Demon Slayer (5e Class)

From D&D Wiki
Jump to navigation Jump to search

The Demon Slayer[edit]

The Demon Slayer Corps. We number in the hundreds. An organization completely unrecognized by the government. Since ancient times, we have existed to hunt down Demons.
—Sakonji Urokodaki explaining the idea of the Demon Slayer Corps to Tanjiro Kamado.

DISCLAIMER:They do not emit actual elements and the visuals we see are in fact just visuals seen in the anime and manga.This also is not magic of any kind!


Creating a Demon Slayer[edit]

MV5BZjZjNzI5MDctY2Y4YS00NmM4LTljMmItZTFkOTExNGI3ODRhXkEyXkFqcGdeQXVyNjc3MjQzNTI@._V1_.jpg
Demon Slayer, all credit and thanks to Koyoharu Gotōge


Quick Build

You can make a Demon Slayer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Folk Hero background.

Class Features

As a Demon Slayer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Demon Slayer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Demon Slayer level after 1st

Proficiencies

Armor: Light armor
Weapons: longsword, shortsword
Tools: Navigator's Tools
Saving Throws: Strength and one of the following of your choice: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Perception

Equipment

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

Table: The Demon Slayer

Level Proficiency
Bonus
Breathing Points Features
1st +2 0 Enhanced Senses, Unarmored Defense
2nd +2 2+Constitution Breathing Points, Breath Style,Total Concentration Breathing
3rd +2 4+Constitution Nichirin Ore
4th +2 6+Constitution Ability Score Improvement
5th +3 8+Constitution Extra Attack, Sword Training
6th +3 10+Constitution Breath Feature
7th +3 12+Constitution Silent Chase
8th +3 14+Constitution Ability Score Improvement, Breath Feature
9th +4 16+Constitution Total Concetration Breathing: Constant
10th +4 18+Constitution Trained Breathing
11th +4 20+Constitution Breath Feature
12th +4 22+Constitution Ability Score Improvement
13th +5 24+Constitution Extra Attack
14th +5 26+Constitution Breath Feature
15th +5 28+Constitution Advenced Sword Training
16th +5 30+Constitution Ability Score Improvement
17th +6 32+Constitution Breath Feature
18th +6 34+Constitution Crimson Red Ore, Slayer Mark
19th +6 36+Constitution Ability Score Improvement
20th +6 40+Constitution Master Breath Feature

Enhanced Senses[edit]

At 1st level,

Unarmored Defense[edit]

At 1st level, while you are not wearing armor, your AC is equal to 10 + Your Dexterity Modifier + Constitution Modifier.

Breathing Points[edit]

At 2nd level, you are able to concentrate your breathing to enhance your physical abilities and mental concentration. Your demon slayer level determines the number of points you have, as shown in the Breathing Points column of the table. You can spend these points to fuel various features gained in your Breathing Style. You regain all spent Breathing Points at the end of a long rest.

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

Breath Style[edit]

At 2nd level, you chose a Breath Style. Choose between Breath of Water, Breath of Thunder, Breath of the Beast, Breath of Wind, and Breath of the Moon. All Breathing styles are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 8th, 11th, 14th, 17th, and 20th level.

Total Concentration Breathing[edit]

At 2nd Level, you learn to channel your breathing, strengthening your body. As a bonus action, you may enter Total Concentration for 1 minute. You must have this active to use a breath form and a form reduces your breathing by 6 second (1 round) unless otherwise stated. During this time, you gain the following benefits:

  • You may add half your Wisdom modifier to attack rolls (rounded up, minimum of 1).
  • Your walking speed is increased by 10 feet.
  • You may use Dexterity, instead of Strength, when determining jump distance.


