Demon Slayer (Kimetsu no Yaiba) (5e Class)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: see the talk page


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

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 Gotouge Koyoharu. D&D Wiki neither claims nor implies any rights to Demon Slayer copyrights, trademarks, or logos, nor any owned by Gotouge Koyoharu. 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

Knight of protection[edit]

Creating a Demon Slayer

As you build your Demon Slayer, remember that you need to have had a special kind of training to become one.

Usually, a slayer possesses enhanced strength, speed, stamina, agility, mobility of the joints, or extreme resistance to pain. It's even common for some of the swordsmen in the Demon Slayer Corps to have naturally enhanced senses, which they use in combination with existing breathing styles or to develop new breathing styles.

Breathing Styles are specific patterns of concentrated breath used to increase the user's lung capacity and the amount of oxygen in the blood. This increase allows the slayer to enhance their physical abilities and mental concentration, enabling them to fight on par with Demons, whose physical prowess surpasses that of the average human.

Focused Breathing is also capable of clotting wounds from severe injuries and slowing down the circulation of poison in the bloodstream. All known Breathing Styles currently taught within the Demon Slayer Corps are derived from the Sun Breathing, the first one ever created

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: Simple Weapons, Martial Weapons
Tools: Navigator's Tools
Saving Throws: Dexterity, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Investigation, or Perception

Equipment

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

  • Nichirin Blade
  • Studded leather
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Demon Slayer

Level Proficiency
Bonus
Features Breathing Points
1st +2 Combat Stance, Breathing, Nichirin Blade 0
2nd +2 Slayer Determination, Combat StanceFeature 2 + Constitution modifier
3rd +2 Breathing Style,Improved Perception 4 + Constitution modifier
4th +2 Ability Score Improvement 6 + Constitution modifier
5th +3 Improved Breathing 8 + Constitution modifier
6th +3 Breathing Styles Feature, Extra Attack 10 + Constitution modifier
7th +3 Total Concentration Breathing, Silent Chase 12 + Constitution modifier
8th +3 Ability Score Improvement, Combat Stance feature 14 + Constitution modifier
9th +4 Slayer Determination Improvement, Breathing Styles Feature 16 + Constitution modifier
10th +4 Combat Stance Feature 18 + Constitution modifier
11th +4 Extra Attack 20 + Constitution modifier
12th +4 Ability Score Improvement 22 + Constitution modifier
13th +5 Path to the 5th Rank 24 + Constitution modifier
14th +5 Breathing Style Feature 26 + Constitution modifier
15th +5 Slayer Mark 28 + Constitution modifier
16th +5 Ability Score Improvement 30 + Constitution modifier
17th +6 Full Slayer Mark 32 + Constitution modifier
18th +6 Combat Stance Feature 34 + Constitution modifier
19th +6 Ability Score Improvement 36 + Constitution modifier
20th +6 Transparent World 40 + Constitution modifier

Nichirin Blades[edit]

Nichirin Blades are extraordinary swords made specifically for the Demon Slayer Corps to slay Demons. They are forged from a unique ore that can only be found in a mountain that constantly absorbs sunlight, one of the only major weaknesses of Demons. Nichirin Blades are forged with Scarlet Crimson Iron Sand and Scarlet Crimson Ore, both of which are found on high mountains like the Sunlight Mountain, which is perpetually bathed in sunlight throughout the year. Demon Slayer recruits choose their ore after successfully passing the Final Selection. The ore will then be used by a swordsmith of the Swordsmith Village during the forging process, and the swordsmith will personally bring the weapon to the Demon Slayer.

A Nichirin Blade is most commonly a 1d8 slashing sword with the Versatile property (1d10) that weighs around 1,5 kg (3 lbs).

It can also be a 1d10 Slashing Blade Whip with the Finesse and Reach property that weighs around 1,5 kg (3 lbs).

It can also be a 1d10 Slashing Glaive with the Heavy ,Reach and Two-Handed property that weighs around 2,5 kg (6 lbs).

Some of the higher-ranked slayers changed their style to use a different kind of weapon. They are still formally considered nichirn weapons. Attack Rolls against Fiend-type targets will be with advantage. When making an attack with a Nichirin Blade, you use the ability score modifier of your stance for the Attack and Damage Rolls. You must use the same modifier for both rolls.

Crows[edit]

The Demon Slayer Corps possess special crows that can memorize the location of multiple places and understand where to go just by listening to their master. They are mainly used to deliver quests for the demon slayer they have been assigned to. Every slayer gets assigned to one after passing their Final Selection.

Breathing[edit]

You begin to learn the basics of a slayer, breathing is only the first step on a long staircase. On your turn, you can use Breathing as a bonus action. While Breathing, you gain the following benefits if you aren’t wearing heavy armor:

  • You gain a number of temporary hit points equal to your demon slayer level + your Constitution modifier (minimum of 5) for the duration of your Breathing.
  • You can use the techniques of your chosen breathing style.
  • You regain 1d4 hit points at the end of every turn that you were breathing.
  • You have an advantage on Perception checks against fiends and undead.
  • Your Breathing may be used a number of times equal to your proficiency bonus + your constitution modifier per long rest, each use gives you 1 minute of Breathing bonuses. It ends early if you are knocked unconscious, have your oxygen taken from you, or you can end it on your turn as a bonus action. Some breathing techniques may end your breathing early.

You regain all expended uses of Breathing after a long rest.

Slayer Determination[edit]

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short rest or a long rest before you can use it again. Starting at 9th level, you can use it twice before a rest.

Breathing Style[edit]

Beginning at 3rd level, you start to learn the techniques of a specific breathing style. Choose a breathing style available for you to follow it's path and forms. You may choose only one breathing style, unless your GM allows more. The amount of breathing points used by a form is determined by the form, or order, the forms come in, going up by one each time. First form is 1, second form is 2, etc. as a note, some forms descriptions state making what sounds like multiple attack rolls, but this is just a descriptive guideline of what the attack could looks like. players and game masters reserve the right to describe these attacks as they wish. Each stance takes one attack in the attack action when performed unless it area of use is otherwise specified as a bonus action, reaction, or as part of another feature.

Improved Perception[edit]

At 3rd level, you may roll with advantage in one of the following perception related checks:

  • Hearing Senses: You have an incredible hearing prowess, you may know what type of creature you are dealing with just by it's noise.
  • Smell Detection: Your nose has incredible smelling, and may alarm you of the smell of specific types of creatures.

Ability Score Improvement[edit]

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

Improved Breathing[edit]

Starting at 5th Level, while breathing is activated, you gain the additional following benefits:

  • Your senses become preternaturally attuned to the scent of demons. While you are Breathing, you're able to detect the approximate number of undead or fiends within 60 feet of you by smell.
  • You will now regain 1d6 hit points at the end of every turn that you were breathing.
  • Advantage on all skill checks made with the ability score of your chosen combat stance.
  • Advantage on saving throws against poison.
  • While you have your breathing active your nichirin attacks now count as magical.

