Base Class: Fighter
The Gestalt as its name implies is a sum of many different parts! Along your journey to become greater you have learned from a number of different masters and drawn from each of their skills!
Fighting stance
As a bonus action on your turn you can enter into one of your known stances. This stance lasts for 10 minutes or until you take a new stance as a bonus action or choose to end your stance (no action required) you can enter a battle stance 2 times. These uses recharge when you finish a long rest. (You gain an additional use of your fighting stances at level 9 and another at level 17)
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Stances
The Stances are presented in three groups; Classical Stances, Guardian Stances, and Monstrous Stances.
Bloodied Frenzy (Monstrous)
You have learned the ability to tap into your own life force to empower your battles fury. At the start of each turn you can choose to deal damage to yourself. This damage can be anywhere from 1d6 to 5d6 damage. After you have inflicted damage to yourself in this way each time you roll damage for an attack, add an additional number of d6s equal to the number used to inflict damage on yourself. This bonus to damage cannot be reduced in any way and lasts until the start of your next turn.
Bulwark Stance (Guardian)
As the tides of foes come crashing upon you, you meet them head on. While in this stance other creatures provoke an opportunity attack from you when they enter your reach. Additionally you can make multiple reactions on your turn by expending one hit die for each reaction used after the first.
Carless Striker (Monstrous)
By giving your enemies an opportunity for an easy strike you set yourself up for a powerful blow. When a creature rolls to attack you, you can use your reaction to ignore the roll and allow the attack to hit you. Immediately after the attack hits as a part of the same reaction you can make an attack against the triggering creature. When you make an attack in this way you score a critical hit on a 19 or 20 and you deal an additional 2d6 damage of your weapon type. In addition you gain advantage on your first attack on a creature who has hit you with an attack since the end of your last turn.
Fire Stance (Classical)
The aggressive nature of fire stance focuses on overwhelming and destroying a single enemy. While in fire stance you gain advantage on opportunity attacks. On your turn you can use a bonus action to make a number of attacks equal to the number of attacks that have already hit the creature you are targeting this turn. All the attacks from the bonus action must be directed at the same creature.
Monstrous Mind (Monstrous)
You enter the mindset of the unfathomable beasts of the night. You gain advantage on charisma, wisdom, and intelligence saving throws and you gain resistance to psychic damage. Additionally when you reduce a hostile creature to 0 hit points you can choose any number of creatures within 30ft of you to make a wisdom saving throw or become frightened of you for one minute.
Night Watch Stance (Guardian)
Vigilance and awareness is key while in this stance as you become the eyes and ears for those you protect. While in this stance you ignore any effects caused by exhaustion, you cannot be surprised, creatures do not gain advantage on attack rolls against you due to them being unseen by you, and you gain a +10 bonus to your passive perception for the purpose of detecting hidden creatures.
Protectors Stance (Guardian)
When a creature within 5ft of you is targeted by an attack you can use a reaction to make the attack target you instead. You can make this reaction after the dice is rolled but before the DM declares it as a hit or miss. Additionally you have advantage on any attack rolls made against a creatures who damaged an ally within 5ft of you since your last turn. If this attack hits you can reroll 1’s and 2’s when calculating the damage of the attack.
Stone stance (Classical)
Stone stance focuses on the unmoving power of the stones. While in this stance your speed is halved in order to maintain strong footing. You have a +2 bonus to your AC while in this stance any you have advantage on all strength saving throws and saving throws made to resist being knocked prone. Additionally you gain a +2 bonus to attack and damage rolls made with melee weapons for each attack that missed you since your last turn.
Unbreakable Stance (Guardian)
This is the stance many warriors take when they have no chance of survival, but they are the last thing keeping others alive. While in this stance you can use a bonus action on your turn to give yourself temporary hit points equal to 1d6 + your constitution modifier. While these temporary hit points are active you gain a bonus to your AC equal to half the temporary hit points minimum of 1. The temporary hit points from this affect go away when you exit this fighting stance.
Water Stance (Classical)
The flowing movement of water stance encourages sweeping strikes that shift seamlessly from one attack to another. While in this stance you gain a +1 bonus to attack and damage rolls for each consecutive successful hit with the same weapon. This bonus resets when you miss with an attack, hit with a different weapon, or finish a turn without making at least one attack.
Wind Stance (Classical)
The movement of wind stance is flowing and continuous. Your movement increases by 10ft while in wind stance. When you hit a creature with an attack on your turn your movement does not provoke opportunity attacks from that creature for the rest of your turn, additionally if you move at least 10ft on your turn your first attack against a creature is made with advantage.
Detailed Training
Your meticulous training has given you extraordinary skill in niche areas. Starting at 7th level, When you make an ability check with a skill that you are proficient in you can choose to double your proficiency bonus for that roll. You must choose to add this bonus before the roll has been made. You can choose to add this bonus a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Ashes of War
You have found that each and every weapon has a story to tell and secrets to be uncovered. Starting at 10th level you can now attune to any simple or martial weapon using one of your attunement slots. When you attune to a weapon in this way the weapon becomes magical for the sake of overcoming resistances and you unlock a hidden property of the weapon allowing you to gain new features based on the weapon you have attuned to. Every weapon has a unique ash of war which will be provided by the DM after the attunement is completed. Magical weapons that already require attunement cannot be attuned using an ash of war.
Combat Readiness
You are so comfortable in your fighting stances that you naturally fall into them when tensions rise. Starting at 15th level You cannot be surprised. When you roll initiative you can choose one of your known fighting stances to start combat with even if you don’t have any uses left.
Master of War
You have found a fighting stance that you can truly call your own. Starting at 18th level. You can choose one fighting stance from your list of known stances to be your Master Stance. This fighting stance is always active unless you choose to enter into a different stance. Anytime you would normally not have a fighting stance active you instead are considered to be in your master stance. You can change your master stance at the end of a long rest.
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