Base Class: Fighter
Instinct, ferocity, and raw survival—those who master Beast Breathing fight with untamed power and primal grace. Developed far from civilization, this style mirrors the savagery of nature and the unpredictable fury of wild beasts.
Dual Fang Assault
When you choose this Breathing Style at 3rd level, you learn to fight with feral aggression and dual weapons.
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While wielding a melee weapon in each hand, you can make an extra attack with your off-hand weapon as part of the Attack action, without using your bonus action.
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You may also add your Strength modifier to the damage of this off-hand attack.
Beast Sense
You gain heightened senses like that of a predator.
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You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to track creatures or detect hidden threats.
Explosive Charge
Your bestial movement lets you strike swiftly and unpredictably.
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When you take the Attack action, you can use a bonus action to move up to your speed and make one additional weapon attack against a different creature than your original target.
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If this bonus attack hits, it deals an extra 1d6 damage.
You can use this feature a number of times equal to your Constitution modifier (minimum once), regaining all uses on a long rest.
Frenzied Focus
When you commit fully to your instincts, your strikes become overwhelming.
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When you hit a creature that is below its hit point maximum, you deal an additional 1d8 damage.
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You can also make one additional melee attack when you take the Attack action (once per turn).
Predator’s Mark
You designate a creature as your prey.As a bonus action, choose one creature you can see. For 1 minute:
- You have advantage on attack rolls against it if no other creature is within 5 feet of you.
- You can make opportunity attacks against the creature whenever it moves within your reach, not just when it leaves.
You can use this feature once per long rest.
Final Form: Devouring Rush
You unleash your most savage technique.
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As an action, you surge forward up to twice your movement speed in a straight line.
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For each creature within 5 feet of your path, you make a melee weapon attack with advantage.
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Each hit deals extra damage equal to your Strength modifier + 2d6.
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If you hit three or more creatures, you gain 10 temporary hit points.
You can use this feature once per long rest.
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