Extra Attack[edit]

Beginning at 6th Level, you can attack twice, whenever you take the Attack action on your Turn. The number of attacks increases to 3 when you reach 11th level.

Total Concentration Breathing[edit]

By 7th level, you can reach a new level of concentration. When you reach the end of your normal breathing you can choose to extend it by an extra minute each time but if you don't rest of the first exhaustion then it will stack up until you die from exhaustion, which is 2.

  • Gain +10 ft to your movement speed
  • Add 1 extra damage die to all your Breathing Style Techniques.
  • You gain advantage on Constitution Saving Throws

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 perform the dash action as a bonus action. You may use this a number of times equal to you Constitution modifier, and you regain use of this feature at the end of a long rest.

Path to the 5th Rank[edit]

Starting at 13th level, when your last charge of breathing ends, you can make a DC 23 Constitution saving throw. On a successful save, your Breathing lasts for 1 extra minute. You can repeat this saving throw each time the duration expires until you fail on the saving throw.

Slayer Mark[edit]

At 15th 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. as a free action, this mark manifests on your person, granting you the following benefits for 1 minute:

  • Movement speed increases by 15 feet
  • Gain +1 in your melee attack and damage rolls.
  • Deal twice the damage in fiend-type creatures while attacking with your nichirin.
  • Gain resistance to bludgeoning, piercing, and slashing damage

This effect can be used once, replenishing on a long rest.

Full Slayer Mark[edit]

At 17th level, you have mastered your slayer mark, and learned how to increase it's bonus. You may now use the mark for 2 minutes, and it will now grant you better effects:

  • Movement Speed increases by 20 feet
  • Gain advantage on any attacks made with melee weapons against opponents you have fought for at least 5 turns.
  • Deal twice the damage in fiend-type creatures while attacking with your nichirin, and may give an extra attack with your nichirin without spending any action
  • You may choose within slashing, piercing and bludgeoning damage to get immunity, you will still have resistance in the others.

This effect can be used once, replenishing on a long rest. You may force yourself to activate the mark again, but for each turn you use it you gain 1 level of exhaustion.

Transparent World[edit]

At 20th level, you can see into the transparent world, while your Slayer Mark is active, allowing you to have advantage on attacks against enemies without ranged attacks, give disadvantage to melee weapons attacks against you, and see how much damage is affecting a living creature, and may use the run action as a bonus action. And may gain the following benefits:

  • Improved Resistance: You gain +5 AC
  • Increased Speed: You may walk double of your movement speed for 1 turn, if used again you will gain 1 level of exhaustion.
  • Enhanced Attacks: Any enemies you hit with your nichirin, may have the damage doubled.

Combat Stance[edit]

At 1st level, You adopt a particular combat stance as your specialty and describe how you fight. Choose one of the five following stances, you won't get to choose again in the future, so you can't take multiple options. and describe how you fight. You gain more features at 2nd, 8th, 10th, and 18th level.

Strength Stance[edit]

The strength stance focuses on the might of your blows. The harder you can hit, the faster your enemies will crumble.

Stronger than demons Your pride lies in your strength, you have trained it so much that you can shatter rocks with your bare hands. You gain a +1 to Strength and a 1d4 bonus to all strength based ability checks and roll strength saves at advantage.

Stance Training. You spent time training on your stance, to improve your survivability. At 2nd level, choose one of the following:

  • 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.
  • Improved Critical: Your weapon attacks score a critical hit on a roll of 19 or 20.

Mighty Slash At 8th level, you may use your anger to increase your strength for a moment. When you use this ability, you gain a +2 to attack and damage rolls with melee weapons. This benefit lasts for one minute and may be used twice per long rest.

Retaliation. At 10th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. You may do this a number of times equal to your proficiency bonus per long rest.

Strength Before Death. At 18th level, Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and mat immediately make one weapon attack against a creature within 30ft as a reaction. While you have 0 hit points during that extra turn, taking damage causes death-saving throw failures as normal, and three death-saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.

Dexterity Stance[edit]

The dexterity stance focuses on the speed of your blows. The quicker you can hit, the faster your enemies will crumble.

As fast as wind You have trained your speed to become as swift as the wind, you gain +1 to dexterity and a 1d4 bonus to all dexterity ability checks and gain an extra 10ft of movement in battle.

Stance Training. You spent time training on your stance, to improve your survivability. At 2nd level, choose one of the following:

  • Two-Weapon Fighting: When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. When you engage in two-weapon fighting, you can add your ability modifier to the second attack.
  • Fast Movement: Your speed increases by 10 feet while you are not wearing medium armor.

Quick Mind At 8th level, you have increased not only the speed of your body, but also your mind. You gain the evasion feature as noted in the dungeon manual.

Whirlwind Attack. At 10th level, once per long rest you may gain an additional action that can be used only on melle attacks.

Stalker's Flurry. Starting at 18th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss a weapon attack, you can make another weapon attack as part of the same action. You may do this a number of times equal to your proficiency bonus.

Constitution Stance[edit]

The constitution stance focuses on your endurance. The longer you can last, the higher you're chances of winning.

Endurance. You have show you wont fall that easily, and will endure anything throw at you. You gain +1 Constitution and have advantage on con saves, and your maximum hit points increases by 2 and increase by 2 again whenever you gain a level in this class.

Stance Training. You spent time training on your stance to improve your survivability. At 2nd level, choose one of the following:

  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
  • Perfect Defense: When a creature hits you with an attack, you gain a +2 bonus to AC against all attacks made by that creature for the rest of the combat. You can use this feature on a number of creatures at the same time, equal to your Constitution modifier.

Organ Movements At 8th level, you learn how to move your inside organs. When you are hit by an attack, you may use this to reduce the damage by half. This may be used an equal amount of times equal to your constitution modifier, and you regain all expended uses after a long rest.

Warding Maneuver. At 10th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 10 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target takes half of the attack's damage. You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Survivor. At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half of your Hit Points left. You don’t gain this benefit if you have 0 Hit Points.

Intelligence Stance[edit]

The intelligence stance focuses on never being predictable. The faster you can think, the higher you're chances of winning.

The mind is the most powerful weapon You have studied demons for years, and have much knowledge about them, giving you tactical information on a battlefield. You gain +1 to intelligence and may roll intelligence checks with advantage.

Stance Training. You spent time training on your stance, to improve your survivability. At 2nd level, choose one of the following:

  • Escape the Horde: Opportunity Attacks against you are made with a disadvantage.
  • Know Your Enemy: If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength, Dexterity, Constitution, AC, HP, or Total levels.

