Combat styles

Combat styles are always unlocked, You can only have 1 combat style and each combat style is specific to 1 stat, the more you have in that stat, the more abilities you have

## Speed Combat Style:

**Abilities:**

**At 250: Quickdraw**

**you can draw and stow your weapon/extra weapon for free.**

**At 500: Evasion**

**You are a master of Speed and no one can damage you unless they mean to. When an attack that is not targeted at you specifically like an area of effect attack hits you, you can use your bonus action to take half damage**

**At 750: Second attack**

**You run and react faster than anyone else that trained in the speed combat style, if you have double the speed from your opponent you can attack twice (second attack won't be able to work with haki)**

## Kitsunebi-Ryu | Foxfire Style

The Kitsunebi-Ryu Style is an Advanced Speed Combat Style that focuses on using flames in their attacks, they teach both Offenses with Fire and Defense against Fire.

**Abilities:**

**Fire Generation**

Unlocked at 1000 Speed and 200 Strength

You can decide when to use this ability, if there are for example situations where flames would hurt you more than they would help you can not use this ability.

Once you learn this ability your attacks count as fire damage and you deal an additional 1d6 damage, the calculation looks like this (1d20+your other bonuses+1d6 fire damage)\*Strength.

**Fire Cutting**

If a flame-based attack is targeted at you or is in your range you can make an attack roll and reduce the damage of the attack by the result. This attack roll works like every other attack roll so (1d20+your other bonuses)\*Strength.

**2 Sword Style: Speed**

**Requirements:**

**Choose the Strength Combat Style**

**Have more than 1000 Strength**

**Your Second attack can now work with haki**

**Unlocked At 1000 Strength + 50 Shipwright:**

## Strength Combat Style:

**At 250: Parry**

**As a weapon user or haki user, you can choose to parry your opponent’s attacks with your bonus action to block %50 of the damage if you roll successfully, you need to roll a contest throw of strength vs strength (only works on melee attacks)**

**At 500: Reckless attack**

**The best defence is offence, and they cant kill you if they are dead. you can choose to reckless attack in your turn, you get an advantage on attacking your opponent but also all attacks against you have an advantage**

**At 750: Critical Attack**

**If you get a 20 on your melee weapon damage roll, you add +3 to that roll before calculating the damage**

**Choose the shipwright profession**

**Choose the Strength Combat Style**

**Have more than 1000 Strength**

**Abilities:**

**Unlocked At 1000 Strength + 50 Shipwright:**

**Non Stop:**

**Shipwrights are working hard, through all weathers and environments.**

**you have resistance to all environment effects (cold,heat,weather)**

**Unlocked At 1000 Strength + 100 Shipwright:**

**Throw:**

**You became great at lifting heavy things, you can easily lift a person, a log, a ship.**

**you can roll a raw contest throw (your raw strength vs their constitution) if you succeed, you can lift them and throw**

**them at different things for different effects:**

**At a wall or a structure - the opponent loses a bonus action for his next turn and takes 1d24 (x your strength stat)**

**at someone else - both of them get damaged for 1d12 x your strength, the one you threw at gets 1d12 x your opponents constitution**

## Accuracy Combat Styles:

**At 250: A Sniper’s Job**

**Whenever you or one of your allies attack with advantage your next shot will do +1 on the damage roll**

**At 500: You have an advantage against being blinded**

**At 750: Critical Attack**

**If you get a 20 on your ranged weapon damage roll, you add +3 to that roll before calculating the damage**

## Constitution Combat Styles:

**At 250: Strong Fortress**

**You don't like when people move you, you have advantage when people try to move you or make you prone.**

**At 500: Parry**

**As a weapon user or haki user, you can choose to parry your opponent’s attacks with your bonus action to block %50 of the damage if you roll successfully, you need to roll a contest throw of strength vs strength (only works on melee attacks)**

**At 750: A Living tank**

**If you have double the constitution from your opponent damaging stat you can reduce the damage you take by -5 on their damage roll**

## Jio-Ken

Jio-Ken is an Advanced Constitution Combat Style that allows practitioners to utilize strong and speedy attacks such as fists and kicks in their old age. The user's physical body becomes so strong, they are not affected by physical pain. The user can also utilize qigong, the principle of cultivating and balancing one's own spiritual energy, to store up the energy and strength from their youth for future usage.

