Fighter
Base Class: Fighter

Hinokami Kagura – The Dance of the Fire God

You are a practitioner of the ancient and legendary style known as Sun Breathing, the original and purest form of sword-based breathing arts. Passed down through ritual and battle, this technique transforms your body into a vessel of focused flame, precision, and spiritual discipline. Through deep control of your breath and body temperature, you execute blindingly fast and powerful forms capable of overwhelming the strongest foes.

As a Hinokami Kagura fighter, you gain a pool of Breathing Points, which fuel your unique arsenal of Sun Breathing forms — devastating sword techniques inspired by the flow of fire and radiant energy. These techniques scale with your level and are selected from a growing library of 14 distinct forms.

At higher levels, your breathing discipline expands further as you unlock Adaptations — advanced techniques that fuse Sun Breathing with elemental combat styles like Water, Flame, Thunder, and Beast. Each Adaptation includes a one-time-per-day ultimate move and a passive enhancement, allowing you to tailor your style to the evolving battlefield.

You also gain features like Surge Synergy, empowering your Action Surge with breathing-fueled enhancements, and Everburning Breath, which elevates your stamina and reaction speed as your body rises in temperature.

At 18th level, you enter the Blazing Apex, reducing your technique costs and fighting with instinctual speed even on the brink of death.

This is a subclass for those who want to play a martial artist who blends precision, inner fire, and relentless will, unleashing sword forms with cinematic flair. The Hinokami Kagura fighter is not just a warrior — they are the flame that dances between life and death.

Thirteenth Form Mastery (18th Level)

By 18th level, you have unlocked the ultimate potential of Hinokami Kagura – the ability to chain all forms together in a blinding display of elemental might. This is akin to performing the legendary Thirteenth Form continuously. You gain the following benefits:

  • Thirteenth Form – Complete Breath: As an action, you can spend 3 Breath Points to unleash a devastating combination attack on a single target. You make three melee weapon attacks against one creature (these can be with the same weapon or different if you are dual-wielding). Each attack uses a different elemental enhancement (Sun, and two different adaptations you know – e.g. Fire, Water, and Thunder) and you can apply the effects of each element as per your 15th-level feature on each separate hit. You decide which element applies to which attack before rolling. If at least two of these attacks hit, the target is staggered by the onslaught – it has disadvantage on all attack rolls and saving throws until the start of your next turn (as it’s overwhelmed by the combined effects). If all three attacks hit, you can choose to either knock the target prone or automatically crit with the third hit (your choice, representing a finishing strike to a vital point). This powerful move recharges on a long rest (you can use it once, unless you spend 3 Hit Dice to use it again, reflecting extreme physical strain).
    Mechanics: This essentially gives you a triple-attack as one action with added elemental riders – very potent but gated by resource and once-per-rest. It should be used as a boss-finisher, much like the Thirteenth Form in the source material was meant to kill Muzan.

  • Breath Point Mastery: Your Breath Points maximum increases to 6 + proficiency bonus. Moreover, when you roll initiative and have no Breath Points remaining, you regain 2 Breath Points. This ensures you enter key battles with enough stamina to use your forms (similar to a warlock recovering spell slots, but here with your breathing techniques).

  • Total Concentration Constant: Your training allows you to maintain total concentration breathing at all times. You gain a passive bonus +1 to Strength and Dexterity saving throws, and your movement speed increases by another +10 feet (total +20 from base, making you incredibly fast). If you fail a saving throw, you can choose to end your concentration (as if on a spell) to re-roll the save, potentially turning a failure into success – essentially “breaking” your breathing focus for a moment to push past your limits. You must finish a long rest before you can do this save re-roll again. (This models the enhanced physical abilities Demon Slayers get from constant breathing training, as well as the notion of pushing beyond one’s limit in a clutch moment.)

In essence, at 18th level, you embody the Sun Breather who can use all forms and elements in harmony. Your attacks are not only fearsome but also adaptable to any situation, and your final technique can turn the tide against even the strongest foe with a flurry of flaming, watery, thunderous blades.

