Demon Slayer, Variant 2 (5e Class)
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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. |
Protectors of Humanity[edit]
The Demon Slayer Corps is an organization that has existed since ancient times, dedicating its existence to protecting humanity from demons.
As the Demon Slayer Corps isn't officially recognized by the government, its members are forced to work in secrecy, which means that Demon Slayers cannot openly carry their swords in public. The majority of people are unaware of the existence of demons, and even if Demon Slayers were to reveal the truth about their job, they would be met with skepticism and disbelief from most individuals. Allowing Demon Slayers to openly wield swords would only incite chaos and confusion among the general population. By maintaining a low profile and avoid drawing unnecessary attention, they can carry out their duties covertly and effectively. Nevertheless, whispers of the Demon Slayers have permeated public consciousness, existing as mere folklore in the minds of some. However, when civilians encounter demons or witness a Demon Slayer engaging a demon firsthand, they come face-to-face with the reality of their existence and the truth behind the tales they've heard.
Creating a Demon Slayer[edit]
All of the Hashira together under the moonlight, [1] |
When creating a Demon Slayer, think about the reason you joined the corps. Did one of your family members died to a demon? Have you been attacked and saved by a demon slayer? Have you been trained by a master since you were a child? Are you a descendant from a famous family of slayers?
- Quick Build
You can make a Demon Slayer quickly by following these suggestions. First, Dexterity or Strenght should be your highest ability score, followed by Constitution.
Class Features
As a Demon Slayer you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Demon Slayer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Demon Slayer level after 1st
- Proficiencies
Armor: none
Weapons: Martial Weapons, Melee Simple Weapons
Tools:
Saving Throws: Constitution, Dexterity
Skills: Choose five between Athletics, Acrobatics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- 1 Nichirin Weapon
- (a) 1 Simple Melee Weapon or (b) 1 Haori of your design (Traveler's Clothes)
- (a) 1 Explorer's Pack or (b) 1 Adventurer's Pack
- If you are using starting wealth, you have 4d4 *10 in funds.
Level | Proficiency Bonus |
Breathing Points | Features |
---|---|---|---|
1st | +2 | 1 + Con | Nichirin Weapon, Breathing Style |
2nd | +2 | 2 + Con | Fighting Style, Enhanced Senses |
3rd | +2 | 3 + Con | Slayer Path |
4th | +2 | 4 + Con | Ability Score Improvement |
5th | +3 | 5 + Con | Extra Attack, Total Concentration Breathing: Constant |
6th | +3 | 6 + Con | Slayer Path feature |
7th | +3 | 7 + Con | Never Afraid, Evasion |
8th | +3 | 8 + Con | Ability Score Improvement |
9th | +4 | 9 + Con | Slayer Path feature |
10th | +4 | 10 + Con | Mind and Body, Extra Attack(2) |
11th | +4 | 11 + Con | Unbreakable Willpower |
12th | +4 | 12 + Con | Ability Score Improvement |
13th | +5 | 13 + Con | Slayer Path feature |
14th | +5 | 14 + Con | Hashira |
15th | +5 | 15 + Con | Slayer Mark, Extra Attack(3), Bright Red Nichirin Weapon |
16th | +5 | 16 + Con | Ability Score Improvement |
17th | +6 | 17 + Con | Slayer Path feature |
18th | +6 | 18 + Con | Transparent World |
19th | +6 | 19 + Con | Ability Score Improvement |
20th | +6 | 20 + Con | Selfless State |
Nichirin Weapon[edit]
Starting at 1st level, after finishing the Final Selection Exam you have been granted the honor to have a weapon forged by Scarlet Crimson Iron Sand and Scarlet Ore, which are found in high mountains who bathe the ore in sun all year. You will gain one of the following weapons depending on your breathing style:
The weapons above will all have their normal statistics, however they will gain the following benefits from being made a nichirin:
Demon Slayer Weapon. The weapon deals 1d6 extra damage against Fiends and Undead creatures
Sun Bathed. The weapon overcomes resistances and immunities if used against Fiend and Undead creatures.
Demon Finisher. Reducing a Fiend or Undead to 0 hit points with your Nichirin Weapon makes them vanish into dust, having the same effect as the desintegrate spell.
If the Nichirin weapon breaks, you must find a blacksmith and ask to make a new Nichirin weapon. The cost will be the normal weapon cost multiplied by 3.
Breathing Style[edit]
Starting at 1st level, you have passed the Final Exam and became a Demon Slayer. But to pass the test, you needed to learn a breathing style from a master or developed by yourself.
You must choose between one of the following Breathing Styles, Water Breathing, Thunder Breathing, Beast Breathing, Insect Breathing, Flower Breathing, Fire Breathing, Sound Breathing, Mist Breathing, Love Breathing, Snake Breathing, Stone Breathing, Moon Breathing, or Sun Breathing.
- Total Concentration Breathing
Total Concentration Breathing is a breathing technique which involves expanding one's lungs to intake as much air as possible, accelerating one's blood flow and heartbeat while increasing their inner body temperature, resulting in their bones and muscles becoming more excited. While not wearing anything heavier than light armor, you may enter the total concentration breathing state as a bonus action, allowing you to gain the following benefits for a minute:
- You will gain temporary hit points equal to twice your demon slayer level, which last for the duration of your breathing or until they run out.
- You have an advantage on Perception checks against fiends and undead.
- You will increase your walking speed in 10fts.
- You will roll with advantage against poison and disease, and you can ignore levels of exhaustion equal to your Constitution modifier, suffering it's effects after the breathing ends.
- As an action you can catch your breath and gain breathing points equal to your Constitution modifier.
Your breathing ends up early if you so choose it as a bonus action, or if you are reduced to 0 hit points. You have a number of uses equal to your Constitution modifier times your proficiency bonus, which after it you will gain one level of exhaustion. When you reach your 5th level of exhaustion you cannot try to use it again.
- Breathing Points
You have an amount of breathing points equal to your level + your constitution modifier that you can spend when using your breathing styles. These points all replinish at the end of a long rest, and at an Short Rest you can spend a Hit Dice to regain Breathing Points equal to half the result (rounded down).
Some of your Breathing Style features requires Saving throws, which is calculated as it follows:
Breathing Save DC: 8 + Your Dexterity modifier + Your proficiency bonus
Alternate Feature: Breathless Determination[edit]
Also at 1st level, some people never get to learn breathing styles, due to a lack of skill, knowledge or phisical limitations. However, that hasn't stopped you from being a fierceless slayer and join the corps. You can force yourself to take a additional action and bonus action. You can use this feature once before needing to take a long rest.
Fighting Style[edit]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Enhanced Senses[edit]
At 2nd level, you have trained your body or has been gifted with super human senses. You will gain one of the following enhanced senses:
- Enhanced Smell
Your scent is better than most watch dogs. You will gain advantage in perception checks related to smell, and can track creatures down up to 120 ft. if you have already smelled them before.
- Enhanced Hearing
You can hear things on the other side of a neighborhood like you were there. You will gain advantage in perception checks related to hearing, and creatures will have disadvantage in stealth checks against you if you are in a silent area.
- Enhanced Sight
Your vision is as sharp as an eagle. You will gain advantage in perception checks related to sight, and once per turn you can read your opponent's movements, making it's first attack have disadvantage against you.
Slayer Path[edit]
At 3rd level, while you grow in power you have decided to follow your own path as a Slayer. Choose between one of the Slayer Paths detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 9th, 13th and 17th level.
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.
Extra Attack[edit]
Beggining at your 5th level, when you take the attack action you may attack twice instead of once. The numbers of attacks increase to three at 10th level, and to four 15th level.
Total Concentration Breathing: Constant[edit]
Starting at your 5th level, your training has made you improve your total concetration breathing to a new level. The Total Concentration Breathing: Constant is a Total Concentration Breathing state during the morning, noon, and night, and even while asleep that advanced Demon Slayers, such as the Hashira, can constantly maintain. There is an immense difference in strength, speed, and stamina between someone who can maintain Total Concentration Breathing at all times and someone who cannot. You will now receive all the benefits of Total Concentration Breathing passively, and the temporary hit points will aways replinish after a long rest.
You will also gain the following benefits while you are conscious:
- Your Strength or Dexterity, Constitution scores and maximuns increases by 2.
- Your Armor Class will now be 10 + Dexterity modifier + proficiency bonus
- You will gain resistance to poison damage.
- You will gain advantage on Constitution saving throws.
- You will now add your Wisdom modifier twice in Perception checks.
- You can now use a bonus action to catch your breath and gain breathing points equal to your Constitution modifier.
Never Afraid[edit]
Starting at 7th level, you have seen far too many people die and far many cruel demons. You now have advantage in saving throws against being frightened. In addition, when a creature moves using the disingage action, you can use your reaction to move your movement speed towards that creature.
Evasion[edit]
Starting at 7th level, you have grown quicker than you were before, making dodging attacks much easier than before. Whenever an attack forces you to make a dexterity saving throw such as an dragon's breath, you will only take half damage on a failure and no damage on a sucess.
Mind and Body[edit]
Starting at 10th level, you have endured harsh and extremely difficult situations. This made you grow as a slayer, and as a person. Due to your new found endurance, your body needs much less rest than normal people. You will gain the benefits of a long rest in a short rest.
In addition, you have learned how to make quick and agile decision making on the spot. You will gain proficiency in wisdom saving throws.
Unbreakable Willpower[edit]
Starting at 11th level, your mind has gone through all kinds of terrible tortures and harsh decisions, making your resolve grow stronger. You will now become immune against being frightened, and you will gain advantage in saving throws againt being charmed.
In addition, when you would fall to 0 hit points you can instead roll a hit dice and come back with the hit points rolled for 5 breathing points.
Hashira[edit]
Starting at 14th level, you have trained and acquired the respect of your peers, making you gain the Hashira level. When you go to the city, every person who knows about the demon slayer corps respects you and will do everything in their power to help you. You will also gain a Haori based on your breathing style, if you choose to wear it will give you 12 Armor Class + your dexterity and constitution modifier, while in concentration breathing, your armor class is 12 + your dexterity and constitution modifier + proficiency bonus. Your damage die with your Nichirin weapon will increase in one tier, as will their extra damage. In addition, you will now regain breathing points equal to your Constitution modifier at the beggining of your turns.
- Early Hashira
You may get this feature early if you complete one of the tasks bellow:
- Kill 50 or more Fiends or Undead.
- Kill a Fiend or Undead creature with a CR10+, though you must beat him completely by yourself.
Slayer Mark[edit]
Starting 15th level, Demon Slayer Marks are irregularities on the skin that resembles a birthmark and which commonly appears on the face or another visible location of the body of Demon Slayers that resemble the crests of demons. Each Demon Slayer possesses a unique pattern to their Mark. You can use an action, to draw your inner power from within and unlock your Slayer Mark. When you activate the mark, you will gain the following benefits:
- Your body functions are increased to it's maximum, your Strength, Constitution and Dexterity scores increase by 4 and so do their maximuns.
- Your movement speed is multiplied by four.
- You gain resistance to non-magical Bludgeoning, Slashing and Piercing damage.
- You have advantage on Strength, Dexterity, and Constitution saving throws.
Bright Red Nichirin Weapon[edit]
- Your Nichirin damage type is changed to Radiant.
- When you hit a creature with a Bright Red Nichirin Weapon, the creature will receive a regeneration reduction equal to the damage dealt. Though if you use it on a Fiend or Undead, their regenerative capabilities will be completely negated.
Alternate Feature: Favorite Form[edit]
At 15th level, you have grown quite skilled with your breathing style, having a specific form of your preference. Choose one of your breathing styles forms. That form will receive one of the following benefits:
- The form's damage will be increased by a number of dice equal to your proficiency bonus.
- The form's range increases by 5ft. times your proficiency bonus.
- The form gains a bonus to it's attack roll equal to your proficiency bonus.
- The form gains a bonus to it's DC equal to your proficiency bonus.
- The form's price is halved.
Transparent World[edit]
Starting at 18th level, when you activated your slayer mark you have learned a new powerful technique. The transparent World is an technique that enhances the slayer's senses, allowing them to perceive other living beings as if they were transparent, only being able to see the inner workings of their bodies. Most notably, users are able to perceive the flow of blood, breathing, muscular contractions and joint movements of the creature they are looking at. As a bonus action you may enter this state, gaining the following attributes for 1 minute:
- You can now see the vital points of your opponent, reducing the critical ratio by 3.
- As a bonus action, you can take the dodge and disingage action.
- You have advantage in attack rolls against one creature you choose when activating your Transparent World.
- Your critical hits will now roll three damage dice instead of two (Or three times the damage rolled if using the multiplying sistem. This does not stack with the Selfless State feature.).
- You will gain immunity to the blinded condition.
Alternate Feature: Efficient Breathing[edit]
At 18th level, through great training and refiniment, you have made your breathing style beyond efficient. All of your breathing style forms cost half as many breathing points(rounded down).
You must choose this feature if you haven't chosen Slayer Mark as your 15th level feature or haven't chosen Breathless Determination as your 1st level feature.
After this feature ends, you must wait 1 minute before using it again.
Selfless State[edit]
Starting at 20th level, the Selfless State is an esoteric and mysterious state of being in which one completely erases their Fighting Spirit, will to fight, bloodlust, anger, hatred, malevolence, drive and animosity. Once in this state, the user's behavior becomes incredibly tranquil and focused, often being compared to that of a plant. You may use a bonus action to enter the Selfless State, or spend an action to activate both the Selfless State and Transparent World at the same time, gaining the following benefits for 1 minute:
- You cannot be detected by any means, since you do not have any kind of presence anymore.
- Attack rolls against you will aways be rolled with disadvantage, and you will gain advantage in saving throws from incoming attacks.
- Attack rolls you make will be with advantage, since you can focus on your opponents' every move.
- Your attack rolls will gain a bonus of +4.
- Your critical hits will now roll four damage dice instead of two (Or four times the damage rolled if using the multiplying sistem.).
- You will ignore the AC of Non-Magical armor, hitting their natural AC.
- You add your proficiency bonus twice in your Breathing Save DC.
- You will gain advantage in Intelligence and Wisdom saving throws.
- You can completely ignore your exhaustion levels while under this state.
Alternate Feature: Pinnacle of The Living[edit]
Finally at 20th level, you have reached the limits of the human body, and you are more than capable to use them. Whenever you roll a ability check that uses Strength, Dexterity or your Constitution scores that is lower than the score, you may instead treat the roll as if you have rolled a number equal to your score. You may also use this feature on saving throws, however only once per turn.
Additionally, whenever you roll less than 10 on a attack roll that uses one of the scores above, you can reroll it. You must keep the second result, even if it is lower than a 10.
You cannot pick this feature in case you have chosen Slayer Mark as your 15th level feature.
Breathing Styles[edit]
Water Breathing[edit]
The Water Hashira, [2] |
Water Breathing is a Breathing Style that mimics water, specifically the flow, flexibility and adaptability of the liquid and replicates it with the user's movements, techniques and abilities.
- Water Flow
You must know when to act and when to think, life has become as flexible as the water itself.
Flexibility. You will gain proficiency in the Acrobatics skill, or expertise in case you're already proficient.
