Base Class: Fighter
3rd Level: Boogie Woogie
Starting at 3rd level, you can distort the positions of creatures and marked objects through a resonant combat technique and overwhelming presence.
You have a number of Resonance uses equal to your proficiency bonus + your Charisma modifier minimum of 2. You regain all expended Resonance uses when you finish a short or long rest. If you roll initiative and have no Resonance uses remaining, you regain 1 Resonance use.
Your Boogie Woogie save DC equals:
8 + your proficiency bonus + your Charisma modifier
When you make a weapon attack or an unarmed strike, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
As a bonus action, you can expend 1 Resonance use to use one of the following options. Each target involved must be within 30 feet (9 meters) of you.
Switch with Yourself
You swap places with one creature or one marked object of your choice that you can see within range. A willing creature is swapped automatically. An unwilling creature must succeed on a Charisma saving throw against your Boogie Woogie save DC or be swapped.
Switch Others
Choose two creatures, two marked objects, or one creature and one marked object other than yourself that you can see within range. Any willing creature is swapped automatically. Any unwilling creature must succeed on a Charisma saving throw against your Boogie Woogie save DC or be swapped. If only one unwilling creature succeeds on its saving throw, the exchange fails.
False Beat
Choose one creature you can see within range. Until the start of your next turn, that creature has disadvantage on the next attack roll it makes against a target other than you.
Mark Object
Once on each of your turns, you can mark one unattended object you can see within 30 feet (9 meters) of you. A marked object counts as a valid target for your Boogie Woogie until the end of your turn. A marked object is treated as a willing target for this exchange.
Restrictions
You must be able to see each target involved in the exchange. A creature or object moved by this feature must appear in a space it can physically occupy.
This movement does not provoke opportunity attacks.
3rd Level: Break the Rhythm
Also at 3rd level, when you strike a target or disrupt its position, you create an opening your allies can exploit.
When you hit a creature with a melee attack, or when you move it with Boogie Woogie, you can expose it until the start of your next turn. You can expose only one creature at a time. If you expose another creature, the previous effect ends.
The first ally other than you to attack that exposed creature before the start of your next turn gains one of the following benefits of your choice:
- a 1d4 bonus to the attack roll
- movement up to 10 feet (3 meters) immediately before or after the attack, without provoking opportunity attacks from the exposed creature
- extra damage on a hit equal to your proficiency bonus
You choose the benefit when the ally makes the attack.
7th Level: Breaker’s Body
Starting at 7th level, your physical presence becomes overwhelming.
You gain proficiency in Athletics. If you already have proficiency in Athletics, you instead gain expertise, allowing you to double your proficiency bonus for any ability check you make that uses it.
In addition, your unarmed strikes deal 1d8 bludgeoning damage if you are not holding anything in either hand. Otherwise, they deal 1d6 bludgeoning damage.
Finally, once on each of your turns, when you hit a creature with a melee weapon attack or an unarmed strike, you can move it up to 5 feet (1.5 meters) to an unoccupied space you can see, provided that space has a surface or can otherwise be physically occupied by the creature.
7th Level: Battle Frenzy of Genius
Also at 7th level, your combat instincts and immediate reading of the battlefield become so sharp that they appear insane to onlookers.
You gain the following benefits.
Combat Reading
When a creature you can see within 30 feet (9 meters) of you is hit by you or one of your allies, you can use your reaction to apply one of the following effects to that creature:
- The creature cannot take reactions until the end of its next turn.
- One ally of your choice who can see the creature may move up to 10 feet (3 meters) without provoking opportunity attacks from that creature.
- The next attack roll made against that creature before the start of your next turn gains a +2 bonus.
You can use this reaction a number of times equal to your Charisma modifier minimum of once, and you regain all expended uses when you finish a long rest.
No Opening Wasted
You add your Strength modifier to your initiative rolls, and while you are conscious, you cannot be surprised.
10th Level: Aura of Battle Tempo
Starting at 10th level, your presence drives your allies onward and keeps them in motion whenever you create an opening.
While you are not incapacitated, you emit an aura in a 10-foot (3-meter) radius.
