Way of the Elemental Fist
Spellcast Trait: InstinctPlay the Way of the Elemental Fist if you want to master all four elements
Stance Change: Mark a Stress to Channel one of the following elemental battle stances. Lasts until you take Severe damage or until your next rest.
Fists of Tiamat: When an adversary within Melee range deals damage to you, they take 1d10 fire damage. You unarmed attacks are now considered fire damage.
Unbreakable Gaia: Gain a bonus to your Armour Slots equal to your Proficiency.
Kraken Kata: When you defeat an adversary within Melee range, all other adversaries within Very Close range cannot move or flee for one turn.
Windwaker: You take no fall damage.
Stance Change Aura's: Once per rest while Channeling, you can add an aura to your current stance. The aura affects targets within Close range until your Channeling ends.
Fists of Tiamat Aura: When an adversary marks 1 or more Hit Points, they must also mark a an Armour Slot.
Unbreakable Gaia: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8.
Kraken Kata Aura: When you defeat an adversary within Melee range you can mark a Stress to make all attackers within Close range temporarily Vulnerable.
Windwaker Aura: You and your allies gain a +1 bonus to Agility.
Stance Change Aura's Enhanced: You further embody your element. While Channeling a stance, you gain the following additional aura effects:
Fists of Tiamat Aura: Your unarmed attacks now deal an additional 1d10 fire damage.
Unbreakable Gaia Aura: Your allies gain a bonus to their Armour Slots equal to your Proficiency. You now gain a double bonus to your Armour Slots equal to your Proficiency.
Kraken Kata Aura: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.
Windwaker Aura: You gain a +1 bonus to your Evasion and can fly. If you can already fly gain a +2 Evasion.