Roleplaying & Balance Notes

A Hinokami Kagura fighter should feel like a swordsman from Demon Slayer: using named forms (techniques) that cost stamina, delivering elemental bursts of damage and utility, and combining forms with Action Surge in dramatic moments. In gameplay, your features occupy a middle ground between the Fighter’s Battle Master (maneuvers) and an Eldritch Knight (magic bursts), without outright casting spells. All your “spells” are essentially weapon techniques – they work with your attacks and enhance them, rather than replacing them entirely. This subclass is designed to be competitive but balanced with other Fighter archetypes:

  • The damage bursts from Breath techniques are limited by Breath Points (similar to superiority dice) and balanced by action economy (replacing attacks).

  • Defensive abilities (like Raging Sun parry or Whirlpool Defense) give the subclass survivability akin to a Battle Master with Parry or a Rune Knight, but thematically in line with breathing forms.

  • The elemental adaptation at 15th level is a powerful versatility boost, but at that high level many classes have strong damage or control features. It effectively grants flexibility rather than raw damage, which is appropriate.

  • The capstone (Thirteenth Form) is intentionally strong for an 18th-level feature, on par with Samurai’s rapid strikes or Rune Knight’s giant avatar. It allows a nova round, which Fighters often lack at high level compared to full casters. Given it’s once per long rest (or costly in Hit Dice for an extra use), it shouldn’t break game balance. It’s a cinematic finisher.

Action Surge Synergy: Notably, this subclass shines when using Action Surge – you could, for example, Action Surge and use Flame Dance and Clear Blue Sky in one turn to hit many foes, or use Thirteenth Form and still have your regular attacks from Action Surge to follow up. This aligns with the source inspiration of chaining forms together quickly.

Multiple Attacks Synergy: By allowing techniques to replace individual attacks, a high-level fighter with Extra Attack (3 or 4 attacks per action) can pepper in techniques without losing all their routine damage. For example, at level 11 with Extra Attack (3 attacks), you might do: Attack, Technique, Attack – delivering one special move amid two normal strikes. This maintains DPR (damage per round) while adding utility. The features like Constant Flux (if we interpret Flame Dance similarly) and others keep multi-attack users lethal.

Level 3: Sun Breathing Initiate

Sun Breathing Initiate
At 3rd level, you begin learning the legendary sword forms of Sun Breathing, an ancient technique passed down through the ages. These forms channel elemental fire, radiant strikes, and unmatched technique through your weapon in deadly flourishes.

Upon gaining this feature, you gain access to a list of 14 total Sun Breathing forms, including the Dancing Flash variant of the 1st Form. Each form is powered by your Breathing Points, and costs 1 or more points to activate depending on its power.

When you reach certain levels in this class, you can select forms to learn from this list:

  • At 3rd level, choose 3 Sun Breathing forms to learn.

  • At 9th level, choose 3 additional forms.

  • At 11th, 13th, 15th, 17th, and 19th level, choose 1 additional form each time.

Some advanced forms are locked behind minimum level requirements. You can only select a form when you meet its level requirement. Once a form is chosen, it is permanently known and cannot be replaced.

You may only activate one form per turn unless a feature or rule states otherwise. The full descriptions and scaling effects for each form are found under Sun Breathing Forms.

10th Form - Fire Wheel

10th Form: Fire Wheel

Action Type: Action
BP Cost: 2
Level Gained: 10
Effect:
You flip over the enemy in an arc of flame.

  • Choose a target within 5 ft. Flip over and land in opposite space (does not provoke opportunity attacks).

  • Make a melee weapon attack with advantage.

  • On hit, the target takes extra fire damage and must make a Dex save or be blinded until end of their next turn (smoke/ash burst).

Initial Damage: +3d6 fire
Scaling:

  • Lv 14: 3d8

  • Lv 18: 3d10

  • Lv 20: 3d12

11th Form - Fake Rainbow

11th Form: Fake Rainbow

Action Type: Reaction (after being targeted by an attack)
BP Cost: 2
Level Gained: 13
Effect:
You create an afterimage using a sudden twist, misdirecting your attacker.

