Base Class: Fighter
You have trained yourself to breathe in a particular rhythm allowing you to weaponize your breath in swordsmanship techniques known as breath styles. These breath styles manipulate the user's innate magical abilities to imbue their weapon with a specific element.
Breath Style
At third level, you can choose one of the following elements: Fire, Water, Cold, Lightning, Sound, Acid, and Poison. This element will be used to determine the damage type your breathing die adds onto your attack.
Breath of Acid
Your breathing manipulates magic in the form of a greenish radiation that the user can weaponize when fighting with a weapon. Whenever you use a Breathing die, the extra damage will be ACID damage.
Breath of Fire
Your breathing manipulates magic in the form of flames that the user can weaponize when fighting with a weapon. Whenever you use a Breathing die, the extra damage will be FIRE damage.
Breath of Ice
Your breathing manipulates magic in the form of ice that the user can weaponize when fighting with a weapon. Whenever you use a Breathing die, the extra damage will be COLD damage.
Breath of Lightning
Your breathing manipulates magic in the form of lightning that the user can weaponize when fighting with a weapon. Whenever you use a Breathing die, the extra damage will be LIGHTNING damage.
Breath of Poison
Your breathing manipulates magic in the form of a poisonous purple mist or a liquid poison that the user can weaponize when fighting with a weapon. Whenever you use a Breathing die, the extra damage will be POISON damage.
Breath of Sound
Your breathing manipulates magic in the form of sound waves that the user can weaponize when fighting with a weapon. Whenever you use a Breathing die, the extra damage will be THUNDER damage.
Breath of Water
Your breathing manipulates magic in the form of water that the user can weaponize when fighting with a weapon. Whenever you use a Breathing die, the extra damage will be FORCE damage.
Breath Maneuvers
When you choose this archetype at 3rd level, you learn breathing techniques that are fueled by special dice called breathing dice.
Breath Maneuvers. You learn three breath maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Breathing Dice. You have four breathing dice, which are d8s. A breathing die is expended when you use it. You regain all of your expended breathing dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Breath Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier
Breath of Acid: Dissolving Strike
A nuclear ray bursts out of your weapon and melts the defenses of your opponent. Make a weapon attack roll, on a hit use one of your breathing die and apply it as ACID damage. On a hit, the opponent has to make a CON saving throw using your breath maneuver DC, on a failure, the target’s AC is reduced by 2 points up to a maximum of 4.
Breath of Acid: Nuclear Ray
A nuclear ray bursts out of your weapon. Make a weapon attack roll with a range of 60ft, on a hit use one of your breathing die and apply it as ACID damage. On a hit, the opponent has to make a DEX saving throw using your breath maneuver DC, on a failure, the target takes an extra 2d8 acid damage.
Breath of Fire: Flame Binding
The user slashes with his weapon horizontally, evoking flames that begin to swirl around the opponent. The user makes a weapon attack roll, and if it hits, add a breathing die to the damage using the corresponding breath style's damage type. On a hit, the opponent must make a CON saving throw, on a failure the target takes 2d6 FIRE damage and is restrained until the end of the user's next turn.
Breath of Fire: Rising Sun
You swing your weapon upwards, producing massive flames that erupt from your blade, creating a wheel of flames. Make a weapon attack, and on a hit roll a breathing die and add it to the damage. On a hit, the target makes a DEX saving throw using your breath maneuver DC, on a failure, the target takes an extra 2d8 FIRE damage and is blinded until the user's next turn. This can only be used once per round.
Breath of Ice: Freeze
Your blade turns icy cold and can freeze opponents with its touch. Make a weapon attack roll, on a hit use one breathing die and add it as COLD damage. On a hit, your opponent must make a CON saving throw using your breath maneuver DC, on a failure the targets movement speed becomes 0 until the next round. On a success, the target loses half of its movement speed.
