Demon Slayer, Variant (5e Class)
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The Demon Slayer[edit]
“ | The Demon Slayer Corps. We number in the hundreds. An organization completely unrecognized by the government. Since ancient times, we have existed to hunt down Demons. | ” |
—Sakonji Urokodaki explaining the idea of the Demon Slayer Corps to Tanjiro Kamado. |
DISCLAIMER:They do not emit actual elements and the visuals we see are in fact just visuals seen in the anime and manga.This also is not magic of any kind!
Creating a Demon Slayer[edit]
Demon Slayer, all credit and thanks to Koyoharu Gotōge |
- Quick Build
You can make a Demon Slayer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Folk Hero background.
Class Features
As a Demon Slayer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Demon Slayer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Demon Slayer level after 1st
- Proficiencies
Armor: Light armor
Weapons: longsword, shortsword
Tools: Navigator's Tools
Saving Throws: Dexterity and Constitution
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) longsword or (b) shortsword
- leather armor
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Demon Slayer Sword (Nichirin)[edit]
At 1st level, you wield a demon-slaying sword called Nichirin, this sword deals 2d4 damage + your Dexterity modifier. At 4th level your nichirin deals damage equal to 1d6 and 1d6 extra damage from your breath, at 9th level your nichirin deals damage equal to 1d8 and 2d8 extra from your breath, at 12th level your nichirin deals damage equal to 1d8 and 2d10 extra damage from your breath, at 16th level your sword deals damage equal to 1d10 and 2d10 extra damage from your breath. At 7th level Your sword now deals magic damage.
Enhanced Senses[edit]
At 1st level, you have acquired enhanced senses, either through training or other means. You gain advantage on Wisdom (Perception).
Unarmored Defense[edit]
At 1st level, while you are not wearing armor, your AC is equal to 10 + Your Dexterity Modifier + Constitution Modifier.
Breathing Points[edit]
At 2nd level, you are able to concentrate your breathing to enhance your physical abilities and mental concentration. Your demon slayer level determines the number of points you have, as shown in the Breathing Points column of the table. You can spend these points to fuel various features gained in your Breathing Style. You regain all spent Breathing Points at the end of a long rest.
Breathing save DC = 8 + your proficiency bonus + your Breathing Style modifier (strength, dexterity, charisma, wisdom, etc.)
Breathing Style[edit]
At 2nd level, you choose a Breathing Style. Choose between Breath of Water, Mist, Flame, Love, Stone, Insect, Serpent, Sound, Sun, Thunder, Wind, Beast or Moon. All Breathing styles are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 8th, 11th, 14th, 17th, and 20th level.
Total Concentration Breathing[edit]
At 2nd Level, you learn to channel your breathing, strengthening your body. As a bonus action, you may enter Total Concentration for 1 minute. You must have this active to use a breath form and a form reduces your breathing by 6 second (1 round) unless otherwise stated. During this time, you gain the following benefits:
- You may add half your breath style modifier to attack rolls (rounded up, minimum of 1).
- Your walking speed is increased by 10 feet.
- You may use Dexterity, instead of Strength.
You may use this a number of times equal to you Constitution Modifier (minimum of 1), and regain all uses of this feature at the end of a long rest
Nichirin Ore[edit]
At 3rd level, you hone your technique with the sword, you can perform an extra attack armed with a bonus action, you modifies one of your melee weapons with a unique metal known to better kill creatures of darkness. Successful attacks with this weapon deal twice as much damage to Fairy, Undead, Monstrosity-type, Demon, Devil and Freak targets. In addition, you get an advantage in attack moves against these types of creatures. You can change which weapon this applies to at the end of a long rest, even if you don't have the original weapon.
Mentally Trained[edit]
At the 3rd level, you complete your mental training as a hunter, you acquire proficiency in wisdom endurance tests
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.
Sword Training[edit]
At 5th level, your training with your sword begins to pay off. You may add your Breathing Style modifier to your attack rolls made with your Nichirin Ore weapon(s).
Extra Attack[edit]
From the 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Second Breath[edit]
At 7th level,with a bonus action you fill your lungs with fresh air, regain 1d10 + your constitution modifier breathing points, you also gain an extra breathing style of your choice. Using a bonus free to switch between the two styles.
Total Concentration Breathing: Constant[edit]
At 9th level, you acquire, through vigorous training and breathing exercises, the ability to constantly use Total Concentration Breathing constantly. You can now use Total Concentration Breathing indefinitely, only ending it if you run out of breath points or a form would force you out of it.
