Martial Master Image
Prerequisite: 8th level
 

Some use magic and spells to increase their versatility inside and outside of combat. You have honed your mind and body to be able to adapt to the situation when i's needed. You gain the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • You can enter a stance whenever you roll initiative. This stance lasts till the next time you roll initiative. You can change your stance at a short rest once - you gain this ability every time you roll initiative.
    • Tiger stance: If you deal slashing, bludgeoning or piercing damage, you can switch you're damage type to slashing, bludgeoning or piercing damage. When you land a critical hit on a weapon attack, you double your damage modifier as well. You gain advantage on Athletics(Strength) checks and Survival(Wisdom) checks.
    • Snake stance: It does not cost your free action to draw or stow weapons. If you take the attack action with a melee weapon the  same turn you drew your weapon, the range of your attack is 15ft, you teleport to within 5ft of the target and you do +10 damage on a hit, at the end of your turn you must stow all your weapons - you can use this ability an amount of times equal to your proficiency bonus whenever you take this stance. You gain advantage on Persuasion(Charisma) checks and Deception(Charisma) checks
    • Monkey stance: You can roll a D4 for the damage dice of your unarmed attacks. You can double the amount of attacks you do on your turn, but you do not add damage modifiers to these attacks - you can use this ability and amount of times equal to half your Dexterity modifier each time you take this stance. You gain advantage on Acrobatics(Dexterity) checks and Dexterity saving throws
    • Turtle stance: You have natural armor of 12 + Dexterity modifier + Strength modifier. You can dodge and disengage as bonus actions. You have advantage on Animal handling(Wisdom) checks, Insight(Wisdom) checks, and Medicine(Wisdom) checks.
    • Lizard stance: You gain a pool of points equal to a quarter of your HP. You can use these points to heal yourself or an ally. each point heals 1 hp, it requires an action to use these points. You can spend 5 of these points to cast the spider climb spell at will, speak with animals at will, disguise self at will. You have resistance to fire damage. You have advantage on Medicine(Wisdom) checks and Nature(Intelligence) checks
    • Bunny stance: You are under the affect of the jump spell. Your speed is increased by 10ft. When you are hit by an attack, as a reaction you can make an attack against the creature that hit you. You have advantage on Persuasion(Charisma) checks and Performance(Charisma) checks.
    • Lion stance: You have a 20ft aura. When a creature enters the aura, if you want, they need to make a wisdom saving throw, against a DC of 10 + Charisma modifier + Proficiency or be frightened of you for 1 minute. Any creature that if frightened by you, you can use your bonus action to make them do a wisdom saving throw against a DC of 10 + Charisma modifier + Proficiency - you can only use this ability if the target has less hit points than you. You gain advantage on intimidation(Charisma) checks and Athletics(Strength) checks
    • Eagle stance: You are constantly under the effect of the feather fall spell. You can attack at long range without disadvantage. If you hit a creature at long range while hiding, the effects of hiding will remain. You can forgo your dice roll, and use the maximum damage for ranged attacks proficiency bonus times when you pick this stance. When you hit an enemy with a ranged attack roll, you can push them back 5ft. You have advantage on Perception(Wisdom) checks and Insight(Wisdom) checks
    • Bat stance: While your eyes are closed, you have 15ft of blindsight, and after 4th level you are under the effect of the blink spell(flavored as people losing sight of you when they take their eye off you instead of going to the ethereal plane). You can add your proficiency to your initiative roll. You gain advantage on Stealth(Dexterity) checks and Sleight Of hand(Dexterity) checks
    • Fox stance: When two weapon fighting, you can use the weapon in your offhand tactically. You gain a +2 to AC and all attacks with your main hand weapon have +4 to attack and +2 to damage. When you take this benefit, you cannot attack with your offhand weapon. You can use your bonus action to dash. You gain advantage to Deception(Charisma) checks and Acrobatics(Dexterity) checks
Martial Master Image

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