  • You impose disadvantage on one attack roll against you.

  • If the attack misses, you may immediately make a melee attack against that creature.

Bonus Damage (on counter): +1d6 psychic (from illusion shock)
Scaling:

  • Lv 15: 1d8

  • Lv 18: 1d10

  • Lv 20: 1d12

12th Form - Flame Dance

12th Form: Flame Dance

Action Type: Action
BP Cost: 2
Level Gained: 13
Effect:
A high-speed two-slash combo.

  • Make two melee weapon attacks against one target.

  • Each hit deals bonus fire damage.

  • If both hit, target must make a Con save or be stunned until end of its next turn.

Initial Bonus Damage per Hit: +1d6 fire
Scaling:

  • Lv 15: 1d8

  • Lv 18: 1d10

  • Lv 20: 1d12

13th Form - Cycle of the Sun

13th Form: Cycle of the Sun

Action Type: Action
BP Cost: 5
Level Gained: 18
Effect:
You enter a transcendent rhythm, cycling through all twelve forms.

  • Make four melee attacks. Each hit applies any one element you've mastered (fire, lightning, etc.).

  • If all four hit, regain 1 BP and all enemies within 10 ft must make a Dex save or fall prone.

  • You emit bright light for 30 ft and dim for 30 ft for 1 minute.

Bonus Damage per Hit: +1d8 elemental (fire default, player chooses if more elements unlocked)
Scaling:

  • Fixed at 1d8 per hit for balance — cumulative effect makes this powerful enough

1st Form Variant - Sun Dancing Flash

1st Form Variant: Sun Dancing Flash

Action Type: Bonus Action
BP Cost: 2
Level Gained: 7
Effect:
You channel Thunder Breathing into your Sun Breathing slash, bursting forward in a flash.

  • Teleport up to 15 ft to a space you can see.

  • Make a melee weapon attack with advantage.

  • On hit, the target takes additional lightning and fire damage.

Initial Damage: +1d6 fire and +1d6 lightning
Scaling:

  • Lv 10: 1d8 each

  • Lv 15: 1d10 each

  • Lv 20: 1d12 each

1st Form: Sun Dance

1st Form: Dance

Action Type: Action
BP Cost: 1
Level Gained: 3
Effect:
You perform a powerful downward slash imbued with solar flame.

  • Make a melee weapon attack. On hit, deal extra fire damage and ignite flammable materials.

  • If you moved at least 10 ft in a straight line before attacking, you gain advantage on the attack.

Initial Damage: +1d6 fire
Scaling:

  • Lv 5: 1d8

  • Lv 11: 1d10

  • Lv 17: 1d12

2nd Form - Clear Blue Sky

2nd Form: Clear Blue Sky

Action Type: Action (AoE)
BP Cost: 1
Level Gained: 3
Effect:
You spin with full force, creating a 360° blazing slash.

  • All creatures within 5 feet must make a Dexterity saving throw.

  • On a failed save, they take fire damage. Half on success.

Initial Damage: 2d6 fire
Scaling:

  • Lv 5: 2d8

  • Lv 11: 2d10

  • Lv 17: 2d12

3rd Form - Raging Sun

3rd Form: Raging Sun

Action Type: Reaction (after being hit)
BP Cost: 1
Level Gained: 5
Effect:
You intercept an incoming strike with twin slashes.

  • When hit by a melee attack, reduce damage by 1d10 + Con mod + Fighter level.

  • If reduced to 0, make a melee weapon attack against the attacker with extra fire damage.

Initial Retaliation Damage: +1d6 fire
Scaling:

  • Lv 10: 1d8

  • Lv 15: 1d10

  • Lv 20: 1d12

4th Form - Burning Bones, Summer Sun

4th Form: Burning Bones, Summer Sun

Action Type: Action (Line AoE)
BP Cost: 1
Level Gained: 5
Effect:
You project spiraling flame forward in a concentrated cone.

  • 15 ft line, 5 ft wide. Dex save.