Battlefield Expert At 8th level, you have improved your tactical senses, and may use this to your advantage. In the middle of battle you may choose one enemy to have disadvantage against you or your allies, he keeps this effect for 3 turns. You may only use this twice per long rest.

Stand Against the Tide. At 10th level, when a Hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature in his range (other than itself) of your choice. You may use this a number of times equal to your proficiency bonus per long rest.

Slayer’s Reflexes. Starting at 18th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal initiative and your second turn at your Init roll minus 10. You can’t use this feature when you are surprised.

Wisdom Stance[edit]

The wisdom stance focuses on never being hit and learning from every mistake. The more experience you accumulate the higher you're chances of winning.

Experienced Hunter You have experience in a battlefield, and you know how to take your enemies down. You gain +1 to wisdom and roll wisdom related checks with advantage.

Stance Training. You spent time training on your stance, to improve your survivability. At 2nd level, choose one of the following:

  • Favored Enemy. You have significant experience studying, tracking, and hunting Demons. You have an advantage on Wisdom (Survival) checks to track your favored enemy, as well as on Intelligence checks to recall information about them.
  • Insightful Fighting. You gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you get +2 AC on the creature's next attack.

Never Forget At 8th level, you can easily recall information about your enemy. As a bonus action you may make an insight check against an enemy’s deception. On a success, you gain either a +2 to your next roll to hit or a +2 to your ac against that creature. Either effect lasts until the end of your turn. This may be used a number of times equal to your wisdom modifier per long rest.

Uncanny Dodge. At 10th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Eye for Weakness. Starting at 18th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement for at least 1 minute. You add 1 extra damage die to damage of all your Breathing Style Techniques against demons.

Breathing Styles[edit]

Water Breathing[edit]

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. Most, if not all, known techniques involve the user bending their body, arm and weapon in a fluid motion to match the movements of rushing or flowing water. Using a form decreases your current breathing by 6s. After performing two different forms, the swordsman regains hit points equal to your Constitution modifier x2. You have Proficiency in Acrobatics.

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

First Form: Water Surface Slash[edit]

The user generates enough momentum to create a powerful single concentrated slash, dealing 1d12 Slashing Damage, if you were running while making the attack the damage is doubled.

Second Form: Water Wheel[edit]

The user leaps and vertically spins forward in the air while releasing a flowing attack in a circular motion. After you made the jump, you deal 1d8 Slashing Damage, if you hit your target with this techinique, you may use it again as a bonus action.

At 6th Demon Slayer Level: You learn 'Second Form: Improved, Lateral Water Wheel', which may be used as an reaction to counter incoming attacks dealing 2d8 Slashing Damage to anything close in 5ft.

Third Form: Flowing Dance[edit]

The user swings and bends their blade in a winding motion along with their body and dances in a flowing pattern, slicing everything in its path. This attack has a range of 30 ft., and does 2d10 Slashing Damage, If the attack is made more than 3 feet from the opponent, add d6 to the damage. At 6th Demon Slayer Level: You add 1d8 to the damage.

Fourth Form: Striking Tide[edit]

As an reaction the user makes multiple consecutive slashes while twisting their body and sword in a flowing fashion to deliver multiple blows simultaneously, negatng 2d8 of an attack. It may reduce double the damage if your roll an acrobatics DC 16, and after it you may give an opportunity attack.

At 6th demon Slayer Level: You learn an variant of this form, 'Striking Tide, Turbulent' which makes you block 2d10 of damage.

Fifth Form: Blessed Rain After the Drought[edit]

  • Requires Demon Slayer Level 6

The user changes the grip on their sword and decapitates the opponent in a single flowing strike that causes little to no pain. When you hit this techinique you deal 3d8 Slashing Damage, after the slash if the opponent was not suffering emotionally, he will receive extra 2d8 Damage. You get 1 Bonus Damage Dice if you were falling while executing the techinique.

Sixth Form: Whirlpool[edit]

  • Requires Demon Slayer Level 6

The user fiercely twists their upper and lower body, creating a whirlpool of air that cuts anything caught in it. Every opponent in a 10 ft. radius must make a Dex Saving Throw, on a succeful throw they take half the damage, on a failure they take all the damage and gets stunned until the beggining of your next turn. This attack deals 4d8 Slashing Damage, while underwater the damage is doubled.

At 14th Demon Slayer Level: You learn how to fuse both your Sixth and Third Form, creating 'Whirlpool, Flow', which makes you use this as an reaction negating 5d8 in Slashing Damage, and hitting anything in 5ft.

Seventh Form: Drop Ripple Thrust[edit]

  • Requires Demon Slayer Level 9

The user performs a fast and accurate stab, capable of reducing the impact of a moving target. You may use this as an reaction to stop an ranged attack, or to deal 2d12 Piercing Damage to a target.

Eighth Form: Waterfall Basin[edit]

  • Requires Demon Slayer Level 9

The user cuts the target vertically in a flowing motion which is most effective when they are falling downward. You give a huge water slash that deals 6d12 Slashing Damage, if you were falling while using this move, you may add 1d4 to each 5 ft. you have fallen.

Ninth Form: Splashing Water Flow, Turbulent[edit]

  • Requires Demon Slayer Level 14

The user changes their footwork in a way that minimizes the landing time and surface needed when landing, allowing the user to move extra 30 Feet, while this form is active you may roll Acrobatics and Atlethics with advantage. This action lasts for 2 turns.

Tenth Form: Constant Flux[edit]

  • Requires Demon Slayer Level 14

The user performs a continuous flowing attack which seemingly takes the form of a water dragon that increases in strength and power with each rotation due to momentum. While you have this form active, any attacks with your nichirin or with your breathing will be rolled with advantage, and if you hit an attack you may do another as a bonus action. This form lasts for 1 turn.

Eleventh Form: Dead Calm[edit]

  • Requires Demon Slayer Level 14

The user ceases all body movements and enters a state of complete tranquility, deflecting, blocking and cutting any incoming attacks with imperceptible speed with their blade. For 5 turns, 7 attacks wont hit you, but if you try to attack your form will deactivate. At 16th level the attacks increase to 8, at 18th to 9 and at 20th to 10.

Thunder Breathing[edit]

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. Most, if not all, known techniques and forms involve utilizing blinding speeds and immensely fast attacks to overwhelm the enemy in an instant. Using a form decreases your current breathing by 6s. After performing two different forms, the swordsman regains hit points equal to your demon slayer level + your Constitution modifier. You have resistance to lightning damage, and gain +10 walking speed.

