Professional

The **Professional** is a powerful combat artist, weaving extreme skill into their combat with Style Moves.

## 3rd Level

### Stylistic Combatant

You gain the ability to utilize powerful manoeuvres in and out of combat. You gain 4 Style Moves and 2 Style Dice, which increase as you gain levels in this Subclass. When you use a Style Move, you expend one Style Die. You regain all expended Style Dice on a Short Rest. You may also replace on Style Move with another over a Short Rest.

### Ambidextrous

You no longer suffer Off-Hand penalties when attacking as a Bonus Action with a second weapon you are holding.

## 7th Level

### Combat Expert

You may choose an additional Fighting Style. It cannot be the same as a Fighting Style you have previously taken.

## 10th Level

### I Know a Guy

You have connections. Many connections. When you find yourself in a situation that require a very particular set of skills that you do not possess, you can call on some old friends.

Once per week, you may contact an old friend. You may describe their skillset and location, as well as personality and your past relationship with them. You may then call on them for aid, and they can come and lend their skills to your efforts.

This ability hinges on the DM's discretion, and they are allowed to deny your proposed ally if they deem them to be unfair or too unrealistic.

## 15th Level

### Unstoppable

You cannot tire yourself easily. Whenever you start a combat without any Style Dice, you automatically gain 2 Style Dice.

### Professionals have Standards

You can no longer have Disadvantage on Attack Rolls and Skill Checks with Skills you are Proficient in.

## 18th Level

### Baba Yaga

When you use your Action Surge, any Style Moves you utilize during the Extra Action do not cost Style Points.

## Professional Style Moves

Each Style Move requires you to expend a Style Point to utilize even if it does not specify as such.

### Return Fire

If an attack misses you, you can use your reaction to make an attack against them. Add your style die to the damage.

### Disarming Shot

Make an attack roll and add style die of damage. Your target must make a Dexterity saving throw. On a fail, its weapon is thrown your style die's number of tiles away.

### Disorienting Shot

Make an attack roll and add style die of damage. Your target must make a Constitution saving throw. On a fail, it has disadvantage on attack rolls and Perception checks until your next turn.

### Kneecapper

Make an attack roll and add style die of damage. Your target must make a Strength saving throw. On a fail, their movement is reduced to 0 until the start of the next turn.

### Trip Shot

Make an attack roll and add your style die of damage. Your target must make a Strength or Dexterity saving throw, which you can specify. On a fail, they are knocked *Prone*.

### Pushing Shot

Make an attack roll and add style die of damage. Your target must make a Strength saving throw. On a fail they are pushed 10ft away from you.

### Menacing Shot

Make an attack roll and add style die of damage. Your target must make a Wisdom saving throw. On a fail they are frightened of you until the start of next turn.

### Rigged Shot

If you have advantage on your attack, you may roll a third die, and take the highest roll of the three.

### Precision Shot

Roll and expend your Style Die, adding the number to your Strike Roll total.

### Wall Running

As a Bonus Action, you can gain 30ft of horizontal movement along a vertical surface for one round.

### Matrix Dodge

You gain +6 AC as a reaction against an enemy attack. If they miss, they cannot target you again until the start of your next turn.

### Detective Vision

When you make an Investigation or Perception check, you may expend and add your style die to the roll.

### Jump

As a Bonus Action, you can expend a Style Die to triple your jump distance for 1 minute.

### Hemorrhaging Shot

Make an attack roll and add style die of damage. Your target must make a Constitution saving throw. On a fail they take additional damage at the start of each turn equal to your style damage.

### Silver Tongue

When you make a Persuasion, Deception or Intimidation Check, you may expend and add a style die to the roll.

### Wallbang

You may expend a Style Die to remove the cover bonus from an enemy, even if they are behind Full Cover. This ability can fail if the shot would be stopped by the cover, such as it being made of Metaenium.

### Piercing Shot

You can expend a Style Die to remove a target's Resistance to your next attack's Damage type.

### Reactions of Steel

You may expend a Style Die and add it to a Saving Throw, but only *before* you learn the result of the roll.