Fighter
Base Class: Fighter

"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. 

 A demon slayer exists to kill demons who hunt and eat people for their own survival. Ultimately they exist in the hopes to kill the progenitor of demons. Muzan kibutsuji.  They have strict rules an a caste system similar to a military. 

Total Concentration Breathing

At 7th 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.

 

Breathing type

At 3rd level you have trained in a breathing type. Some forms in a breathing style have level requirements which will be stated. Choose from

 

All of the forms from a breathing style are done as a bonus action unless otherwise stated

Water Breathing

Flame Breathing

Thunder Breathing

Beast Breathing

Sound Breathing

Mist Breathing

Or Ice Breathing

 


 

 

Water breathing

 First form-Water Surface Slash:  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 1d4 in the 6th, 11th, 14th, 17th and 20th level.

Second form-Water wheel:  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 11th, 14th, 17th and 20th level.

Third form-Flowing dance:  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 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. (You may only do this once per long rest) (Requires level 5)

Fourth form-Striking tide: the swordsman makes consecutive fast slashes while twisting their body in a flowing fashion similar to a tide. As a bonus action, you may Take two attack actions using all attacks possible against a single target (Requires level 8)

Fifth form-Turbulent: An improved forth form. You may grant yourself advantage to every attack. (You may only use this once per long rest) (Requires level 12)

Sixth form-Whirlpool: The user fiercely twists their upper and lower body, creating a whirlpool of air that cuts anything caught in it. Anyone within a 5 foot radius of the user must make a dexterity saving throw or take 1d6+dexterity modifier of slashing damage as well as being pushed back 15 feet. On a success half damage and only 5 feet of pushback

Seventh form-Drop ripple thrust: The user performs a fast and accurate stab, capable of reducing the impact of a moving target. You may make an attack roll against a moving creature or object and with a hit you deal 1d4 damage and reduce its movement speed by half.

Eighth form-Waterfall Basin: 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 2d10 + your Wisdom modifier slashing damage. On a success, the creature takes half as much damage. (Requires level 10)

Ninth form-Splashing water flow, Turbulent: The user changes their footwork in a way that minimizes the landing time and surface needed when landing, allowing the user to move without limits. Ideal when fighting in a place with no solid foothold. When you use this form difficult terrain does not effect you. (Can only do this a number of times equal to your wisdom modifier per long rest) 

Tenth form-Constant Flux:  the swordsman spins like a writhing dragon, gaining more force on their strikes with each rotation. you move up to 20 ft. and make an attack against a creature in your range at advantage. You can repeat this process until you miss regardless of total movement speed used, and you may only attack each creature once. Every consecutive hit deals an additional 1d12 damage. (Requires level 17)


Flame Breathing

First form-Unknowing fire: The Swordsman charges towards their opponent at high speeds and aims to decapitate them in one slash. You may make an attack at disadvantage. If you hit you deal 4d12+wisdom modifier fire damage. (You may do this once per long rest)

Second form-Rising scorching sun:  The swordsman releases an arching sword slash upwards. You may make an attack. On a hit you deal 1d12 + wisdom modifier fire damage

Third form-Blazing universe: The Swordsman swings their blade downwards in an arc. You may make an attack. on a hit you deal 1d6+ Wisdom modifier damage and knock your opponent prone

Fourth form-Blooming flame undulation: The user swings their blade in a circular motion that can defend them from incoming attacks. Enemies have disadvantage to hit you with ranged weapons (Requires level 5)

Fifth form-Flame tiger: The user performs a series of powerful sword slashes that seemingly takes the form of a flaming tiger. You may make up too four attacks against a single opponent. On a hit you deal  1d12 + wisdom modifier fire damage. (Requires level 8)

Sixth form- Fire that pierces the sky:  The swordsman bends down slightly and jumps, turning his sword in an upward motion he performs an upward attack that can reach the sky. You may jump upwards of thirty feet in the air and make one attack against a single target. On a hit you Deal  2d12 + wisdom modifier fire damage. (Requires level 10)

Seventh Form-Blaze release: The swordsman is enveloped in flames, takes off and advances on the opponent, then delivers a side blow that discharges those flames on it, charring it. You gain the effect of a dash action. And if you move at least your movement speed and hit with an attack you deal an additional 2d6+Wisdom modifier fire damage' (requires level 12)