**Abilities:**

A Jio-Ken User can activate three stances per session, after activating your stance it lasts for three rounds or until you change to another stance.

**Back Pain Stance**

You take a stance by bending your knees, leaning forward, and stretching your arms in front of yourself while having both of your hands make the shape of the letter G.

While you are in this stance you get 200 Speed, these Stats don’t count for unlocking other abilities.

* **Eye-Strain Jab**

Unlocked at 1000 Constitution and 100 Speed

While in the Back Pain Stance, you jump forward and strike your opponent’s eyes.

This attack deals (1d20+your other bonuses+1)\*Strength damage and the target needs to pass a DC10 Saving Throw or they get blinded for two turns. This can be used two times per session.

* **Icy Stiff Shoulder**

Unlocked at 1000 Constitution and 100 Strength

While in the Back Pain Stance, you jump forward and strike your opponent’s shoulder. In trying to take out the shoulders of your target you deal, (1d20+your other bonuses+2)\*Strength damage and the target needs to pass a DC8 Saving Throw or they can’t use their arms for the next turn. This can be used two times per session.

* **Immortal Warrior's Joint Pain**

Unlocked at 1400 Constitution and 400 Speed

While in Back Pain Stance, you jump forward and strike all of your opponent's joints before landing behind your opponent. One of the strongest attacks in the Back Pain Stance, you can use it once per session, for damage you roll two attacks that both look like this (1d20+your other bonuses+5)\*Strength if both attacks hit the enemy needs to roll a DC14 Saving Throw or they get stunned for a turn.

* **Poor Circulation Impact**

Unlocked at 1200 Constitution and 200 Strength

While in your Back Pain Stance, you strike your opponent's abdomen with both fists, resulting in a powerful impact. For this attack, you roll (1d20+your other bonuses+3)\*Strength, it can only be used twice per session, after the damage they need to make a DC10 Saving Throw, or they will be in a pain-struck state. Even if they are pain-struck they can still attack normally, however the next attack against them will have advantage. This ability can only be used once per session.

* **Chrysanthemum Chestnut Strained Back**

Unlocked at 16

1200 Constitution, 200 Speed, and 100 Strength

While in your Back Pain stance, you kick your opponent's lower back, causing them great pain. The Chrysanthemum Chestnut Strained Back deals (1d20+your other bonuses+4)\*Strength damage and can be used twice per session.

**Ultimate Art of the Geo-Fist Style: Battle Insurance Fist**

Unlocked at 1500 Constitution, 500 Strength, and 200 Speed

This technique allows you to conserve your muscle powers from your youth, storing it for future use against any bodily degradation that may otherwise hinder your combat abilities such as injuries, sicknesses, and old age. After activating stored muscle power, your body enlarges, gaining drastically increased musculature, and releasing black electricity from your body. Your strength and speed increase dramatically.

**Variation 1:**

When activating the Battle Insurance Fist you first take 30.000 damage after that you gain 300 Strength and 300 Speed, these Stats don’t count for unlocking other abilities. Additionally your attacks now also deal 1d6 thunder damage, your basic attacks damage calculation looks like this while in this stance, (1d20+your other bonuses+1d6)\*Strength.

**Variation 2:**

To activate the Battle Insurance Fist you sacrifice ⅕ of your Maximum HP, then you gain half your Strength and Speed as additional Stats, these Stats don’t count for unlocking other abilities. Additionally your attacks now also deal 1d6 thunder damage, your basic attacks damage calculation looks like this while in this stance, (1d20+your other bonuses+1d6)\*Strength.

