Breather (5e Class)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete multiclassing, and features. Also missing hit dice.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Demon Slayer franchise, and/or include content directly affiliated with and/or owned by Koyoharu Gotouge/SHUEISHA Inc.. D&D Wiki neither claims nor implies any rights to Demon Slayer copyrights, trademarks, or logos, nor any owned by Koyoharu Gotouge/SHUEISHA Inc.. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Breather[edit]

This Class Is Made To Be A Demon Slayer From The Popular Anime "Kimetsu No Yaiba", This Is Not Finished And Has Weapons To Be Used In Conjunction This Class Uses The Art Of Breathing Which There Are Many Styles Of And Many Forms For Each.

Breathing[edit]

Creating a Breather[edit]

Quick Build

You can make a Breather quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution Second, choose a

Class Features

As a Breather you gain the following class features.

Hit Points

Hit Dice: 1d12 per Breather level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Breather level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, longsword
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) {{{item1a}}} or (b) {{{item1b}}}
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Breather

Level Proficiency
Bonus
Features Breath Points
1st +2 Extrasensory Perception, Swordsmanship 1
2nd +2 Total Concentration Breathing 2
3rd +2 Breath Style 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Breath Style Feature 6
7th +3 Total Concentration Breath: Constant 7
8th +3 Ability Score Improvement 8
9th +4 Enhanced Senses 9
10th +4 10
11th +4 11
12th +4 Ability Score Improvement 12
13th +5 Enhanced Senses (2) 13
14th +5 Breath Style Feature 14
15th +5 Recovery Breathing, Selfless State 15
16th +5 Ability Score Improvement 16
17th +6 Enhanced Senses (3) 17
18th +6 Combative Perception 18
19th +6 Ability Score Improvement 19
20th +6 20

Extrasensory Perception[edit]

At 1st level, you gain the ability to sense auras, a fundamental ability to sense demons and enemies. You can detect the presence of demons and their corruption (portals, servants under their control, etc), within a mile.

Swordsmanship[edit]

At 1st level, you have been trained in the mastery of the sword. When using a longsword (or katana) you have a +2 bonus on attack rolls.

In addition, when wielding a longsword and not wielding a shield nor wearing armor, your AC equals 10 + your Dexterity modifier + your proficiency bonus.

Total Concentration Breathing[edit]

Starting at 2nd 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 a number of breathing points. Your Breath of Thunder level determines the number of points you have, as shown in the breathing Points column of the Breath of Thunder table.

You can spend these points to fuel various breathing features. You start knowing three such features: Increased Strength, Increased Stamina, and Increased Speed. You learn more breathing features as you gain levels in this class.

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.

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

Increased Strength

You can spend 1 breathing point when making a Strength based attack, check or save to gain Advantage on that check. In addition, you use your Constitution modifier, rather than Strength, when you do so, if it is higher.

Increased Endurance

You can spend 1 breathing point to gain Advantage on a Constitution check, saving throw or death saving throw.

Increased Speed

You can spend 1 or more breathing point to move to an unoccupied space within 5 feet per point as a bonus action. The maximum number of points you can spend equals your proficiency bonus. This movement doesn't provoke opportunity attacks.

Breath Styles[edit]

At 3rd level, you learn one particular breath styles, which grants you access to certain breath techniques. Your style grant you features at 3rd level, and again at 6th and 14th levels.

Breath Forms

Each style also grant you a certain number of forms. The forms spend points and require you to be at a specific level to use, shown in parenthesis on the form.

The forms require you to be wielding a longsword (katana) and the damage caused by them is considered magical.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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.

Demon Slayer Mark

Instead of gaining a feat, if you chose to be born with a demon slayer mark, you can start awakening it at 4th level, and gaining an additional benefit related to it at 12th and 19th levels. You gain ASI as normal at 8th and 16th levels.

Mark Awakening (4th level).
Mark Enhancement (12th level).
Mark Perfection (19th level).

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Total Concentration Breath: Constant[edit]

Starting at 7th level, you can maintain a constant level of concentration in your breathing techniques. You gain proficiency in Strength and Constitution saving throws.

In addition, your movement speed increases in 10 feet.

Enhanced Senses[edit]

At 9th level, you gain an extremely keen sense. Choose one of the following senses: Hearing, Smell, Touch, Sight or Taste. You have Advantage on making Wisdom (Perception) checks that rely on that sense.

You gain an additional sense at 13th and 17th level.

Enhanced Recovery[edit]

At 10th level, you are capable of slowing down the circulation of poison in the bloodstream and even clotting wounds from severe injuries. You can spend 1 breathing point to end the poisoned condition, or to halve any poison damage you take.

In addition, you can use 2 points as a bonus action to roll a hit dice and regain hit points as if you have completed a short rest. Doing so ends any effect causing you to bleed.