Eight form-Underworld eruption: The swordsman stabs their Nichirin Blade into the ground which burns the terrain itself and causes fire to erupt out of the ground. You may stab the ground and send cause fire to erupt around an area of 30 feet. Anyone in the area must make a dexterity saving throw or take 5d12 fire damage (You may only do this once per long rest) (Requires level 17)


 

Thunder breathing

First form-Thunderclap and flash:  The swordsman can use a dash action to move forward and slash at their opponent with incredible speed. Immediately after a successful hit with a melee weapon attack you deal an additional 1d6 + Dexterity modifier lightning damage to the target. This damage increases to 1d8 at 11th, 1d10 at 14th, 1d12 at 17th, and 2d12 at 20th level

You may choose to forgo learning the rest of the thunder breathing forms to perfect the first form. Doing so allows you to learn the very powerful thunderclap and flash-fold moves

(At 5th level you gain access to thunderclap and flash- threefold,  Allowing you to make three  attacks against one or multiple opponents in a single round.

At 9th level you gain access too thunderclap and flash-Sixfold, Allowing you to make six attacks against one or multiple opponents in a single round.

At 13th level you gain access to thunderclap and flash-Eightfold,  Allowing you to make eight attacks against one or multiple opponents in a single round.

At 17th level you you gain access to thunderclap and flash-godspeed,  Allowing you to make fifteen attacks against one or multiple opponents in a single round. You may only use godspeed twice per long rest without risk of damaging yourself)

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

Third form-Thunder swarm: as an action you can generate a spinning wave of lightning in all directions. All creatures in a 25 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. (You may only do this a number of times equal to your dexterity modifier per long rest) (Requires level 5)

Forth form-Distant thunder: The user slashes their sword and releases multiple ranged strikes towards a target. As an action, you may make Ranged weapon attack with a range of 30/80 on a hit you deal 1d6 thunder damage.

Fifth form-Heat lightning: as an action 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. (You may only do this once per long rest)

Sixth form-Rumble and flash: as an action or a reaction 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.


 

Beast breathing

You automatically learn the Two weapon fighting style with this breathing style

First fang-Pierce: The Swordsman stabs the target's neck with both blades. As an action you may make an attack. On a hit you deal 2d12+ strength modifier piercing damage

Second fang-Slice: The Swordsman unleashes a double slash with his two blades in an X-shaped cut. As an action you may make an attack against a single target. On a hit you deal 1d12+Strength modifier Slashing damage  

Third fang-Devour: The swordsman releases simultaneous horizontal slashes towards the target's throat. You may make up to three attacks and on a hit you deal 1d6+ Strength modifier Slashing damage

Forth fang-Slice 'n' dice: The Swordsman delivers multiple diagonal double slashes with both swords. You may make up to five attacks dealing 1d8 slashing damage on a hit (Requires level 8)

Fifth fang-Crazy cutting: The swordsman slices everything in all directions. Everyone within 10 feet must make a dexterity saving throw or take 1d12+Strength modifier Slashing damage  on a failed hit, or half as much on a successful one (Can only be done a number of times equal to strength modifier per long rest) (Requires level 5)

Sixth fang-Palisade bite: The swordsman releases simultaneous slashes with two swords from both directions. You may make an attack at advantage that deals 2d12 + strength modifier slashing damage on a hit (Can only be used a number of times equal to strength modifier per long rest) (Requires level 12)

Seventh fang- Spacial awareness:  The swordsman utilizes their sense of touch to identify the position of enemies and their weaknesses by feeling small disturbances in the air. When you use this ability you can sense where anyone is within 75 feet. This area increases to 100 feet at 7th level, 125 feet at 13th level, 175 feet at 16th level, 250 feet at 20th level. You may use an action to have the dm tell you one strength or weakness a number creature has equal to your level (Can only be used once per long rest) (Requires level 5)

Eight fang-Explosive rush:The swordsman charges towards their opponent at blinding speeds while swinging both their swords. Anyone in your path takes 1d6 slashing damage, However once you start moving you can't turn

Ninth fang-Extending bendy slash: The swordsman dislocates the joints of their arm to increase the range of their attack, and then unleashing a fast swinging forward strike. You must take 2d6 damage to use this fang. Once you do you have a reach of fifteen feet and can make an immediate attack against anyone within range