* **Seal of G**

Unlocked at 1500 Constitution, 600 Strength, and 300 Speed

After activating your stored muscle powers, you dash at your enemy with high velocity and punch them with your G-shaped fist. This attack deals (1d20+your other bonuses+5)\*Strength damage and can be used twice per session. You leave a G-mark on your enemy that stays on them for three turns multiplying the damage of every attack on them by 1.25.

* **Battle Insurance Fist: Expiration Devil Withdrawal Immolation**

Unlocked at 1700 Constitution, 800 Strength, and 400 Speed

After activating Battle Insurance Fist, you gather all of your energy for a final blow, becoming surrounded by an aura of electricity in the process. This ability can only be used once per session and after you use it you are left completely exhausted and vulnerable for ten minutes. It deals half your current HP as AOE damage in a 20ft Radius.

## Charisma Combat Styles:

**At 250: Charming Personality**

**You have an advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you.**

**At 500: Counter Charm**

**With your Action you can choose to say words of power to your allies for the next 2 rounds, during that time, you and your allies have an advantage on any rolls against being charmed or charisma checks**

**At 750: Cunning Plan**

**You can spend 1 minute telling your comrades your latest cunning plan. For the next hour, your chosen allies can reroll one d20. The new roll must be used. Once you use this trait, you can't use it again until 1 hour has passed.**

## Stealth Combat Styles:

**At 250:**

**Sneak Attack**

**You get used to attacking surprised people, you get an advantage on the attack you do on anyone you caught off guard**

**Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to disengage or hide.**

**At 750: Evasion**

**You are a master of Stealth and avoiding damage at all cost. When an attack that is not targeted at you specifically like an area of effect attack hits you, you can use your bonus action to take half damage**

## Ninjutsu

The Ninjutsu is an Advanced Stealth Combat Style that uses Gadgets and Misdirection to take the enemy by surprise.

**Abilities:**

**Ninja Art: Smoke Escape Technique**

As an action, your character can throw a grenade at a point up to 120 feet away.

In the end of your turn a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Inside of the smoke people have a -5 to discovering other people, the Ninja doesn’t get this negative side effect  (Intelligence)

**Ninja Art: Big Kite**

A Ninjutsu User can use their reaction to choose up to five falling creatures within a range of 30ft and give them a kite. A falling creature’s rate of descent slows to 60 feet per round until they land or the kite gets destroyed.

**Ninja Art: Ball-Crusher**

Unlocked at 1000 Stealth and 100 Accuracy

The Ninja throws an object and ricochets it so that it hits the opponent’s groin. This technique can only be used three times per session

The damage for this Ninjutsu would be (1d20+your other bonuses+5)\*(Accuracy Or Strength) and the target of the attack needs to make a DC17 Constitution Saving Throw or they fall prone.

**Ninja Art: Electric Snare**

Unlocked at 1000 Stealth and 100 Intelligence

Ninjas are trained Gadget Users and one of the classic Ninja Arts is the Electric Snare. They throw it at the enemy to paralyze them, it is often used to prepare a big attack, but stopping an enemy’s movement also gives them the time to escape if necessary.

The Electric Snares damage is (1d12+Intelligence Modifier of +1 per 200 intelligence as lightning damage)\*(Intelligence) and on top of that the victim of the attack needs to make a DC13 Saving Throw or they become paralyzed by the Electric Snare. This can be used once per session.

**Ninja Art: Shadow Escape**

Unlocked at 2000 Stealth

With more experience, a Ninja can hide even better, disappearing from almost any situation to gather recon or attack the enemy from behind is one of their biggest strengths.

When they are not in direct sight of somebody they gain a +10 to their Stealth rolls.

## Intelligence Combat Styles:

**At 250: Quick Thinker:**

**You're always focused on combat. It's hard to remove your focus, you gain an advantage while someone is trying to remove your focus out of combat.**

**Allows you to do an intelligence check on a person that takes your main action, you can find their weak spot, that attack gives you an advantage on the hit, but if you call it out to your teammates they gain a +2 to damage that spot. (enemies can block that spot after learning they have that weak spot after that round.).**

**You are used to combating and being surprised, unless you are not focused, you have the advantage on being surprised and sneak attacked**