Water Flows Everywhere. Like water, you will keep flowing no matter the option. You are not affected by non-magical difficult terrain.
Like a Fish. You gain swimming speed equal to your walking speed.
Follow the Flow. You are aways flowing and changing, just like water. Whenever you hit a breathing style attack or an enemy fails a breathing style save, you can use your bonus action to use another different form of your breathing style.
- First Form: Water Surface Slash
Starting at 1st level, you release a singular, horizontal slash aiming to decapitate your target. As an action for 1 breathing point, you make one nichirin attack roll. On a hit they take one nichirin damage die + 1d8 cold damage.
The cold damage increases to 1d10 at 3rd level, to 1d12 at 6th, to 2d6 at 9th, to 2d8 at 12th, to 2d10 at 15th level, and to 2d12 at 18th level.
- Second Form: Water Wheel
At 3rd level, you leap forward into the air and performs a front flip, releasing a singular vertical slash in a circular motion. As an action 2 breathing points, you jump into 10ft. line forcing all creatures to make a Dexterity saving throw. On a failure, they take 2d8 cold damage. On a success, they take half as much damage. You land 5ft. away from the end of the line.
The cold damage increases to 2d10 cold damage at 6th level, 2d12 at 9th level, 4d6 at 12th level, 4d8 at 15th level, and to 4d10 at 18th level.
- Third Form: Flowing Dance
At 6th level, you swings and bend your blade in a winding motion along with their body and dances in a flowing pattern, slicing everything in its path. As an action for 4 breathing points, you move in a 30 ft. cone stopping at the end of it. You make a nichirin attack roll for each creature in the cone.
You make the cone increases to 30ft. at 9th level, to 40ft. at 12th level, to 50ft. at level, and to 18th level.
- Fourth Form: Striking Tide
At 6th level, you perform a multitude of slashes in a flowing fashion to release multiple consecutive slashes. As an action for 4 breathing points, you make a nichirin attack roll against a creature within 5ft. of you. On a hit, you deal your nichirin damage die + 3d8 cold damage and they must make a Constitution saving throw. On a failure, they will have one of their limbs damaged. Roll a d6 to decide which part:
Number Rolled | Body Part | Damage Required | Broken Limb Consequences | Lost Limb Consequences |
---|---|---|---|---|
1 | Left leg | The target's Constitution modifier times its proficiency bonus. | Your walking, climbing, and swimming speeds are halved, and you cannot jump. | The target loses its left leg. |
2 | Right leg | The target's Constitution modifier times its proficiency bonus. | Your walking, climbing, and swimming speeds are halved, and you cannot jump. You cannot use your right leg anymore. | The target loses it's right leg. |
3 | Left arm | The target's Constitution modifier times its proficiency bonus. | Any skill checks or attack rolls using this arm are rolled with disadvantage. | The target loses it's left arm, making any ability checks or attack rolls with it impossible. |
4 | Right arm | The target's Constitution modifier times its proficiency bonus. | Any skill checks or attack rolls using this arm are made with disadvantage. | The target loses its right arm, making any ability checks or attack rolls with it impossible. |
5 | Torso | The target's Constitution modifier times its proficiency bonus added twice. | The target will have disadvantage on all Constitution saving throws, and its hit point maximum are halved. | The target will lose its torso, which means instant death for most creatures. |
6 | Head | The target's Constitution modifier times its proficiency bonus added twice. | The target becomes unconscious | The target will lose its head, which means instant death for most creatures. |
For every time you reach a damage requirement, you will damage their part. After the part is damaged an amount of times equal to their Constitution modifier, the body part is removed. Although when you reach half of their Constitution modifier(rounded up) in times you damaged it, their part will be broken.
The cold damage increases to 3d10 at 9th level, 3d12 at 12th level, 6d6 at 15th level, and to 6d8 at 18th level.
- Fifth Form: Blessed Rain After the Drought
At 9th level, you change the grip on your sword and decapitate your opponent in a single flowing strike that causes little to no pain. It is a “sword strike of kindness” used when the enemy willingly surrenders. As an action for 6 breathing points, you make a nichirin weapon attack against a creature within 5ft. of you. On a hit, the attack is considered a critical and deals direct damage to the creature's neck. The creature's neck hit points is their Constitution modifier times the creature's proficiency bonus. This form doesn't hurt despite dealing massive damage, and will immediatly reduce a creature to 0 hit points if they have surrendered.
- Sixth Form: Whirlpool
At 9th level, you twist your body, using your blade to perform a fierce whirling motion which generates a whirlpool of air to shred apart anything caught within its current like a giant sharp blade. As an action for 6 breathing points, you will force every creature in a 10ft. circle around yourself to make a Dexterity saving throw. On a failure they take 5d10 cold damage and are pushed 5ft. away from you. On a success, they take half as much damage and are not pushed. This breathing form has it's range and damage doubled in case you do it underwater.
The cold damage increases to 5d12 cold damage at 12th, to 10d6 at 15th level, and to 10d8 at 18th level.
- Seventh Form: Drop Ripple Thrust
At 12th level, you perform a precise, fast and accurate thrust with your blade. As an action for 8 breathing points, you make an attack roll against a creature within 5ft. of you. On a hit, the attack counts as a critical and the target will be stunned until the beggining of your next turn.
You gain a +1 to the attack rolls at 15th level, and a +2 to it's attack roll at 18th level.
- Eighth Form: Waterfall Basin
At 12th level, you cuts your target vertically in a flowing motion which is most effective when falling downward. As an action for 8 breathing points, you force every creature in a 5ft. circle in front of you to make a Dexterity saving throw. On a failure, they take 7d10 cold damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.
The cold damage increases to 7d12 at 15th level, and to 14d6 at 18th level.
- Ninth Form: Splashing Water Flow, Turbulent
At 15th level, you change your footwork in a way that minimizes the landing time and surface needed when landing, allowing you to move without limits. As an action for 10 breathing points, your movement speed will double and you may ignore even magical difficult terrain. In addition, you will be able to walk vertically as well. This lasts for 1 minute.
The movement speed will now be trippled once reach 18th level.
- Tenth Form: Constant Flux
At 15th level, you charge towards the target while performing a continuous flowing attack with your blade which increases in strength and speed over time using momentum. As an action for 10 breathing points, you can choose to run up to a target withn your movement speed range. While moving towards it, you may make a nichirin attack roll to any creature within 5ft. of you. Once you reach the target, you force them to make a Dexterity saving throw. On a failure they take 10d12 cold damage and are knocked prone. On a success, they take half as much damage and are not prone for each 10ft. you have moved with this feature, the DC is increased by 1.
The damage increases to 20d6 cold damage at 18th level.
- Eleventh Form: Dead Calm
At 18th level, you cease all body movements and enter a state of complete tranquility, deflecting, blocking and cutting any incoming attacks with imperceptible speed with their blade. You slash through everything so quickly, it seems as if you and your blade dont move at all while cutting through every incoming attack. As an action or reaction for 12 breathing points, a 30ft. circle centered around you will now be seemingly filled with water as you perceived it.
While under this area and not moving at all, you will always succeed Dexterity saving throws and all attack rolls will fail against you.
This lasts for a minute or until you take the movement, attack action or use a breathing style.
Thunder Breathing[edit]
A Thunder Breathing slayer preparing to make a powerfull breathing attack, [3] |
Thunder Breathing is a Breathing Style that mimics lightning, specifically swift strikes and movements akin to lightning ripping through the sky, and replicates it with the user's movements, techniques and abilities.
- Fast like Lightining
You need speed in your life, be it to reach your dreams, surpass someone, make a special person proud, it doesn't matter.
Enhanced Speed. You'll gain +10 movement speed when you're not wearing armor or wearing your Haori. This increases to 20 at 3rd level, 30 at 6th level, 40 at 9th level, 50 at 12th level, 60 at 15th level, 70 at 18th level.
Lightning Body. Your body has been adapted with your breathing, making your body be filled with lightning all the time. While under the effects of Total concentration breathing or total concentration breathing constant you gain resistance to lightning damage.
Thunder Strikes. Whenever you attack with your nichirin while under the effects of total concentration breathing or total concentration breathing constant, you add lightining damage equal to the nichirin die.
Fast Legs. You can use your bonus action instead of your action to take the dash action. In addition, when you take the dash action your movement speed triples instead of doubling. This increases to times 4 at 9th level, times 5 at 12th level, and times 6 at 17th level. Also, while under the effects of total concentration breathing or total concentration breathing constant, your dash action does not provoke opportunity attacks.
- First Form: Thunderclap and Flash
Starting at 1st level, you unsheath your katana and dash forward at blinding speeds to decapitate your opponent faster than they can react, before sheathing it back. As an action for 1 breathing point, you rush towards make a melee weapon attack against a creature in a Xft. line(With X being your movement speed times your proficiency bonus). On a hit, it's considered a critical and the target takes 1d8 lightning damage, additionally the target must make a Constitution saving throw. On a failure, the target is knocked prone. On a success the target is not knocked prone. On a critical failure, the target gets it's head severely damaged, taking 1 damage to it's neck. After a target's neck receives a number of damage equal to their Constitution modifier(minimum 1), it's head is decapitated.
At 3rd level your lightning damage increases to 1d10, to 1d12 at 6th level, 2d6 at 9th level, 2d8 at 12th level, 2d10 at 15th level, and to 2d12 at 18th level.
Sixfold. At 6th level, you have increased this technique's agility and power by dashing around six times. You can spend 4 additional breathing points, now move in six different lines before reaching your target. For every different line you make, you'll add 2d8 lightning damage to the total damage.
Eightfold. At 11th level, you have improved your technique even more. You can spend 7 additional breathing points, now move in eight different lines before reaching your target. For every different line you make, you'll add 3d10 lightning damage to the total damage.
Godspeed. At 16th level, you have reached the absolute peak of your first form. You can spend 9 additional breathing points, you move in a straight line of 100ft. times your proficiency bonus. You force a creature in the line to make a Strength saving throw. On a sucess, the creature is knocked prone and takes half as much damage. On a failure however, the creature becomes stunned and will continue to move alongside you until the end of the of the round. For each 10ft. you two travelled, the creature receives 1d12 lightning damage. You may use this breathing technique a number of times equal to half of your Constitution modifier(rounded down).
- Second Form: Rice Spirit
At 3rd level, you make five arched slashes in quick succession. As an action for 2 breathing points, you force all creatures in a 5ft. circle in front of you to make a Dexterity saving throw. On a failure they take 2d8 lightning damage and must make a Constitution saving throw. Failing the Constitution saving throw makes them become stunned until the beggining of your next turn. On a success they take half as much damage and are not stunned.
At 6th level, the damage increases to 2d10, to 2d12 at 9th level, to 4d6 at 12th level, to 4d8 at 15th level, to 4d10 at 18th level.
- Third Form: Thunder Swarm
At 6th level, you surround the enemy with waves of arched lightning and attacks them from all directions. As an action for 4 breathing points, you can force one creature in a 5ft. circle area around you make a Dexterity saving throw. On a failure, they take 3d8 lightning damage and are stunned until the beggining of your next turn. On a success, they take half as much damage and are not stunned.
At 9th level, the damage increases to 3d10, to 3d12 at 12th level, to 6d6 at 15th level, and to 6d8 at 18th level.
- Fourth Form: Distant Thunder
At 9th level, you generate a ball of electricity that releases waves of strong multi-directional lightning bolts from afar. As an action for 6 breathing points, you create a ball of lightning in front of you and choose a number of creatures up to your proficiency bonus within 60ft. They all must make Dexterity saving throw, on a failure they take 5d10 lightning damage and are stunned until the beggining of your next turn, on a success they take half as much damage and are not stunned.
At 12th level, the damage increases to 5d12 lightning damage, to 10d6 at 15th level, and to 10d8 at 18th level.
- Fifth Form: Heat Lightning
At 12th level, you unleash a long-ranged upward sword slash accompanied by lightning. As an action for 8 breathing points, you make a melee weapon attack roll against one creature within 30ft. of you. On a hit, it deals your nichirin damage die + 7d10 lightning damage, and the target is paralyzed for 1 minute. They can make a Constitution saving throw at the beggining of their turn to end the condition early.
At 15th level the damage increases to 7d12, and to 14d6 at 18th level.
- Sixth Form: Rumble and Flash
At 15th level, you release a series of powerful long-ranged lightning attacks that strike your opponent from afar. As an action for 10 breathing points, you force all creatures in a 30ft. cone in front of you to make a Dexterity saving throw. On a failure they take 10d12 lightning damage and are paralyzed. On a success they take half as much damage and are not paralyzed. They can make a Constitution saving throw at the beggining of their turn to end the condition early.
At 18th level the damage increases to 20d6.
- Seventh Form: Honoikazuchi no Kami
At 18th level, you dash forward at blinding speeds and unleash a singular forward slash at a low stance, which is seemingly accompanied by a yellow Japanese dragon shaped like a lightning bolt. As an action for 12 breathing points you choose a target within 120ft. of you and forces them to make a Dexterity saving throw. On a failure, the target takes 13d12 lightning damage + 1d12 per ft. you moved with this technique and become paralyzed for 1 minute. On a success they take half as much damage and do not become paralyzed. They can make a Constitution saving throw at the beggining of their turn to end the condition early.
In addition, if you have moved before using this breathing form you can add 1d10 for every ft. you moved.
Beast Breathing[edit]
The creator of the beast breathing style, [4] |
Beast Breathing is a Breathing Style that mimics beasts/wild animals, specifically their unpredictable, ferocious and wild nature, including movements, attacks and senses, and replicates it with the user's movements, techniques and abilities.
- Living Like a Animal
You have lived your entire life in the wild, not caring about getting to know the outside world.
Symbol of Power. You have killed an animal with your bare hands before, and now wear it's head as an trophy. Choose a beast with CR 2 or lower, you will gain a head of the beast. You may put it on, it doesn't affect your sight or your perception of your surroundings. While you have the head on, you'll gain a +4 bonus to Intimidation checks. However, while wearing the mask you have disadvantage on Persuasion checks against humanoids who see you for the first time. If you lose your head, you just need to hunt for another beast and get it's head.
Beast's Resilience. You are as durable as a wild beast. Your hit die increases to a d10.
Survival Specialist. Your time in the mountains has honed your survival skills. You gain advantage on Wisdom (Survival) checks to track creatures and find food and water. Additionally, you can endure harsh environments with ease, gaining advantage on saving throws against extreme weather conditions.
Primal Body. Your body has been enhanced due to many years of living in the wild. You will gain proficiency in the Acrobatics and Athletics skills, or expertise if already proficient.
Enhanced Senses. Due to living with animals for so long, you had to adapt to have a chance of survival. You will gain proficiency in the Perception skill, or expertise if already proficient. Additionally, you will have advantage on any Wisdom (Perception) checks related to finding hidden creatures or to notice traps.
- First Fang: Pierce
Starting at 1st level, you stabs the target both blades. As an action for 1 breathing point, you make an nichirin attack roll for both swords. On a hit, the target will receive two nichirin damage die rolls + 1d8 slashing damage and it will be grappled due to the blades carving into it's body. It may attempt a Strength saving throw at the beggining of it's turns, freeing itself in a success and receiving the 1d8 slashing damage again on a failure. If it's a critical hit, you will deal direct damage to the target's neck. A creature's neck has an amount of hit points equal to their Constitution saving throw times their proficiency bonus added twice.