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

First Form: Thunderclap and Flash[edit]

The user unsheathes their katana, and dashes forward at blinding speeds, which forces the opponent to make a Dexterity saving throw, on a sucess they take half damage, on a failure they take full damage. You may move 30 ft. with this form, for each 5 ft. you have moved you deal 1d4 Lightning Damage, when you hit the target he takes 2d10 Slashing Damage.

At 6th Demon Slayer Level: You have evolved this form to a new level, creating the 'Sixfold'. When using this form, for each thing you hit while moving towards your target, you may add an extra 1d8 Lightning Damage to the damage.

At 10th Demon Slayer Level: You have evolved this form to a new level, creating the 'Eightfold'. When using this form, your Slashing Damage increases to 4d8, and your techinique gains 10 extra Foot.

At 14th Demon Slayer Level: You have evolved this form to a new level, creating the 'God Speed'. When you activate this variant, you get surrounded in 5ft by lightning, which deals 1d4 lightining damage for anything that aproaches near it. You have 100ft of range to run straight with this techinique, and if you hit your target you deal 5d12 Slashing Damage, for each 5ft. you travel with your target, he takes 2d6 Lightning Damage. After using this techinique, you gain 1 level of exhaustion, you may only use this technique twice per long rest. At 18th level you may do it tree times before a long rest.

Second Form: Rice Spirit[edit]

The slayer releases five arched slashes accompanied by lightning in quick succession, each slash does 1d10 Lightning Slashing Damage, but the damage increases as you level up, at 6th is 1d12, at 9th is 2d8, at 14th is 2d10.

This can also be used as an reaction to reduce attack damage.

Third Form: Thunder Swarm[edit]

The slayer surrounds the enemy with waves of arched lightning and attacks them from all directions. You send 6 waves in total, each dealing 1d12 Lightning Damage and having 15ft. of range.

Fourth Form: Distant Thunder[edit]

The slayer generates a ball of electricity that releases waves of strong multi-directional lightning bolts from afar. When you create the ball, it will occupy 5ft. and will launch 5 eletrical bolts, each dealing 2d8 Lightning Damage, the enemy must make a constitution Saving Throw, on a failure they are paralized until their next turn.

Fifth Form: Heat Lightning[edit]

  • Requires Demon Slayer Level 6

The slayer unleashes a long-ranged upward sword slash accompanied by lightning, which has 10ft of range and deals 3d8 Lightning Damage. If you hit the target, the enemy must make a constitution Saving Throw, on a failure they are paralized until their next turn.

Sixth Form: Rumble and Flash[edit]

  • Requires Demon Slayer Level 9

The Slayer releases a series of powerful long-ranged lightning attacks that strike his opponent from afar. Each Bolt deals 3d10 Lightning Damage, and has 30ft of range, for every bolt you hit you add 1d8 Lightning damage to the next one.

Seventh Form: Honoikazuchi no Kami[edit]

  • Requires Demon Slayer Level 14

The user dashes forward at blinding speeds and unleashes a singular forward slash at a low stance, which is seemingly accompanied by a yellow Japanese dragon shaped like a lightning bolt. The target must make a Dexterity Saving Throw, if he fails he takes the full damage. The attack deals 6d12 Slashing Damage, and 3d8 Lightning Damage. After this attack you gain 1 level of exhaustion.

Flame Breathing[edit]

Flame Breathing is a Breathing Style that mimics flames and replicates it with the user's movements, techniques and abilities. Most, if not all, known techniques and forms involve extremely powerful singular strikes which 'burn' their opponents, with most attacks being initiated from a high stance. Using a form decreases your current breathing by 6s. After performing two different forms, the swordsman regains hit points equal to your demon slayer level + your Constitution modifier. You have resistance against Fire Damage.

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

First Form: Unknowing Fire[edit]

The slayer charges towards their target at high speeds and unleashes a singular slash that aims to decapitate the target, dealing 1d10 Fire damage within 5 feet in front of him. You can run 30 ft towards the target before using the skill, at the 6th Demon slayer level you can add 5 +Dexterity for each 5ft you used when activating the skill. All the targets that were hit while you runned have to make a dexterity saving throw, if they fail they will take 1d6 fire damage.

Second Form: Rising Scorching Sun[edit]

The user releases an arching sword slash upwards, dealing 2d12 Fire damage. The total amount of damage is doubled, if the sword was drawn from the sheath while performing this technique. At the 6th Demon Slayer Level if you hit the target must make a Constitution saving throw or get knocked back 5 ft and be stunned until their next turn.

Third Form: Blazing Universe[edit]

The user swings their blade downwards in an arc, dealing 3d8 Fire Damage. If the user was sprinting towards the target and make a jump, he can add a bonus 2d8 +Dexterity Fire damage. The amount of bonus damage increases by 1d8 in the 8th, 11th, 14th, 17th, and 20th level.

Fourth Form: Blooming Flame Undulation[edit]

  • Requires Demon Slayer level 6

As a reaction the user can create a flame vortex that defends him from incoming attacks, reducing damage by 1d12.The amount of damage reduction increases by 1d12 in the 8th, 11th, 14th, 17th, and 20th level. The flame vortex has 10 ft of range, and any creature within the range will take 1d6 burning damaga

Fifth Form: Flame Tiger[edit]

  • Requires Demon Slayer level 9

The user performs a series of powerful sword slashes that seemingly takes the form of a flaming tiger, dealing 4d6 Fire Damage. You must be at least 10ft from the target to use this form, if you use at 5ft the target have to make a DC 15 constitution saving throw to not get stunned, if the target fails he will take 1d6 Fire Damage per turn.

At 14th level, this technique deals 8d8 Fire Damage and the failed throw damage increases to 2d8.

Ninth Form: Rengoku[edit]

  • Requires Demon Slayer level 14

The most powerful Flame Breathing technique, the user takes a high stance with their sword before dashing forward at high speeds dealing 6d20+Dexterity Fire Damage. You can use this form from 60 ft, if you used it close to the target you can add 1d6 +Strength Damage from each 5ft you have pushed the target. You get 1 level of exhaustion after using this form.

Sound Breathing[edit]

Sound Breathing is a Breathing Style that mimics sound, specifically its disorientating loudness, and replicates it with the user's movements, techniques and abilities. Most, if not all, known techniques and forms utilize explosives to deal massive amounts of damage while making use of extremely fast movements similar to how fast sound travels as well as the user's sense of hearing. Using a form decreases your current breathing by 6s. After performing two different forms, the swordsman regains hit points equal to your demon slayer level + your Constitution modifier. You have proficiency in perception and investigation, and may roll these checks with advantage. You gain dual wielding when you choose this breathing, and some forms may only be used with two weapons.

First Form: Roar[edit]

The user lifts their twin swords above their head and slams them down with great force whilst simultaneously creating an explosion with his bombs to deal massive physical damage, causing a loud sound resembling thunder as a result. Any creature within 15ft., will have to make a dexterity saving throw, if he fails he will take 3d10 Bludgeoning Damage, and will have disadvantage on attacks until their next turn.

