Base Class: Fighter
Born from passion, emotion, and the strength to protect others, Love Breathing channels raw feeling into devastating grace. A blend of acrobatics, whip-like precision, and overwhelming heart, this style turns emotion into motion—and love into strength.
Graceful Strikes
Your fighting style emphasizes flexibility, fluidity, and overwhelming flourish.
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When you make a melee weapon attack, you can choose to add your Charisma modifier to the attack roll, instead of Strength or Dexterity.
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Additionally, once per turn when you hit with a melee weapon, you deal extra damage equal to your Charisma modifier.
Heart’s Tempo
Your footwork and emotion keep you always in motion.
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You can take the Dash or Disengage action as a bonus action a number of times equal to your Charisma modifier (minimum 1).
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You regain all uses of this feature after a long rest.
Loving Momentum
When your emotions surge, so does your speed.
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Whenever you move at least 20 feet on your turn before making a melee attack, you deal an additional 1d6 damage and the target must succeed on a Strength saving throw (DC = 8 + your proficiency + your Charisma modifier) or be knocked prone.
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This feature can trigger once per turn.
Passionate Defense
You defend with flair and deflective grace.
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While wearing light or no armor, you gain a bonus to your AC equal to your Charisma modifier (max +2).
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When a creature misses you with a melee attack, you can move 5 feet without provoking opportunity attacks.
Devoted Fury
When your allies are hurt, your fury ignites.
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When an ally within 30 feet is reduced to 0 hit points, you can enter a state of emotional fury. Until the end of your next turn:
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You have advantage on all attack rolls, and
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Your attacks deal an additional 2d6 damage.
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You can use this feature once per short or long rest.
Final Form: Shattering Heart Spiral
You unleash a whirlwind of devastating, radiant strikes powered by pure emotion.
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As an action, you move up to your speed and make up to five melee attacks, each against a different creature you move past.
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Each hit deals an additional 3d8 damage, and creatures hit must make a Wisdom saving throw (DC = 8 + your proficiency + Charisma modifier) or be charmed until the end of your next turn (they can't attack you during this time).
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