The slashing damage increases to 1d10 at 3rd level, to 1d12 at 6th level, to 2d6 at 9th level, to 2d8 at 12th level, to 2d10 at 15th level, and to 2d12 at 18th leve.
- Second Fang: Slice
At 3rd level, you unleash a double slash with two blades in an X-shaped cut. As an action for 2 breathing points, you can force a creature within your reach to make a Dexterity saving throw. On a falure, they would take two damage rolls of your nichirin + 2d8 slashing damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.
The slashing damage increases to 2d10 at 6th level, to 2d12 at 9th level, to 4d6 at 12th level, to 4d8 at 15th level, and to 4d10 at 18th level.
- Third Fang: Devour
At 6th level, you release two simultaneous horizontal slashes towards the target's throat to decapitate them. As an action for 4 breathing points, you make a nichirin weapon attack roll. On a hit, you will deal two nichirin damage rolls + 3d8 slashing damage and will force the target to make a Constitution saving throw. On a failure, it's neck is directly damaged.
The slashing damage increases to 3d10 at at 15th level, and to 3d12 at 18th level.
- Seventh Form: Spatial Awareness
At 6th level, you utilize your sense of touch to identify the position of enemies and their weaknesses by feeling small disturbances in the air. As an action for 4 breathing points, you can detect all hostile creatures within 200 times your An ability score was not entered for this template! bonus in ft. of you who are currently touching the ground or any structure connected to the ground. In addition, you learn their vulnerabilities.
The range for this technique increases to 300 at 9th level, 400 at 12th level, 500 at 15th level, and to 600 at 18th level.
- Fourth Fang: Slice 'n' Dice
At 9th level, you deliver multiple diagonal double slashes with both swords. As an action for 6 breathing points, you force every creature within a 10ft. square centered on you to make a Dexterity saving throw. On a failure, they take 5d10 slashing damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. In addition, a creature who fails this save will get one of their limbs damaged. Roll a d6 to see which limb was damaged.
Number Rolled | Body Part | Damage Required | Broken Limb Consequences | Lost Limb Consequences |
---|---|---|---|---|
1 | Left leg | The target's Constitution modifier times its proficiency bonus. | Your walking, climbing, and swimming speeds are halved, and you cannot jump. | The target loses its left leg. |
2 | Right leg | The target's Constitution modifier times its proficiency bonus. | Your walking, climbing, and swimming speeds are halved, and you cannot jump. You cannot use your right leg anymore. | The target loses it's right leg. |
3 | Left arm | The target's Constitution modifier times its proficiency bonus. | Any skill checks or attack rolls using this arm are rolled with disadvantage. | The target loses it's left arm, making any ability checks or attack rolls with it impossible. |
4 | Right arm | The target's Constitution modifier times its proficiency bonus. | Any skill checks or attack rolls using this arm are made with disadvantage. | The target loses its right arm, making any ability checks or attack rolls with it impossible. |
5 | Torso | The target's Constitution modifier times its proficiency bonus added twice. | The target will have disadvantage on all Constitution saving throws, and its hit point maximum are halved. | The target will lose its torso, which means instant death for most creatures. |
6 | Head | The target's Constitution modifier times its proficiency bonus added twice. | The target becomes unconscious | The target will lose its head, which means instant death for most creatures. |
For every time you reach a damage requirement, you will damage their part. After the part is damaged an amount of times equal to their Constitution modifier, the body part is removed. Although when you reach half of their Constitution modifier(rounded up) in times you damaged it, their part will be broken.
The slashing damage increases to 5d12 at 12th level, 10d6 at 15th level, and to 10d8 at 18th level.
- Eighth Form: Explosive Rush
At 9th level, you charge towards your opponent at blinding speeds, ignoring all incoming attacks. As a bonus action for 6 breathing points, you can target a creature within sight range and immediatly take the dash action. You start rushing towards it, ignoring difficult terrain, doubling your movement speed and giving you resistance to all damage but psychic until the beggining of your next turn.
The movement speed increase is now tripled at 12th level, quadrupled at 15th level, and quintupled at 18th level.
- Fifth Fang: Crazy Cutting
At 12th level, you jump and slices everything in all directions while in mid-air. As an action for 8 breathing points, you jump 10ft. in the air and forces all creatures within 30ft. circle centered on you to make a Dexterity saving throw. On a failure they take 7d10 slashing damage and will get one of their body parts damaged. On a success, they take half as much damage and do not get their parts damaged. You roll a d6 to find out which part you harmed, using the same system as the fourth form.
The slashing damage increases to 7d12 slashing damage at 15th level, and to 14d6 at 18th level.
- Sixth Fang: Palisade Bite
At 12th level, you release simultaneous slashes with two swords from both directions in a saw-like movement. As an action for 8 breathing points, you make a nichirin weapon attack roll against a creature within range. On a hit, you roll two nichirin damage die and start to saw through their neck. The creature must make a Constitution saving throw, on a failure they take 9d10 slashing damage and will have that damage dealt to their neck. On a success, they take half as much damage and do not deal the damage to the creature's neck.
The slashing damage increases to 9d12 at 15th level, and to 18d6 at 18th level.
- Ninth Fang: Extending Bendy Slash
At 15th level, you dislocate the joint of your arm to increase the range of your attack, and then unleashing a fast swinging forward strike. As an action for 10 breathing points, you can extend your reach by 5ft and make a nichirin weapon attack roll. On a hit, it will deal additional 12d12 slashing damage. In case the target was more than 5ft. away from you when you used the form, the attack will be considered a critical.
The slashing damage increases to 24d6 at 18th level.
- Tenth Fang: Whirling Fangs
At 15th level, you rapidly spins your swords in a circular motion, deflecting enemy attacks such as projectiles. As a reaction for 10 breathing points, all attack rolls against you will be turned into a miss until the beggining of your next turn.
At 18th level you can also pass line or cone saving throws automatically with this form.
- Eleventh Fang: Sudden Throwing Strike
At 18th level, you throw both of your blades in a spinning motion at an enemy. As an action for 12 breathing points, you throw both of your nichirin katanas at an target within 60ft. Make two nichirin attack rolls. On a hit, they take the nichirin damage die + 15d12 slashing damage. If both hit, the attacks are going to be considered a critical.
Insect Breathing[edit]
The insect Hashira sheating her Katana after a breathing attack,[5] |
Insect Breathing is a Breathing Style that mimics insects, specifically their lethal stings and movements, and replicates it with user's movements, techniques and abilities.
- Deadly Poison
Your nichirin weapon is coated in poison, being made specially for piercing through demons and poisoning them from the inside out. You will gain the following benefits:
Nichirin Poison. Your nichirin weapon will add one additional dice of Poison damage equal to the weapon's damage dice.
Whisteria Poison. Any poison damage caused by your nichirin deals twice as much damage to fiend and undead.
Poison Awareness. Whenever you leave a creature poisoned, you will aways know their location.
Agile Jumping. You can use your Dexterity modifier instead of your Strength when defining your jumping distance and height. In addition you will gain proficiency in Acrobatics checks, or expertise if you are already proficient.
- First Form: Butterfly Dance: Caprice
Starting at 1st level, you leap into the air and charge towards the opponent, striking them multiple times with your nichirin to inject poison in just seemingly one strike. As an action for 1 breathing point, you can make a number of nichirin attacks equal to your proficiency bonus. On a hit, they will add 1d8 poison damage and will force the creature to make a Constitution saving throw or become envenomed.
At 3rd level, this damage increases to 1d10, it increases to 1d12 at 6th, to 2d6 at 9th, to 2d8 at 15th, and to 2d10 at 18th level.
- Stronger Poisons
At 3rd level, you have learned how to make your poison even stronger. Whenever you leave a creature envenomed, they will take the form's damage dice instead of the normal evenomed damage.
In addition, whenever you leave a creature envenomed they will also gain the poisoned condition.
- Second Form: Dance of the Bee Sting: True Flutter
Starting at 6th level, you dashe at your target at blinding speeds and uses the momentum of your speed to then strengthen a single thrust into your opponent and inject poison into them. As part of taking the dash action, you can spend 4 breathing points to make one nichirin attack roll against the target. On a hit, the target will take 2d8 poison damage and must make a Constitution saving throw, or receive the envenomed condition.
At 9th level, the damage increases to 2d10, to 2d12 at 15th, and to 4d6 at 18th level.
- Devil Destroyer
Starting at 9th level, demons suffer tremendously from your poison, making them weaker. Whenever you inflict the poisoned condition on a creature, they must make a Constitution saving throw or become weakened. They can make another Constitution saving throw at the beggining of their turns, ending the effect on a success.
- Third Form: Dance of the Dragonfly: Compound Eye Hexagon
Starting at 12th level, you make a six strike attack which you aim to strike and inject your target with multiple doses of poison in the target's weak spots in order to kill them with a large dose of poison. As an action for 8 breathing points you make a nichirin attack roll against it's neck, heart, torso, eyes, jaw and ears. On a hit, they will take 4d10 poison damage and will receive the envenomed condition, and must make a Constitution saving throw or receive a negative effect depending on the body part:
Neck. The target can hold it's breath for half as long.
Heart. The target cannot hold it's breath, and will receive disadvantage in any Constitution saving throws.
Torso. The target cannot wear medium armor or above, and will have it's movespeed reduced by half.
Eyes. The target will gain +5 levels of gradual blindness.
Jaw. The target cannot speak, and any functions that may use it's mouth will be rolled with disadvantage.
Ears. The target will gain +5 levels of gradual deafness.
This effects will last until their next long rest, in which they can remake the saving throw. Unless they have some form of feature to regenerate limbs, in which they can spend it to remove this feature's effects, but removing their ability to use the feature for 1 minute.
At 15th level the damage increases to 4d12, and to 8d6 at 18th level.
- Sadism
Starting at 15th level, there's nothing that gives you more pleasure in this world than to see your opponents in pain. Whenever you deal poison damage to a creature, you will gain temporary hit points equal to half the damage dealt. The total amount of temporary hit points you have cannot be higher than your demon slayer level.
As part of an attack that deals poison damage, you may spend all of these temporary hit points to add to the total damage rolled.
- Fourth Form: Dance of the Centipede: Hundred-Legged Zigzag
Starting at 18th level, you lunges at your opponent before unleashing a barrage of straight short thrusts with their sword, ended with one powerful thrust that launches your opponent away and onto their back. You then leap into the air while transforming into a gigantic butterfly of light, before diving from it and stabbing your blade straight through their opponent and into the ground, cracking the surrounding terrain and creating a massive crater in its wake. As an action in a 30 ft. cone, you go at high speeds destroying 4 spots of your choice and then hitting an target. Each of these spots will be 5ft. circles in which you deal 4d12 bludgeoning damage, increasing by a d12 for each spot. Then you make an attack roll against your target, on a hit they will take 7d12 poison damage + 7d12 force damage. They will be pushed 10 ft. back, and will be forced to make a Constitution saving throw or become envenomed.
Flower Breathing[edit]
A Flower Breathing slayer after using her breathing style, [6] |
Flower Breathing is a Breathing Style that mimics flowers and fruits and replicates with the user's movements, techniques, and abilities.
- Sweet as a Flower
You are always calm and serene, being like a plant that isn't affected by your surroundings.
Calm Soul. You have advantage on saving throws against being frightened or charmed.
Specialized Sight. Your sight has always been above avarage, you will add your proficiency bonus to your passive perception.
Graceful Steps. You always move with grace, leaving your opponents in awe. You don't receive opportunity attacks from the last creature you attacked or used a breathing form on. In addition, you will gain proficiency in Acrobatics or expertise in case you're already proficient.
Demon Hatred. Whenever you make a damage roll against a fiend or undead, you add one additional dice of damage. (Only the higher damage dice)
- Second Form: Honorable Shadow Plum
Starting at 1st level, you release several rotating sword slashes that can deflect physical attacks. As an action or reaction for 1 breathing point, you can slash everything within 5ft. of you. Every creature in that range makes a Dexterity saving throw. On a failure, they take your nichirin damage die + 1d12 slashing damage and are knocked prone. On a success, they take half as much damage and are not prone. If used as an reaction, you'll also reduce incoming damage from all weapons, projectiles, natural weapons and unarmed strikes.
The slashing damage increases to 2d6 at 3rd level, to 2d8 at 6th level, to 2d10 at 9th level, to 2d12 at 12th level, to 4d6 at 15th level, and to 4d8 at 18th level.
- Fourth Form: Crimson Hanagoromo
At 3rd level, you unleash a single sword slash that curves and twists gracefully. As an action for 2 breathing points, you make a nichirin weapon attack roll. On a hit, it will be considered a critical, and you deal additional 2d12 slashing damage. The additional slashing damage is not affected by the critical.
The slashing damage increases to 4d6 at 6th level, 4d8 at 9th level, 4d10 at 12th level, 4d12 at 15th level, and to 8d6 at 18th level.
- Attack Precision
At 6th level, you have a very high precision, being able to hit attacks more easily. Your attacks score a critical on a 19-20.
- Sixth Form: Whirling Peach
At 9th level, this is a technique used after or during evasion, you spin around moving with your body weight to deliver an attack. As an reaction to an attack missing you or you passing a Dexterity saving throw for 6 breathing points, you can make an nichirin attack roll against a creature within reach. On a hit, you deal your nichirin damage die + 4d12 slashing damage, and they must make a Constitution saving throw. On a failure, their neck will take the damage as well, on a success their neck won't be damaged. The creature's neck has a number of hit points equal to their Constitution modifier times their proficiency bonus added twice. Once their neck reaches 0 hit points, they will be decapitated.
The slashing damage increases to 8d6 at 12th level, 8d8 at 15th level, and to 8d10 at 18th level.
- Improved Precision
At 12th level, your precision has been improved to new heights. Your attacks score a critical on a 18-20.
- Fifth Form: Peonies of Futility
At 15th level, you unleash a flurry of nine consecutive attacks that flow and weave in on themselves. As an action for 8 breathing points, you force every creature in a 5ft. circle in front of you to make a Dexterity saving throw. On a failure, they take your nichirin damage die times 9 in slashing damage and are forced to make a Constitution saving throw. On a success, they take half as much damage and do not need to make the Constitution saving throw. If they fail the Constitution saving throw, you will damage one of their body parts. Roll a d6 to decide which part:
Number Rolled | Body Part | Damage Required | Broken Limb Consequences | Lost Limb Consequences |
---|---|---|---|---|
1 | Left leg | The target's Constitution modifier times its proficiency bonus. | Your walking, climbing, and swimming speeds are halved, and you cannot jump. | The target loses its left leg. |
2 | Right leg | The target's Constitution modifier times its proficiency bonus. | Your walking, climbing, and swimming speeds are halved, and you cannot jump. You cannot use your right leg anymore. | The target loses it's right leg. |
3 | Left arm | The target's Constitution modifier times its proficiency bonus. | Any skill checks or attack rolls using this arm are rolled with disadvantage. | The target loses it's left arm, making any ability checks or attack rolls with it impossible. |
4 | Right arm | The target's Constitution modifier times its proficiency bonus. | Any skill checks or attack rolls using this arm are made with disadvantage. | The target loses its right arm, making any ability checks or attack rolls with it impossible. |
5 | Torso | The target's Constitution modifier times its proficiency bonus added twice. | The target will have disadvantage on all Constitution saving throws, and its hit point maximum are halved. | The target will lose its torso, which means instant death for most creatures. |
6 | Head | The target's Constitution modifier times its proficiency bonus added twice. | The target becomes unconscious | The target will lose its head, which means instant death for most creatures. |
For every time you reach a damage requirement, you will damage their part. After the part is damaged an amount of times equal to their Constitution modifier, the body part is removed. Although when you reach half of their Constitution modifier(rounded up) in times you damaged it, their part will be broken.