  • On a failed save, enemies take full damage and ignite. Success = half, no ignite.

Initial Damage: 3d6 fire
Scaling:

  • Lv 8: 3d8

  • Lv 14: 3d10

  • Lv 18: 3d12

5th Form - Setting Sun Transformation

5th Form: Setting Sun Transformation

Action Type: Action
BP Cost: 2
Level Gained: 7
Effect:
You perform a backflip into a descending cleave.

  • Leap 10 ft backward (no opportunity attacks), then lunge forward.

  • Make a melee weapon attack with advantage.

  • On hit, the target takes fire damage and must succeed on a Con save or be knocked prone.

Initial Damage: +2d6 fire
Scaling:

  • Lv 10: 2d8

  • Lv 15: 2d10

  • Lv 20: 2d12

6th Form - Solar Heat Haze

6th Form: Solar Heat Haze

Action Type: Bonus Action
BP Cost: 1
Level Gained: 3
Effect:
You blur in a mirage of heat, making your strike hard to read.

  • Until your next turn, creatures have disadvantage on attacks of opportunity and ranged attacks against you.

  • Your next attack before the end of your next turn gains advantage and deals extra damage.

Initial Damage: +1d6 fire on that next hit
Scaling:

  • Lv 6: 1d8

  • Lv 12: 1d10

  • Lv 18: 1d12

7th Form - Beneficent Radiance

7th Form: Beneficent Radiance

Action Type: Action
BP Cost: 2
Level Gained: 10
Effect:
You spin upward in a flaming spiral, slashing from below.

  • Jump 10 ft vertically (no movement cost).

  • Make a melee attack with extended reach (10 ft vertical).

  • On hit, deal fire and radiant damage.

Initial Damage: +1d6 fire + 1d6 radiant
Scaling:

  • Lv 13: 1d8 each

  • Lv 17: 1d10 each

  • Lv 20: 1d12 each

8th Form - Sunflower Thrust

8th Form: Sunflower Thrust

Action Type: Action
BP Cost: 1
Level Gained: 3
Effect:
A concentrated thrust aiming to pierce armor.

  • Make a melee weapon attack. On hit:

    • Add extra piercing/fire damage.

    • Attack ignores resistance to nonmagical bludgeoning/slashing/piercing.

    • Target’s AC reduced by 1 until start of your next turn.

Initial Damage: +1d10 (piercing/fire mix)
Scaling:

  • Lv 7: 1d12

  • Lv 13: 2d6

  • Lv 17: 2d8

9th Form - Sun Halo Dragon Head Dance

9th Form: Sun Halo Dragon Head Dance

Action Type: Action
BP Cost: 3
Level Gained: 15
Effect:
You unleash a wild series of sweeping flame attacks.

  • Make three melee attacks against any targets within reach.

  • Each hit deals extra fire damage.

  • If at least 2 attacks hit, all targets must make a Dex save or be knocked back 10 feet.

Initial Extra Damage per Hit: +1d6 fire
Scaling:

  • Lv 17: 1d8

  • Lv 20: 1d10

Level 3: Breathing Points

Breathing Points
Starting at 3rd level when you choose this subclass, you learn to channel your energy into precise, elemental sword techniques through a style known as Sun Breathing.

You gain a number of Breathing Points equal to your Fighter level. You can spend these points to activate your Sun Breathing Forms, which are described in other subclass features. Each form has its own cost and effect.

You regain all expended Breathing Points when you finish a short or long rest.

Example: At level 6, you have 6 Breathing Points. You might use 1 point to perform the First Form: Dance, or spend 3 points to unleash the 9th Form: Sun Halo Dragon Head Dance.

 

Level 7: Hinokami Kagura - Breathing Adaptations

Hinokami Kagura – Breathing Adaptations

At 7th level, you learn to channel Sun Breathing in harmony with other elemental breathing styles. You gain access to a suite of Adaptation techniques, each combining the essence of another breathing form (such as Water, Flame, Thunder, or Beast) with your own evolving Hinokami mastery.