Second Form: Bang[edit]

The slayer swings both of their blades horizontally outward in a cross slash manner, making a flash effect that can blind the target for 1 turn. The bang deals 2d12 Force Damage, and may be used as an reaction to stop an incoming melee attack.

Third Form: Smoke[edit]

The Slayer creates a black puff of smoke and turns invisible in the moment, while inside the smoke you may use an opportunity attack against an opponent, if the attack is with a melee weapon the damage is doubled. It may be used as an reaction to protect yourself or an ally within 15ft. from an incoming melee attack.

Fourth Form: Constant Resounding Slashes[edit]

  • Requires Demon Slayer Level 6

The Slayer holds their swords apart and spins them rapidly in conjunction with releasing 5 bombs that deal 1d8 Force Damage, creating massive explosions while giving three Attacks with melee weapons. This may be used as an reaction, to reduce attacks damage by 3d10.

Fifth Form: String Performance[edit]

  • Requires Demon Slayer Level 9

The Slayer holds one of their swords with a reverse grip and spins the other using the chain that connects them. They couple this by also releasing 10 bombs to detonate, causing great explosions that deals 3d12 damage. While you launch your bombs, you rush in 15ft. towards the opponent while spinning your chains, when you hit the opponent both of your slashes deal 4d10 Slashing Damage.

Sixth Form: Deadly Simphony[edit]

  • Requires Demon Slayer Level 14

The Slayer creates an immense loud noise, even for you, after you use this attack both you and your target get deafened, even after regenerating. This loud sound affects everyone in a 30ft area, dealing 18d10 Force Damage. After the attack, you get 1 level of exhaustion, and both you and the target will get forever disadvantage in Sound Related Perception Checks.

Flower Breathing[edit]

Flower Breathing is a Breathing Style that mimics flowers and fruits and replicates with the user's movements, techniques and abilities. Most, if not all, known techniques and forms are a combination of graceful attacks that focus on agility. This Breathing Style also enhances and utilizes one's vision, albeit at the possible cost of their eyesight. Using a form decreases your current breathing by 6s. After performing two different forms, the swordsman regains hit points equal to your demon slayer level + your Constitution modifier. You have advantage rolling perception related checks and gain proficiency on the skill.

Second Form: Honorable Shadow Plum[edit]

The Slayer releases several rotating sword slashes that deflects incoming physical attacks, reducing the damage by 1d15. The amount of damage reduction increases by 1d15 in the 8th, 11th, and 14th level.

At 6th demon slayer level, it will deflect ranged attacks as well.

At 14th Demon Slayer level, it will deflect spells as well.

Fourth Form: Crimson Hanagoromo[edit]

The Slayer unleashes single sword slash that curves and twists gracefully, dealing 2d6 Slashing damage 5ft around you.

At 6th Demon Slayer level, the damage will increase to a 3d8 and the range will become 10ft.

Fifth Form: Peonies of Futility[edit]

  • Requires Demon Slayer Level 6

The Slayer unleashes a flurry of nine consecutive attacks that flow and weave in on themselves. Each slash deals 2d10 Slashing Damage, and will expand in 10ft in front of you.

Sixth Form: Whirling Peach[edit]

  • Requires Demon Slayer Level 9

A technique used after or during the dodge action, the user spins around moving with their body weight to deliver an attack, dealing 4d6 Slashing Damage.

At 14th Demon Slayer level, you may also do 1 attack action with your sword after using this form.

Final Form: Equinoctial Vermilion Eye[edit]

  • Requires Demon Slayer Level 14

A focusing technique that raises the slayer kinetic vision to its maximum, while using this technique the user perceives the world as if it were in slow motion. Usage of the technique is highly dangerous, as the tremendous strain on the eyes could cause blood vessels to rupture and lead to partial or complete blindness. When you use this techinique you gain the following for 1 minute:

  • Your passive perception triples.
  • You may react to any attacks by giving a sword attack.
  • You gain +6 on your breathing attack rolls.
  • You deal twice the damage on fiends or undead.
  • You may take the dodge or dash action as a bonus action.

After the use of this form ends, you will gain 1 level of exhaustion and will roll a DC 16 Constitution Saving Throw to keep your eyes vision, on a failed save you will lose one of your eyes vision to blindness, on a negative critical you go completely blind.

Wind Breathing[edit]

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. Most, if not all, known techniques and forms involve purely offensive attacks, most of which utilizing rotating movements to generate swift whirlwind-like slashes that greatly increase the wielder's striking range or utilizing the air around them to deliver sharp sickle-shaped attacks. Using a form decreases your current breathing by 6s. After performing two different forms, the swordsman regains hit points equal to your demon slayer level + your Constitution modifier. You have resistance to force damage, and gain proficiency to Acrobatics.

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

First Form: Dust Whirlwind Cutter[edit]

The Slayer dashes forward at blinding speeds and slashes continuously in a horizontal cyclone pattern. You make every creature in a 30ft by 10 wide area make a Dexterity Saving Throw, on a sucess they take half damage, on a failure they take the full 2d6 Bludgeoning Force. For each 5ft travelled with this technique, you will deal 1d4 extra force damage, at 6th level is 1d6, 1d8 at 9th, and 1d10 at 14th level.

When you move with this technique you do not provoke opportunity attacks.

Second Form: Claws-Purifying Wind[edit]

The Slayer lifts the sword upwards towards the right, above their head and unleashes four vertical slashes at once down on the enemy resembling claws. Each slash deals 1d6 Slashing Force Damage, and the enemy must make a Constitution saving throw to not get stunned for 1 turn. The damage for the slashes increases to 1d8 at 6th level, 1d10 at 9th, 1d12 at 14th.

At 6th level this can be used as an bonus action after a nichirin attack.

Third Form: Clean Storm Wind Tree[edit]

The Slayer unleashes a whirlwind of slashes around their body that can defend them from incoming attacks and slice up their surroundings. You can use this as an reaction to defend yourself with 1 Singular Slash reducing and dealing 1d12 Slashing Damage, the damage reduction increases to 2d10 at 6th level, 3d8 at 9th level, 4d10 at 14th level.

Fourth Form: Rising Dust Storm[edit]

  • Requires Demon Slayer Level 6

The Slayer releases 3 slashes above them, each dealing 2d12 Slashing Damage and if you have used this while bellow your opponent, the damage will be doubled. The damage of the slashes increases to 3d8 at 9th level, and 4d6 at 14th level.