Recovery Breathing[edit]

At 15th level, you can spend 1 breathing point to ignore the effects of the stunned and incapacitated condition until the end of your next turn.

In addition, you can spend a number of breathing points equal to three times your current exhaustion level to reduce your exhaustion by 1.

Selfless State[edit]

At 15th level, as an Action, you can enter in a selfless state for 1 minute or until you lose concentration (as if you were concentrating on a spell). While in this state, WIsdom (Perception) checks made to detect you have disadvantage, and you are considered to be under the effects of the Nondetection spell.

Combative Perception[edit]

At 18th level you can use your Extrasensory Perception during combat, being capable to detect not only demons, but the murderous intent of enemies. You add your Wisdom modifier to initiative rolls and enemies can't have advantage on attacks against you, and you can detect the surface thoughts (as per Detect Thoughts spell) from hostile creatures.

Finally you no longer can be surprised. If you are asleep, being attacked will automatically awaken you and allow you an initiative roll.

Mist Breathing[edit]

As a master in the mist breathing technique, your movements and strikes are obscure and confusing as the mist itself.

Elusive Strike

Starting at 3rd level, when you hit a creature with a melee attack in which you have Advantage, you cause additional 1d6 damage. This damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 17th level.

Evasive Defense

At 6th level, you use loose and baggy clothing that conceals your limbs, making you harder to hit. You can impose disadvantage on an attack you can see made against you, as a reaction.

Obscured Step

At 14th level, when you are in an lightly or heavily obscured area, you can use a bonus action to become invisible. This lasts until the end of your next turn, until you make an attack or until you are no longer on an obscured area.

Mist Breathing Forms
First Form: Low Clouds, Distant Haze (3rd level) . The user performs a singular and powerful frontal thrust. As a bonus action, you spend 2 points to cause additional 2d8 piercing damage with your attack.
Second Form: Eight-Layered Mist (5th level). The user performs eight slashes in quick succession. You spend 3 points as an Action to make 8 attacks. Each attack causes 1d6 slashing damage.
Third Form: Scattering Mist Splash (5th level). The user performs a powerful and swift circular slash that can blow away incoming projectiles. As a bonus action you can spend 3 points to enter this form. For 1 minute, all ranged attacks made against you have Disadvantage.
Fourth Form: Shifting Flow Slash (9th level). The user takes a low stance before dashing toward the target and slashing them. As a bonus action, you can spend 5 points to move up to your movement speed and make a melee weapon attack. This movement don't provoke opportunity attacks, and you cause additional 6d12 damage on a hit.
Fifth Form: Sea of Clouds and Haze (13th level).The user charges at their target at blistering speeds in a zig-zag motion while performing a barrage of continuous slashes in front and/or around them. You can, as an Action, spend 6 points to make four attacks against each creature within 20 feet of you. Each attack is made with Advantage.
Sixth Form: Lunar Dispersing Mist (17th level). The user leaps into the air and performs a multitude of slashes in a somersaulting motion, decimating dozens of targets at once. As an Action, you force all creatures in a 60-foot cone to make a Dexterity saving throw, or take 10d8 slashing damage, or half as much on a successful save.

Wind Breathing[edit]

Users of the Wind Breathing style replicates the way the air moves, emphasizing circular movements that mimic the pattern of whirlwinds. This breath style is focused on offensive techniques that produce air scikles that are hurled from fast blade swings against enemies, and users of this style are extremely mobile, making them great skirmishers, able of quickly approaching, attacking and swiftly retreating during combat.

Cutting Winds

Starting at 3rd level,you can project forward a sickled shaped flying slash, which enables you to make ranged attacks with your longsword (katana). Your attacks with the longsword have now the reach and the thrown (20/40) property, but the sword doesn't leave your grasp.

Wind Step

At 6th level, whenever you use a Wind Breathing Form, you gain a flying speed equal to your movement speed until the end of your turn.

Whirlwind Strike

At 14th level, you can twirl your sword as an Action, allowing you to target each creature within reach with an attack. Alternatively, you can choose a 10-foot circle within range and make a ranged attack against each creature in the area with the air blades.

