Base Class: Fighter
Insect Breathing relies on pinpoint strikes, swift motion, and toxin-laced precision. Rather than brute force, it focuses on exploiting openings and delivering rapid, venomous blows that disable foes before they know they’ve been hit.
Needle Strike
Your blade mimics a stinger: swift and surgical.
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You can choose to use Dexterity instead of Strength for your weapon attack and damage rolls with finesse or light weapons.
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Once per turn, when you hit a creature with a melee weapon attack, you can deal an additional 1d6 poison damage.
This poison damage increases to 2d6 at level 10, and 3d6 at level 18.
Compound Reflexes
Your reactions are almost unnatural.
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You can take one additional reaction per round, but only one per turn.
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You also gain advantage on initiative rolls.
Dancer's Evasion
Your footwork allows you to evade danger with elegance.
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When an enemy misses you with a melee attack, you can move 5 feet without provoking opportunity attacks.
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If you use your reaction to move in this way, you can make a melee weapon attack at the end of the movement.
Venom Arts
Your strikes now deliver toxins that leave enemies reeling.
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When a creature takes your poison damage, it must succeed on a Constitution saving throw (DC = 8 + proficiency + Dex modifier) or suffer disadvantage on all attacks until the end of its next turn.
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If it succeeds, it’s immune to this effect for 1 minute.
Silent Bloom
You vanish and strike like a phantom.
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When you reduce a creature to 0 HP, you can immediately move up to half your speed and make one melee weapon attack against another creature within range.
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That attack deals an extra 2d6 poison damage on hit.
You can use this feature a number of times equal to your Dexterity modifier (minimum 1), regaining all uses on a long rest.
Final Form: Dance of the Stinger – Hundred Needle Frenzy
You unleash a storm of lightning-fast thrusts laced with deadly toxins.
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As an action, choose a creature within 30 feet. You dash to them in a blur and unleash a series of blinding strikes.
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Make five melee weapon attacks against the target. Each hit deals an additional 1d8 poison damage.
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If at least three attacks hit, the target must succeed on a Constitution saving throw (DC = 8 + proficiency + Dex modifier) or become paralyzed until the end of your next turn.
You can use this feature once per long rest.
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