The number of d6's to determine the body parts damaged increases to 2d6 at 18th level. This can be used to damage multiple parts or increase the damage to a single part.
- Final Form: Equinoctial Vermilion Eye
At 18th level, this is a focusing technique that raises the user's kinetic vision to its maximum, while using this technique the user perceives the world as if it were in slow motion. As a bonus action for 10 breathing points, you can activate your final form, giving you the following benefits:
- Your Dexterity score increases by 2, it's maximum.
- You will always succeed Perception checks.
- You will add a +10 to your passive perception.
- You cannot receive disadvantage in any attack rolls or saving throws as long as you see the target.
- Once per turn when you take the attack action, you can turn a miss into a hit.
You must spend 1 breathing point at the beggining of your turns to mantain this form. You can end this form as a bonus action.
This form is highly dangerous, and can cause permanent blindness if used for too long. At the end of each turn you have this form active, you must make a DC20 Constitution saving throw. On a success, you can keep fighting normally without any effects. On a failure, you permanently have a -1 in your Perception checks. When this reaches a -10, one of your eyes will be permanently blinded. On a -20, you will be under the blinded condition and cannot be healed through non magical means.
Flame Breathing[edit]
The Fire Hashira using a great breathing attack, [7] |
Flame Breathing is a Breathing Style that mimics flames and replicates it with the user's movements, techniques and abilities.
- Set Your Heart Ablaze!
You have been trained to use the flame breathing, now you not only burn through your opponents but you will aways have a burning feeling inside your heart.
Resistant Body.Your Hit Dice will be increased to a D14.
Used to the Heat.You will roll with advantage against extreme heat and extreme cold.
Living in the Flames.You will gain resistance to fire damage.
Burning Desire. Your nichirin will deal one additional dice of fire damage.
- First Form: Unknowing Fire
Starting at 1st level, you dash towards the target at tremendous speeds, before unleashing a singular horizontal slash directed at the targets neck for a decapitation. As an action for 1 breathing point you can choose one target within 30ft. of you, and move towards the target to make one nichirin attack that hits for 2 or less creatures. On a hit, it will deal it's normal damage die + 1d8 fire damage. For each 10ft. you have moved in a straight line before hitting the target, you will gain a dice to your fire damage. If it was 2 targets, it will be instead for each 15fts.
The fire damage increases to 1d10 at 3rd level, it increases to 1d12 at 6th leve, it increases to 2d6 at 9th level, it increases to 2d8 at 15th level, and to 2d10 at 18th level.
- Second Form: Rising Scorching Sun
Starting at 3rd level, you unleash an arcing vertical slash in an upwards motion, often brought up from a tail guard. As an action for 2 breathing points you can make a vertical slash, rolling a Nichirin attack roll. On a hit, the target will take the nichirin's damage die + 2d8 fire damage. On a critical hit, the target must make a Constitution saving throw or lose one of it's limbs determined by the gm. The limb cannot be the head.
The fire damage increases to 2d6 at 6th level, it increases to 2d8 at 9th level, it increases to 2d10 at 15th level, and at 18th level it increases to 2d12.
- Heat Points
Starting at 6th level, your attacks will leave your target burning, showing your inner flame. Whenever you deal fire damage with one of your flame breathing forms or receive damage, you will gain a number of Heat Points equal to your proficiency bonus. You can have a number of heat points equal to your level times 3, and may use your bonus action to imbue your next nichirin attack with them, having to spend all of your heat points to do so. The attack will gain the following bonuses:
- Attack Bonus
1-5 You will gain +1 to damage rolls.
6-10 You will gain +1 to damage and attack rolls.
11-15 You will gain +2 to damage and attack rolls.
16-20 You will gain +3 to damage rolls, and +2 to attack rolls.
21-25 You will gain +3 to damage and attack rolls.
26-30 You will gain +4 to damage rolls, and +3 to attack rolls.
31-35 You will gain +4 to damage and attack rolls.
36-40 You will gain +5 to damage rolls, and +4 to attack rolls.
41-45 You will gain +5 to damage and attack rolls.
46-50 You will gain +6 to damage rolls, and +5 to attack rolls.
51-55 You will gain +6 to damage and attack rolls.
56-60 You will gain +7 to damage and attack rolls.
On a hit, the target will have to make a Constitution saving throw, on a failure they will take a debuff equal to the number of heat points.
- Target Negative
1-5 The target will lose 5 ft. of movement speed
6-10 The target will lose 10 ft. of movement speed and gain
11-15 The target will lose 15 ft. of movement speed and gain
16-20 The target will lose 20 ft. of movement speed and gain
21-25 The target will lose 25 ft. of movement speed and gain
26-30 The target will lose 30 ft. of movement speed and gain
31-35 The target will lose 35 ft. of movement speed and gain
36-40 The target will lose 40 ft. of movement speed and gain
41-45 The target will lose 45 ft. of movement speed and gain
46-50 The target will lose 50 ft. of movement speed and gain 1 level of exhaustion
51-55 The target will lose 55 ft. of movement speed and gain 2 levels of exhaustion
56-60 The target will lose 60 ft. of movement speed and gain 3 levels of exhaustion
- Third Form: Blazing Universe
Starting at 9th level, you perform an arcing downwards vertical slash, often brought down from a high guard. As an action for 6 breathing points, you will make a nichirin attack roll. On a hit, it will deal your nichirin damage die + 4d10 fire damage. On a critical hit, the target must make a Constitution saving throw or lose one of it's limbs determined by the gm. The limb cannot be the head.
This fire damage increases to 4d12 at 12th level, to 8d6 at 15th level, and at 18th level it increases to 8d8.
- Fourth Form: Blooming Flame Undulation
Starting at 12th level, you perform a singular slash or multiple if needed, in a fluid circular motion to defend from incoming attacks and decapitate multiple targets. As an action or reaction for 8 breathing points you can launch waves of flames. As an action you launch a wave of flames in a 15ft. cone, forcing every creature in that area to make a Dexterity saving throw. On a failure they will take 6d10 fire damage, and will be knocked prone. On a sucess, they will take half damage and wont be knocked prone. As a reaction, you can reduce your incoming damage by 5d6, causing fire damage for creatures in a 15ft. cone equal to the remaining numbers rolled.
The fire damage increases to 6d12 at 15th level, and at 18th level it increases to 12d6.
- Fifth Form: Flame Tiger
Starting at 15th level, you dash forth, bringing your blade into a high guard before performing a series of sword slashes which take the form of a flaming tiger enveloping yourself. As an action for 10 breathing points, you can make 6 nichirin attack rolls. On a hit, they deal their normal damage die + 1d12 fire damage. For each one of them you hit on a target, it will increase the damage dice of the next nichirin attack.
Starting at 18th level, the total amount of damage increases to 2d6.
- Ninth Form: Rengoku
Starting at 18th level, you assume a high stance before performing an extremely high-speed dash towards the target and unleashing a singular, devastating slash. As an action for 12 breathing points you can dash towards a target in a 60 ft. line. Every creature that is in this line must make a Dexterity saving throw, on a failure they take 9d12 fire damage and are kncoked prone. On a sucess, they take half damage and are not prone. When you reach your target you make 1 nichirin attack roll, on a miss the target will only have to make the saving throw, on a hit you will deal your nichirin's damage die +1d12 per 10 ft. you have moved with the breathing form, and the target will have disadvantage on the saving throw.
Sound Breathing[edit]
The Sound Hashira utilizing his breathing to better his senses in battle, [8] |
Sound Breathing is a Breathing Style that mimics sound, specifically its disorientating loudness, and replicates it with the user's movements, techniques and abilities.
- Great Listener
You aways were trained in hearing, aways being able to differ which sound is who. You will gain the following benefits:
Enhanced Speed. You will gain +10 to your walking speed.
Ninja Moves. You will gain proficiency in Stealth, and if you're already proficient you will gain expertise instead, and you do not provoke opportunity attacks.
Quick Unsheating. You don't need to use any kind of action to sheat or unsheat your weapon.
Sonic Mirage. You are so fast, you have learned to create sonic mirages, you can use a reaction to create a Sonic Mirage when targeted by an attack roll. The attacker rolls a dexterity saving throw against your Breathing Save DC. On a failure, the attack misses, and the attacker is momentarily disoriented until the end of their next turn. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1), and you regain expended uses after finishing a short or long rest. Disoriented condition results in disadvantage on attack rolls and ability checks.
- First Form: Roar
Starting at 1st level, you lift your twin nichirin above your head and slams them down with great force, causing a loud sound resembling thunder as a result. As an action for 1 breathing point, you can beat down your two nichirin on the ground making everyone in a 30ft. circle do a Dexterity saving throw. On a failure, they will take 1d12 thunder damage and will be knocked prone, in addition they will have to make a Constitution saving throw or take 1 level of gradual deafness. On a sucess they will take half damage and will not be knocked prone, and won't be forced to make the Constitution saving throw.
The thunder damage increases to 2d6 at 3rd level, to 2d8 at 6th level, to 2d10 at 9th level, to 2d12 at 12th level, to 4d6 at 15th level, and to 4d8 at 18th level. For each level the damage increases, the amount of gradual deafness the opponent gains is increased by 1.
- Flow of Battle
Starting at 3rd level, when you enter battle you aways feel like you're in a musical setting. You will gain the following benefits:
- Enhanced Speed- Your walking speed increases by 10.
- Super Velocity- When you are hit by an attack or by a harmful effect, such as a blood demon art that requires a Dexterity save to avoid damage, you can use your reaction spending 2 breathing points to move up to your movement speed to any direction, possibly avoiding the attack or damage. If you have taken the Dash action on the previous turn, you can move twice your movement speed with the Evasive Step.
- I Always Go First!- You will add your proficiency bonus to your initiative.
- Attack It Until It's Down!- When you give additional attacks with a light weapon using your bonus action, you can spend a number of breathing points equal to twice your proficiency bonus to give additional attacks equal to your proficiency bonus.
- Run Run Run!
Starting at 6th level, you can outspeed even the fastest opponents. You will gain the following benefits:
- Enhanced Speed- Your walking speed increases by 10.
- Expert in Speed- Whenever you fail a Dexterity check, you can reroll the result. You must accept the new result.
- Cunning Action- You can take the Dash, dodge or disengage action as a bonus action for 3 breathing points.
- Dash By- You don't provoke opportunity attacks from the last creature you attacked.
- Fluid Evasion- You gain advantage on Dexterity saving throws against effects that would restrict your movement.
- Fourth Form: Constant Resounding Slashes
Starting at 9th level, you hold your twin nichirin apart and you spin them rapidly around yourself, enabling the nichirins to destroy anything it makes contact with for powerful defensive capabilities around the user. As an action or reaction for 5 breathing points, you can spin around your nichirin blades. As an action you start spinning the blades around you, making 6 attacks with your nichirin cleavers, for each succeful attack you will add 1d12 thunder damage. If used as an reaction, you instead roll the damage die + the d4's to reduce incoming damage. The thunder damage increases to 2d6 at 12th level, the damage you add increases to 2d8 at 15th level, and at 18th level it increases to 2d10.
- Quick Thinking
Starting at 12th level, your agility in battle has increased to such an extent that even your mind got quicker. You will gain the following benefits:
- Enhanced Speed- Your walking speed increases by 20.
- Super Velocity- Your Dexterity score increases by 2, and so does it's maximum.
- Quick Brain- You can add your Dexterity modifier instead of your Intelligence to your Intelligence scores.
- Battle Awareness- You can now add your Dexterity modifier to your passive perception.
- The Fastest Hashira
Starting at 15th level, you know how to run, very very fast. You will gain the following benefits:
- Enhanced Speed- Your walking speed increases by 40.
- Escapist- You can spend 5 breathing points as an action to end the grappled, stunned, restrained, stunned, and paralyzed conditions.
- Dejavu- When you take the dash action, you will quadruple your movement speed instead of doubling it.
- Uncanny Dodge- When an attacker that you can see hits you with an attack, you can spend 5 breathing points as an reaction to halve the attack's damage against you.
- Fifth Form: String Performance
Starting at 18th level, you hold your twin nichirin weapons and rotates the blades at high speed while charging forward. The spin of the blades without changing grip allows for continual slashes while still being in motion. As an action for 10 breathing points, you will charge foward in a 100ft. line towards a target. As you dash foward every creature within 5ft of the line must make a Dexterity saving throw, on a failure they take 4d12 thunder damage and are blinded, on a sucess they take half damage and are not blinded. When you reach the end of the line, you will do two nichirin attack rolls, on a hit it will deal your nichirin weapon damage die times two. If both hit, they will be considered a critical and now quadruple their damage.
Mist Breathing[edit]
The Mist Hashira utilizing his Slayer Mark while in between the mist, [9] |
Mist Breathing is a Breathing Style that mimics mist, specifically the obscurity of mist, and replicates it with the user's movements, techniques and abilities.
- Misty Mind
Your life is like a mist full of clouds, you just let the world pass you by while you mind your own business.
Calm Mind. You will have advantage against Wisdom saving throws while you're not under the frightened or charmed condition.
Sneak Attack. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have advantage on the attack roll. The attack must use a nichirin weapon. This damage dice increases to 2d6 at 3rd level, 3d6 at 6th level, 4d6 at 9th level, 5d6 at 12th level, 6d6 at 15th level, and to 7d6 at 18th level.
Evasive Movements. You can now take the dodge action as an bonus action.
Silent Moves. You gain proficiency in Stealth.
Careful Steps. You do not suffer the effects of non-magical difficult terrain.
- First Form: Low Clouds, Distant Haze
Starting at 1st level, you perform a singular and powerful frontal thrust. As an action for 1 breathing point, you force a target within 5 ft. of you to make a Dexterity saving throw. On a failure, they will take your nichirin die + 1d8 piercing damage. On a success, they take half as much damage.
This damage increases to 1d10 at 3rd level, 1d12 at 6th level, 2d6 at 9th level, 2d8 at 12th level, 2d10 at 15th level, and to 2d12 at 18th level.
- Third Form: Scattering Mist Splash
At 3rd level, you perform a powerful and swift circular slash that can blow away incoming projectiles. As a reaction for 2 breathing points, you can reduce incoming damage in a 30ft. cone in front of you by 2d8. You may also use it to use to make all ranged attacks in that area be with disadvantage.
At 6th level it increases to a 2d10 reduction, to a 2d12 at 9th level, to a 4d6 at 12th level, to a 4d8 at 15th level, to a 4d10 at 18th level.
