This is a homebrew that is currently experimenting with mechanics that haven't existed in DnD before. Its implementation is more complex than most martial subclasses, and may be expanded into its own class at some point. However, that being said several design choices were make it as simple as possible. We will make the case that the additional complexity is warranted due to the amount of emergent gameplay that arises from it.

Linking movement to combos actually makes total sense thematically. You can start your blade swinging through the air, gaining some movement, but lose it when you drive it into an enemy. If you have spare movement by the time you reached your opponent, you can use more powerful attacks that have channeled that spare movement into rotation.

The two attacks, "F" and "P" also provide interesting choices even with or without combos. F makes you move for free and reposition, but if you're already in range of an enemy, P feels better (you're already in the right spot) and does more damage. In the context combos, you get a sense of what the combo looks like.

Anyway, without further ado...