Base Class: Barbarian
You kill demons in order to either protect humanity, take the place from one of your ancestors or take revenge for a fallen friend, family member or friend. At one point in your life the killing of demons took an important place in it. You chose to become a demon slayer and now you train to complete the tasks that the higher ranks give you. The more tasks you complete the higher the trust in you and your abilities and the tasks will be harder and harder each time. As you spend more time as part of the demon slayer corps you learn more about breathing techniques, the twelve moons, the current Hashiras and their predecessors. After some time, you might even dream of becoming a Hashira yourself.
Your Breathing Style element is flames.
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Flame Breathing Technique
As part of the demon slayer corp you are someone that has been blessed with the ability to use the Breathing Techniques. In this case you are able to use the Flame Breathing Techniques. You can only use the Breathing Techniques while Total Concentration Breathing is active
At 3rd level you may use the first three Breathing Techniques; upon reaching 6th level you gain the next three Breathing techniques and upon reaching 10th level you gain the next three Breathing Techniques
First Form: Unknowing Fire (Ichi no kata: Shiranui): You dash forward using all of your movement speed*2 to move forward in a straight line, hitting one enemy in range dealing 1d4+STR fire damage additionally to the regular weapon damage. You score a critical hit on a 19 or 20. On a critical hit you deal the highest damage you can roll and deal an additional d4 fire damage. If an enemy you hit drops to 0 hit points you decapitate it.
This move becomes stronger and increases the value of the hit dice when you reach certain levels in this class. At 5th level the hit die becomes a d6; at 10th level it becomes a d8; at 14th level it becomes a d10 and at 20th level it becomes a d12
Second Form: Rising Scorching Sun (Ni no kata: Nobori En Ten): You release an arching upward sword slash. You deal 1d4+STR fire damage additionally to the regular weapon damage. On a hit the target must succeed on a STR saving throw (DC = 11+STR+athletics bonus). If it fails you can choose to push it 10ft away
This move becomes stronger and increases the value of the hit dice when you reach certain levels in this class. At 5th level the hit die becomes a d6; at 10th level it becomes a d8; at 14th level it becomes a d10 and at 20th level it becomes a d12
Third Form: Blazing Universe (San no kata: Kien Banshō): You swing your weapon downwards in an arch. You deal 1d4+STR fire damage additionally to the regular weapon damage. On a hit the target must succeed on a STR saving throw (DC = 11+STR+athletics bonus). If it fails you can choose to knock it prone
This move becomes stronger and increases the value of the hit dice when you reach certain levels in this class. At 5th level the hit die becomes a d6; at 10th level it becomes a d8; at 14th level it becomes a d10 and at 20th level it becomes a d12
Fourth Form: Blooming Flame Undulation (Shi no kata: Sei En no Uneri): You swing your blade in a circular motion that can defend you from incoming attacks or decapitate multiple enemies at once. First possible use (defensive): You create a solid flame-shield protecting you from the front from attacks and giving you +3 AC for 1 round (Does not count as Attack Action). Second possible use (offensive): You spin quickly and draw a full circle attacking every creature in a range of 5ft dealing 1d4+STR fire damage additionally to the regular weapon damage. You can use your extra attacks for an additional spinning attack. If a creature dodges one your attacks it automatically dodges the following spinning attacks. After the first hit you attack with advantage against each creature you attack again using your Extra Attack
This move becomes stronger and increases the value of the hit dice when you reach certain levels in this class. At 5th level the hit die becomes a d6; at 10th level it becomes a d8; at 14th level it becomes a d10 and at 20th level it becomes a d12
Fifth Form: Flame Tiger (Go no kata: Enko): You perform a series of powerful sword slashes that seemingly takes the form of a flaming tiger. You shoot the Tiger at an enemy in a radius of 60ft dealing 3d4+STR fire damage in a 5ft radius
This move becomes stronger and increases the value of the hit dice when you reach certain levels in this class. At 5th level the hit die becomes a d6; at 10th level it becomes a d8; at 14th level it becomes a d10 and at 20th level it becomes a d12
Sixth Form: Sunset at Horizon (Roku no kata: Chiheisen ni shizumu yūhi): You empathize with your enemy while decapitating it and grant it a painless, even beautiful death seeing a setting sun at horizon and the creature feels the warmth of the sun a last time or at least thinks that it does. If the creature does not want to actually die it must succeed on a WIS saving throw (DC= 11+WIS) or die instantly, but without pain as described above. If the creature embraces its death, it automatically fails at and instantly dies regardless of the amount of its hit points. You can only kill it instantly if it got 10% of its max hit points