Fifth Form: Cold Mountain Wind[edit]

  • Requires Demon Slayer Level 6

The Slayer creates one giant arched slash that increase in size from above their target, you must make a jump or be falling for this technique to work. All creatures in a 15ft area bellow you must make a Dexterity saving throw, on a sucess they take half damage, on a failure they take your full slash. Your slash deals 3d10 Slashing Damage, but for every 5ft it travels towards your opponent it's damage increases by 1d10.

Sixth Form: Black Wind Mountain Mist[edit]

  • Requires Demon Slayer Level 9

The Slayer rotates their body in an uppercut movement, creating an arcing slash in 5ft. This singular slash deals your regular nichirin damage, but it will also deal xd8 Force Damage, with X being half your demon slayer level.

Seventh Form: Gale, Sudden Gusts[edit]

  • Requires Demon Slayer Level 9

The user leaps into the air while swinging their blade which generates gale-force winds that make everyone 15ft by 15 make a Dexterity saving throw, on a sucess they take half the damage and are not knocked prone, on a failure they take 5d10 Slashing Force damage and are knocked prone.

At 14th level, this skill will now deal 6d12 Slashing Force Damage.

Eighth Form: Primary Gale Slash[edit]

  • Requires Demon Slayer Level 14

The Slayer leaps into the air and swings their blade which generates circular torrents of wind in 5ft around you for 1d2 turns, while the torrents of wind are there they deal 4d10 Slashing Damage, and will reduce every damage you receive while they are active. If you use this after an nichirin attack the damage is doubled.

Ninth Form: Idaten Typhoon[edit]

  • Requires Demon Slayer Level 14

The user backflips into the air and while upside-down, unleashes a powerful gust of circular wind that slashes apart anything below, dealing 4d10 Slashing Damage per 5ft the slash was sent down, which makes all creature in a 30ft area bellow you make a Dexterity saving throw, on a failure they take the full damage + your nichirin damage, on a sucess they take half damage.

Mist Breathing[edit]

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. Most, if not all, known techniques and forms involve swift strikes and movements performed in a unique pattern that obscures the opponent's senses and surroundings as if the battlefield were enveloped in mist.Using a form decreases your current breathing by 6s. After performing six different forms, the swordsman regains hit points equal to your demon slayer level + your Constitution modifier. You have advantage on stealth checks and gain proficiency on the skill.

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

First Form: Low Clouds, Distant Haze[edit]

The slayer unleashes a powerful thrust attack 15ft in front of them, dealing 1d12 Damage. For every 5 ft you travel you may add 1d4 Bludgeoning Damage.

Second Form: Eight-Layered Mist[edit]

The Slayer unleashes eight forward slashes with each one on top of the other in extremely quick succession 10 ft in front of them. Each slash deals 1d6 Slashing Damage, at 6th level they deal 1d8, 1d10 at 9th and 1d12 at 14th level.

At 6th Demon Slayer Level, you may use this form as a bonus action to a nichirin attack.

Third Form: Scattering Mist Splash[edit]

The Slayer releases a powerful circular slash in front of them that can be used to blow away projectiles. You may use this as a reaction reducing the damage by 1d10 in 15 ft.The amount of damage reduction increases by 1d10 in the 8th, 11th, 14th, 17th, and 20th level.

At the 6th Demon Slayer Level, you may use this form as an attack dealing 3d8 Bludgeoning Damage.

Fourth Form: Shifting Flow Slash[edit]

The Slayer quickly dashes towards their enemy at blinding speeds and delivers a quick slash from beneath them, dealing 3d6 Bludgeoning Damage. This attack has 15 ft of range, and if you used the attack while unsheating the sword, your damage is doubled.

Fifth Form: Sea of Clouds and Haze[edit]

  • Requires Demon Slayer Level 6

The Slayer dashes forward at high speed and unleashes 5 slashes that covers 15 ft while obscuring their movements. Each slash deals 2d6 Slashing Damage, and you may roll sneak so this form counts as an opportunity attack.

Sixth Form: Lunar Dispersing Mist[edit]

  • Requires Demon Slayer Level 9

The slayer backflips into the air while upside down and delivers 12 ranged slashes downwards, each dealing 1d4 Slashing Damage having 20foot of range.

At 14th Slayer level, you may increase the damage of the slashes to 1d6.

Seventh Form: Obscuring Clouds[edit]

  • Requires 14th Demon Slayer level

The Slayer drastically changes the tempo of their movement to disorient their enemy, which seemingly takes the form of clouds of mist enveloping an area of 30 foot. For 1 turn, you will have advantage on hitting enemies and enemies will have disadvantage hitting you while in the mist. You gain +10 movement speed and all your slashing damage is doubled, after 1 turn of this feature your breathing ends.

Moon Breathing[edit]

Moon Breathing is a Breathing Style derived from the Sun Breathing. Its focus is on letting your emotions run loose. Very differently from other styles, you don't need any composure or balance with yourself, just let everything you feel destroy your enemy. It's rumored that only one person is able to use it. Using a form decreases your current breathing by 6s. After performing three different forms, the swordsman regains hit points equal to your demon slayer level + your Constitution modifier + your Wisdom modifier. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

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

First Form: Dark Moon - Evening Palace[edit]

The swordsman quickly draws his sword and slashes swiftly in a singular horizontal motion in a crescent shape, dealing 2d12 radiant damage within 5 feet in front of him and creating numerous chaotic crescent blades, if using Blood Demon Art. The total amount of damage is doubled, if the sword was drawn from the sheath while performing this technique.

Second Form: Pearl Flowers - Moongazing[edit]

As a reaction, the swordsman performs several crescent-shaped slashes that defend him from incoming attacks, reducing damage by 1D12 and creating a barrage of crescent blades around him, if using Blood Demon Art. The amount of damage reduction increases by 1d12 in the 5th, 8th, 11th, 14th, 17th, and 20th level.

Third Form: Loathsome Moon - Chains[edit]

The swordsman swings his sword rapidly in two gigantic crescent slashes, from which a storm of smaller crescents spread, dealing 3d12 radiant damage on a failed Dexterity Saving Throw in a 10-foot radius and creating numerous chaotic crescent blades, if using Blood Demon Art. This technique has 60 feet range and 300 feet during the night.

Fourth Form: Full Moon[edit]

The swordsman attacks with all his rage and strength with a concentrated slash against a creature. Immediately after a successful hit, you can use a bonus action to deal an extra 1d6 radiant damage to the creature and create various chaotic crescent blades, if using Blood Demon Art. The amount of extra damage increases by 1d6 in the 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level.

Fifth Form: Moon Spirit Calamity[edit]

  • Requires Demon Slayer Level 6

The swordsman makes 6 curved slashes layered over one another, creating a rising vortex of sword slashes and crescent moon blades each dealing 1D12 radiant damage on a failed Dexterity Saving Throw in a 30-foot cone and creating several chaotic crescent blades.