Advanced Demon Hunter[edit]
At 9th level, you already have great level of experience as a hunter thanks to this you receive the following +2 benefit in endurance tests of Dexterity, Constitution and Wisdom
Trained Breathing[edit]
At 10th level, thanks to the effort and training for full concentration breathing your lungs are now stronger than ever. You regain all of your breathing points at the end of a short rest.
Presence Concealment[edit]
At 13th level, The hunter can spend 2 breath points for 10 minute to gain greater control over his own body and emotions, thus learning to camouflage his presence, you gain advantage on Dexterity (Stealth) checks, you also cannot be seen by blindsight or be detected by spells such as an alarm, or spells that reveal your position.
Presence Detection[edit]
At 13th level, you develop a sixth sense that lets you sense the presence of creatures approaching you, you develop blindsight out to 4.5 yards, and you develop a sense of danger when a hostile creature approaches 4.5 yards. of you causes an alarm to go off in your mind and alert you to the creature's position, making you no longer able to be surprised even unconsciously.
Advanced Sword Training[edit]
At 15th level, your training with your sword has increased your strength and speed while attacking with it. You may add your Dexterity or Strength modifier to your damage rolls with your Nichirin Ore weapon(s).
Complete Lung Training[edit]
At the 15th level, your lungs are fully trained to fight creatures at a steady pace, your breathing DT increases by +3. At the 20th level your breathing DT increases by +4.
Transparent world[edit]
In the 16th level, you develop the special ability in which a swordsman enters a state of full concentration, being able to clearly see the muscles, blood flow and minimal movements in the body of your opponent, thus allowing you to react practically perfectly against any blow, so that the hunter can reach this stage you must spend 5 breathing points.
- Your attack die for critical hit decreases by 2
- Once every two rounds you can spend 4 breathing points to hit a vital point of your target and deal twice as much damage in a single attack
- You add your wisdom modifier to your CA
- You get an advantage in attacking moves
- You can choose a target to receive disadvantage in attack moves against you (This target can be switched as soon as the first target is killed)
- You become immune to blind condition
- You ignore non-magical armor (Except for chainmail)
To maintain this skill, you must spend 5 breathing points each round at the beginning of your turn
Crimson Red Ore[edit]
At 18th level, you gain the ability to turn your nichirin ore crimson red for a short time. At will, your attacks deal an extra 3d4 radiant damage for 10 minutes, plus the saving throw vs. your breath increases by +5. Creatures hit by your nichirin attacks during that time must make a Constitution saving throw vs. breath if they fail they lose temporary life equal to the damage and in case of success only half. After the end of that time you gain 1 degree of exhaustion. You can use this feature a number of times equal to your bonus proficiency modifier, regaining the use at the end of a short rest.
Slayer Mark[edit]
At 18th level, When the hunter is less than half of his maximum life, he can spend 7 breathing points to gain the ability to manifest a mark on his face, called the hunter's mark, for a certain period of time. The marks differ in appearance, ranging from fire-like patterns that extend across the face, to a small wind symbol, dotted on the cheek. At will, you will be able to manifest your brand by granting it the following benefits for 10 minutes:
- Your movement speed increases by 30 feet
- You get a bonus for melee attacks and damage rolls equal to +5
- You get a damage reduction of 10
- You gain resistance to blows, punctures, cuts and impacts
- You receive immunity to the condition of exhausted, enchanted, dazed and unconscious
- You your critical attack goes on to become 18 instead of 20
- Your critical damage multiplier becomes three times instead of twice
- Your physical attributes like Strength, Constitution, and Dexterity increase by +4
- Once per round you can roll intimidation as free action
You can use this feature an amount of times equal to half of your Bonus Proficiency, after deactivation of the mark you receive 2 degrees of exhaustion, if you had degrees of exhaustion before the activation of the brand you recover half of them at the end of the effect (except those received by the brand). After using the hunter's mark three times in a day you can no longer use the mark for 1d4 days.
DEMONSLAYER RANKS[edit]
- Mizunoto 1-5
- Mizunoe 6-7
- Kanoto 8-10
- Kanoe 11-16
- Tsuchinoto 17-20
- Tsuchinoe 21-25
- Hinoto 26-30
- Hinoe 31-35
- Kinoto 36-40
- Kinoe 41-45
- Hashira, once a demon slayer has shown incredible talent they can start Hashira training but in order to acquire this ranking you must have either killed at least 50 demons, a member of the 12 moons, or under special circumstances.
Breath Styles[edit]
Breath of Water[edit]
- First Form: Water Surface Slash
At 2nd level, you can spend 2 breathing points as an action to create a powerful single concentrated slash against a creature. Make an attack with a melee weapon. On successful hit, you deal an additional 1d6 + your Wisdom Modifier slashing damage to the creature. The amount of extra damage increases by 1d6 in the 6th, 8th, 11th, 14th, 17th and 20th level.
