Base Class: Fighter
Kenbu is a dance of blades that those who master are said to traverse the battlefield like a beautiful disatster that an opponent can't look away from
Level 3: Kenbu
Starting at 3rd level you have learned the Kenbu style, your grace on the battlefield lets you attack from multiple positions on the battle field at once.
You may take dash action as a bonus action any time you take the dash action you leave a mirage you may have up to two mirages, these mirages last until the end of your next turn from when you summon them, you may attack from from the position of a mirage as if you were in that square, you may as a reaction swap places with any mirage at any time, if an enemy would attack you you when you use a mirage to teleport they no longer target you with that attack but the attack may be directed to another target (if you are within attack range they can retarget you.). You may only use this reaction up to 3 times per long rest
Level 3: Phantom Blades
Starting at 3rd level, you're given a Phantom Blade, a spectral extension of your soul’s connection to something beyond: a lost loved one, a forgotten past life, a pact with a spirit, or a purpose so strong it carved itself into the Ethereal.
When you hit with a melee weapon attack, the Phantom Blade strikes the same target, dealing an additional 1d6 force damage once per action.
You gain a second Phantom Blade at 8th level, and a third at 13th. Each one represents a growing bond with the force that shapes your soul
Phantom Dance
While in Phantom Dance you gain 15ft of movement speed,
When you strike an enemy you gain 1 stack of trance, once you achieve four stacks of trance you may access Phantom Dance
Final Dance: You may as a bonus action start to dance your mirages may each make one attack (this does not require you to be attacking the same target), Mirages do not benefit from your phantom blade damage or abilities. Once you use this ability your Phantom Dance ends, You may use this ability once per short rest.
Level 7: Wuthering Assualt
Starting at level 7 you gain special manuvers with you phantom blade:
You may instead of doing damage with your phantom blades choose one ability for each blade until the end of your next turn
*Shifting Guard: add +1 ac to your ac as it swirls around you defensively,
*Soul Shielded: Whenever an enemy hits you you may have your blade take some of the damage reducing the incoming damage by 1d6,
*Binding Rhythm: You may have you Blade push or pull you opponent on a successful strike, with an opposing acrobatics/athletics check.
Level 10: Phantom Enhancement
Starting At 10th level, your connection to the force that shapes your Phantom Blade deepens, no longer a flickering echo, but a manifest of your will, honed through battle and bound by purpose. The blade is no longer a singular note but an orchestra flourishing through the battle field your phantom blade abilities go from 1d6 to 1d8
Level 15: Dance with the Stars
Your Phantom Dance transcends the battlefield. You have learned how to move with the wind, rhythm and stars. Your body now light as a feather, and the dance becomes something divine
Starting at level 15, While in Phantom Dance you gain a fly speed equal to your movement speed, your phantom dance now lasts one minute instead of ending when you activate "Final Dance".
Level 18: Final Dance
Grace and music plays through your soul as you become a conductor for every weapon you touch
Starting at 18th level, you may treat every melee weapon as if it is a finesse weapon and add your charisma modifier to damage rolls.
You may once a day, perform for your allies giving them the effects of a heroes' feast.
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