You may use this a number of times equal to you Constitution Modifier (minimum of 1), and regain all uses of this feature at the end of a long rest

Nichirin Ore[edit]

At 3rd level, you modify one of your melee weapons with a unique metal known to better kill creatures of darkness. Successful attacks with this weapon deal twice as much damage to Fiend, Undead or Monstrosity type targets. You may change which weapon this applies to at the end of a long rest, even if you do not have the original weapon. Only one weapon may have this effect at a time, and changing weapons removes this effect from the original.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Sword Training[edit]

At 5th level, your training with your sword begins to pay off. You may add your Wisdom modifier to your attack rolls made with your Nichirin Ore weapon(s).

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to 3 attacks starting at 13th level.

Silent Chase[edit]

Starting at 7th level, your footsteps don't make any noise when walking or running and you have advantage on Stealth checks.

Additionally, you may spend one breath point at will gain the effects of the dash action.

Total Concentration Breathing: Constant[edit]

At 9th level, you acquire, through vigorous training and breathing exercises, the ability to use Total Concentration Breathing constantly. You can now use Total Concentration Breathing indefinitely, only ending it if you run out of breath points or a form would force you out of it.

Trained Breathing[edit]

At 10th level, thanks to the effort and training for full concentration breathing your lungs are now stronger than ever. You regain all of your breathing points at the end of a short rest.

Advanced Sword Training[edit]

At 15th level, your training with your sword has increased your strength and speed while attacking with it. You may add your Dexterity or Strength modifier to your damage rolls with your Nichirin Ore weapon(s).

Crimson Red Ore[edit]

At 18th level, you gain the ability to turn your nichirin ore crimson red for a short time. At will, your attacks deal radiant damage instead of their normal damage type for 1 minute. You may use this feature once, regaining use at the end of a long rest.

Slayer Mark[edit]

At 18th level, you gain the ability to manifest a mark on your face, called a demon slayer mark, for a short time. Marks differ in appearance, ranging from fire like patterns spanning across the face, to a small wind symbol, dotted on the cheek. At will, you may manifest your mark, granting you the following benefits for 1 minute:

  • Your movement speed increases by 20 feet
  • You gain a bonus to melee attack and damage rolls equal to your Strength or Dexterity modifier +1
  • You gain a damage reduction of 5
  • You gain resistance to bludgeoning, piercing and slashing damage
  • You can see into the transparent world. You have advantage on your attack rolls, and attack rolls against you have disadvantage. You can also determine how physically well a creature is, thus allowing you to know how many hit points a creature that you're looking at has remaining.

You may use this feature once, regaining use at the end of a long rest.

Breath Styles[edit]

Breath of Water[edit]

First Form: Water Surface Slash

At 2nd level, you can spend 2 breathing points as an action to create a powerful single concentrated slash against a creature. Make an attack with a melee weapon. On successful hit, you deal an additional 1d6 + your Wisdom Modifier slashing damage to the creature. The amount of extra damage increases by 1d6 in the 6th, 8th, 11th, 14th, 17th and 20th level.

Second Form: Water Wheel

At 6th level for 4 breathing points, you use your movement to do a high jump and use your action to make an attack on a creature in reach as you land. If you moved before the jump and the attack hits, you must succeed a Dexterity saving throw or fall prone. You deal an extra 1d8 + your Wisdom modifier slashing damage for every 2 ft. that you have jumped in the air. The amount of extra damage increases by 1d8 in the 8th, 11th, 14th, 17th and 20th level.

Eighth Form: Waterfall Basin

At 8th level, in place of your movement and action for 6 breathing points, you do a long jump at double your normal distance. Each creature that you jump over must make a Dexterity saving throw. On a failure, the creature takes 3d10 + your Wisdom modifier slashing damage. On a success, the creature takes half as much damage. This movement does not provoke opportunity attacks if you hit at least one creature. The damage increases by 1d10 at 11th, 14th, 17th and 20th level.

As part of this feature, until the end of your next turn while you are falling, you can use your reaction to slow your momentum by making a special melee weapon attack against a creature within your reach. On a hit, you reduce any fall damage you take by half.