First Form, Dust Whirlwind Cutter (3rd level): You spend 2 points as an Action to dash forward at blinding speeds and slashes continuously in a horizontal cyclone pattern. All creatures in a 15-foot cone must succeed on a Dexterity saving throw, or take 2d6 slashing damage and are pushed 10 feet back.
Second Form, Claws Purifying Wind (5th level): As an Action you spend 3 points to lift your sword upwards towards the right, above your head and unleashes four vertical slashes at once down on the enemy resembling claws. You make four ranged attacks against the same or different targets within 60 feet. On a hit, you cause 1d10 slashing damage.
Third Form, Clean Storm Wind Tree (5th level): As a reaction when you are attacked, you spend 3 points unleash a whirlwind of slashes that protect you from attacks while harming those who approach you. The damage of the attack is halved, and all creatures of your choice within 5 feet take 2d6 slashing damage on a failed Dexterity save, or half as much on a success.
Fourth Form, Rising Dust Storm (9th level): As an action, you can spend 5 breath points to release several whirlwind slashes from below a target you can see within 10 feet. That creature must succeed on a Dexterity saving throw, taking 8d10 slashing damage on a failed save, or half as much on a success. The target is also pushed 10 feet upwards on a failure.
Fifth Form, Cold Mountain Wind (9th level): As a reaction when you are hit by an attack, you can spend 5 breath points unleash a whirlwind of slashes around your body, protecting you from incoming attacks and slicing up your surroundings. For 1 minute, attacks against you (including the triggering one) have Disadvantage. In addition for the duration, whenever a creature within 5 feet attacks you, that creature takes 1d6 slashing damage.
Sixth Form, Black Wind Mountain Mist (13th level). As an Action, you spend 6 breath points to rotate your body in a uppercut movement, creating an arcing slash. Your target must make a Dexterity saving throw. The target takes 8d10 slashing damage on a failed save, or half as much damage on a successful one. On a failed save the target is also knocked prone.
Seventh Form, Gale, Sudden Gusts: User Leaps In The Air Creating Two Gale Gusts Shredding All Enemies In A 10ft Range Dealing 3d8 Slashing Damage Each
Eighth Form, Primary Gale Slash: User Propels Their Blade So Fast It Cuts Their Enemy Dealing 3d10 Slashing Damage
Ninth Form, Itaden Typhoon: User Launches In The Air And Sends Bursts Of Wind At An Enemy In Sight Dealing 3d12

Water Breathing[edit]

Fluid Movement

Starting at 3rd level, you can take the Dash and Disengage action as a bonus action. Alternatively, you can also use a bonus action to give yourself Advantage on your next Dexterity (Acrobatics) check.

Adaptability

At 6th level, you can quickly adapt to the circumstances of battle. You can give yourself Advantage on any check, save or attack you make. You can use this feature a number of times equal to your proficiency bonus, and regain uses of it after a long rest.

Fluid Strike

At 14th level, once per turn when you miss an attack, you can reroll it.

First Form, Water Surface Slash (3rd-level): As an action, you can spend 2 points to release a singular, horizontal slash aiming to decapitate your target. Make a melee weapon attack. On a hit, you cause 3d8 slashing damage. On a critical hit, if the target has a head, the target is decapitated by the attack, and die if it can't survive without its head.
Second Form, Water Wheel: User Spins Vertically Forward Unleashing A Circular Attack Dealing 2d8 Slashing Damage (Once Level 7 Is Unlocked User Can Do It Horizontally Dealing 2d10 Slashing)
Third Form, Flowing Dance: Dancing And Bending Sword To Damage All Enemies In A 10ft Radius Dealing 2d10 Slashing
Fifth Form, Blessed Rain After The Drought: User Slashes The Enemies Neck And If A Crit Is An Insta Kill Otherwise Deals 2d12 Slashing
Sixth Form, Whirlpool: User Launches Up In A Vortex Bringing Everyone In A 5 Ft Radius Dealing 3d10 Slashing Damage
Seventh Form, Drop Ripple Thrust: User Does A Thrust So Fast It Pierces 3 Times Dealing 1d10 Each Time
Eighth Form, Waterfall Basin: User Jumps In The Air Cutting The Enemy Vertically Dealing 4d8 Slashing Damage
Ninth Form, Splashing Water Flow, Turbulent: User Runs 30ft Faster Than Usual For 1d10 Rounds Of Combat, Hitting All Enemies Within 5ft For 1d8 Slashing Damage
Tenth Form, Constant Flux: User Charges At Enemy Taking All Their Movement Dealing 1d10 Slashing Damage Per 10ft
Eleventh Form, Dead Calm: User Ceases All Movements Then Cuts The Enemy 3d12 Times With Advantage Dealing 1d8 Damage Per Hit

Fire Breathing[edit]

Brutal Strike

Starting at 3rd level, you cause additional 1d4 damage with your melee weapon attacks using a sword. Each enemy can only take this additional damage once per turn.

Devastating Critical

At 6th level, you score criticals in a 19-20 and roll three dice, rather than two, on critical hits. In addition, you cause double damage against objects and structures.

Focused Destruction

At 14th level, you can choose to deal maximum damage with a breathing technique of your choice, instead of rolling for it. You can use this feature once, without negative effects, before needing to take a long rest. Each additional time you use this technique you suffer a level of exhaustion.