- Fourth Form: Shifting Flow Slash
At 6th level, you take a low stance before dashing towards the target, becoming enveloped in mist and slashing them, with the mist fading at the end of your movement. As an action for 4 breathing points, you dash in a 30ft. line and making every creature in that line make a Dexterity saving throw. On a failure, they will take your nichirin damage die + 3d8 slashing damage, taking half as much damage on a success. This movement does not generate opportunity attacks.
At 9th level it increases to a 3d10, to a 3d12 at 12th level, to a 6d6 at 15th level, and to a 6d8 at 18th level.
- Fifth Form: Sea of Clouds and Haze
At 9th level, you charge towards your target at blistering speeds while being surrounded with mist in a zig-zag motion while performing a barrage of continuous slashes in front and/or around them. As an action for 6 breathing points, you go straight in a 40ft. line while slashing everything, forcing every creature within 5ft. of the line while you move make a Dexterity saving throw. On a failure, they take your nichirin damage die + 5d10 slashing damage, and half as much on a success. At the end of the line you can make a nichirin attack roll with advantage against a creature within reach, on a hit it will be considered a critical.
At 12th level it increases to a 5d12, to a 10d6 at 15th level, and to a 10d8 at 18th level.
- Second Form: Eight-Layered Mist
At 12th level, you perform eight slashes in quick succession. As an action for 8 breathing points, you make every creature in a 10ft. cone make a Dexterity saving throw as you perform 8 slashes. On a failure, they will take your nichirin damage die times 8 of slashing damage and must make a Constitution saving throw, on a success they take half as much damage and don't need to make the Constitution saving throw. They do not need to make a Constitution saving throw if they are resistant or immune to the damage. If the target fails the Constitution saving throw, it will damage one of it's limbs. Roll a d6 to decide which limb.
Number Rolled | Body Part | Damage Required | Lost Limb Consequences |
---|---|---|---|
1 | Left leg | 3 damage | Your walking, climbing, and swimming speeds are halved, and you can not jump. You cannot use your left leg anymore. |
2 | Right leg | 3 damage | Your walking, climbing, and swimming speeds are halved, and you can not jump. You cannot use your right leg anymore. |
3 | Left arm | 3 damage | Any skill checks or attack rolls using this arm automatically fail. You cannot use your right arm anymore. |
4 | Right arm | 3 damage | Any skill checks or attack rolls using this arm automatically fail. You cannot use your right arm anymore. |
5 | Torso | 6 damage | Instant death |
6 | Head | 6 damage | Instant death |
After damaging a limb a number of times equal to the number required, the limb you damaged will be cut off. If the creature regains at least it's (Constitution modifier times their proficiency bonus)/4 in hit points, they remove one of the damages dealt to one limb. For every multiple of that 1/4 they heal it will be one damage healed and for every multiple of that quarter you deal in damage it will be a single damage, only applies to your slashing damage. All damages dealt to a limb are removed at the end of a long rest.
At 15th level you can now roll 2 d6's when rolling to damage a limb, and at 18th level you can now roll 3 d6's when rolling to damage a limb.
- Sixth Form: Lunar Dispersing Mist
At 15th level, you leap into the air and perform a multitude of slashes in a somersaulting motion while filling the area with mist, decimating dozens of targets at once before falling back in the ground. As an action for 10 breathing points you jump high into the air, forcing every creature in a 100ft. cone to make a Dexterity saving throw. On a failure, they receive 9d12 slashing damage and you add one damage to their limb if they have any. On a success, they take half as much damage and do not receive the limb damage.
At 18th level the damage increases to 18d6 and they receive two limb damage instead of one.
- Seventh Form: Obscuring Clouds
At 18th level, this is a movement-based technique designed to heavily disorientate the target, which is done so by fluctuating the user's tempo. As an action or reaction for 12 breathing points you can surround yourself in mist, making your movements unpredictable for 1 minute. As a reaction to an attack roll, you can make the attack miss and appear on a place within your movement speed. All of your attack rolls are made with advantage, and creatures make your saving throws with disadvantage. After you make a creature's attacks miss 4 times, they will become disoriented for the remainder of the Obscuring clouds and will now make any kind of saving throws, attack rolls and ability checks with disadvantage, and you'll make their saving throws with advantage.
Love Breathing[edit]
The love Hashira charging into battle, [10] |
Love Breathing is a Breathing Style that is based on the emotion of love, and replicates it with the user's movements, techniques and abilities.
- Lovely Nature
You are considered a true lover in this world, spreading love around is your only goal.
Easily Charmed. You have disadvantage on saving throws against the charmed condition if you were forced to make one by a creature with the same creature type as you. However, while you have the charmed condition you will add a d4 to all ability checks, saving throws, attack and damage rolls you make.
Charming Presence. People feel better whenever you're around, and it shows. Whenever an ally rolls an ability check while you're within sight range they may add your Charisma modifier to it.
Flexibility. You will gain proficiency in the Acrobatics skill, or expertise in case you're already proficient. In addition, every weapon that doesn't have the heavy, two handed or reach properties now count as if it had the reach property for you.
Loving Passion. You gain a bonus to your Charisma rolls equal to your Dexterity modifier.
Strenght Based Breathing. You know how to fully capitalize your strenght into your breathing. You receive a bonus in your Dexterity ability checks, saving throws, attack and damage rolls equal to your Strength modifier. In addition, you may add your Strength modifier to your AC alongside Dexterity.
- First Form: Shivers of First Love
Starting at 1st level, you dash forward and perform a single slash that winds through your target, hitting multiple areas with one slice. As an action for 1 breathing point, you dash in a 30ft. line. Every creature in the line or within 5ft. of it must make a Dexterity saving throw. On a failure, they take your nichirin damage die + a number of d4's equal to your Dexterity modifier in slashing damage.
At 3rd level the d4's become d6's, d8's at 6th level, d10's at 9th level, d12's at 12th level, 2d6's at 15th level, and to 2d8 at 18th level.
- Second Form: Love Pangs
At 3rd level, you perform a singular, long-winding swing that cuts your target at multiple angles. As an action for 2 breathing points, you make a melee weapon attack with your nichirin. On a hit, you deal your nichirin die + a number of d8's equal to your Dexterity modifier in slashing damage. In addition, a target that's hit must make a Constitution saving throw. On a failure, they will have a ramdom body part damaged. Roll a d6 to decide which part:
Number Rolled | Body Part | Damage Required | Broken Limb Consequences | Lost Limb Consequences |
---|---|---|---|---|
1 | Left leg | The target's Constitution modifier times its proficiency bonus. | Your walking, climbing, and swimming speeds are halved, and you cannot jump. | The target loses its left leg. |
2 | Right leg | The target's Constitution modifier times its proficiency bonus. | Your walking, climbing, and swimming speeds are halved, and you cannot jump. You cannot use your right leg anymore. | The target loses it's right leg. |
3 | Left arm | The target's Constitution modifier times its proficiency bonus. | Any skill checks or attack rolls using this arm are rolled with disadvantage. | The target loses it's left arm, making any ability checks or attack rolls with it impossible. |
4 | Right arm | The target's Constitution modifier times its proficiency bonus. | Any skill checks or attack rolls using this arm are made with disadvantage. | The target loses its right arm, making any ability checks or attack rolls with it impossible. |
5 | Torso | The target's Constitution modifier times its proficiency bonus added twice. | The target will have disadvantage on all Constitution saving throws, and its hit point maximum are halved. | The target will lose its torso, which means instant death for most creatures. |
6 | Head | The target's Constitution modifier times its proficiency bonus added twice. | The target becomes unconscious | The target will lose its head, which means instant death for most creatures. |
For every time you reach a damage requirement, you will damage their part. After the part is damaged an amount of times equal to their Constitution modifier, the body part is removed. Although when you reach half of their Constitution modifier(rounded up) in times you damaged it, their part will be broken.
At 6th level, the d8's become d10's, they become d12's at 9th, 2d6 at 12th, 2d8 at 15th, and 2d10 at 18th level.
- Toned Body
At 6th level, your body has been adapting to your breathing style, giving you more phisical strenght. You will gain proficiency in Strength saving throws, and you count as one size larger for all intents and porpuses. Whenever someone tries to shove or grapple you, they do the roll with disadvantage due to your flexibility and strenght. Whenever your wielding a weapon with the reach property, you will gain a bonus to it's damage roll equal to your proficiency bonus.
In addition, you gain proficiency in the Athletics skill or expertise if already proficient.
- Third Form: Catlove Shower
At 9th level, you leap into the air and perform multiple arched slashes in quick succession. As an action for 6 breathing points, you jump into the air and forces every creature in a 30ft. cone to make a Dexterity saving throw. On a failure, they take your nichirin damage die + a number of d12's equal to your Dexterity modifier in slashing damage and must make a Constitution saving throw. On a success, they take half as much damage and do not need to make a saving throw. If they fail the Constitution saving throw, you damage their part using the same system in the second form.
At 12th level, the d12 becomes a 2d6, a 2d8 at 15th level, a 2d10 at 18th level.
- Expert Acrobat
At 12th level, with great training and practice, you became a master of jumping or moving at fast speeds. You can now use the dash action as a bonus action, and may use your Dexterity modifier to calculate your jump distance. Also, you gain advantage on all Dexterity saving throws in the round if you take the dash action on your turn.
In addition, any weapons with the reach property have +5ft. of range when wielded by you.
- Fifth Form: Swaying Love, Wildclaw
At 15th level, you leap into the air before performing a somersault and releasing dozens of rapid, winding slashes from afar that essentially form a tornado of slashes. As an action for 10 breathing points, you jump 60ft. into the air and then come back down with dozens of slashes, making every creature in a 30ft. circle of you make a Dexterity saving throw. On a failure, they take a number of d12's equal to your Dexterity modifier added twice in slashing damage and must make a Constitution saving throw with disadvantage. On a success they take half as much damage and do not make the Constitution saving throw with disadvantage. If they fail the Constitution saving throw, you damage their part using the same system in the second form.
- Sixth Form: Cat-Legged Winds of Love
At 18th level, you fully extend your sword to perform an arcing slash before retracting it and extending it once more, done in quick succession to form a layers of slashes. As an action for 12 breathing points, you force every creature in a 15ft. cone to make a Dexterity saving throw. On a failure, they take your nichirin damage die + a number of d12's equal to your Dexterity modifier added three times in slashing damage and must make a Constitution saving throw with disadvantage. On a success, they take half as much damage and must still make the Constitution saving throw with disadvantage. If they fail the Constitution saving throw, you damage their part using the same system in the second form. In addition, if they have failed the Constitution saving throw while having failed the Dexterity save, they automatically lose the body part.
Wind Breathing[edit]
The Wind Hashira preparing himself for battle, [11] |
Wind Breathing is a Breathing Style that mimics wind, specifically powerful torrents of air and whirlwinds, and replicates it with the user's movements, techniques and abilities.
- Like a Storm
You are like a storm, destroying everything on your path.
Durable Body. Your hit die will be increased to a D14.
Battle Scars. Whenever you take a critical hit from Slashing damage, you will gain a Battle Scar. Whenever you gain a Battle Scar, you gain the following atributes:
- Your hit point maximum increases by 2.
- You will gain +1 to your Nichirin Weapon attack and damage rolls.
- Your breathing DC is increased by 1.
You can have as many battle scars as your proficiency bonus.
- First Form: Dust Whirlwind Cutter
Starting at 1st level, you dash forward at blinding speeds and slash continuously in a horizontal cyclone pattern. As an action for 1 breathing point, you will throw a huge horizontal cyclone in a 60 ft. cone, forcing everyone to make a Dexterity saving throw against your breathing save DC. On a failure, the target will take 1d8 Slashing damage and will be pushed back 10ft., on a sucess he will take half damage and will not be pushed.
The slashing damage will increase to 1d10 at 3rd level, to 1d12 at 6th level, to 2d6 at 9th level, to 2d8 at 12th level, to 2d10 at 15th level, and to 2d12 at 18th level.
- Enhanced Speed
Starting at 3rd level, you move as fast as the wind to achieve new heights of velocity. You will gain the following benefits:
- Speedrun- You can take the dash, dodge or disingage action as a bonus action.
- Movement Enhancement- You will gain a +10 ft. of movement speed.
- Battle Charger- When you take the dash action, you can make a melee weapon attack with a +5 to it's attack roll.
- Second Form: Claws, Purifying Wind
Starting at 6th level, you lift your nichirin weapon upwards towards the right, above your head and you unleash four vertical slashes at once down on the enemy resembling claws. As an action for 3 breathing points you can give 4 slashes in front of you, then you make one Nichirin attack roll. On a hit, you roll your Nichirin damage die four times and the target takes the full damage. In addition, the target must make a Strength saving throw, on a failure he will be knocked prone.
- Third Form: Clean Storm Wind Tree
Starting at 6th level, you unleash a whirlwind of slashes around your body that can defend you from incoming attacks and slice up your surroundings. As an action or reaction for 4 breathing points you will unleash a whirlwind full of slashes in 10 ft. around you, forcing everyone in that range to make a Strength saving throw. On a failure, they receive 2d8 Slashing damage, on a sucess they receive half. If used as an reaction, the die rolled will reduce the incoming damage.
The slashing damage increases to 2d10 9th level, to 2d12 at 12th level, to 4d6 at 15th level, and to 4d8 at 18th level.
- Special Endurance
Starting at 9th level, your body is a special kind, that most demons would kill to get. You will gain the following benefits:
- Scarred Body- You can now have as many scars equal to twice your proficiency bonus.
- Quick Reflexes- You will aways add another dice to any features that reduce damage.
- Used To Cuts- You will gain resistance to slashing damage. If you later gain the Slayer Mark feature, this becomes an immunity.
- Fourth Form: Rising Dust Storm
Starting at 12th level, you can release several slashes above you from below your target. As an action or reaction for 6 breathing points you can unleash several slashes in a 10ft circle. Creatures inside the circle will not receive damage, though creatures right in the line of the circle will have to make a Strength saving throw. On a failure, they will take 4d10 slashing damage and be pushed back 10ft., on a sucess they take half damage and are not pushed back. If used as an reaction, you will roll the damage as usual but will use the number rolled to reduce incoming damage.
The slashing damage increases to 4d12 at 15th level, and to 8d6 at 18th level.
- Fifth Form: Cold Mountain Wind
Starting at 12th level, you can create several circular arched slashes that increase in size from above your target. As an action for 7 breathing points you give a high jump, and every creature in a 30ft. circle bellow you will have to make a Dexterity saving throw. On a sucess they will receive half damage from the first effect, on a failure they will receive one of the following depending on how much they failed:
1~4: The target takes 6d10 slashing damage.
5~9: The target takes 8d10 slashing damage, and will be knocked prone.
10+ The target takes 10d10 slashing damage, and will be knocked prone. In addition, he must make a Constitution saving throw, on a failure he will lose one of it's limbs (You cannot decapitate a target with this feature unless he was already going bellow 0 hit points).
- Sixth Form: Black Wind Mountain Mist
Starting at 15th level, you rotate your body in an uppercut movement, creating an arcing slash. As an action for 9 breathing points, you can make one Nichirin attack against a target. On a hit, the attack will be considered a critical, and will deal additional 8d12 slashing damage.