You and allies of your choice in the aura gain the following benefits:
- When you make an attack against a creature that you have hit, moved, or swapped with Boogie Woogie since the end of your last turn, the attack roll gains a +1 bonus.
- Once per turn, when such an attack hits, the attacker may move the target up to 5 feet (1.5 meters) to a space it can physically occupy.
- Creatures affected by your aura have advantage on saving throws against being knocked prone and against forced movement.
At 18th level, the range of this aura increases to 30 feet (9 meters).
15th Level: Black Flash
Starting at 15th level, your use of Boogie Woogie can create a moment of perfect impact, where displacement, timing, and will collapse into a single strike.
When you use Boogie Woogie, choose yourself or one allied creature involved in the exchange. Until the end of the current turn, that creature gains a Black Flash Window.
If that creature hits another creature with a melee attack before the end of the current turn, it can trigger Black Flash, provided the target is within 5 feet (1.5 meters) of the space where that creature appeared as a result of the exchange.
When Black Flash triggers, the attack deals an extra 2d8 force damage, and the target cannot take reactions until the start of your next turn.
In addition, the target has disadvantage on the next attack roll it makes before the end of its next turn.
If the triggering attack is a critical hit, the attack’s normal weapon damage dice or unarmed strike dice are rolled three times instead of two. No other additional damage dice are rolled three times.
You can grant a Black Flash Window a number of times equal to your Charisma modifier minimum of once, and you regain all expended uses when you finish a long rest.
At Fighter level 17, the extra force damage increases to 3d8.
18th Level: Applause of the Soul
Starting at 18th level, your control over battle rhythm becomes nearly absolute.
You gain the following benefits.
Endless Beat
When you roll initiative and have no Resonance uses remaining, you regain 2 Resonance uses.
Chain Exchange
Once on each of your turns, when you use Boogie Woogie, you can immediately perform a second exchange as part of the same bonus action, provided that at least one creature involved in the second exchange was also involved in the first exchange. This second exchange still costs 1 Resonance use.
Group Follow-Through
Once per turn, when you hit a creature with a melee attack, one ally of your choice who can see or hear you may use its reaction to choose one of the following options:
- It moves up to half its speed without provoking opportunity attacks from that creature.
- It makes one weapon attack against that creature, provided it is within range.
- It gains advantage on the next attack roll it makes against that creature before the end of its next turn.
Expanded Aura
The range of your Aura of Battle Tempo becomes 30 feet (9 meters) if it has not already done so.
Level 3: Boogie Woogie
You have a number of Resonance uses equal to your proficiency bonus + your Charisma modifier minimum of 2. You regain all expended Resonance uses when you finish a short or long rest. If you roll initiative and have no Resonance uses remaining, you regain 1 Resonance use.
Your Boogie Woogie save DC equals:
8 + your proficiency bonus + your Charisma modifier
When you make a weapon attack or an unarmed strike, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
As a bonus action, you can expend 1 Resonance use to use one of the following options. Each target involved must be within 30 feet (9 meters) of you.
Switch with Yourself
You swap places with one creature or one marked object of your choice that you can see within range. A willing creature is swapped automatically. An unwilling creature must succeed on a Charisma saving throw against your Boogie Woogie save DC or be swapped.
Switch Others
Choose two creatures, two marked objects, or one creature and one marked object other than yourself that you can see within range. Any willing creature is swapped automatically. Any unwilling creature must succeed on a Charisma saving throw against your Boogie Woogie save DC or be swapped. If only one unwilling creature succeeds on its saving throw, the exchange fails.
Mark Object
Once on each of your turns, you can have yourself or an allied creature mark one unattended object by touching it. The object must be neither worn nor carried by someone else.
A marked object counts as a valid target for your Boogie Woogie until the end of your turn. A marked object is treated as a willing target for this exchange.
Restrictions
You must be able to see each target involved in the exchange. A creature or object moved by this feature must appear in a space it can physically occupy.
This movement does not provoke opportunity attacks.
Level 3: Break the Rhythm
When you hit a creature with a melee attack, or when you move it with Boogie Woogie, you can expose it until the start of your next turn. You can expose only one creature at a time. If you expose another creature, the previous effect ends.