- Second Form: Water Wheel
At 6th level for 4 breathing points, you use your movement to do a high jump and use your action to make an attack on a creature in reach as you land. If you moved before the jump and the attack hits, you must succeed a Dexterity saving throw or fall prone. You deal an extra 1d8 + your Wisdom modifier slashing damage for every 2 ft. that you have jumped in the air. The amount of extra damage increases by 1d8 in the 8th, 11th, 14th, 17th and 20th level.
- Eighth Form: Waterfall Basin
At 8th level, in place of your movement and action for 6 breathing points, you do a long jump at double your normal distance. Each creature that you jump over must make a Dexterity saving throw. On a failure, the creature takes 3d10 + your Wisdom modifier slashing damage. On a success, the creature takes half as much damage. This movement does not provoke opportunity attacks if you hit at least one creature. The damage increases by 1d10 at 11th, 14th, 17th and 20th level.
As part of this feature, until the end of your next turn while you are falling, you can use your reaction to slow your momentum by making a special melee weapon attack against a creature within your reach. On a hit, you reduce any fall damage you take by half.
- Fourth Form: Striking Tide
At 11th level, the swordsman makes consecutive fast slashes while twisting their body in a flowing fashion similar to a tide. As an action for 3 breathing points, you may use all your extra attacks in a single target. On each consecutive successful attack until the beginning of your next turn, you deal an additional 1d10 damage.
- Third Form: Flowing Dance
At 14th level, the swordsman swings his blade at his opponent in a way that mimics the movement of waves on the surface of water. At the start of the turn for 5 breathing points, you can only move at half your speed and you do not provoke opportunity attacks. Until the beginning of your next turn, any ranged attacks, including spell attacks and the magic missile spell, automatically fail against you.
- Tenth Form: Constant Flux
At 17th level, the swordsman spins like a writhing dragon, gaining more force on their strikes with each rotation. As an action for 10 breathing points, you move up to 10 ft. and make an attack against a creature in your range. You can repeat this process until you miss, and you may only attack each creature once. Every consecutive hit deals an additional 1d12 damage.
- Master Breath Feature: Eleventh Form: Dead Calm
At 20th level, the swordsman creates a torrent of water around themselves before calming it to a mirror's surface. As a reaction for 20 breathing points, any spell or other effect that targets you immediately fails. If the effect would target other creatures in addition to you, they are unaffected as well.
Breath of the Mist[edit]
- First Form: Low Clouds, Distant Haze
At 2nd level, as an action for 1 breathing point, you enhance a straight forward thrust. Make one attack with a melee weapon. It deals piercing damage regardless of the weapon used, has an additional 5 ft. of reach, and you may roll damage twice, taking the higher result.
- Second Form: Eight-Layered Mist
At 6th level, you may unleash multiple slashes one on top of the other in quick succession. For 2 breathing points when you take the Attack action, you make one additional attack with a melee weapon. You may use this feature multiple times on a single attack action.
- Third Form: Scattering Mist Splash
At 8th level, you may make a circular slash that blows away projectile attacks. As an action for 2 breathing points, all creatures within 10 ft. are forced 10 ft. away from you.
- Fourth Form: Shifting Flow Slash
At 11th level, you may make a quick slash from the sheathe reminiscent of an Iaidō technique. On your first turn after rolling initiative, you may move up to 15 ft. before making a melee attack without spending your movement speed, and you gain a +1 bonus to your next attack's damage roll for every 5 ft. moved in this way until the end of your turn.
- Fifth Form: Sea of Clouds and Haze
At 14th level, you charge towards a one creature within your movement speed and attack at high speed and unleashes a flurry of slashes.
- Sixth Form: Lunar Dispersing Mist
At 17th level, the swordsman leaps high in the air and sends a series of countless ranged slashes downwards.
- Master Breath Feature - Seventh Form: Obscuring Clouds
At 20th level,a technique in which the swordsman drastically changes the tempo of his movement to disorient an enemy. When he shows himself, his speed will appear to be extremely slow but when he hides, he moves in the blink of an eye.
Breath of Flame[edit]
- First Form: Shiranui
At 2nd level, as an bonus action for 3 breathing points, the swordsman charges towards his opponent at high speed, initiating a single concentrated slash. The targed need make a wisdom saving throw against a DC 10 + your charism mod + your proficiency bonus. Immediately, you can use a bonus action to deal an extra 1d10 fire damage to the creature. The amount of extra damage increases by 1d10 in the 6th, 11th, 14th, 17th and 20th level .