Fourth Form: Striking Tide

At 11th level, the swordsman makes consecutive fast slashes while twisting their body in a flowing fashion similar to a tide. As an action for 3 breathing points, you may use all your extra attacks in a single target. On each consecutive successful attack until the beginning of your next turn, you deal an additional 1d10 damage.

Third Form: Flowing Dance

At 14th level, the swordsman swings his blade at his opponent in a way that mimics the movement of waves on the surface of water. At the start of the turn for 5 breathing points, you can only move at half your speed and you do not provoke opportunity attacks. Until the beginning of your next turn, any ranged attacks, including spell attacks and the magic missile spell, automatically fail against you.

Tenth Form: Constant Flux

At 17th level, the swordsman spins like a writhing dragon, gaining more force on their strikes with each rotation. As an action for 10 breathing points, you move up to 10 ft. and make an attack against a creature in your range. You can repeat this process until you miss, and you may only attack each creature once. Every consecutive hit deals an additional 1d12 damage.

Master Breath Feature: Eleventh Form: Dead Calm

At 20th level, the swordsman creates a torrent of water around themselves before calming it to a mirror's surface. As a reaction for 20 breathing points, any spell or other effect that targets you immediately fails. If the effect would target other creatures in addition to you, they are unaffected as well.

Breath of Thunder[edit]

First Form: Thunderclap and Flash

At 2nd level, the swordsman can spend 2 breathing points as an action to dash forward and slash at their opponent with incredible speed. Immediately after a successful hit with a melee weapon attack, you can use a bonus action to deal an additional 1d4 + Dexterity modifier lightning damage to the target and/or move up to 30 ft. for 3 breathing points. The amount of extra damage increases by 1d4 to 1d6 at 6th, 1d8 at 11th, 1d10 at 14th, 1d12 at 17th, and 2d12 at 20th level.

Second Form: Rice Spirit

At 6th level, the swordsman cuts the target vertically. You may use your entire movement and action to do a high jump (PHB p182) and and make a melee weapon attack against a creature in reach as you land. On a hit, you deal an extra 1d6 lightning damage for every 5 ft. that you jumped. This damage increases by 1d6 at 8th, 14th, 17th, and 20th level.

Additionally, Thunderclap and Flash evolves into Six Fold; a compilation of attacks with a series of six dashes. After moving due to the feature, you may make a single melee weapon attack for 1 breathing point. On a hit, you may move and make another attack for 1 breathing point, and each attack deals an additional 1d4. You may make a number of attacks granted by Six Fold up to 6 times.

Third Form: Thunder Swarm

At 8th level, you may spend 8 breathing points as an action to generate a spinning wave of lightning in all directions. All creatures in a 45 ft. radius must make a Constitution saving throw or take 4d8 lightning damage. The targets take half of that damage rounded down on a success. This damage increases to 5d8 at 12th level, 6d8 at 17th level, and 7d8 and 20th level.

Fourth Form: Distant Thunder

At 11th level, the user ignores the principle of mastered breathing and releases multiple ranged strikes towards a target. As an action, you may make a single melee weapon attack with an additional number of feet of reach equal to (the number of attacks you can make when you take the attack action - 1) x 30. If the attack hits, you deal an extra 2d10 + Dexterity modifier lightning damage for every attack you can make when you take the attack action.

Fifth Form: Heat Lightning

At 14th level, as an action for 10 breathing points, you may make a melee weapon attack against one creature within reach, causing them to take 5d12 + your Constitution modifier lightning damage on a hit. This attack has a +2 bonus to its attack roll. This damage increases to 6d12 at 17th level, and 7d12 at 20th level.

Additionally, your Thunderclap and Flash evolves yet again into the Eight Fold technique. The maximum number of attacks you can make with the feature increases to eight, and you deal an additional Thunderclap and Flash damage die on each consecutive hit until the end of your turn.

