Fighter
Base Class: Fighter

Mist Breathing relies on controlling the battlefield through deception, concealment, and sudden strikes. Users blur the line between presence and absence, appearing where least expected and vanishing into thin air.

Veil Step

Your movements are elusive, almost illusory.

  • When you move at least 10 feet on your turn, you can choose to become lightly obscured until the start of your next turn, even in clear terrain.

  • Once per turn, when you hit a creature with a melee weapon attack while obscured, you can deal an extra 1d6 psychic damage as your elusive style unnerves the enemy.

Clouded Focus

Your detachment from emotion sharpens your precision.

  • At the start of your turn, if you haven’t taken damage since your last turn, your first attack roll this turn is made with advantage.

  • You also have advantage on saving throws against being charmed or frightened.

Phantom Slash

You strike from angles no one expects.

  • When you take the Attack action, you can choose to make one of your attacks from an adjacent 5-foot square instead of your own—your blade seems to bend the mist.

  • This attack deals an additional 1d8 psychic damage on hit.

You can use this feature a number of times equal to your Wisdom modifier per long rest (minimum 1).

Mist Cloak

You can vanish into thin air.

  • As a bonus action, you can become heavily obscured to all other creatures until the end of your current turn, or until you make an attack or cast a spell.

  • While obscured this way, you can move through creatures’ spaces as if they were difficult terrain.

You can use this feature proficiency bonus times per long rest.

Lost in the Fog

You control what others can perceive.

  • When a creature targets you with an attack, you can use your reaction to impose disadvantage on the roll. If the attack misses, you can teleport up to 15 feet to an unoccupied space you can see.

Final Form: Obscuring Mirage

You become one with the mist, impossible to predict.

  • As an action, you unleash a barrage of flickering, illusory strikes. Choose up to three creatures you can see within 30 feet.

  • You teleport to each in turn, making one melee weapon attack against each.

  • On hit, each creature takes an additional 4d6 psychic damage, and must succeed on a Wisdom saving throw (DC = 8 + proficiency + Wisdom modifier) or be blinded until the end of their next turn.

You can use this feature once per long rest.

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