- Second Form: Rising Scorching Sun
at the 6th level, as an bonus action, using 7 breathing points the swordsman makes a vertical melee slash from the bottom up leaving a trail of flames in a circular shape, The targed needs makes a wisdom saving throw against a DC 10 + your charism mod + your proficiency bonus. Immediately the swordsman deals an additional 2d8 fire damage. The amount of extra damage increases by 1d8 in the 11th, 14th, 17th and 20th level.
- Third Form: Blazing Universe*
At 8th level, as an bonus action, for 9 breathing points, in your opponent turn, the swordsman spins his sword in a circular motion, deflecting his enemy's attacks. As a combat action, you impose a disadvantage against all attack rolls against you, and every creature that fails to hit you can roll a Wisdom saving throw against a DC of 10 + your charism mod + your proficiency bonus, to not become frightened by you until your next turn.
- Fourth Form: Blooming Flame Undulation
At 11th level, as an bonus action, for 12 breathing points even when failing to hit, the swordsman leaves no chance for the enemy to gain some ground on him. After a failed hit, you can use your reaction to retry the same attack with the every bonus you had, this time with an advantage. If the attack hits the target can make a Wisdom saving throw against a DC of 10 + your charism mod + your proficiency bonus, to not become frightened by you until your next turn. Your current breathing ends only on a successful hit. If the hit fails you decrease your current breathing by six seconds as usual.
- Fifth Form: Flame Tiger*
At 15th level, as an bonus action, for 16 breathing points a series of five sword slashes done as fast as a tiger can attack. As an action, you may use all your extra attacks in a single one. If the attack hits you deal an extra 1d6 of damage for every extra attack you have. Your current breathing ends.
- Ninth Form: Purgatory*
At 17th level, as an bonus action, for 18 breathing points the swordsman appears more focused and fearsome than before, concentrating his vision on his target. As an action, you try to intimidate a creature in your range, who can make a Wisdom saving throw against a DC of 10 + your charism mod + your proficiency bonus, to not become frightened. Then you make a single weapon attack with an advantage if the enemy is frightened. If the attack hits, the enemy will remain frightened until the next short rest. Your current breathing ends.
- Master Breath Feature:Set your heart ablaze
At 20th level, for 20 breathing points, the swordsman run to the targed like a great dragon of fire, the targed needs do a wisdom saving throw against a DC 10 + your charism mod + your proficiency bonus, the swordsman deal 10d6 of fire damage in the targed and after this, all enemies in the area will mame a new wisdom saving throw, the dragon becames a great tornado of fire, doing 10d6 of fire damage in all enemies in the area.
Breath of Love[edit]
- First Form: Shivers of First Love
At 2nd level, for 3 breathing points the swordsman dashes forward with a series of slashes dealing 3d6 plus Dex Mod slashing damage.
- Second Form: Love Pangs
At 6th level, for 5 breathing points, an extended whipping slash that has an extra 5ft reach dealing 3d6 plus Dex Mod slashing.
- Third Form: Catlove Shower
At 8th level, for 7 breathing points the swordsman leaps and unleashes a series of ranged arced attacks in quick succession, make 3 melee sword strikes with advantage on the second and third. Dealing 1d6 plus Dex Mod for each hit.
- Fourth Form :Dance of the Bride
At 11th level, for 10 breathing points the user will dash right up at the opponent while spinning their sword, before decapitating them. This gives the effect of a bride walking down the aisle, dealing 2d12 slashing this automatically decapitates the enemy if it reduces the targets HP to 0.
- Fifth Form: Swaying Love - Wildclaw
At 14th level, for 10 breathing points the swordsman somersaults backward through the air, creating a long whiplike string of attacks, you make a melee sword strike at an enemy directly behind you with advantage catching them offguard and a melee sword strike at an enemy in front of you, dealing 2d10 plus dex mod slashing damage.
- Sixth Form: Cat-Legged Winds of Love
At 17th level, for 6 breathing points as a reaction the swordsman twirls upside-down and creates a helical slash with her sword, deflecting incoming attacks.
- Master Breath Feature:
At 20th level, you have master your breathing technique, for 30 breathing points you gain these benifits. 1. advantage on all attacks 2. advantage on intimidation and persuasion. 3. plus 2 armor class 4. you can use any love breathing technique as an action for 0 breathing points, these effects last for 7 rounds and due to this extreme overuse of your breathing techniques you become paralyzed for 7 full rounds.