The slashing damage increases to 16d6 at 18th level.
- Seventh Form: Gale, Sudden Gusts
Starting at 15th level, you can leap into the air while swinging their blade which generates gale-force winds to shred their opponent apart. As an action for 10 breathing points you launch several slashes in a 30ft. cone, forcing every creature in that area to make a Dexterity saving throw. On a failure they take 11d12 slashing damage and will lose one limb of your choice, on a sucess they take half damage and dont lose any limbs.
The slashing damage increases to 22d6 at 18th level.
- Eighth Form: Primary Gale Slash
Starting at 18th level, you can leap into the air and swing your nichirin, which generates circular torrents of wind that slices up the opponent. As an action for 12 breathing points, you can advance in a 10ft. line, then make a circular slash in all opponents in a 5ft. circle of the spot you choose to cut. The targets must make a Dexterity saving throw, on a failure they take 14d12 slashing damage and will lose 2 limbs or body parts, on a sucess he will take half damage and not lose any limbs.
- Ninth Form: Idaten Typhoon
Starting at 18th level, you can backflip into the air and while upside-down, unleash a powerful gust of circular wind that slashes apart anything below. As an action for 14 breathing points, you can jump and give a great slash of wind in a 60ft circle bellow you, forcing every creature in the area to make a Dexterity saving throw. On a failure the creature will take 17d12 slashing damage and will have 3 limbs cut off in addition to becoming prone, on a sucess the creature takes half damage and will not lose limbs or become prone.
Serpent Breathing[edit]
The Serpent Hashira ready to attack with it's snake, [12] |
Serpent Breathing is a Breathing Style that mimics serpents/snakes, specifically their slithering motions, and replicates it with the user's movements, techniques and abilities.
- Living Like a Snake
You are like a snake, hidden and always unpredictable.
Unpredictable Moves. Your attacks are always confusing, making them hard to predict. Creatures can't take reactions against your attack rolls or breathing styles saves, only after you hit or miss or they succeed or fail.
Snake's Patience. Like a snake, you know how to wait for the right moment to attack. Whenever someone enters your reach, you can make an opportunity attack.
Confusing Patterns. If you have taken the dash action in your turn, all creatures will have disadvantage in attack rolls against you until the end of the round.
Quiet as a Snake. You will gain proficiency in the Stealth skill, or expertise if already proficient.
Snake Companion. You don't trust others due to your past, however you've grown to have a liking for snakes. This snake companion will always be by your side, being wrapped around you generally by your neck. It will have the same stats of a snake, however it's Intelligence score is 20. It understands all of your spoken languages, and may act during your turn. It doesn't speak, but can communicate with you and only you. While with your snake, you will gain a bonus to your Perception, Investigation and Insight checks equal to it's Intelligence modifier.
- First Form: Winding Serpent Slash
Starting at 1st level, you release a singular frontal horizontal slash aimed at your targets in a winding motion. As an action for 1 breathing point you make an attack roll with your nichirin weapon against all targets of your choice within 5ft. of you. On a hit, the targets take your nichirin damage die + 1d12 slashing damage.
You may also use this form as a reaction for 1 breathing point, reducing all incoming damage from weapons, projectiles, natural weapons or unarmed strikes by 1d12 + your nichirin damage die.
The slashing damage and damage reduction are increased to 2d6 at 3rd level, 2d8 at 6th level, 2d10 at 9th level, 2d12 at 12th level, 4d6 at 15th level, and to 4d8 at 18th level.
- Serpent's mastery
At 3rd level, your mastery of fighting like a snake reaches its zenith, granting you unparalleled prowess in combat. You will gain the following features:
Serpent Defense Your attacks with the Serpent Blade become elusive and unpredictable, granting a +2 bonus to AC against attacks of opportunity, reflecting your serpent-like agility.
Serpentine Strikes. When you take the Attack action, you can make an additional attack with the Serpent Blade. This attack deals additional 1d6 poison damage.
Serpent Manifestation. Once per long rest, as a bonus action, you can summon ethereal white serpents that swirl around you. Until the end of your next turn, your attacks have advantage, and you gain resistance to poison damage.
- Fifth Form: Slithering Serpent
At 6th level, you charge forth in a twisting and winding motion, curving your sword in multiple directions to strike multiple targets at once. As an action for 4 breathing points, you go into a straight line of 30ft. Every creature within 5ft. of that line must make a Dexterity saving throw. On a failure, they take your nichirin damage die + 2d12 slashing damage and take an equal amount of damage to their neck. On a success, they take half as much damage and do not take damage to their neck. Their neck has a number of hit points equal to their Constitution modifier times their proficiency bonus added twice, once this number is reached they will be decapitated.
The slashing damage increases to 4d6 at 9th level, 4d8 at 12th level, 4d10 at 15th level, and to 4d12 at 18th level.
- Second Form: Venom Fangs of the Narrow Head
At 9th level, you dash behind your opponent at blinding speed and aim to swiftly slice off their head from behind. As part of the dash action for 6 breathing points, you choose one target within your movement speed range and run up to him. Make a nichirin attack roll with advantage in case your opponent doesn't have blindsight or truesight. On a hit, you deal your nichirin damage die + 4d12 slashing damage. In addition, the target must make a Constitution saving throw. On a failure, they will receive the slashing damage in their neck. Their neck has a number of hit points equal to their Constitution modifier times their proficiency bonus added twice, once this number is reached they will be decapitated.
The slashing damage increases to 8d6 at 12th level, 8d8 at 15th level, and to 8d10 at 18th level.
- Serpent's Ascendance
At 12th level, with immense training and bounding with your snake you have reached the peak of your fighting abilities. You will gain the following features:
Venomous Mastery. Your Serpentine Strikes gain additional potency. They now deal an extra 2d6 poison damage on a successful hit.
Ephemeral Serpent Army. As a bonus action, you can expend a use of Serpent Manifestation to summon an ephemeral serpent army. The number of summoned ethereal white serpents doubles, providing a visual spectacle and enhancing your battlefield presence. This bonus action can be taken once per short or long rest. The duration of the enhanced Serpent Manifestation lasts for 1 minute.
Coiled Defense. As a reaction to when you are hit by an attack, you can twist and contort your body like a serpent, reducing the damage taken by half. After using Coiled Defense, you cannot use it again until you finish a short or long rest.
- Third Form: Coil Choke
At 15th level, you circle around your opponent while using your sword to slice them from all directions. As an action for 10 breathing points you force one target within a 15ft. circle of you to make a Dexterity saving throw. On a failure, they will take your nichirin damage die + 7d12 slashing damage and will have one of their limbs damaged. On a success, they take half as much damage and don't have their limb damaged. Roll a d6 to see which limb was damaged.
Number Rolled | Body Part | Damage Required | Broken Limb Consequences | Lost Limb Consequences |
---|---|---|---|---|
1 | Left leg | The target's Constitution modifier times its proficiency bonus. | Your walking, climbing, and swimming speeds are halved, and you cannot jump. | The target loses its left leg. |
2 | Right leg | The target's Constitution modifier times its proficiency bonus. | Your walking, climbing, and swimming speeds are halved, and you cannot jump. You cannot use your right leg anymore. | The target loses it's right leg. |
3 | Left arm | The target's Constitution modifier times its proficiency bonus. | Any skill checks or attack rolls using this arm are rolled with disadvantage. | The target loses it's left arm, making any ability checks or attack rolls with it impossible. |
4 | Right arm | The target's Constitution modifier times its proficiency bonus. | Any skill checks or attack rolls using this arm are made with disadvantage. | The target loses its right arm, making any ability checks or attack rolls with it impossible. |
5 | Torso | The target's Constitution modifier times its proficiency bonus added twice. | The target will have disadvantage on all Constitution saving throws, and its hit point maximum are halved. | The target will lose its torso, which means instant death for most creatures. |
6 | Head | The target's Constitution modifier times its proficiency bonus added twice. | The target becomes unconscious | The target will lose its head, which means instant death for most creatures. |
For every time you reach a damage requirement, you will damage their part. After the part is damaged an amount of times equal to their Constitution modifier, the body part is removed. Although when you reach half of their Constitution modifier(rounded up) in times you damaged it, their part will be broken.
The slashing damage increases to 8d12 at 18th level. In addition, you will roll a additional d6 at 18th level, making you deal damage to multiple parts or deal more damage to one part.
- Fourth Form: Twin-Headed Reptile
At 18th level, you leap forward and perform a horizontal slash that slices through your target. As an action for 12 breathing points, you move in a 10ft. line and force all creatures who were in said line to make a Dexterity saving throw. On a failure, they will take one nichirin damage die + 11d12 slashing damage and will get their limbs damaged. On a success, they take half as much damage and their limbs are not damaged. Roll a 3d6 to see which limbs were damaged, using the system of the third form.
Stone Breathing[edit]
The Stone Hashira attacking with his axe, [13] |
Stone Breathing is a Breathing Style that mimics earth and stone and replicates it with the user's movements, techniques and abilities.
Requirements: You must be wielding a Flail and an Axe to use any forms of this breathing.
- Hard as a Rock
You have become an adept of the Stone Breathing, increasing your overral endurance by immense amounts. When you choose this breathing, you will gain the following benefits:
- Immense Power. You will add twice of your proficiency bonus to any damage rolls with any melee attacks that use Strength.
- Powerful Build. You will count as one size larger when determing your carrying capacity, and the weight you can push or lift. This will also count for grapple checks.
- Powerful Body. Your hit dice will increase by to a d16.
- Extra Endurance. You will add your proficiency bonus to hit die rolls.
- Hardened Skin. You will reduce any non-magical damage except psychic by your Constitution modifier.
- Echo Location. You can perceive the world by hearing high-pitched noises and paying attention to their echoes. This gives you blindsight to a range of 60 feet.
- Mighty Breathing. Due to your newfound strenght, you can use your raw power instead of speed. Your breathing Save DC will now be Strength instead of Dexterity.
- Well Trained. You will gain proficiency in Strength saving throws.
- First Form: Serpentinite Bipolar
Starting at 1st level, you can do a double attack with your weapon to drill and grind your target. As an action, you can spend 1 breathing point to make two attack rolls, one with your Flail and another with your axe, both from a distance. On a hit, you will add 1d8 to it's total damage, and will force the target to make a Strength saving throw. On a failure, he is grappled by your weapons, on a sucess hes not grappled. If the opponent fails the grapple check again, it will retake the 1d8 damage.
At 6th level, the damage increases to 2d8, 3d8 at 12th, and 4d8 at 16th level.
- Immense Phisical Prowess
Starting at 3rd level, you are growing stronger and stronger by the day. You will receive the following benefits:
- Growing Strenght. Your Strength score will increase by 2, and so do it's maximum.
- Powerful Build. You will now count as two sizes larger when determing your carrying capacity, and the weight you can push or lift. This will also count for grapple checks.
- Never Run Away. You can now use your Strength modifier instead of Dexterity on a Dexterity saving throw.
- Hardened Skin. You will reduce any non-magical damage except psychic by your Constitution modifier times two.
- Atlethic Body. You will gain proficiency in the Atlethics skill, if you are already proficient you will gain expertise instead.
- Heavy Weight Fighter. You can now wield two-handed weapons in one hand.
- Second Form: Upper Smash
Starting at 6th level, you can throw your flail up and step on your chain to make it fall down on your opponents. As an action, you can spend 4 breathing points to use your Flail to attack an opponent within range with advantage. On a hit, the opponent will receive additional 4d8 bludgeoning damage and be forced to make an Strength saving throw or be knocked prone. On a miss, your next attack roll with your flail will be with disadvantage.
At 9th level, the damage increases to 5d8, 6d8 at 12th level, and to 8d8 at 16th level.
- Third Form: Stone Skin
Starting at 9th level, you give a great amount of slashes around you. As an action, you can spend 6 Breathing Points to give a number of attacks with your Axe to any creature within 5ft. of you equal to your proficiency bonus. You can spend additional breathing points up to your Constitution modifier, to make additional attacks up to the breathing points spent. These attacks all deal an extra 1d10 slashing damage.
- Fourth Form: Volcanic Rock, Rapid Conquest
Starting at 12th level, you can destroy an opponent's head by striking it with force. As an action, you can spend 8 Breathing points to give one attack with your Flail and Axe. On a hit, the attack will deal 8d8 bludgeoning damage and the target must make a Constitution saving throw, on a failure he will attack with disadvantage and have it's move speed reduced by half for 1 minute, on a sucess he can mantain his senses and not suffer any side effects. If you hit both attacks, the opponent will roll the save with disadvantage. The target can remake the saving throw at the end of it's turns, ending the effect early on a sucess.
At 16th level, the damage is increased to 10d8, and to 12d8 at 20th level.
- What If The Strongest Hashira Joins?
Starting at 15th level, your body has reached it's maximum peak, you are the strongest and no one can change that. You will receive the following benefits:
- Undeniable Strenght. Your Strength score increases by 4, and so does it's maximum.
- Powerful Build. You will count as three sizes larger when determing your carrying capacity, and the weight you can push or lift. This will also count for grapple checks.
- My Shape Speaks For Me. Whenever you make a Strength check that is lower than your Strength score, you can instead use your Strength check.
- Hardened Skin. You will reduce any non-magical damage except psychic by your Constitution modifier times three.
- Improved Echo Location. Your blindsight now has a range of 120 feet.
- Extremely Well Trained. You can now add your Strength modifier twice to Strength saving throws.
- Perfected Body. You will gain maximum hit points equal to three times your class level.
- Fifth Form: Arcs of Justice
Starting at 18th level, you have learned how to make a great barrage with your Flail and Axe, doing a great amount of damage. As an action for 10 breathing points, you hit 8 different spots in an area of 60 ft., each spot hit will count as an 10ft circle. Creatures caught on that area must make a Dexterity saving throw, on a failure they take 10d10 bludgeoning damage and are knocked prone, on a sucess they take half damage and are not knocked prone. In addition, after you hit the four areas, you make an attack with your Axe and Flail in a creature within range, on a hit from one of them the creature will take it's damage + your Strength score times two, on a hit from both the creature will take it's damage + your Strength score times four.
Moon Breathing[edit]
The Upper Moon 1 standing by the moonlight, ready to use it's moon breathing, [14] |
Moon Breathing is a Breathing Style that mimics the moon, specifically the shape of traditional crescent moons, and replicates it with the user's movements, techniques and abilities.
Requirements- You must wield a Nichirin weapon with the reach property.
- Moon's Chosen One
You are one of the only moon breathing styles users, being almost as rare as Sun Breathers. The moon will guide you, give you strenght, and help you in your darkest hours. You will gain the following benefits:
- Cold as The Moon- All of your breathing styles and Nichirin weapon damage will add one additional dice of cold damage.
- Supreme Adaptation- Your breathing style was the one who reached the closer to Sun Breathing, so your body has a great capacity to adapt to any situation. You can reroll a Dexterity, Strength or Constitution saving throws once per round. Starting at 5th level, you can reroll twice per round, at 10th level you can reroll three times per round, at 15th level you can reroll four times per round, and at 20th level you can reroll five times per round.