When you gain this feature at 7th level, and again at 10th, 15th, and 18th level, you choose one Adaptation from the list below. Each Adaptation includes:

• A Powerful Active Technique – a unique combat ability reflecting the peak of that breathing style, usable once per long rest. These serve as finishing moves or desperate bursts of elemental fury.
• A Persistent Passive Effect – always active once the Adaptation is chosen, granting utility or enhancement aligned with the breathing style’s theme.

You can only use the Active Technique of one Adaptation per long rest, but all chosen Passive Effects are cumulative and remain active.

Known Adaptation Options Include:

  • Hinokami Kagura – Water Adaptation: Fluid AoE strikes and mist-like mobility.

  • Hinokami Kagura – Flame Adaptation: Igniting blades and fearless fire resistance.

  • Hinokami Kagura – Thunder Adaptation: Lightning-fast blitzes and reflexive speed.

  • Hinokami Kagura – Wind Adaptation: Sweeping gales and relentless movement.

  • Hinokami Kagura – Beast Adaptation: Primal fury, heightened senses, and savage resilience.

  • Hinokami Kagura – Moon Adaptation: Spiraling slashes and chaotic force projections.
    (Additional Adaptations may include Mist, Flower, Insect, Serpent, Stone, Love, Sound, and others.)

Each Adaptation may only be chosen once. You may not select the same Adaptation more than once.

Hinokami Kagura – Beast Adaptation

Active Technique – Feral Sunstorm (Action)

Your swordplay becomes a chaotic frenzy, mimicking the unrelenting fury of wild beasts amplified by the heat of the sun. You enter a state of primal fury for 1 minute.

  • For the next 3 turns, you make two extra weapon attacks as part of the Attack action (once per turn).

  • All attacks during this state ignore resistance to slashing damage.

  • Creatures that are hit by at least two of these attacks in a single turn must succeed on a Strength saving throw (DC = 8 + Proficiency + STR or DEX mod) or be knocked prone.

Visual: Your slashes shimmer with a fiery aura as your body whips about like a frenzied predator, leaving behind arcs of heat and claw-like trails.

Passive – Beast Sense and Unnatural Vigor

  • You gain advantage on Perception checks relying on smell or hearing.

  • When you reduce a creature to 0 HP with a melee weapon attack, you regain hit points equal to your Proficiency Bonus.

  • You can add your Dexterity modifier (minimum +1) to your initiative rolls if not already doing so.

Hinokami Kagura – Flame Adaptation

Active Effect (1/Long Rest): Flame Tiger’s Pounce. As an action, you charge your blade with blazing power and strike a devastating blow. Choose one creature within your melee range and make a melee weapon attack with advantage. On a hit, the attack deals an extra 6d6 fire damage as searing flames erupt. The target is ignited – at the end of that target’s next turn, it takes an additional 6d6 fire damage from the flames unless it or an adjacent creature uses an action beforehand to douse the fire.

Passive Effect: Blazing Heart. You gain resistance to fire damage. Additionally, you have advantage on saving throws against being frightened, as your fiery resolve steels you against fear.

Hinokami Kagura – Flower Adaptation

Active Effect (1/Long Rest): Equinoctial Bloom. As an action, you enter a state of total concentration, slowing the perception of time. Focus on one creature within range and make a single melee weapon attack with advantage. If the attack hits, it is treated as a critical hit, as you precisely target a vital weak point. The attack deals an extra 4d6 damage (of the same type as your weapon) in addition to the critical damage. (Damage dice from this feature are not doubled by the critical, but your weapon’s normal damage dice are.)

Passive Effect: Clarity of the Flower. Your enhanced senses grant you advantage on Wisdom (Perception) checks, especially those relying on sight. You also have advantage on saving throws against being blinded, as your trained vision can rapidly adjust to flashes of light or momentary darkness.