Tenth fang-Whirling fangs The Swordsman rapidly spins their swords in a circular motion, deflecting enemy attacks such as projectiles. You can reduce damage from a projectile attack by 1d8. If you reduce damage to 0 you block the attack (Can only do this a number of times equal to your strength modifier per long rest)


 

Sound breathing

You automatically learn the Two weapon fighting style with this breathing style 

First form-Roar:The the swordsman lifts their twin swords above their head and slams them down with great force creating an explosion to deal massive physical damage, causing a loud sound resembling thunder as a result. If you hit an enemy with this you deal 2d12+dexterity modifier thunder damage

Second form-Bang:The swordsman swings both of their blades horizontally outward in a cross slash manner, making a flash effect that can blind the target for a specific amount of time and it can also damage them as well. Using this you can blind a creature (See the blind/deaf condition) And make an attack dealing 1d6 thunder damage on a hit (Requires level 5)

Third form-Explosive sound: The Swordsman clashes their blades together, creating a stream of explosive sound down towards the enemy. Everyone in a 5 foot wide, 50 foot line must make a dexterity saving throw or take 2d6 thunder damage (Requires level 9)

Forth form-Constant resounding slashes: The user holds their swords apart and spins them rapidly causing blades of air to go out in all directions, creating massive explosions while defending themselves from attacks. Anyone within 20 feet of you must make a dexterity saving throw or take 8d6 thunder damage and be knocked 10 feet away. Half damage and no knockback if passed the save (You may only do this once per long rest) (Requires level 13)

Fifth form-String performance: The user holds one of their swords with a reverse grip and spins the other using the chain that connects them. This causes a massive blade of pure sound to spring out causing massive damage. You may make an attack with a reach of 15 feet. On a hit you deal 3d6+Dexterity thunder damage. The air wave deals an additional 1d6 damage if an opponent fails a dexterity save 


 

Mist breathing

First form-Low clouds, distant haze: The user unleashes a powerful thrust attack in front of them. Roll an attack. On a hit you deal 1d6+ Dexterity modifier piercing damage, And unleash a small amount of mist causing the opponent to have disadvantage to attacks until the end of their next turn

Second form- Eight layered mist: The user unleashes eight forward slashes with each one on top of the other in extremely quick succession. Anyone within five feet of you must make a dexterity saving throw or take 3d6+Dexterity modifier slashing damage. (You may do this a number of times equal to your dexterity modifier per long rest) (Requires level 5)

Third form- Scattering mist splash: The user releases a powerful circular slash in front of them that can be used to blow away projectiles. As a reaction to being attacked by a Ranged weapon you may use this form to eliminate all damage. (You may only do this once per long rest) (Requires level 9)

Fourth form-Shifting flow slash:  The user quickly unsheathes their sword and dashes towards their enemy at blinding speeds and delivers a quick slash from beneath them. You gain the benefits of the dash action but must use as much speed as possible to move towards an enemy. Then attack them. On a hit you deal 2d6 slashing damage (Requires level 9)

Fifth form-Sea of clouds and haze: The user dashes forward at high speed and unleashes a flurry of slashes that cover a wide area while obscuring their movements. . You gain the benefits of the dash action but must move towards an enemy or group of enemies stopping at least 15 feet away from them. Anyone within 30 feet of you must make a dexterity saving throw or take 3d6+dexterity modifier slashing damage. Enemies within 30 feet of you have disadvantage to hit you until the start of your next turn (You can only use this once per long rest) (Requires level 13)

Sixth form- Dispersing mist: The user backflips into the air while upside down and delivers countless ranged slashes downwards, capable of decimating dozens of targets at once. You jump 30 feet into the air and launch a barrage of Misty slashes towards the ground which impacts a 50 foot circle. Anyone in that circle must make a dexterity saving throw or take 10d6 bludgeoning damage. Alternatively you may make up to 5 attacks against a single or multiple opponents while in the air. Make an attack roll for each attack, on a hit the target takes 2d6 bludgeoning damage. (You may only do this once per long rest) (Requires level 17)


 