Breath of Lightning: Flash
Lightning envelops your blade and your body bolstering your speed to incredible levels. Using one of your breathing die, You teleport yourself to an unoccupied space you can see next to an opponent within 90ft. Immediately after you appear make a weapon attack and add the breathing die as LIGHTNING damage. Once you appear, lightning erupts from your blade, and you make a sweeping weapon attack. On a hit, each creature within 10 feet of the space you enter must make a Constitution saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. The thunder resulting from the movement can be heard from up to 1 mile away.
- can only be used once per round
Breath of Lightning: Parahax
The user strikes with a condensed lightning charged blade aimed to shock their opponents nervous system. Make a weapon attack, on a hit, use a breathing die and add it as LIGHTNING damage. On a hit, the target must make a WIS saving throw using your breath maneuver DC or be paralyzed until the user’s next turn. This can only be used once per round. This can only be used as the last attack on the user’s turn.
Breath of Poison: Poison Sting
Make a weapon attack, and on a hit use one breathing die and apply it as POISON damage. On a hit the target takes an additional 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
Breath of Sound: Shatter
A sudden loud ringing noise, painfully intense, erupts from your blade. Make a weapon attack, on a hit add a breathing die and apply it as THUNDER damage. On a hit, each creature in a 10-foot-radius Sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, Crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
This can only be used once per turn
Breath of Water: Razor Stream
An extremely sharp stream of water erupts from the blade of your weapon. When you make an attack roll, on a hit spend one of the breathing die and add it using FORCE as its damage type. If the breathing die lands on a 4 or higher, the attack crits. This attack can only be used once per turn.
Breath of Water: Whitewater Rapids
Powerful water erupts from your weapon when you make an attack roll, on a hit spend one of the breathing die and add it using FORCE as its damage type. On a hit, the target must make a strength saving throw using your breathing maneuver DC, on a failure the target takes an extra 2d6 force damage and is pushed 15ft away.
Counter Slash
When a creature misses you with a melee attack, you can use your reaction and expend one breathing die to make a melee weapon attack against the creature. If you hit, you add the breathing die to the attack's damage roll with your breathing element as its damage type.
Elemental Crash
You jump and thrust downwards with your weapon using your element to crash down onto an opponent. When you make a weapon attack roll and use this maneuver, roll a breathing dice and add it to the damage with the damage type accompanying your breath style. If the opponent is large or smaller, it must make a strength saving throw with your breath maneuver DC or be knocked Prone.
Elemental Push
When you hit a creature with a weapon attack, you can expend one breathing die to attempt to drive the target back. You add the breathing die to the attack's damage roll (with the damage type accompanying your breath style), and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Forward Thrust
You lunge forward with your weapon to stab an opponent. When you make a melee weapon attack on your turn, you can expend one breathing die to increase your reach for that attack by 5 feet. If you hit, you add the breathing die to the attack's damage roll in your breath style's damage type.
Somersault Wheel
Using your weapon you somersault slashing in a wheel-like pattern. You slash past an opponent and move 15 ft in that direction without incurring an opportunity of attack. Roll a breathing die, add the elemental damage to your weapon attack.
- This attack uses 15 ft of your turn's movement.
Sweeping Slash
When you make a weapon attack roll and choose this maneuver, you can attack all opponents within 5 ft of you. Roll a breathing die and add that damage with your breath style's corresponding damage type to the weapon attack.
- This maneuver can only be used once per turn.
Ward Attack
When another creature damages you with a melee attack, you can use your reaction and expend one breathing die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Analyze the Opponent
At 7th level you become proficient at analyzing the strengths and weaknesses of your opponent. When engaging in combat with an enemy, land 4 attacks to learn one of the target’s attributes from the following list: strength, dexterity, constitution, wisdom, charisma, armor class, movement speed.
Improved Breath Maneuvers
At 10th level, your breathing dice turn into d10s. At 18th level, they turn into d12s.
Pillar
Starting at 15th level, when you roll initiative and have no breathing dice remaining, you regain 1 breathing die
Pillar Breath Maneuvers
At 18th level, your breathing dice turn into d12s
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