- Blessed Body- Your Hit Dice will turn into a D14.
- Guided by The Moon- You will gain 60 ft. of Darkvision, if you already have darkvision it will be increased by 60 ft. Whenever it's night time or you are in darkness, you will gain advantage at perception checks.
- Lunar Enhancement- Your critical range becomes 19-20. At the 10th level it becomes 18-20 and at the 15th level it becomes 17-20.
- First Form: Dark Moon, Evening Palace
Starting at 1st level, you draw your Nichirin weapon and performs a singular horizontal slash following a crescent shape, creating numerous chaotic crescent blades along its path, before putting it back. As an action for 1 breathing point, you can unsheat your Nichirin to make a singular cut in a 5ft cone in front of you, forcing every creature to make a Dexterity saving throw. On a failure, they will take 1d10 Slashing damage and be knocked prone, on a sucess they will take half damage and will not be prone. You may also use it without unsheating it, which reduces the damage to a d8.
Starting at 6th level, the damage increases two 2d10, it increases to 3d10 at 9th level, to 4d10 at 15th level, and to 5d10 at 18th level.
- Second Form: Pearl Flower Moongazing
Starting at 3rd level, you perform three crescent-shaped slashes while releasing a multitude of crescent moon blades along with them. As an action or reaction for 2 breathing points, you can launch three crescent slashes foward in a 10ft. cone with a bunch of small slashes. If used as a reaction, you will reduce the incoming damage for 3d8 + 1d4. As an action you launch the slashes in the range, and forces the creatures in the area to make a Dexterity saving throw, on a failure they take 3d8 + 1d4 Slashing damage, on a sucess they take half damage.
Starting at 6th level, the damage increases to 4d8 + 2d4, it increases to 5d8 + 3d4 at 9th level, to 6d8 + 4d4 at 15th level, and to 7d8 + 5d4 at 18th level.
- Third Form: Loathsome Moon, Chains
Starting at 3rd level, you perform two extremely broad crescent-shaped slashes directly in front of you, from which a storm of smaller crescent moon blades are released. As an action for 3 breathing points you can launch slashes 5ft. infront of you, forcing a creature to make a Strength saving throw. On a failure, they take 2d10 + 2d4 Slashing damage and are knocked prone, on a sucess they will take half damage and are not prone.
Starting at 6th level the damage increases to 3d10 + 3d4, it increases to 4d10 + 4d4 at 9th level, to 5d10 + 5d4 at 15th level, and to 6d10 + 6d4 at 18th level.
- Fifth Form: Moon Spirit Calamitous Eddy
Starting at 6th level, you create multiple long and curved slashes layered over one another, essentially creating a vortex of crescent moon blades. As an action for 4 breathing points, you can create a vortex of slashes in a 10ft. circle around you, forcing all creatures within range to make a Dexterity saving throw. On a failure they will take 4d12 + 3d4 Slashing Damage and will be forced to make a Constitution saving throw, failing the Constitution saving throw will make them lose one of their limbs in the attack. On a sucess, they will take half damage and wont need to make a Constitution saving throw.
Starting at 9th level the damage increases to 5d12 + 4d4, at 15th level the damage increases to 6d12 to 6d12 + 5d4, at 18th level the damage increases to 7d12 + 6d4.
- Sixth Form: Perpetual Night, Lonely Moon - Incessant
Starting at 6th level, you will rapidly performs a multitude of curved slashes several meters in front of him that releases a wild barrage of crescent moon blades capable of slicing up the surroundings. As an action for 5 breathing points you can launch an immense amount of slashes in a 30ft. cone forcing every creature in that area to make a Dexterity saving throw. On a failure they will take 5d10 + 4d4 Slashing damage, will be pushed back 10ft. and will be forced to make a Constitution saving throw, failing the Constitution saving throw will make them lose one of their limbs in the attack. On a sucess, they will take half damage, wont be pushed back and wont need to make a Constitution saving throw.
Starting at 9th level the damage increases to 6d10 + 5d4, at 15th level the damage increases to 7d10 + 6d4, at 18th level the damage increases to 8d10 + 7d4.
- Seventh Form: Mirror of Misfortune, Moonlit
Starting at 9th level, you perform a frontal crescent-shaped slash that unleashes numerous straight and curved slashes that expand outward. As an action for 6 breathing points you will launch 5 giant slashes on 5 different lines of 100ft. Each creature in those lines must make a Dexterity saving throw, on a failure they take 6d10 Slashing damage and must make a Constitution saving throw, that on a failure will have their bodies cut in half. On a sucess, they take half damage and dont have to make additional saving throws.
Starting at 15th level the damage increases to 7d10, and at 18th level the damage increases to 8d10.
- Eighth Form: Moon-Dragon Ringtail
Starting at 9th level, performs a massive long-ranged curved slash that leaves dozens of crescent moon blades along its path. As an action for 7 breathing points you will launch a curved slash in a 100 ft. wide 30ft. cone, forcing everyone in that area to make a Dexterity saving throw. On a failure, they will take 7d12 + 6d4 Slashing damage, will be knocked prone and must make a Constitution saving throw, that on a failure will make them lose a limb. On a sucess, they will take half damage, wont be koncked prone and wont have to make the Constitution saving throw. You may choose to make a nichirin weapon attack when using this breathing form on a creature within range, on a hit the total damage of the form will be doubled.
Starting at 15th level the damage increases to 8d12 + 7d4, and finally at 18th level the damage will be increased to 9d12 + 8d4.
- Ninth Form: Waning Moonswaths
Starting at 12th level, you can perform multiple curved slashes, all in close proximity, that leave numerous crescent moon blades along its path. As an action for 8 breathing points you launch multiple slashes in a 60 ft. cone, forcing every creature in that area to make a Dexterity saving throw. On a failure, they will take 9d10 + 7d4 Slashing damage, will be pushed 30 ft. and must make a Constitution saving throw, that on a failure will make them lose a limb. On a sucess, they take half damage and wont be pushed, in addition they will not have to make the Constitution saving throw.
Starting at 15th level the damage increases 10d10 + 8d4, at 18th level the damage increases to 11d10 + 9d4.
- Tenth Form: Drilling Slashes, Moon Through Bamboo Leaves
Starting at 12th level, you create three rotating circular saw-like slashes with crescent moon blades following their path. As an action for 9 breathing points you launch the 3 saw-like slashes in a 60ft. cone, making every creature do a Dexterity saving throw for each saw. On a failure, they will take 6d10 + 6d4 Slashing damage and must make a Constitution saving throw, that on a failure will make them lose a limb. On a sucess, they take half damage and wont have to make a Constitution saving throw.
Starting at 15th level the damage increases to 7d10 + 7d4, and at 18th level the damage increases to 8d10 + 8d4.
- Fourteenth Form: Catastrophe, Tenman Crescent Moon
Starting at 15th level, you perform a multitude of curved slashes which expand outward in every direction that incrementally grow in size, essentially creating an omni-directional vortex of crescent moon blades that surrounds him. As an action for 10 breathing points, you will launch a vortex of slashes in a 100ft. cone, forcing every creature on that area to make a Dexterity saving throw. On a failure, they take 11d10 + 9d4 Slashing damage, they will be knocked prone and will make a Constitution saving throw, that on a failure will make them lose a limb. On a sucess they will take half damage, they wont be prone and will not have to make the Constitution saving throw.
Starting at 18th level, the damage increases to 12d10 + 10d4.
- Sixteenth Form: Moonbow, Half Moon
Starting at 18th level, with your Nichirin weapon you swing upward, you send six curved slashes crashing down several meters in front of you, powerful enough to leave craters in their wake. As an action for 12 breathing points you can launch six curved slashes in a 200 ft. cone, choosing 6 lines of 30ft. cones to launch the six slashes, forcing every creature in those locations to make a Dexterity saving throws. On a failure, they will take 14d12 + 12d4 slashing damage and will be knocked prone. On a sucess, they will take half damage and wont be knocke prone.
Sun Breathing[edit]
The Son of the Sun, and the first breathing user Yoriichi, [15] |
Sun Breathing is a Breathing Style that mimics the sun and replicates it with the user's movements, techniques, and abilities. All techniques and forms are extremely varied and have no set pattern, making it the most versatile and effective against demons.
- Dance Of The Fire God
You are one of the chosen ones to use the legendary Sun Breathing, the first breathing ever created. Your body is naturally enhanced for those porpuses, and you will gain the following benefits bellow:
- Enhanced Sistem- Your immune sistem is better due to your constant use of Sun breathing, making you gain immunities to diseases.
- Reinforced Body- Your hit dice will increase to a D14.
- Burning Flames- For each breathing style you hit an target with, he will take additional 1d4 radiant damage.(Ex: Two breathing style forms are used against a dragon, he will now start to take 2d4 radiant damage from your breathing techniques.) The amount of damage dice cannot be higher than your proficiency bonus. On a critical, it will add two damage dies. The damage die increases to a D6 at 9th level, and to a D8 at 15th level, and to a D10 at 18th level.
- Incredible Stamina- Your stamina has increased to keep up with your breathing. Any breathing points you spent will be reduced by half of your proficiency bonus (To a minimun of 1.), and you will not receive the age or exhaustion consequences from the Slayer Mark feature.
Even though Sun Breathing is a powerful force, while you still don't become a fully adapted user you will suffer consequences on your body. When you use one of your Sun Breathing forms, you must make a DC 20 Constitution saving throw, or gain one level of exhaustion. The DC decreases to 15 at 5th level, to 10 at 10th level, to 5 at 15th level, and you no longer have to make Constitution saving throws at 18th level.
- First Form: Dance
Starting at 1st level, you perform a singular downwards vertical slash in an arcing motion. As an action for 1 breathing point, you can make one Nichirin attack with burning flames, on a hit you wil add 1d8 Radiant damage.
At 6th level it increases to 2d8, at 9th level it increases to 3d8, at 15th level it increases to 4d8, and at 18th level it increases to 5d8.
- Second Form: Clear Blue Sky
Starting at 3rd level, you can spin and twist your upper body in a circular motion, releasing a 360° slash. As an action for 2 breathing points you can give a huge circular slash in a 5 foot circle around you. Every creature in that area must make a Dexterity saving throw, on a failure they take 2d8 Radiant damage, on a sucess they take half.
At 6th level your damage increases to 3d8, at 9th level it increases to 4d8, at 15th level it increases to 5d8, and at 18th level it increases to 6d8.
- Third Form: Raging Sun
Starting at 3rd level, you unleash two consecutive horizontal arcing slashes around you to strike incoming attacks. As an action or reaction for 3 breathing points you can give two slashes to defend yourself in 15ft cone, if used as an reaction you will reduce the damage by two nichirin damage rolls times two. If used as an action, you will force every creature in a 15ft.cone to make a Dexterity saving throw, on a failure they take the damage of two nichirin damage rolls times half of your proficiency bonus rounded down, on a success they take half damage.
- Fourth Form: Fake Rainbow
Starting at 6th level, you perform a high-speed twist and rotation, creating afterimages that are primarily used for evading attacks. As an action for 6 breathing points you can create afterimages equal to your proficiency bonus that last for 1 minute. During the duration, if you are going to get hit by an attack or fail a saving throw you can spend one of the afterimages to instead take no damage and appear 5ft. of the place you where.
- Fifth Form: Fire Wheel
Starting at 6th level, you flip into the air behind the opponent before unleashing a singular vertical slash in a circular motion to swiftly cut the target in half. As an action for 6 breathing points you can give a high jump behind an opponent to slash them from behind. They must make a Dexterity saving throw, on a failure they take a Nichirin damage dice + 3d10 radiant damage and will be knocked prone, if a target fails the saving throw with a critical failure (rolling 1) it will have it's body cut in half. On a sucess they will take half damage and wont be knocked prone. The target makes the Dexterity saving throw with disadvantage if he was surprised.
At 9th level the damage increases to 4d10, at 15th level the damage increases to 5d10, and at 18th level it increases to 6d10.
- Sixth Form: Burning Bones, Summer Sun
Starting at 9th level, you perform a singular slash utilizing a spiraling motion which extends in front of you to defend from imminent frontal attacks. As a reaction for 7 breathing points you can give a spiral flames slash in a 30ft. cone in front of you, reducing the incoming damage by 5d8. If you reduce the damage to 0, the hostile creatures inside the area will take the remaining numbers of the reduced damage.
At 15th level the reduction increases to 6d8, and to 7d8 at 18th level.
- Seventh Form: Sunflower Thrust
Starting at 9th level, you perform a singular thrust utilizing the tip of your blade to strike the target. As an action for 8 breathing points, you can choose a target in 10 ft. to advance with your nichirin weapon. They must make a a Dexterity saving throw, on a failure, they take a nichirin weapon damage die + 4d10 radiant damage, on a success they take half damage. Everyone in that 10ft. line except the initial target must make a Dexterity saving throw, taking the nichirin's damage with the target, on a sucess they can dodge and take no damage at all.
At 15th level, the damage increases to 5d10, and at 18th level it increases to 6d10.
- Eight Form: Solar Heat Haze
Starting at 12th level, you rush forth, attempting to deliver a strike seemingly enveloped in a heat-haze, masking the true length and location of the blade to deliver an unexpected strike. As an action for 12 breathing points, you can envelop your sword with flames to make a +5 attack roll with your nichirin that turn. On a hit, the attack will be considered a critical.
At 15th level, the bonus increases to +6, and to +7 at 18th level.
- Ninth Form: Setting Sun Transformation
Starting at 12th level, you backflip into the air before performing a singular horizontal slash which aims to decapitate the target. As an action for 14 breathing points you can jump into a target aiming to their head. Your target makes a Dexterity saving throw, on a failure the target will take 5d10 radiant damage + the nichirin weapon's damage, on a success he take half damage. In case of failure, he will be forced to make a Constitution saving throw. On a failure, he will be knocked prone and will be stunned for 1 round, if he fails by a critical failure he will have his head decapitated. On a success he isnt decapitated or stunned or knocked prone.
At 15th level, the damage increases to 6d10, and at 18th level the damage increases to 7d10.
- Tenth Form: Beneficent Radiance
Starting at 15th level, you spiral into the air whilst performing a swirling slash upwards to strike the target. As an action for 15 breathing points you jump towards the target giving a great slash of fire in front of him. The target must make a Dexterity saving throw, on a failure they take your nichirin damage die times three in radiant damage. On a sucess, they take half damage.
At 18th level, the damage increases to four times instead of three.
- Eleventh Form: Sun Halo Dragon Head Dance
Starting at 15th level, you will make assumes a high stance, before unleashing a number of consecutive slashes in a fluid motion in the form of a Japanese dragon made of solar flames. As an action for 16 breathing points you can run foward in a 40ft. cone giving one Nichirin attack on each creature on the area. Each target in the area must make a Dexterity saving throw, the creature will take your nichirin damage die + 7d10 radiant damage on a failure and half on a success, and will be forced to make a Constitution saving throw on a failure, not on a success.On a failure for the Constitution saving throw target is stunned until the start of your next turn, On a critical failure, they will be decapitated. On a sucess, they do not get stunned or decapitated.
At 18th level, for each target you hit the DC will be increased by +1 to the next one.