Ice Breathing

First Form: Icy Intercept: The swordsman Slashes out and launches an icicle at an opponent when they attack an ally to attempt to disrupt the opponent's attack. Make an attack roll. On a hit you deal 1d4+ dexterity modifier cold damage and stop the attack they were going to do

Second Form: Slippery Slope- the Swordsman is immediately able to move up to their movement speed without causing an attack of opportunity as they dance forward in a series of moves akin to slipping and falling. You gain the benefits of a dash action (Requires level 5)

Third form-Blizzard: The swordsman does a wide arc slash causing an almost snowlike powder of ice to slow ranged weapons in an arc around you. Roll 1d6. Every Ranged weapon attack that would enter within a fifteen foot arc reduces the damage by the rolled amount. The damage reduction increases to 2d6 at level 5, 3d6 at  9, 2d8 at 13, and 3d8 at 17

Fourth Form: Snow Drifts  - The swordsman makes multiple consecutive slashes while twisting their body in a flowing fashion similar to the way snow drifts curl up. Make upwards of three attacks against a single target or multiple within 5 feet of each other. On a hit you deal 1d8+ Dexterity cold damage

Fifth Form: CryoBlitz: The swordsman dashes forward up to their movement while flourishing their sword doing weapon damage to enemies upon arrival. Anyone within 15 feet of you on any direction must make a constitution saving throw or be stunned until the start of your next turn (Requires level 13)

Sixth Form: Winter's Wonder -The swordsman slowly raises their sword and waves it in the air mesmerizingly. An enemy must make a wisdom saving throw. On a failure the enemy becomes enthralled.  While an enemy is enthralled in the performance the user can make a single attack aiming for a gentle decapitation. Make and attack roll. On a hit you deal  3d8+Dexterity modifier cold damage 

Seventh Form: Freezing Wind, Piercing Cold  - The swordsman delivers a barrage of fast and accurate stabs. The fastest Ice Breathing technique. You may make up to five attacks against a single target at advantage. On a hit you deal 1d8+dexterity modifier cold damage. (You can only do this a number of times equal to your dexterity modifier per long rest) (Requires level 9)

Eighth Form: Compass snowflake - The swordsman makes three separate attack rolls as they swing their sword vertically diagonally and then horizontally. On a hit you deal 1d8+ dexterity modifier cold damage (Requires level 5)

Ninth form: Glacial crush - The Swordsman  swings their weapon attempting to use the flat of their blade to knock back the enemy a number of feet starting at 5 feet. An opponent must make a constitution save or be knocked back. (The knockback increases to 10 feet at level 5, 15 at 9, 20 at 13, and finally 30 at 17th level)

Tenth Form: Tundra Neptune -The swordsman performs a Risky form By Doing A circular defense attack with slashes appearing everywhere. This will deal a Offense plus defense attack thus , The swordsman will gain a resistance to strong offense blood demon arts which will make the user Immune to some attacks but this form will need focus. If the swordsman loses focus the defense will be gone but the slashes will still appear. While doing this attack you launch icicles at people. Anyone who is within 30 feet of you must make a dexterity saving throw or take 2d8+dexterity modifier cold damage. Furthermore, enemies have  disadvantage to hit you. If an opponent does hit you then you must save a concentration save or  the disadvantage goes away. You may choose a number of creatures and choose not to have them be attacked (Requires level 17)


 

Nichirin Blade

By level 3 you somehow come into connection with a nichirin blade either by finishing final selection and having one crafted for you or having one given too you by your master.

Nichirin Blades are highly effective at killing demons. Your blade does an additional 2 damage to undead and fiends, And when you kill them it destroys the soul as well as the body. Weapon attacks now count as magical for the purpose of overcoming magical resistance

Improved total concentration breathing

At 10th level you improve your total concentration breathing and gain these new benefits

While you have your breathing mode activated your movement speed increases by another 20 feet for a total of 30 extra feet of movement speed
You may add your full wisdom modifier to attack rolls while in Breathing mode
You may attack once more during your turn

Crimson red blade

At 15th level you can unlock the secret to getting a crimson red breathing which is the only way to stop a demons regeneration breathing other than wisteria poison.

As a bonus action you can turn your blade red for 1 minute. You gain a +3 to hit demons and a +3 to damage, Furthermore when you hit a demon they cant regenerate until the start of their next turn

Slayer mark

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

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