The first ally other than you to attack that exposed creature before the start of your next turn gains one of the following benefits of their choice:
- a 1d4 bonus to the attack roll
- movement up to 10 feet (3 meters) immediately before or after the attack, without provoking opportunity attacks from the exposed creature
- extra damage on a hit equal to your proficiency bonus
You choose the benefit when the ally makes the attack.
Level 7: Breaker’s Body
You gain proficiency in Athletics. If you already have proficiency in Athletics, you instead gain expertise, allowing you to double your proficiency bonus for any ability check you make that uses it.
In addition, your unarmed strikes deal 1d8 bludgeoning damage if you are not holding anything in either hand. Otherwise, they deal 1d6 bludgeoning damage.
Finally, once on each of your turns, when you hit a creature with a melee weapon attack or an unarmed strike, you can move it up to 5 feet (1.5 meters) to an unoccupied space you can see, provided that space has a surface or can otherwise be physically occupied by the creature.
Level 7: Battle Frenzy of Genius
You gain the following benefits.
Combat Reading
When a creature you can see within 30 feet (9 meters) of you is hit by you or one of your allies, you can use your reaction to apply one of the following effects to that creature:
- The creature cannot take reactions until the end of its next turn.
- One ally of your choice who can see the creature may move up to 10 feet (3 meters) without provoking opportunity attacks from that creature.
- The next attack roll made against that creature before the start of your next turn gains a +2 bonus.
You can use this reaction a number of times equal to your Charisma modifier minimum of once, and you regain all expended uses when you finish a long rest.
No Opening Wasted
You add your Strength modifier to your initiative rolls, and while you are conscious, you cannot be surprised.
Level 10: Aura of Battle Tempo
While you are not incapacitated, you emit an aura in a 10-foot (3-meter) radius.
You and allies of your choice in the aura gain the following benefits:
- When you make an attack against a creature that you have hit, moved, or swapped with Boogie Woogie since the end of your last turn, the attack roll gains a +1 bonus.
- Once per turn, when such an attack hits, the attacker may move the target up to 5 feet (1.5 meters) to a space it can physically occupy.
- Creatures affected by your aura have advantage on saving throws against being knocked prone and against forced movement.
At 18th level, the range of this aura increases to 30 feet (9 meters).
Level 15: Black Flash
When you use Boogie Woogie, choose yourself or one allied creature involved in the exchange. Until the end of the current turn, that creature gains a Black Flash Window.
If that creature hits another creature with a melee attack before the end of the current turn, it can trigger Black Flash, provided the target is within 5 feet (1.5 meters) of the space where that creature appeared as a result of the exchange.
When Black Flash triggers, the attack deals an extra 2d8 force damage, and the target cannot take reactions until the start of your next turn. In addition, the target has disadvantage on the next attack roll it makes before the end of its next turn.
If the triggering attack is a critical hit, the attack’s normal weapon damage dice or unarmed strike dice are rolled three times instead of two. No other additional damage dice are rolled three times.
You can grant a Black Flash Window a number of times equal to your Charisma modifier minimum of once, and you regain all expended uses when you finish a long rest.
At Fighter level 17, the extra force damage increases to 3d8. At Fighter level 20, a creature that has triggered Black Flash may immediately move up to 10 feet (3 meters).
Applause of the Soul
You gain the following benefits.
Endless Beat
When you roll initiative and have no Resonance uses remaining, you regain 2 Resonance uses.
Chain Exchange
Once on each of your turns, when you use Boogie Woogie, you can immediately perform a second exchange as part of the same bonus action, provided that at least one creature involved in the second exchange was also involved in the first exchange. This second exchange still costs 1 Resonance use.
Group Follow-Through
Once per turn, when you hit a creature with a melee attack, one ally of your choice who can see or hear you may use its reaction to choose one of the following options:
- It moves up to half its speed without provoking opportunity attacks from that creature.
- It makes one weapon attack against that creature, provided it is within range.
- It gains advantage on the next attack roll it makes against that creature before the end of its next turn.
Expanded Aura
The range of your Aura of Battle Tempo increases by 30 feet (9 meters).
Previous Versions
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