- Twelfth Form: Flame Dance
Starting at 18th level, you make a two-combo strike which starts with a vertical slash leading into a horizontal slash right after. As an action for 17 breathing points you will give two nichirin weapon attacks, on a hit they will do their normal damage + 10d10 radiant damage. If you hit both, the damage will be 12d10 instead of 10d10.
- Thirteenth Form
Starting at 18th level, you will continuously performs all twelve forms of Sun Breathing in repetitive succession to increase the accuracy and agility of its movements, and attacks. This form was created with the intent of destroying the king of demons. As an action for 20 breathing points you will start to do every single one of your forms into one target, adding 1 additional dice for every form that you hit or the target fails the saving throw.
Slayer Paths[edit]
One Form Master[edit]
Zenitsu Agatsuma, a one form master, [16] |
You have something deeply wrong with you or your stance, which led to you only being able to execute the first form of your breathing style.
- One Move
At 3rd level, you may lack the ability to perform any other form beyond the first, but it doesn't matter. You will refine what you can do to the absolute maximum. Whenever you use your first form, you can expend additional breathing points up to your proficiency bonus to add the following benefits to the form per point spent:
- It's damage tier increases by one.
- It's range increases by 10ft.
- Improved Form
At 6th level, you honed your form to massively improve it's efficiency. Your form will gain one of the following benefits:
Improved Potency. Your form's damage dice is increased by one.
Improved Accuracy. Your form's attack roll will gain a +2 bonus.
Improved Range. Your form's range is increased by 20ft.
Improved Effect. Your form's DC is increased by half of your proficiency bonus(rounded down).
To use your form in it's improved state, you must spend 2 instead of 1 breathing point when using it.
- Refined Form
At 9th level, you have refined your form to a more powerful state. Your form will gain one of the following benefits:
Refined Damage. Your form's damage dice will be increased by 2.
Refined Accuracy. Your form's attack roll will be increased by +2.
Refined Range. Your form's range is increased by 30ft.
Refined Effect. Your form's DC is increased by half of your proficiency bonus(rounded down).
To use your form in it's refined state, you must spend 3 instead of 1 breathing point when using it.
- Recreated Form
At 13th level, your mastery with the first form of your breathing style became so great that you recreated the form. You can change one of the following things about the form:
Multi Target If your form only targetted one creature, you can now target all creatures of your choice within range.
Save to Hit. Your form stops being a saving throw and instead becomes a attack roll.
Hit to Save.'" Your form stops being an attack roll and instead becomes a saving throw.
- Master Form
At 17th level, you have mastered your form in levels other slayer cannot comprehend, your form mastery is even considered a work of art by some. Your form will gain one of the following benefits:
Unescapable. Creatures make the form's saving throw with disadvantage or you always make the form's attack rolls with advantage.
Harsh Wounds. Features that reduce damage such as evasion and uncanny dodge do not work against your form.
The Slayer[edit]
The Strongest Slayer that has ever existed, [] |
The Demon Slayers who choose the Slayer path dedicate their entire life to hunting down demons.
- Trained Lungs
As a Slayer, you will gain additional breathing points equal to your proficiency bonus. In addition, you will regain your breathing points fully on a short rest.
- Slayer instinct
Your instinct is so sharp that it becomes almost impossible to hit you. No moves attack against you has advantage, as long as you are not incapacitated. You have mastered the art of never being surprised in battle, both in and out of it. As long as you are conscious, you cannot be surprised.
- Slayer Techniques
Starting at 3rd level, you have been training to hunt down demons and other treats all of your life, granting you your very own techniques. All of the techniques spend at least 1 breathing point. You must choose a number of techniques equal to your proficiency bonus. Your list of techniques is down bellow:
Flurry of Slashes. While you are wielding a Nichirin Weapon, you can use 1 breathing point as a bonus action to make two attack rolls with your Nichirin.
Reflex Attack. When a creature you can see moves into the reach you have with your Nichirin Weapon you're wielding, you can use your reaction to expend 1 breathing point and make one attack against the creature, using that weapon.
Disarming Attack. When you hit a creature with a Nichirin Weapon Attack, you can expend 1 breathing point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw against your breathing DC, on a failed save, it drops the object you choose.
Distracting Strike. When you hit a creature with a Nichirin Weapon Attack, you can expend 1 breathing point to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Feinting Attack. You can expend 1 breathing point and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn.
Lunging Attack. When you make a Nichirin Weapon attack on your turn, you can expend 1 breathing point to increase your reach for that attack by 5 feet.
Goading Attack. When you hit a creature with a Nichirin Weapon Attack, you can expend 1 breathing point to attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
- Improved Extra Attack
Starting at 6th level, your speed and power made you attack much more than a normal slayer ever could. You will gain an additional attack action with your extra attack.
- Deep Wounds
Starting at 9th level, due to your heightened senses and precise cuts, hitting your targets could be their last breath. When you score a critical with your Nichirin Weapon, you may spend 5 breathing points to force the target must make a Constitution saving throw or receive one of the following effects:
- The target has disadvantage in attack rolls until the end of your next turn.
- The target has disadvantage in saving throws until the end of your next turn.
- The target's movement speed is reduced by half until the end of your next turn.
- Battle Adreline
Starting at 13th level, you can catch your breath in the middle of battle. Whenever you score a critical hit against a creature, you will regain Constitution modifier breathing points.
- Demon Slayer
Starting at 17th level, your deeds have struck fear in demons around the world. Whenever your Nichirin Weapon deals extra damage, you may spend 1 breathing point to make it's damage dice increase by one. You can do that as much as your proficiency bonus, increasing the dice to a maximum of 6d6.
In addition, you will gain advantage in Intimidation checks against Fiends and Undead.
Poison Specialist[edit]
The Insect Hashira with it's poison blade, [17] |
As a poison specialist, you are not known for your damage with your Nichirin Weapon, but for the letalkty that one strike from you could cause.
- Experienced Poisoner
You have studied a medical area, or was an very high skilled assassin who understands everything about poison and venoms. You will gain proficiency with the poisoner's tools. If you are already proficient with it, you may add your proficiency bonus twice.
In addition, any rolls you do to recall or learn information about poison are made with advantage.
- Poison Sword
Starting at 3rd level, due to your own experience you learn how to craft and coat weapons in poison. If you have your poisoner kit on you, you can craft a number of poisons equal to your Intelligence modifier (minimum 1) whenever you finish a short or long rest.
These poisons affect a target through wounds. You can coat a weapon or piece of ammunition that causes slashing or piercing damage using a bonus action.
When a creature is damaged by one of your concoctions, it takes 1d6 poison damage and must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier), or for the next minute is poisoned. The poison damage increases to 2d6 at 6th level, 3d6 at 9th, 4d6 at 13th, and to 5d6 at 17th level.
The target can make another Constitution saving throw in each of its turns to end that effect. Whenever the target fails the saving throw, it takes the poison damage again.
Your poisons lose potency after 1 hour, or 10 minutes after being used to coat a weapon.
- Glixinia Poison
Starting at 6th level, you have learned a new poison perfect for slaying demons. You can make this poison on a short or long rest for 25 gp and finding glixinia flowers. When you coat your weapon in this poison it will add xd8 poison damage to your weapon (With X being your proficiency bonus), but this damage will only work on Fiends and Undead. This poison damage overcomes resistances and immunities.
In addition, while on your Total Concentration Breathing: Constant you will become immune instead of resistant to poison damage.
- Stronger Poison
Starting at 9th level, you have grown experienced with poisoning demons and other creatures. All of your poison damage dices increases by two (a poison with no damage would gain 2d6), and now all of your poison damage will overcome resistances.
In addition, when you make attack someone with the poisoned condition you will have advantage on that attack.
- Side Effects
Starting at 13th level, your poisons now affect deep inside the mind of your victims, making them gain additional side effects. Whenever you make a target gain the poisoned condition, you can spend breathing points to add one of those conditions to the creature:
Mind Illusions(1 breathing point). The target will start to see illusions from his worst fears, making every living creature around him seen like a terrible monster. The creature will be under the hallucinating condition for the duration of his poisoned condition.
Vision Failure(2 breathing points). The target's vision starts to blur, as the poison deteriorates his eyesight. The creature will be blinded for the duration of his poisoned condition.
Unstable Balance(3 breathing points). The target's balance is gone, making him fall to the ground. The creature will be knocked prone for the duration of his poisoned condition. He cannot take an action to stand back up because of all the poison pain.
Body Paralisis(5 breathing points). The target's body functions will start to fail, making him stop completely. The creature will be paralized for the duration of his poisoned condition.
In addition, your poisons now affect even creatures with immunity to the poisoned condition, or poison damage.
- Death Bringer
Starting at 17th level, there is one fate that is certain about the ones who receive your poison, and that is death. Creatures will now roll their saving throws against your poison with disadvantage, and for every failure on your poison saving throws they will gain one level of exhaustion.
Demon Devourer[edit]
Genya Shinazugawa, the boy who gained demon powers being a human, [18] |
- Demonic Form
You were born with unnaturally strong jaws and special digestive organs that allow you to tear off and consume the flesh of "demons" without any adverse effects. When you are attacked by a Fiend or Undead type creature and they are in a 5ft. range of you, you may use your reaction to bite them. You roll a strenght check with the DC being their constitution, on a failure they only take 1d6 + Strength piercing damage, on a sucess however, they do not only receive the damage but you will also gain part of their powers. You gain these powers for 1 minute, gaining the following benefits:
- You will gain one random Positive trait of the "Demon" eaten.
- You will gain a +1 in your Strength, Dexterity and Constitution scores.
- Your movement speed will increase in 10.
- You will do your Constitution saving throws with advantage.
You may benefit from only one "Demon" at a time, needing to remove the benifits from the last to gain new ones.
- Demonic Regeneration
Starting at 3rd level, your demonic form gives you extreme regenerative powers. While transformed, you can spend 1 breathing point as a bonus action to roll a hit dice and regenerate hit points equal to the die rolled. Instead of regaining hit points, you may regenerate a limb or end one of your current conditions.
- Power Absorption
Starting at 6th level, you can gain your demonic powers from just receiving attacks. Whenever an Fiend or Undead attacks you with a feature that does not involve an external weapon, you may use your reaction to gain that feature + all of the benefits of your demonic form for 1 minute.
- Stronger Form
Starting at 9th level, your hunger for demons becomes stronger, and so does your form. When you transform, you will now receive the following benefits:
- You will gain two random Positive traits of the "Demon" eaten.
- You will gain the resistances from the "Demon".
- You will gain a +2 in your Strength, Dexterity and Constitution scores.
- Your movement speed will increase in 20.
- You will do your Constitution and Strength saving throws with advantage.
In addition, your form now lasts for 5 minutes instead of one.
- Perfect Form
Starting at 13th level, you have perfectly learned how to drive the most out of your demonic powers. When you transform, you shall gain the following benefits:
- You will gain three random Positive traits of the "Demon" eaten.
- You will gain the resistances and one immunity from the "Demon".
- You will gain a +3 in your Strength, Dexterity and Constitution scores.
- Your movement speed will increase in 30.
- You will do your Constitution, Dexterity and Strength saving throws with advantage.
In addition, your form will now last for 10 minutes instead of 5.
- Weapon Infusions
Starting at 17th level, you have learned how to use your powers in your weapons. Your weapons will now count as magical when you are under the demonic transformation, and will deal extra damamge equal to the CR of the eaten creature. In addition, your breathing styles costs will be halfed while under the demonic transformation, and you become immune to the exhaustion condition.
Blacksmith[edit]
Haganezuka the man who restored a sword of 300 years ago, [19] |
The blacksmiths are not necesseraly demon slayers, though without them slaying the demons would be almost impossible.
- Family of Blacksmiths
You have been raised in the blacksmith's village, or have been trained by a master coming from there. You will receive a mask with a pointy nose and red color, in which while you wear it every blacksmith you visit will automatically respect you, and see that you are valueble for your work.
In addition, you will gain proficiency in smithing tools. If you are already proficient then you may add your proficiency bonus twice.
- Nichirin Weapon Forger
Starting at 3rd level, your experience lets you forge weapons from one of the best materials in the world, crimsom ore. While on a mountain terrain, you must make a DC 20 investigation check, on a sucess you will find 1d4 crimsom ore. While on a Coastal terrain, you must make a DC 20 investigation check, on a sucess you will find 1d4 Crimsom Sand.
To mix these both into a weapon, you must roll with your smithing tools and use it on the weapon. The DC is 15 + the amount of damage dice the weapon has. On a sucess, you spend the crimsom ore and crimsom sand turning the weapon into a Nichirin Weapon. On a failure, you just spend the Crimsom Ore and Crimsom Sand. On a critical Sucess, you will increase the weapon's damage die by one tier, and so will their extra damage. On a critical failure, you lose 2 Crimsom Ore and 2 Crimsom Sand, and will break the weapon as well.
- Weapon Improver
Starting at 6th level, you have been growing with your smithing abilities, making you be able to give new properties to weapons. On a long rest, you may work on a weapon to give it a new property. You roll your smithing tools, with the table bellow being the result:
DC5: You can not grant the weapon any bonuses.
DC10: The weapon will gain a +1 in attack and damage rolls.
DC15: The weapon will gain one property of your choice.
DC20: The weapon will now be able to overcome non-magical resistances.
DC25: The weapon will increase it's damage dice by 1, and will receive a bonus to attack rolls equal to your proficiency bonus.
- Impecable Creations
Starting at 9th level, you can replicate weapons just from seeing and analizing them. By spending 6 hours carefully analysing the item itself, you develop an understanding of the particular weapon allowing you to wield the weapon with proficiency. By keeping the diagrams for yourself, Due to your innate blacksmithing abilities, you can replicate the design of the weapon as long as you have the relevant materials.
In addition, you have proficiency in all items made by you.
- Godly Work
Starting at 13th level, you have been recognized around the lands as a great blacksmith, and you have improved your abilities to back that up. When you are in any blacksmith or supplier to your materials, they give you special offers and discounts. Any weapon forged by you will be worth twice as much. All of your forged weapons will now have a bonus to their attack and damage rolls equal to half of your wisdom modifier (rounded down).
In addition, you may improve magical weapons, or create magical weapons out of normal weapons with the right components.
- Type 0
Starting at 17th level, you can help your allies by creating the perfect training dummy. You can choose one Humanoid to a maximum of CR 15 + your wisdom modifier you have already seen which used weapons, and replicate all of it's features, scores, actions, reactions and legendary actions into the dummy. The "Type 0" is considered a construct, and will never kill any opponents who fight with him, stopping his attacks when the creature reaches 1 hit point. If any creature beats the training dummy on a fight, the creature will gain a +2 in the attack rolls of the weapon, natural weapon or unarmed strike they used to beat him.
Building a Type 0 takes a week, in which you will spend 1000gp and must stay every long rest working on it. You may only have one Type 0 at a time, needing to destroy the old one before building a new one.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Demon Slayer class, you must meet these prerequisites: Have some way of breathing on your body, Constitution 15, Dexterity 12
Proficiencies. When you multiclass into the Demon Slayer class, you gain the following proficiencies: Nichirin Weapons, Acrobatics or Athletics
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