved. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. You can gain the benefit of this fighting style, while gaining the benefit of a single stance.
Thunderstrike
Prerequisites: Thunder Affinity
You harness the style of thunder to enhance your attacks. When you hit a creature with a melee weapon attack, you can choose to deal an additional 1d6 thunder damage. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. When you roll a critical hit with a melee weapon attack, the target is stunned until the end of your next turn. You gain resistance to thunder damage. You can gain the benefit of this fighting style, while gaining the benefit of a single stance.
Bull Rush Style
Description: While using this style, you channel the ferocity and power of a raging bull, charging into combat with unstoppable force. Your movements become focused on overwhelming your enemies with sheer strength and aggression, akin to the relentless charge of a bull.
- You gain a +1 bonus to attack & damage rolls you make with weapon attacks with the Massive quality.
- While in this stance your Heavy two handed weapons are treated as Massive.
- Bull Rush: While in the Raging Bull Charge Stance, you gain advantage on Strength checks and saving throws made to push creatures or break through barriers. Additionally, when you move at least 20 feet in a straight line towards a creature and make a melee weapon attack against it on the same turn, you deal additional damage equal to your Strength modifier.
Improvised Weapon Style(Garu)
Your mastery of fighting with improvised weapons is unsurpassed, While you are wielding an improvised weapon, you gain the following benefits:
- You gain a +1 to attack and damage rolls.
- When you take the Attack action, you can decide to attack with haste. You may make an additional attack when you take the attack action.
- When a creature hits you with a melee attack, you can use your reaction to add your strength modifier to your AC until the beginning of your next turn, potentially causing the attack to miss you.
- If you hit a creature with an opportunity attack you gain an additional attack on them.
- You can gain the benefit of this fighting style while gaining the benefit of a single stance.
Ranged Lethality Style (Zephyr)
You have mastered the art of ranged combat and can easily discern enemy's weaknesses even from a long distance away.
While wielding a Ranged Weapon, you gain following Benefits:
- Increase your Weapons Critical Threshold by 1
- Ranged Weapons you are wielding gain the Lethal Property
- You may use your movement speed to reload your weapon. Reloading a weapon with the fast reload property cost half your movement speed, while a weapon with the slow reload property cost your full movement speed.
- If you land a Critical Hit with your weapon and deal damage, the target of the attack gains 1 Rank of Bleed
Bulwark Style (FLUFFY JESUS)
You learn to fight like a wall using your body as a shield for others whilst simultaneously shrugging off the hardiest of blows. While using this style you gain the following benefits.
Attack rolls made against you have their critical threat range reduced by 1.
Non-Hostile Creatures within your melee range are treated as having Half cover.
Whenever you land an attack against a creature they gain disadvantage on attack rolls against creatures other than you until the start of their next turn.
Whenever a creature you can see within your reach is hit by an attack roll you may spend your reaction to interpose yourself and take the hit in their place ignoring you own AC value, you may only do so before damage is rolled.
Lobber Style (NOBODY)
Your focus on explosives and consumables are... concerning to say the least but you take it in stride. While this style is active, you gain the following benefits:
- The range of your consumables and explosives is increased by 25ft.
- If a target in the area of your consumable would either automatically fail, or roll a natural 1, the consumable, if it does damage, is considered to have rolled max damage on a number of dice equal to to half your proficiency bonus(rounded down) and bypass 5DR of the damaging type.
- If you target a creature with your consumable, they have a -2 to their saving throw against the consumable's DC.
- You can gain the benefit of this fighting style while gaining the benefit of a single stance