Base Class: Fighter
Sun breathing is a technique long lost to time, but is the progenitor of all other styles. This powerful breathing technique is known for making regeneration difficult for demons and for allowing those who use it to push past their limits.
This subclass aims to recreate the expirience of demon slying.
Sun breathing
3rd-level Sun Breathing Feature
When you hit a creature with a melee weapon attack, your weapon deals 1 fire or radiant (your choice) additional damage.
In addition, you have a number of Sun Breathing dies equal to your proficiency bonus. As a bonus action, you can spend one of your Sun Breathing dies to roll the die and take as much damage as the result of the roll plus your constitution modifier. This damage can't be reduced in any way. This allows you to lose one level of exhaustion. You can only use this ability to lose exhaustion you have obtained from Flame Dance and Fake Rainbow.
Your Sun Breathing die is 1d4 and increases when you gain levels in this class to 1d6 at 7th level, to 1d8 at 11th level and to 1d10 at 16th level. You regain any spent Sun Breathing dies at the end of a long rest.
Flame Dance
3rd-level Sun Breathing Feature
Whenever you take damage, you can use your reaction to gain a level of exhaustion and resistance to the triggering damage (except psychic). In addition, your next successful attack with a weapon before the end of your next turn deals a additional damage equal to one of your roll of your Sun Breathing die.
Determination
7th-level Sun Breathing Feature
Your resolve is only strengthened as your body grows weaker and your strength of will fortifies your strength of body. The first time you would gain the sixth level of exhaustion, you keep your level of exhaustion at 5. You can only use this ability if trigerred by levels of exhaustion gained from features Flame Dance and Fake Rainbow. Once this effect occurs, you can't benefit from it until you finish a long rest.
Fake Rainbow
10th-level Sun Breathing Feature
You've learned how to dodge the most dangerous of attacks while setting yourself up for a deadly follow through. Whenever you take the Dodge action, you can choose to gain a level of exhaustion to gain the following benefits until the end of your next turn:
- You have advantage on saving throws.
- When a hostile creature makes an attack against you or cast a spell that affects you, that creature receives a "mark of the rainbow" until the end of your next turn.
The first time you hit with a melee weapon attack with a weapon against a creature with "mark of the rainbow", the attack deals bonus damage equal to two rolls of your Sun Breathing die.
Burning Bones, Summer Sun
15th-level Sun Breathing Feature
You have learn how to unleash a flurry of attacks against your foes. You can deal the additional damage from Flame Dance on your two next successful attacks instead of the first one before the end of your turn.
Sun Breathing Mastery
18th-level Sun Breathing Mastery
Your breathing is steady and honed to the point that you are able to recover quickly from the exhaustion of the sun breathing. As a bonus action, you can lower you level of exhaustion down to 0 and gain a number of temporary hit points up to twice the roll of your Sun Breathing die + your Constitution modifier. Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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