Breath of Thunder (5e Class)

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Breath of Thunder[edit]

Thunder Breathing is a fighting style in which the user movements imitate lightning, using swift strikes and movements akin to lightning ripping through the sky, and replicates it with the user's movements, techniques and abilities.

Prerequisites[edit]

To qualify for multiclassing into the Breath of Thunder class, you must meet these prerequisites:

  • Dexterity and Constitution 13 or higher. Breath of Thunder users are famous for their great speed and reflexes, as well as for their ability to use breathing techniques.
  • Proficiency in the Acrobatics skill. Users of the breath of thunder technique are incredibly fast and agile.
  • Access to the Extra Attack feature. A Breath of Thunder user must be already a skilled warrior in order to use this style's techniques.

Class Features[edit]

As a Thunder Breathing you gain the following class features.

Hit Points

Hit Dice: 1d8 per Thunder Breathing level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Thunder Breathing level

Proficiencies

Weapons: Longsword

Level Proficiency
Bonus
Features Breath Points Thunder Die
1st Breath of Thunder, Thunderclap and Flash 1 1d4
2nd Second Form:Rice Spirit 2 1d4
3rd Ability Score Increase 3 1d4
4th Third Form:Thunder Swarm 4 1d4
5th Fourth Form:Distant Thunder 5 1d6
6th Fifth Form:Heat Lightning, Thunderclap and Flash (Sixfold) 6 1d6
7th Ability Score Increase 7 1d6
8th Sixth Form:Rumble and Flash 8 1d6
9th Godspeed, Thunderclap and Flash (Eightfold) 9 1d6
10th Seventh Form:Flaming Thunder God 10 1d8


Thunder Breathing[edit]

Starting at 1st level, you learn how to use a special breathing technique that enhances your physical traits and enable you to fight demons. Your access to this energy is represented by breathing points and your breathing die. Your Breath of Thunder level determines the number of points you have and what breathing die size you use, as shown in the Breath of Thunder table.

Thunder Breathing Weapons

To use the thunder breathing techniques, the user must wield a melee weapon it is proficient with that lacks the heavy or two-handed property, and that causes slashing damage.

If the technique requires an attack, you must attack with said weapon.

Breathing Points

When you spend a breathing point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended breathing back into yourself. You must spend at least 30 minutes of the rest meditating to regain your breathing points.

Breathing Die

Your breathing die is a d4, but it increases as you gain levels in this class, as shown in the breathing die column.

Breathing Save DC

Some of your breathing features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Breathing save DC = 8 + your proficiency bonus + your Constitution modifier

Obs.: Ex-Monks Breath of Thunder You can replace your Thunder Die for your martial arts die in features that require a Thunder Die to be rolled. In addition, you can use your ki points in place of breathing points for your breathing related abilities and vice versa.

Thunderclap and Flash[edit]

Starting at 1st level, on your first turn of combat, you can Dash using a Bonus Action. If you move at east 10 feet before making an attack, you have Advantage on the attack, and add lightning damage equal to your breathing die.

Whenever you hit a creature with an attack using this feature, you can spend 1 breath point to deal additional lightning damage equal to your Breathing Die.

You can amplify this technique by spending ki points:

Sixfold (6th level)

As an Action, you can spend ki points equal to up your proficiency bonus. You make one attack per ki point spent, and can move up to 10 feet, not provoking opportunity attacks and not counting against your maximum movement speed.

Eightfold (9th level)

When you use your Sixfold amplification, you can spend 2 additional breath points to make two additional attacks using your bonus action.

Rice Spirit[edit]

At 2nd level, you can use an Action and spend 2 breath points to release up to five arched slashes, accompanied by lightning in quick succession. You can choose one or more targets within 30 feet, and each slash causes 1d6 slashing damage, plus 1d4 lightning damage.

Ability Score Increase[edit]

When you reach 3rd level, and again at 7th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Thunder Swarm[edit]

At 4th level, you can use your Action and spend 5 breath points to surround an enemy you can see within 30 feet with waves of arched lightning. You make four attacks against it, each taking additional lightning damage equal to your Thunder Die.

After the last attack, choose one unoccupied space within 5 feet of that target, and you teleport to that place. You can't use this feature if there's no unoccupied spaces within 5 feet of the target.

Distant Thunder[edit]

At 5th level, you can use an Action to generate a ball of electricity, releasing it towards a point you can see within 120 feet. Each creature within 10 feet of that point must succeed on a Dexterity saving throw, or suffer 2d6 lightning damage.

You can spend up to 3 breath points to increase the damage taken by 2d6 per ki point spent.

Heat Lightning[edit]

At 6th level, when you take the Attack action, you can unleash a long-ranged upward sword slash when you make an attack. You can make a ranged spell attack against a target within 60 feet.

In addition, you no longer need to spend ki points to add your Thunder Die to the damage of your Thunderclap and Flash attacks.

Rumble and Flash[edit]

At 8th level, when you use your Thunderclap and Flash feature, or any of its amplifications, you can make the ranged attack granted by your Heat Lightning form.

Godspeed[edit]

At 9th level, when you use Thunderclap and Flash, you can move by teleporting rather than walking that speed. In addition, when you do so, any damage you cause with your Thunderclap and Flash features is maximized, rather than rolled for.

You can use this feature once, without any detrimental effects. Each time you use it thereafter, suffer 1 level of exhaustion.

Flaming Thunder God[edit]

At 10th level, whenever you use your not amplified Thunderclap and Flash feature, you can forgo an attack and spend up to 10 breath points, teleporting to a unoccupied space within 10 feet per ki point spent and forcing your target to make a Dexterity saving throw.

On a failed save, your target take 1d8 slashing and 1d8 lighting damage per ki point spent, or half as much on a success.

Breath of Thunder Techniques[edit]

Listed below are techniques that can be chosen by members of this prestige class, in place of the +1 from the ASI granted. You can choose either 1 or 2 techniques, instead of the +1 or +2 granted by the ASI.

Air Spin[edit]

Immediately after you hit a creature with a melee weapon attack and cause damage, you can use your reaction to backflip and uproot that creature with an attack. The creature must make a Strength saving throw against the Thunder save DC. On a failed save, the creature takes the damage of the attack, and is pushed up to 30 feet back. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Encompassing Slash[edit]

When you take the Attack action on your turn, you can replace a single attack with a magical 360 blade spin. Each creature of your choice in a 15-foot-radius circle around on you must make a Dexterity saving throw against your breath save DC. On a failed save, a creature takes slashing damage equal to your weapon's damage die and lighting damage equal to your Thunder Die, and it has the stunned condition until the start of your next turn. On a successful save, the creature takes half as much damage only and is not stunned. You can use your Encompassing Slash a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest.

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