Breath of Stone[edit]
- First Form: Up the Mountain
At 2nd level, the swordsman uses the strength of all his body to create a powerful single concentrated slash against a creature. Immediately after a successful hit, you can use a bonus action to deal an extra 1d6 damage to the creature. The amount of extra damage increases as you gain levels, as shown in the last column of the table.
- Second Form: Upper Avalanche
At 6th level, the swordsman cuts the target vertically. You use your movement to do a high jump (PHB p182) and use your action to do an attack on a creature in reach as you land. If you moved before the jump and the attack hits, the creature can roll a dexterity saving throw with a DC of 10 + your prof. bonus to not fall prone. You deal an extra 1d6 of damage for every 60 cm (2 ft) that you have jumped in the air.
- Third Form: Stone Skin*
At 8th level, the swordsman focuses all his strength on defense. When a target is trying to attack you, as a reaction you may gain +4 AC. You lose this benefit the next time that you move or take an action, bonus action, or reaction. On your next turn, you cannot take actions, bonus actions, or reactions and your speed becomes 0.
- Fourth Form: Volcanic Eruption
At 11th level, the swordsman uses the entirety of his current strength to make multiple consecutive slashes. As an action, you may use all your extra attacks in a single one. If the attack hits you deal an extra 1d6 of damage for every extra attack you have. Your current breathing ends.
- Fifth Form: Arc of Justice*
At 14th level, the swordsman focuses all his strength in his legs. The next attack roll has doubled the weapon roll damage, immediately after, the current breathing ends.
- Sixth Form: Down the Mountain*
At 17th level, the swordsman makes a single strike with a weapon he is currently holding in two hands, concentrating all his strength in his hands. As an action you attack a creature with a disadvantage and your attack doesn't deal any damage. If the attack hits, the creature has to take a constitution saving throw with a DC of 10 + your Strength modifier + your prof. bonus to not become incapacitated for one minute. Immediately after, your current breathing ends.
- Master Breath Feature:
At 20th level,
Breath of the Insect[edit]
- Butterfly Dance: Caprice
at 2nd level for 2 breathing points The swordsman jumps forwards towards the opponent, stinging them multiple times with the blade to inject poison dealing 2d8 posion and 1d4 posion at the start of the enemies turns for 5 turns.
- Dance of the Bee Sting: True Flutter
at 5th for 4 breathing points The swordsman dashes at the target with incredible speed and delivers a single thrust strengthened by the momentum dealing 1d8 slashing and to inject the poison for 1d6 for 10 turns.
- Dance of the Dragonfly: Compound Eye Hexagon
at the 11th level for 9 breathing points, the swordsman attempts six-strike-based attack with advantage where the user attacks the target in six different areas of the body dealing 6d6 slashing on a hit in order to inject lethal poison in each area, increasing the chances of them succumbing to the poison dealing 1d6 and a DC17 Con Save and become blinded and half movement speed on a fail.
- Dance of the Centipede: Hundred-Legged Zigzag
at level 17 for 14 breathing points The swordsman runs at full speed in a zigzag pattern to generate enough momentum, creating a powerful single thrust dealing 3d10 slashing that simultaneously injects poison into the intended victim. The blinding speed and erratic pattern also serve to throw the opponent into confusion and create an appropriate opening for 2 additional attacks that arent breathing techniques.
- Master Breath Feature:
At 20th level,
Breath of the Serpent[edit]
- First Form: Winding Serpent Slash
the swordsman rotates and releases a circular slash in front of him.
- Second Form: Venom Fangs of the Narrow Head
the swordsman goes behind his opponent at blinding speed and lops off their head.
- Third Form: Coil Choke
the swordsman curves his sword like a slithering snake and quickly decapitates his opponent.
- Fourth Form: Twin-Headed Reptile
the swordsman leaps forward and performs a horizontal slash that slices through the target.
- Fifth Form: Slithering Serpent
the swordsman using his bending sword, curves it right to left at incredible speeds. This technique is capable of decapitating multiple targets at once.
- Master Breath Feature:
At 20th level,
Breath of the Sound[edit]
- First Form: Roar
the swordsman lifts his twin swords above his head and slams them down with great force whilst simultaneously creating an explosion with his bombs, causing a loud sound resembling thunder.
- Fourth Form: Constant Resounding Slashes
the swordsman holds his swords apart and spins them rapidly in conjunction with releasing his bombs, making this technique a combination of offense and defense.
- Fifth Form: String Performance
The swordsman holds one of his swords with a reverse grip and spins the other using the chain that connects them. He couples this by also releasing numerous bombs to detonate.
