As you touched Buddy, you felt a strange sensation. Unlike before where you either went right through him or almost broke your hands against his steel skin, it felt like you were touching water. Not solid, but it engulfed your hand. You move further into his body and you would feel submerged but not drowning as suddenly you find yourself in a strange temple. Your feet was touching the ground and you felt a slight chill but not wet. Around you were twelve statues, each with a giant brazier in front of them to illuminate the statues. As you managed to orient yourself a booming voice called out to you. [b][i]”YOU HAVR BEEN FOUND WORTHY. YOU WHO HAVE SUCCEEDED WHERE OTHERS HAVE FAILED. NOW CHOOSE THE GUARDIAN WHO SHALL GUIDE YOU.”[/i][/b] Each of the statues showed a terrifying monster, and as soon as the voice finished speaking there was a glaring door at the base of each statue. Looking at yourself you seemed to be wearing strange monk-like garments, with trousers, a loose fitting tunic, and cloth wraps around your hands and feet. You also did not feel like yourself; you had no hair and weren’t a female. There was no mirror for you to see your reflection either. You still felt like yourself but... It was like you were in someone else’s body. It was time to choose, you knew that much. There was a feeling of excitement in you that you needed to move forward. To become stronger, so you could protect those precious to you... [hider=Guardian Boons] As you enter Buddy’s mind, you now get the chance to learn a unique combat style! These are various stances which you can use to provide a unique advantage over enemies that otherwise can’t be gained. You may only choose one style at the moment, however in the future there may be a chance to learn more. All Combat Styles require a binus action to activate and last for one minute or until the user is unconscious or dead. If a stance has a DC, DC equals 8+Proficiency+Strength or Dex Bonus (your choice). Dire Rat Style - You never provoke attacks of opportunity due to movement. You may interact with objects as many times as you desire. Applying poisons only take a bonus action and you may apply poison to your unarmed strikes. Lastly you always had advantage to escape a grapple and you always count as one size smaller for the purpose of going into or through tight spaces. Minotaur Style - Whenever your enemy moves away from you, as a reaction you may take both an attack of opportunity and follow the enemy to wherever they end their movement, up to your movement speed. This movement does not provoke attacks of opportunity from your enemies. If the enemy’s movement does not provoke attacks of opportunity or if they use some other form of movement such as teleportation, you may still use your reaction to move in their direction if you can see where they went. You do not get to perform an attack of opportunity and this movement does not provoke attacks of opportunity. Chimera Style - When you strike an enemy with at least two unarmed strikes, your enemy takes additional damage equal to twice your unarmed strike damage die. At the start of each turn afterwards the enemy will take damage equal to twice your unarmed strike damage die until they pass a medicine check vs your DC or receive at least 10 points of magic healing. Vorpal Hare Style - You crit on a 19-20 and when you score a critical hit with a attack, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit. If your critical hit defeats an enemy, you gain temporary HP Equal to half the damage dealt for one minute. Nightmare Dragon Style - When you make an attack action with an unarmed strike, you may change the damage type from Fire, Lightning, Cold, or Acid. You also gain resistance to the same element until the beginning of your next turn. As an action you can make any enemy who can see or hear you within 60 feet make a wisdom saving throw vs your DC. Those who fail take psychic damage equal to your unarmed strike and are frightened of you until the end of your next turn. Hydra Style - When you make an unarmed strike with an empty hand, your may choose to grapple the enemy using your attack for the grapple check. If you succeed the enemy is both grappled and takes your unarmed strike damage. Additionally you always have advantage on opposed checks to maintain the grapple, and you may use a regular attack roll using your unarmed strike for these checks. Centaur Style - Your jump distance is tripled. Your movement speed is doubled. Whenever you make an unarmed strike, you may push yourself ten feet in any direction. This movement does not provoke attacks of opportunities from your enemies. These abilities also extend to any mount you are riding. Saytr Style - You have advantage on any checks made to stay on your feet and maintain your balance. Additionally you ignore difficult terrain both mundane and magical. Finally you gain a climb speed whenever you are moving, however you must end your movement somewhere where you can stand normally or you will begin falling. Primal Man Style - You become proficient with improvised weapons and treat any improvised weapons as monk weapons. One-handed improvised weapons gain the light and finesse properties while two-handed improvised weapons gain the reach property. Both gain the Thrown (30/90) property. Cockatrice Style - Whenever you take the dodge action, add your proficiency bonus to your AC. If you are targeted by a melee Attack that misses you while you take a dodge, you may use your reaction to take an attack of opportunity against the attacker. If the attack would hit you, you may spend a reaction to reduce the damage by 1d10+Dexterity or Strength+Proficiency. If this would reduce the damage to 0, you may make an attack of opportunity against the attacker. Werewolf Style - As long as you are within melee distance of an enemy, your allies will never had disadvantage against the enemies. Additionally you always reroll 1 or 2 on your attacks and damage die against your target. Orc Style - If you land an attack after moving at least 20 feet, your target must make a strength save vs your DC or be shoved. Additionally you gain resistance to all damage you take from attacks of opportunity while this style is active, but only if the attacks of opportunity occur due to your movement. You otherwise do not have this resistance. [/hider]