First Form, Unknowing Fire: A Dash Slash Dealing 1d8 Fire Damage Move Up To 10ft
Second Form, Rising Scorching Sun: An Upward Arcing Slash Dealing 3d4 Fire Damage
Third Form, Blazing Universe: A Downwards Arcing Slash Dealing 2d8 Fire Damage
Fourth Form, Blooming Flame Undulation: A Circular Slash That Deals 2d10 Fire Damage In A 15ft Cone
Fifth Form, Flame Tiger: Many Slashes Turning Into The Shape Of A Tiger Dealing 3d12 Fire Damage Up To 15ft In Front Of The User
Ninth Form, Rengoku: User Launches Forward Up To 250ft Dealing 3d20 Fire Damage To All Enemies In That Path

Moon Breathing[edit]

New Moon Interception

Starting at 3rd level, when a creature misses an attack against you while within 5 feet, if you are wielding a weapon, you can make an opportunity attack against it.

Full Moon Gaze

At 6th level, you gain expertise in Perception and Advantage on Wisdom checks that rely on sight. You also have darkvision when outdoors if the moon is visible.

Crescent Parry

Starting at 14th level, once per round when a creature hits you with a melee attack, you can make an attack of your own (no action required). On a hit, you cause the attack to miss instead.

First Form, Dark Moon: Single Horizontal Slash Creating Many Chaotic Crescents Dealing 1d10 Slashing Damage 10ft Range
Second Form, Pearl Flower Moon Gazing: User Unleashes A Barrage Of Slashes (2d4) Each Dealing 1d6 Slashing Damage
Third Form, Loathsome Moon:Swings Twice Spreading Many Crescents Causing Chaos In A 15ft Cone Dealing 2d10 Slashing Damage
Fifth Form, Moon Spirit Calamitous: User Unleashes Many Slashes Creating A Vortex Of Crescents Dealing 2d12 Slashing Damage 10ft Range
Seventh Form, Mirror Of Misfortune:Moonlit: User Creates 4 Slashes In A 25ft Cone Dealing 3d10 Slashing Damage
Ninth Form, Moon Dragon Ringtail: User Unleashes One Large Slash In A 15ft Cone Dealing 3d12 Slashing Damage
Fifteenth Form, Full Moon Chaos: User Leaps On An Enemy Creating An Area Surrounding Them Out Of Crescents Making It Impossible To Leave Or Enter, This Restricts Breathing So Only Moon, Mist, Or Sun Breath Works If Anyone Tries To Enter They Are Flung 100ft Dealing 5d20 Slashing Damage Ends After One Is Dead
Sixteenth Form, Moonbow, Half Moon: User Launches Into The Air Slashing Downward Many Times (2d4) Each Dealing 1d12 Slashing Damage

Sun Breathing[edit]

The sun breathing was the first breathing style created. It was born from an ancient ceremony devoted to the sun god, and the movements and breathing patterns were part of a ritualistic ceremony, a dance that took from sunset to sunrise, meant to ward off evil.

Through this dance, the breathing technique that fuels all styles was created, thus making the Sun Breathing the primordial style from where all other are derived.

Sun Dance

Starting at 3rd level, you learned the sun dance, and through its practice you have improved your breathing patterns and thus your endurance. You gain proficiency in Constitution checks, and you ignore the effects of the first level of exhaustion.

In addition, you have an additional number of Breath Points equal to your proficiency bonus.

Purified Body

At 6th level, the sun dance ward off your body from maladies. You add your Constitution modifier to all your saving throws. In addition, you have advantage on saving throws against the poisoned condition and resistance to poison damage.

First Form, Dance: A Very Powerful Upward Slash 2d6 Fire Damage
Second Form, Clear Blue Sky: A Vertical Slash Going In A Wheel Shape Dealing 3d6 Fire Damage
Third Form, Raging Sun: Two Horizontal Slashes Each Doing 1d10 Damage
Fourth Form, Burning Bones: A Circular Slash Going Forward In A Cone Spreading 15 Feet Dealing 2d12 Fire Damage
Sixth Form, Solar Heat Haze: Horizontal Slash Covered In Mist Making The Target Believe They Have Dodged The Attack But It Still Hits 2d12 Fire Damage (Always With Advantage)
Seventh Form, Benefit Radiance: User Launches Into The Air Surrounding The Demon Dealing 2d10 And 1d4 Per Tile The Target Moves Until Your Next Turn.
Ninth Form, Dragon Sun Halo Head Dance: A Large Dragon Forms Make Out Of Fire Hitting Many Enemies In A 30ft Cone Then Launching The Dragon To Do A Ground Slam Dealing Damage In A Circle With A Diameter Of 5 Tiles Dealing 3d12 Fire Damage Per Attack.
Twelfth Form, Flame Dance: A Vertical Slash Then A Horizontal One Repeating 1d4 Times Dealing 1d12 Fire Damage Per Slash.
4.67
(3 votes)

Back to Main Page5e HomebrewClasses