The percentage increases by 5% as you reach 14th level
Seventh Form: Heal Wounds (Shichi no kata: Kizu o iyasu): You focus on your breath to close minor wounds or remove other minor inconveniences. You use this to either heal yourself by 4d8+CON or remove 1 condition you suffer from (only 1 level of exhaustion) if you roll at least a 16 on a d20 roll
This move becomes more effective and increases the value of the regeneration dice when you reach certain levels in this class. At 14th level it becomes a d10 and at 20th level it becomes a d12 and you may add your proficiency bonus to the result
Eight Form: Heart Ablaze (Hachi no kata: Shinzō no honō): You set your heart ablaze and inspire your allies. You radiate a hot aura with a 15ft radius. Every friendly creature becomes immune to the frightened condition for the duration (up to 1 minute). Additionally, all allies in range deal an additional 1d8 fire damage on melee attacks
The radius increases to 30ft at reaching 14th level
Ninth Form: Purgatory (Kyuu no kata: Rengoku): A devastating dashing slash that you initiate from a high stance, the technique has enough power to carve a deep impression that burns the ground where it is unleashed. This technique seemingly takes the form of a fiery Japanese dragon that envelopes you while charging towards the target. You must use an Action to take a special stance and focus your power, on your next turn you may use the Attack Action to attack. If you get hit between these rounds your focus disappears and is wasted. If you do not get hit during this time period you can attack as usual. You move up to three times your walking speed, engulfed in flames and deal 8d8+DEX+STR fire damage additionally to the regular weapon damage
Total Concentration Breathing
When you choose this archetype at 3rd level, you gain access to Total Concentration Breathing.
Total Concentration Breathing (の Zen Shūchū no Kokyū), an advanced application of Breathing, is a state where a Breathing Style user inhales the maximum amount of oxygen within a specific breath pattern to raise their physical and mental prowess to their utmost limits. It is often used by Demon Slayers for a brief moment to temporarily boost their combat capabilities to prepare a decisive attack.
As a bonus action, a Demon Slayer can use the Total Concentration Breathing feature. Whilst maintaining concentration, a Demon Slayer gains the following benefits for up to 1 minute.
- Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
- Immediately after you take the Attack action on your turn, you can make an additional attack as a bonus action.
- You gain a number of temporary hit points equal to your level + your Constitution modifier (minimum of 5) for the duration of your breathing.
- You can use 1 action to further concentrate on your breathing to gain resistance against poison damage until the beginning of your next turn
- You gain advantage on Wisdom perception and Dexterity acrobatics checks.
- If you fall unconscious whilst using Total Concentration Breathing, you can use your reaction to make your concentration check with disadvantage. On a success, you remain conscious, but prone, with 1 hit point.
- If you're being hit with an attack that deals more damage than a fourth of your max hit points you must succeed on a CON saving throw (DC = 10+ Enemies STR). If you fail your Total Concentration Breathing ends prematurely. You will also have to succeed on another CON saving throw to see if you're able to attack on your next turn (DC = 10 + Enemies STR - your CON). May only occur once in a row
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Total Concetration Breathing: Constant
- Your speed increases by 10 feet while you are not wearing medium or heavy armor or wielding a shield.
- Immediately after you take the Attack action on your turn, you can make an additional attack as a bonus action.
- You gain a number of temporary hit points equal to your level + your Constitution modifier (minimum of 5)
- You can use 1 action to further concentrate on your breathing to gain resistance against poison damage until the beginning of your next turn
- You gain advantage on Wisdom perception and Dexterity acrobatics checks. If you're already proficient in any of these skills you gain Expertise
- If you fall unconscious, you can use your reaction to make a concentration check with disadvantage. On a success, you remain conscious, with 1 hit point, but your speed is 0 until you get healed for at least 10 hit points
- If you're being hit with an attack that deals more damage than a fourth of your max hit points you must succeed on a CON saving throw (DC = 10+ Enemies STR). If you fail your Total Concentration Breathing is being interrupted for 1 minute or until you succeed on a CON saving throw (DC = 10 + Enemies STR - your CON). You will also have to succeed on another CON saving throw to see if you're able to attack on your next turn (DC = 10 + Enemies STR - your CON). May only occur once in a row.
Fiery Retaliation
Starting at 14th 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. The damage type of this attack is fire damage, it ignores resistances and deals half damage to creatures immune to fire damage