Sixth Form: Perpetual Night, Lonely Moon - Incessant[edit]

  • Requires Demon Slayer Level 6

The swordsman releases a wild barrage of crescent-shaped slashes dealing 2D12 radiant damage on a failed Dexterity Saving Throw, forming a line 80 feet long and 15 feet wide, while creating several chaotic crescent blades, if using blood demon art. Your current breathing ends.

Seventh Form: Mirror of Misfortune - Moonlit[edit]

  • Requires Demon Slayer Level 6

The swordsman swings the gigantic version of his sword in a powerful frontal crescent-shaped slash that creates five powerful multi-directional long-ranged slashes each dealing 2d12 radiant damage on a failed Dexterity Saving Throw, shooting them in each direction, except behind. Each has a reach of 20 feet and creates numerous chaotic crescent blades, if using Blood Demon Art. You never have disadvantage on this form. Requires a gigantic Nichirin Sword.

Eighth Form: Moon-Dragon Ringtail[edit]

  • Requires Demon Slayer Level 6

The swordsman uses the gigantic version of his sword and creates a singular gigantic crescent-shaped slash that strikes everything within a 20-foot radius in front of you, dealing 4d12 radiant damage on a failed Dexterity Saving Throw, while creating dozens of crescent moon blades in its second half, if using Blood Demon Art. The amount of damage is halved on each target that's within 10 feet. Your current breathing ends. Requires a gigantic Nichirin Sword.

Ninth Form: Waning Moonswaths[edit]

  • Requires Demon Slayer Level 9

The swordsman creates a stream of long-ranged crescent-shaped vertical and horizontal slashes along with numerous crescent moon blades with the gigantic version of his sword dealing 2d12 radiant damage on a failed Dexterity Saving Throw to a target within 10 feet and each target in your direction, that's not within 30 feet and a maximum of 120 feet, creating dozens of crescent moon blades, while performing Blood Demon Art. Requires a gigantic Nichirin Sword.

Tenth Form: Drilling Slashes - Moon Through Bamboo Leaves[edit]

  • Requires Demon Slayer Level 9

The swordsman creates a long-ranged triple-layered slash twister full of crescent moon blades with the gigantic version of his sword. As an action, you may use all your extra attacks in a single one and create numerous of crescent moon blades if using Blood Demon Art. After using this form, for the rest of the turn, you are considered as if you had +4 to your stance modifier. This triple-layered slash twister deals 3D12 radiant damage per attack. Your current breathing ends.

Eleventh Form: Endless Darkness[edit]

  • Requires Demon Slayer Level 9

The swordsman enters a state where only his dark emotions are able to be free. On Your Turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor:

  • Advantage on Strength checks and Strength saving throws.
  • When you use a form or make a melee weapon attack, you gain a +3 bonus to the damage. This bonus increases by +1 at 10th, 14th, and 18th level.
  • Resistance to bludgeoning, piercing, and slashing damage.

Your rage lasts until the end of your breathing. It ends early if you are knocked unconscious or if your breathing ends. You can also end your rage as a bonus action. Once you have raged the maximum number of times, you must finish a long rest before you can rage again. You may rage a number of times equal to your proficiency bonus.

Twelfth Form: Perpetual Night[edit]

  • Requires Demon Slayer Level 9

The swordsman releases a wild storm of slashes in multiple directions, against any number of creatures within 20 feet causing 1D12 radiant damage to each and creating numerous crescent moon blades, if using Blood Demon Art.

Thirteenth Form: New Moon - Nightmare Palace[edit]

  • Requires Demon Slayer Level 14

A continuous attack that increases in power with each hit and form so far, creating a strong wave of attacks. You may initiate this technique and strike a target for 1s12 damage and create dozens of crescent moon blades each time, while performing Blood Demon Art, repeating this process until you miss. Every consecutive hit deals an extra 1D6 damage for each different form used so far. When this form finishes, your current breathing ends.

Fourteenth Form: Catastrophe - Tenman Crescent Moon[edit]

  • Requires Demon Slayer Level 14

The swordsman uses the gigantic version of his sword and creates a chaotic vortex of powerful extremely long-ranged omni-directional slashes that destroys whatever is caught up within its attack radius, causing 5D12 radiant damage to each target in one diraction capped at 180 feet and creating numerous of crescent moon blades if using Blood Demon Art. Requires a gigantic Nichirin Sword.

Fifteenth Form: Bloody Moon - Dystopia Palace[edit]

  • Requires Demon Slayer Level 14

The swordman uses the gigantic version of his sword to generate a wave of uncontrolled destruction, cutting everything that is in front of you with a range of 30 feet, while creating numerous crescent moon blades, if using Blood Demon Art. All creatures within range must attempt a DC 20 + your proficiency bonus Dexterity saving throw. On a failure, they take 6d12 radiant damage. At the end of the turn, your current breathing ends. Requires a gigantic Nichirin Sword.

Sixteenth Form: Moonbow - Half Moon[edit]

  • Requires Demon Slayer Level 14

The swordman creates a barrage of downward crescent slashes from an extremely long and wide range, resulting in a powerful six-fold slash crashing down on his opponents; the attack itself is powerful enough to create several miniature craters where the slashes have landed. Each creature within 60 feet must succeed on a DC 18 + your proficiency bonus + Dexterity saving throw and you create numerous of crescent moon blades if using Blood Demon Art around each target. On a failure, they take 8d12 radiant damage. At the end of the turn, your current breathing ends. You must finish a long rest before you can use this form again.

Insect Breathing[edit]

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. Most, if not all, known techniques and forms include stabbing, thrusting, and making shallow cuts with a specially coated/made sword to inflict multiple wounds onto the intended target in order to inject various lethal poisons into them. Users of Insect Breathing also visualize themselves seemingly manifesting insects (mainly butterflies) when unleashing its techniques. Insect Breathing is the only Breathing Style that does not have numbered forms, but instead are called dances.After performing six different forms, the swordsman regains hit points equal to your demon slayer level + your Constitution modifier.

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

Butterfly Dance: Caprice[edit]

(Standard Action + Full Movement) The user leaps into the air and charges towards the opponent and stings them multiple times with their blade to inject poison. Target must be within 30ft. The user leaps and makes 3 attacks from an aerial position, this dance inflicts half weapon damage and causes 1d4 poison damage on a failed constitution save (DC 8 + Int mod + Proficiency Bonus) for every successful strike. This dance expends a single Breath point.

Caprice can be used with increased potency.

By expending an additional Breath point, the user can add an additional two strikes to the dance.

Dance of the Bee Sting: True Flutter[edit]

(Standard Action + Full movement) The user dashes at their target at blinding speeds and uses the momentum of their speed to then strengthen a single thrust into their opponent and inject poison into them. Target must be in line of sight and within 30ft. This strike cannot be avoided or blocked, instead a constitution check must be passed DC (10 + Int Mod), on a failed save the target takes 2d6 poison damage. This dance costs two breath points.