Sixth Form: Rumble and Flash

At 17th level, as an action or a reaction for spending 15 breathing points, you slash around yourself faster than the eye can see. When used as an action, every creature in a 15 ft. radius takes 15d8 + Dexterity modifier lightning damage on a hit.

As a reaction to an attack targeting you, you make a melee weapon attack against it. If your roll is higher, their attack automatically fails and any creatures within a 30 ft. cone must attempt a Dexterity saving throw. On a failure, they take 8d8 + your Dexterity modifier + your Constitution modifier lightning damage and are sent 20 ft. away from you. On a success, they take half as much damage and are moved half as far.

Master Breath Feature: Thunder Limit Break

At 20th level, the user can expend 40 breathing points to gain 1000 ft. of movement, and all other forms become free to use until the beginning of their next turn, after which you gain 3 levels of exhaustion.

Additionally, Thunderclap and Flash becomes its perfected form; God Speed. You may spend 2 additional breathing points to cause Thunderclap and Flash to apply to any attack, instead of just a melee weapon attack, and you may roll an additional d20 on an attack roll for Thunderclap and Flash, taking the highest result out of any d20 rolls for the attack.

Breath of Wind[edit]

First Form: Dust Whirlwind Cutter

At 2nd level, the swordsman can spend 2 breathing points to take an action to slash horizontally, creating a whirlwind with a range of 30 feet that slices up everything in its path. Immediately after a successful hit, you deal 1d6 damage + your Strength modifier to the creature. The amount of extra damage increases by 1d6 at 6th, 8th, 11th, 14, 18, and 20th level. This action can only be taken while moving directly toward or horizontally to the left or right of a target.

Second Form: Claws Purifying Wind

At 6th level, the swordsman can spend 6 breathing points to slash at the target with staggering speed at a downward angle 4 times. If you moved before you used this action, the target rolls a dexterity saving throw with a DC of 10 + your prof. bonus. If failed, all the slashes are guaranteed to hit. You deal an extra 1d6 of damage for every one of those 4 slashes that hit.

Third Form: Clean Storm Wind Tree

At 8th level, the swordsman can spend 2 breathing points as a reaction to swing around their body with viscous force nullifying all weapon attacks, projectiles or magic. For everything to be nullified the user must succeed dexterity throw with a DC of 10 - your prof. bonus. The user also does 1d6 slashing damage to anyone caught in the slash.

Sixth Form: Black Wind Mountain Mist

At 11th level, the swordsman strikes from the side while rotating the body in a position to deliver an uppercut movement, creating a slashing tornado. As a bonus action on your turn, immediately before a weapon attack, your target can make a Dexterity saving throw against a DC of 10 + your proficiency bonus + your stance ability score, to not undergo a -6 to his AC. If he succeeds, your breathing decreases by six seconds as usual. If he fails your current breathing ends. The decreased AC is only for one hit.

Fourth Form: Rising Dust Storm

At 14th level, you can as a reaction take an attack action if the target is above you, hitting the opponent with several brutal slashes doing 4d20 additional damage. You can do so no more than once per enemy turn. You must also expend 6 breathing points.

Seventh Form: Gale of Sudden Gusts

At 17th level, the swordsman can spend 12 breathings points to take this action. The user jumps up in the air and unleashes a flurry of 10 slashes, each one creating a slashing effect through the wind. For each one that hits you deal 2d10 + your Strength modifier to the target. Each gust has a range of about 20 feet.

Master Breath Feature: Idaten Typhoon

At 20th level, the user can spend 20 breathing points as a reaction, allowing them to backflip and unleash a powerful gust of wind in a single slash while still upside down, making a rotating slashing movement that creates a spherical area of 15 feet around the user. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 18d20 + your proficiency bonus slashing damage. On success, they take 9d20 damage instead. (Possible Version)

Breath of the Beast[edit]

Tenth Fang: Rotating Fang

At 2nd level, you can spend 2 breathing points as a bonus action to cause all ranged attacks against you to deal half as much damage. You may also apply your Nichirin Ore to one additional weapon.