- Master Breath Feature:
At 20th level,
Breath of the Sun[edit]
- Fake Rainbow
At 2nd level, the user utilizes this technique to evade incoming attacks with high-speed twists and rotations, thus creating afterimages. As an action for 3 breathing points, You make 3 Non-illisionary clones. when a creature targets you with an attack or spell, roll a d20. if you roll a 6 or above with 3 clones, a 7 or above with 2 clones, or a 11 or above with one clone, you evade the attack or effect and a clone dissapears, you can use this feature once per long rest.
- Burning Bones, Summer Sun
At 6th level, you make a circular slash that defends from imminent frontal attacks. as a reation for 3 breathing points, you gain a bonus to your Armour Class equal to your wisdom modifier. this ends at the start of your next turn.
- Solar Heat Haze
At 8th level, the user charges towards the target, attacking it with a haze covered slash that seemingly fails to land, but actually does hit the target. as an action for one breathing point, make an attack roll against the target. You have advantage on this attack roll, and gain a bonus to attack rolls equal to your level.
- Beneficent Radiance
At 11th level, the user spirals into the air to deliver a powerful slash to those caught in it. as an action for 3 breathing points, you make a melee weapon attack against all of the creatures within a 10 foot radius of you. This attack deals 3d10 extra radiant damage, and increases by another 1d10 at 14th, 17th and 20th level.
- Dragon Sun Halo Head Dance
At 14th level, resembling a dragon, the user moves in circles to avoid enemy attacks and slashes then multiple times at the target. as an action for 5 breathing points, you can enter a state where you are forced to circle a target. when that target attacks you, they have disadvantage on the attack roll, and you take only half damage. you then take the attack action against that target with advantage.
- Flame Dance
At 17th level, you perform a two-combo strike which starts with a vertical slash and then a horizontal one right after. as an action for 5 breathing points, you take 2 attacks against the target. these attacks deal 3d12 extra radiant damage on a hit.
- Master Breath Feature - Thirteenth Form
At 20th level, the user continuously performs all forms of the breathing style in repetitive succession to increase the accuracy and agility of his movements. as a full turn action, the user expends all of their breathing points to enter a perpetual attacking state. the user makes 13 weapon attacks against a single target each one augmented by one form to another. -->
Breath of Thunder[edit]
- First Form: Thunderclap and Flash
At 2nd level, the swordsman can spend 2 breathing points as an action to dash forward and slash at their opponent with incredible speed. Immediately after a successful hit with a melee weapon attack, you can use a bonus action to deal an additional 1d4 + Dexterity modifier lightning damage to the target and/or move up to 30 ft. for 3 breathing points. The amount of extra damage increases by 1d4 to 1d6 at 6th, 1d8 at 11th, 1d10 at 14th, 1d12 at 17th, and 2d12 at 20th level.
At 6th level, Thunderclap and Flash evolves into Six Fold; a compilation of attacks with a series of six dashes. After moving due to the feature, you may make a single melee weapon attack for 1 breathing point. On a hit, you may move and make another attack for 1 breathing point, and each attack deals an additional 1d4. You may make a number of attacks granted by Six Fold up to 6 times.
- Second Form: Rice Spirit
At 6th level, the swordsman cuts the target vertically. You may use your entire movement and action to do a high jump (PHB p182) and and make a melee weapon attack against a creature in reach as you land. On a hit, you deal an extra 1d6 lightning damage for every 5 ft. that you jumped. This damage increases by 1d6 at 8th, 14th, 17th, and 20th level.
- Third Form: Thunder Swarm
At 8th level, you may spend 8 breathing points as an action to generate a spinning wave of lightning in all directions. All creatures in a 45 ft. radius must make a Constitution saving throw or take 4d8 lightning damage. The targets take half of that damage rounded down on a success. This damage increases to 5d8 at 12th level, 6d8 at 17th level, and 7d8 and 20th level.
- Fourth Form: Distant Thunder
At 11th level, the user ignores the principle of mastered breathing and releases multiple ranged strikes towards a target. As an action, you may make a single melee weapon attack with an additional number of feet of reach equal to (the number of attacks you can make when you take the attack action - 1) x 30. If the attack hits, you deal an extra 2d10 + Dexterity modifier lightning damage for every attack you can make when you take the attack action.
- Fifth Form: Heat Lightning
At 14th level, as an action for 10 breathing points, you may make a melee weapon attack against one creature within reach, causing them to take 5d12 + your Constitution modifier lightning damage on a hit. This attack has a +2 bonus to its attack roll. This damage increases to 6d12 at 17th level, and 7d12 at 20th level.