True Flutter can be used with increased potency.

By expending an additional Breath point, the user can add an additional 1d6 poison to the dance.

Dance of the Butterfly: Compound Eye Hexagon[edit]

(Standard Action) A six strike attack with which the user aims to strike and inject their target with multiple doses of poison at the target's weak spots (such as the neck, heart, torso, etc.) in order to kill them with a large dose of poison. Target must be within melee range. On a failed Dexterity saving throw DC (10 + Dex Mod), the target is poisoned (A poisoned creature has disadvantage on Attack rolls and Ability Checks) and takes 3d6 poison damage over the course of 4 rounds. This dance costs three breath points.

Compound Eye Hexagon can be used with increased potency.

By expending an additional Breath point, the user can add an additional 1d6 poison to the dance.

Dance of the Centipede: Thousand-Legged Zigzag[edit]

(Standard Action) An attack with which the user uses their full speed to run a zigzag pattern that confuses their opponent in order to create an opening for them to directly stab their opponent's neck and inject poison to kill them, with the stab's force and power being further enhanced by the momentum of their speed. Upon activation the user is given an additional 20ft movement for the round. This attack scales off of movement speed, for every 10ft traveled in the current round this attack gains an additional 1d8 poison damage. To deliver this attack the user must arrive in melee range, the attack is made as a normal attack roll with enhanced damage and applies Weapon Coating. This dance expends 6 breathing points.

Hundred-Legged Zigzag cannot be used with increased potency.

Serpent Breathing[edit]

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. Most, if not all, known techniques and forms focuses on twisting and bending the sword like how a serpent slithers, the attacks are not direct and constantly meander which can ultimately strike anywhere. Users of Serpent Breathing also visualize themselves seemingly manifesting white serpents that accompany them when unleashing its techniques. As you learn to emulate the movements of the serpent, stealth and acrobatics alike become normal to you granting the serpent breather expertise in both skills, making feats of acrobatics and stealth easy for one who follows the path of the serpent.

Breathing save DC = 8 + Your Proficiency modifier + your Stance modifier

First Form: Rotating Slither[edit]

The user swiftly rotates around their target, slithering around either side of them to attack them from behind, this attack is a normal weapon attack however it has advantage and if it manages to land, then the user becomes unable to take attacks of opportunity for the remainder of their turn. Using this form expends the serpent breather’s main action, as well as one breathing point.

Second Form: Ensnaring Venom Slash[edit]

The user makes one quick slash aimed at the chest or arms of a target, this slash is made as a normal attack roll and does normal weapon damage on hit, as well as an additional 1d6 poison damage on a failed constitution save. Additionally, if this save is failed the victim will be paralyzed for one turn. Using this form expends the serpent breather's main action, as well as one breathing point

Third Form: Viper Bites[edit]

The user thrusts forward with their blade three times dealing minimal damage, but affecting the victim with a poison that causes them to take an additional 1d4 damage from all melee attacks for the next 1d4 turns (multiple uses will refresh the number of turns if the rolled number is higher). Using this form expends the serpent breather’s bonus action, as well as two breathing points.

Fourth Form: Sundering Venom, Fang's Advance[edit]

The user begins to climb up an enemy within weapon range’s shoulder’s using their feet and weapon as hooks for leverage as they do so. Doing this requires a dc 15 acrobatics check from the serpent breather, and success allows them to slither across the entirety of their victim slashing their body up to four times before launching themselves up to 10ft away by leaping off of their victim's back. Each of these slashes is rolled as a normal attack that does half the damage, however after the first attack that lands. the creature being slashed’s AC will be reduced by 4 against the serpent breather. Using this form expends the serpent breather's main action, as well as two breathing points.

Fifth Form: Serpent's Constricting Hold[edit]

The user dashes into the melee range of an enemy up to 20ft away and attempts to climb up them, forcing a contested dexterity check, on a fail, the creature is unable to resist the user who is able to lock their head between their legs as they slither over the entire surface area of the creature's body, the creature can repeat this contested dexterity check for every turn it is grappled, and the serpent breather can attack the creature with advantage during this time, while attacks against the serpent breather have disadvantage during the duration of the grapple. Using this form expends the serpent breather's main action, half of their movement, as well as three breathing points.

Sixth Form: Twin-Fanged Slashes[edit]

The user leaps up to 30ft forward onto the chest of a nearby enemy before making two attacks across the length of their victim's body, these attacks both deal 3d6 slashing damage and are rolled as normal attacks. After the attack is done the user can leap off of the victim's body at whatever angle they'd like landing anywhere within 30ft of the creature. Using this form expends the serpent breather’s main action, all of their movement, as well as three breathing points.

Seventh Form: Swift Bite[edit]

The user lunges forward and strikes at an enemy extending their range by 5ft and dealing an additional 6d8 on their weapon attack. Using this form expends the serpent breather's main action, as well as four breathing points.

Eight Form: Poisoning Edge[edit]

The user disguises another strike under their weapon attack, however, this hidden slash is poisoned and is only made to graze the enemy, forcing them to make a constitution save against the poison whether the real slash landed or not. If the enemy fails this save they are poisoned for 1d5 rounds. This form can be used alongside another form as long as that form involves a normal weapon attack in some capacity, however, it can only be used after another attack that expends a main action is made. Using this form expends the serpent breather’s bonus action, as well as five breathing points.

Ninth Form: True Fang Heaven Breaker[edit]

The user dashes past an enemy within 65ft of them slithering in a zig-zag pattern as they go before dashing past their victim and launching a slash aimed at the neck as they do, utilizing the sheer power from the momentum they had just built up to deal massive damage. This attack forces the victim to make a dexterity saving throw to dodge, and if successful allows the victim to take half damage. The damage dealt by this slash is 10d6 slashing. Additionally, if this save is failed the victim is paralyzed for two turns. Using this form expends the serpent breather's main action, as well as seven breathing points.

Tenth Form: True Serpent's Speed, Ultimate Dodge[edit]

The serpent breather is truly in tune with their body, allowing them to fully manipulate their nimble frame and defend against attacks that have slipped through their defenses with high speed and high maneuverability. Once per turn, the serpent breather can halve the damage of any attack that lands against them.


Back to Main Page5e HomebrewCharacter OptionsSubclasses Fourth Form Evening Moon, Reversal, Eleventh Form 'Eclipse - Augmenting Moon', Twelfth Form 'Continuous Moonphase', Thirteen Form 'Full Moon, Moonlit', Fifteenth Form 'Solemn Peel, Distant Moon'

Home of user-generated,
homebrew pages!


Advertisements: