Styles

##### Equipment

Dagger - 1d8 piercing damage।+Dex and proficiency bonus to hit। Can be thrown, 20/60। Small weapon

Lockpicking kit - A kit that gives you advantage on picking locks.

Gloves - Gloves that help you not leave fingerprints.

##### Passives

Quick hands - You have proficiency in sleight of hand and you are able to use small items as bonus and reactions. You also have proficiency in all small weapons. Add +3 to your dexterity stat.

Stealthy - You have proficiency in stealth and have the advantage to hide in dim or lower-light areas.

Cowardly - When escaping danger you gain a speed boost of 20ft to your running and climbing for 1 minute.

Wanted - People are more likely to be wary and cautious of you.

##### Actions

Mug - Full action - Make a sleight of hand check on a successful roll steal up to 1d4 objects from your target unnoticed.

#### Monk

##### Equipment

Quarterstaff - 2d6 bludgeoning damage।+Dex and proficenciey bonus to hit।Reach of 10ft। Medium weapon

Prayer beads - Regen's sanity by X per 6 seconds. X = Your willpower bonus.

##### Passives

Strong mind - You gain advantage on all sanity rolls and will saving throws. You also gain resistance against any charisma rolls.

Sharp mind - You gain proficiency in insight and perception. Add +3 to your will stat.

Martial arts - You are able to make unarmed strikes as bonus actions that deal 1d4 + Str or Dex. Reflexes - Your AC is equal to 10+Dex+Will.

##### Actives

Flurry of Blows - Immediately after you take the Attack action on your turn, you may spend one sanity to take two unarmed strikes.

Patient Defense. You can spend 1 sanity to take the Dodge action as a bonus action on your turn.

Step of the Wind. You can spend 1 sanity to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

#### Gunmen

##### Equipment

Pistol - 1d10 piercing damage।Range: 30/90।Ammo: 20/20।Small weapon

Bulletproof vest - Gain +2 AC and resistance against piercing damage

Survivalist Pack:

2/2 Medkits: Heals 10 hp and gets rid of bleeding.

3/3 Sanity pills: Gives +5 sanity to your sanity bar.

Dagger: 1d8 piercing damage।+Dex and proficiency bonus to hit। Can be thrown, 20/60। Small weapon

Lighter: Can be used to create a small flame.

Firestarter: A highly flammable material that will sustain a fire for hours.

##### Passives

Gunmen's precision - You have proficiency in all firearms and you no longer have disadvantage on long-range shots.

Army training - You have proficiency in survival and athletics. Add +2 to dex and +1 to strength.

Combat training - All opportunity attacks against you have their damage halved.

Trigger finger - When you have shot as your main action you are able to fire again as your bonus action.

##### Actives

Disarm - Full action - Disarm an opponent within your melee reach. You and the victim roll dexterity rolls except your roll has an additional +4.

#### Boxer

##### Equipment

Boxing Gloves - Adds 3 damage to your punches and your punches are now 1d6+Str damage.

Wraps - When equipped you can punch on bonus actions.

##### Passives

Trained Body - You gain +3 to strength and +1 to dex and gain proficiency in athletics.

Heavy Hitter - Every melee attack you may roll a d4, if it is a 4 the opponent is stunned. This means that they get -3 to their next attack and -5 to all saving throws for 2 turns.

Fast Footwork - Dodging becomes a bonus action but if used as a bonus action instead of disadvantage they have -(your dex mod) to their attack roll.

Tough Skin - You take 3 less damage from every attack.

##### Actives

Jaw Breaker - A heavy hit with the right hand aimed for the jaw. Deals 2d12 bludgeoning damage, +2, +Str and dex to hit. If you roll an 18 or above to hit they are concussed. They have -4 to all rolls, and -5 to all saving throws for 3 turns. Cannot be stacked.

Eye Gouge - A fast strike with the left hand aimed for the eyes. Deals 1d4 bludgeoning damage and blinds for 2 turns, +2 and dex to hit. Cannot stack.