Additionally, your Thunderclap and Flash evolves yet again into the Eight Fold technique. The maximum number of attacks you can make with the feature increases to eight, and you deal an additional Thunderclap and Flash damage die on each consecutive hit until the end of your turn.
- Sixth Form: Rumble and Flash
At 17th level, as an action or a reaction for spending 15 breathing points, you slash around yourself faster than the eye can see. When used as an action, every creature in a 15 ft. radius takes 15d8 + Dexterity modifier lightning damage on a hit.
As a reaction to an attack targeting you, you make a melee weapon attack against it. If your roll is higher, their attack automatically fails and any creatures within a 30 ft. cone must attempt a Dexterity saving throw. On a failure, they take 8d8 + your Dexterity modifier + your Constitution modifier lightning damage and are sent 20 ft. away from you. On a success, they take half as much damage and are moved half as far.
- Master Breath Feature: Thunder Limit Break
At 20th level, the user can expend 40 breathing points to gain 1000 ft. of movement, and all other forms become free to use until the beginning of their next turn, after which you gain 3 levels of exhaustion.
Additionally, Thunderclap and Flash becomes its perfected form; God Speed. You may spend 2 additional breathing points to cause Thunderclap and Flash to apply to any attack, instead of just a melee weapon attack, and you may roll an additional d20 on an attack roll for Thunderclap and Flash, taking the highest result out of any d20 rolls for the attack.
Breath of Wind[edit]
- First Form: Whirlwind of swords
At 2nd level, The swordsman can spend 2 breathing points to take an attack action to cut horizontally, creating a whirlpool with a 30-foot range that cuts through everything in its path. Immediately after a successful blow, you deal 3d8 damage + your Dexterity modifier to every creature in the way. In addition the creatures must be successful in a strength endurance test against their breath DT, In case of failure the creatures are pushed 4.5 meters. The amount of extra damage increases by 1d8 at the 6th, 8th, 11th, 14th, 18th, and 20th level. This action can only be performed when moving directly to or horizontally to the left or right of a target.
- Second Form: Hurricane Storm
At 6th level, Spending 3 breathing points and an attack action, you can create a wind tornado in a circular area of 4.5 meters, the creatures in and out of that area are sucked in and hit, creatures 4.5 meters outside the area must perform a force test against their breathing DT, in case of failure they are sucked into the tornado area, this tornado causes 5d8 + dexterity modifier, the creatures creatures must perform a Dexterity test against their breath DT in case of failure receives the complete damage and in case of success receives half of the damage. The amount of extra damage increases by 1d8 at 8th, 11th, 14, 18, and 20th level.
- Third Form: Storm of whirling winds
At 8th level, the swordsman can spend 3 breath points as an attack action to make two forward diagonal slashes, one upward and one downward, these strikes utilize the breath of wind, and hit creatures in front of him in a 15-foot square beyond that. the hunter makes a horizontal slash back, this slash also uses breath of wind and hits any creature within 4.5 yards of you, you must make an attack roll to hit or miss each creature in that square, each creature hit must make a saving throw force against your breath DT if they fail they are pushed by the wind a distance of 5 feet. These slashes deal damage equal to 5d6 + your Dexterity modifier. This damage increases by 1d6 at 11th level, an additional 1d6 at 16th level, and again at 20th level. Alternatively, this ability can be used as a reaction, causing the hunter to spin around his body with slimy force, nullifying all attacks from weapons, projectiles, or magic. For this alternative form to occur, the hunter must succeed in a DT 10 + his prof. bonus prof. In case of success the hunter blocks an amount of attacks equal to his proficiency bonus + his dexterity modifier and remains protected until the start of his next turn (This ends if you block attacks equal to your prof. bonus).
- Sixth Form: Gale of swords
At 11th level, The hunter can spend 4 breath to carry out such a strong attack with wind breathing that creates a zone of 6 meters where the wind is so strong that it makes it seem like swords shape all the air and come out cutting everything within this scenario, this zone is considered difficult terrain (the air is also considered difficult terrain in this zone) for any creature other than you, At the beginning of each turn the creatures must perform a dexterity endurance test against their breathing DT, if they fail they receive 2d12+10 damage, in case of success only half. Also at the beginning of the turn of each creature (Except you) they must perform a strength endurance test against their DT of breathing and if they fail they end up flying out and lose the displacement, in case of success only lose half of the displacement. Within this zone the hunter receives +3 meters of displacement and can jump up to 6 meters. This zone lasts until the start of your next shift.
- Fourth Form: Rising Dust Storm
At 14th level, you can as a reaction take an attack action if the target is above you, hitting the opponent with several brutal slashes doing 4d20 additional damage. You can do so no more than once per enemy turn. You must also expend 6 breathing points.