Dual Wielding

At 6th level, you learn an method of wielding two swords at once, allowing you to dual wield more easily. When you engage in two weapon fighting, you may use any melee weapon without the two-handed or heavy property that is being wielded in one hand. In addition, when wielding two swords you gain a +1 bonus to your AC.

Bestial Drive

At 8th level, as a bonus action for4 breathing points immediately after on a successful attack with a melee weapon while wielding another in your other hand, you deal the attack's damage an additional time by slamming your off hand weapon into the back of your first.

Seventh Fang: Spatial Awareness

At 11th level, you learn a method of sensing the presence of others around you. As an action for 6 breathing points, you learn the location of all creatures that are not Constructs within 20 feet x your Wisdom modifier (minimum of 20 feet).

Fifth Fang: Uncontrolled Slash

At 14th level, as an action for 8 breathing points, all creatures within your melee weapon's reach must attempt a Dexterity saving throw. On a failure, they take 6d6 damage of the same type as the weapon used. On a success, they take half as much damage.

Throwing Attack

At 17th level, as an action for 15 breath points, you may throw one melee weapon you are wielding, making a thrown attack with it at a range of 15/30 feet. On a hit, they take twice the attack's damage.

Master Breath Feature: Bestial Recovery

At 20th level, you learn a way to recover your strength in battle. As a bonus action for 12 breathing points, you may gain a surge of energy that grants you one of the following:

  • You regain 3d8 + your Demon Slayer level hit points.
  • You gain a +3 bonus to all damage rolls made with swords for 1 minute (concentration).
  • You gain advantage on all attack rolls made with swords for 1 minute (concentration).

Breath of the Moon[edit]

First Form: Full Moon

At 2nd level, as a bonus action for 1 breathing point,immediately after a hit with a melee weapon, you may deal an extra 1d6 damage to the target as you pour all your rage into the strike, dealing an additional 1d6 damage. This increases to 2d6 at 6th level, 3d6 at 10th, 4d6 at 14th, 5d6 at 18th level, and 6d6 20th level.

Second Form: Moongazing

At 6th level, as an action for 2 breathing points, you may leap high into the air and make a single vertical slice. Your gain a flying speed equal to your movement speed until the end of your turn, and you may make a single melee attack with advantage when you lose this flying speed.

Third Form: Endless Darkness*

At 8th level, as an action for 6 breathing points, you cover the world around you in thick shadows. A 30 ft. radius area around you becomes darkness for 1 minute. Magical and non-magical light sources cease to function in this darkness until the effect ends. You must concentrate on this effect as if it were a spell.

Fourth Form: Crescent Moon

At 11th level, the swordsman makes 9 curved slashes layered over one another, resembling a rising vortex. As an action for 1 breathing point, you make a single melee weapon attack with a bonus to its attack and damage rolls equal to the number of attacks you can make when you take the attack action.

Fifth Form: Perpetual Night*

At 14th level, while Third Form: Endless Darkness* is active, you may make attacks using Fourth Form: Crescent Moon against any creature within the magical darkness' radius.

Sixth Form: New Moon*

At 17th level, the swordsman finds some peace in their heart and uses it as their newfound strength. At beginning of your turn for 10 breathing points, you gain a +4 bonus to any rolls or calculations you would add your Strength or Dexterity modifier to until the end of your turn.

Master Breath Feature: Seventh Form: Bloody Moon

At 20th level, as an action for 20 breathing points, you are able to generate a wave of uncontrolled destruction, cutting everything in a 30 foot cone. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 20d20 + your proficiency bonus slashing damage. On a success, they take half as much damage. This feature is not effected by Evasion. At the end of the turn, your current breathing ends.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Demon Slayer class, you must meet these prerequisites: Dexterity 13 & Constitution 13

Proficiencies. When you multiclass into the Demon Slayer class, you gain the following proficiencies: Longswords

4.56
(9 votes)

Back to Main Page5e HomebrewClasses

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