- Seventh Form: Gale of Sudden Gusts
At 17th level, the swordsman can spend 12 breathings points to take this action. The user jumps up in the air and unleashes a flurry of 10 slashes, each one creating a slashing effect through the wind. For each one that hits you deal 2d10 + your Strength modifier to the target. Each gust has a range of about 20 feet.
- Master Breath Feature: Idaten Typhoon
At 20th level, the user can spend 20 breathing points as a reaction, allowing them to backflip and unleash a powerful gust of wind in a single slash while still upside down, making a rotating slashing movement that creates a spherical area of 15 feet around the user. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 18d20 + your proficiency bonus slashing damage. On success, they take 9d20 damage instead. (Possible Version)
Breath of the Beast[edit]
- Tenth Fang: Rotating Fang
At 2nd level, you can spend 2 breathing points as a bonus action to cause all ranged attacks against you to deal half as much damage. You may also apply your Nichirin Ore to one additional weapon.
- Dual Wielding
At 6th level, you learn an method of wielding two swords at once, allowing you to dual wield more easily. When you engage in two weapon fighting, you may use any melee weapon without the two-handed or heavy property that is being wielded in one hand. In addition, when wielding two swords you gain a +1 bonus to your AC.
- Bestial Drive
At 8th level, as a bonus action for4 breathing points immediately after on a successful attack with a melee weapon while wielding another in your other hand, you deal the attack's damage an additional time by slamming your off hand weapon into the back of your first.
- Seventh Fang: Spatial Awareness
At 11th level, you learn a method of sensing the presence of others around you. As an action for 6 breathing points, you learn the location of all creatures that are not Constructs within 20 feet x your Wisdom modifier (minimum of 20 feet).
- Fifth Fang: Uncontrolled Slash
At 14th level, as an action for 8 breathing points, all creatures within your melee weapon's reach must attempt a Dexterity saving throw. On a failure, they take 6d6 damage of the same type as the weapon used. On a success, they take half as much damage.
- Throwing Attack
At 17th level, as an action for 15 breath points, you may throw one melee weapon you are wielding, making a thrown attack with it at a range of 15/30 feet. On a hit, they take twice the attack's damage.
- Master Breath Feature: Bestial Recovery
At 20th level, you learn a way to recover your strength in battle. As a bonus action for 12 breathing points, you may gain a surge of energy that grants you one of the following:
- You regain 3d8 + your Demon Slayer level hit points.
- You gain a +3 bonus to all damage rolls made with swords for 1 minute (concentration).
- You gain advantage on all attack rolls made with swords for 1 minute (concentration).
Breath of the Moon[edit]
- First Form: Full Moon
At 2nd level, as a bonus action immediately after a hit with a melee weapon, you may deal an extra 1d6 damage to the target as you pour all your rage into the strike, dealing an additional 1d6 damage. This increases to 2d6 at 6th level, 3d6 at 10th, 4d6 at 14th, 5d6 at 18th level, and 6d6 20th level.
- Second Form: Moongazing
At 6th level, as an action for 2 breathing points, you may leap high into the air and make a single vertical slice. Your gain a flying speed equal to your movement speed until the end of your turn, and you may make a single melee attack with advantage when you lose this flying speed.
- Third Form: Endless Darkness*
At 8th level, as an action for 6 breathing points, you cover the world around you in thick shadows. A 30 ft. radius area around you becomes darkness for 1 minute. Magical and non-magical light sources cease to function in this darkness until the effect ends. You must concentrate on this effect as if it were a spell.
- Fourth Form: Crescent Moon
At 11th level, the swordsman makes 9 curved slashes layered over one another, resembling a rising vortex. As an action for 1 breathing point, you make a single melee weapon attack with a bonus to its attack and damage rolls equal to the number of attacks you can make when you take the attack action.
- Fifth Form: Perpetual Night*
At 14th level, while Third Form: Endless Darkness* is active, you may make attacks using Fourth Form: Crescent Moon against any creature within the magical darkness' radius.
- Sixth Form: New Moon*
At 17th level, the swordsman finds some peace in their heart and uses it as their newfound strength. At beginning of your turn for 10 breathing points, you gain a +4 bonus to any rolls or calculations you would add your Strength or Dexterity modifier to until the end of your turn.
- Master Breath Feature: Seventh Form: Bloody Moon
At 20th level, you are able to generate a wave of uncontrolled destruction, cutting everything in a 30 foot cone. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 20d20 + your proficiency bonus slashing damage. On a success, they take half as much damage. This feature is not effected by Evasion. At the end of the turn, your current breathing ends.