Hinokami Kagura – Insect Adaptation

Active Effect (1/Long Rest): Wisteria Sting. As an action, you dart forward with lethal precision. Make a melee weapon attack with advantage against a creature within range. On a hit, the strike deals an extra 4d6 poison damage as your blade injects a potent toxin. The target must then make a Constitution saving throw. On a failed save, it becomes poisoned for up to 1 minute as the venom spreads. While poisoned in this way, the target takes 4d6 poison damage at the start of each of its turns. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. (The poison’s effect also ends early if the creature receives an effect like Lesser Restoration that cures poisoning.)

Passive Effect: Venom Mastery. You have built up immunities to toxins. You gain resistance to poison damage, and you have advantage on saving throws against being poisoned. Additionally, you gain proficiency with the poisoner’s kit (if you already have this proficiency, your proficiency bonus is doubled for checks made with the kit).

Hinokami Kagura – Love Adaptation

Active Effect (1/Long Rest): Swaying Heart Slice. As an action, you whirl in a graceful flourish. Choose up to three creatures within 10 feet of you. Make a separate melee weapon attack against each chosen target, as you extend your reach with a whip-like strike. On a hit, an attack deals an extra 5d6 radiant damage, colored like the pink glow of love. Each creature hit must succeed on a Wisdom saving throw or become charmed by you until the end of your next turn. While charmed in this way, a creature cannot attack or harm you. This charming effect ends early if you or your allies attack or damage the charmed creature again.

Passive Effect: Loving Grace. Your extraordinary flexibility and charm manifest in combat and conversation alike. Your melee weapon reach increases by 5 feet, as your techniques stretch farther than expected. Additionally, you gain proficiency in Charisma (Persuasion); if you already have this proficiency, your proficiency bonus is doubled for Persuasion checks.

Hinokami Kagura – Mist Adaptation

Active Effect (1/Long Rest): Obscuring Cloud Assault. As an action, you vanish in a haze of mist. You turn invisible until the end of your turn or until you attack. During this moment, you can move up to your speed. When you strike, you reappear with a surprise assault — make one melee weapon attack with advantage. On a hit, the attack deals an extra 6d6 cold damage as chilling mist envelops the wound. The target must succeed on a Constitution saving throw or be blinded until the end of your next turn, as lingering fog clouds its vision.

Passive Effect: Vanishing Presence. It’s hard to pin you down. Opportunity attacks against you are made with disadvantage, as your form seems to waver like mist when foes strike out. Additionally, you have advantage on Dexterity (Stealth) checks when you are lightly obscured by dim light, fog, smoke, or similar cover.

Hinokami Kagura – Moon Adaptation

Active Technique – Moonlight Catastrophe (Action)

You unleash a chaotic, spiraling slash that breaks into multiple crescent waves of force.

  • Choose up to 5 creatures in a 30-foot radius centered on you that you can see.

  • Each target must make a Dexterity saving throw (DC = 8 + Proficiency + STR or DEX mod).

  • On a failure, they take 6d8 force damage and are blinded until the end of your next turn. On a success, they take half damage and are not blinded.

  • This attack is considered magical and ignores half cover.

Visual: Your blade dances with spiraling arcs of glowing crescent moonlight. As it swings, it fractures into shimmering ghostly slashes that spiral unpredictably.

Passive – Lunar Momentum

  • Whenever you dash or teleport, your next melee attack ignores resistance and has advantage if made before the end of your turn.

  • Additionally, once per turn, your melee attacks deal an extra 1d4 force damage, which increases to 1d6 at level 15.

Hinokami Kagura – Serpent Adaptation

Active Effect (1/Long Rest): Coiling Strikes. As an action, you strike in a sinuous, unpredictable pattern. Make a melee weapon attack with advantage against a creature within range. On a hit, the attack deals an extra 4d6 slashing damage as your blade slices from multiple angles. The target must make a Dexterity saving throw or become restrained as your twisting blade and footwork coil around them. This restraint lasts until the end of your next turn. (While restrained in this way, the creature’s speed is 0 and it has disadvantage on attacks, as normal. The effect ends early if you are incapacitated.)

Passive Effect: Snake’s Senses. You gain blindsight out to a range of 10 feet, allowing you to perceive nearby foes even if they are invisible or hidden by darkness. (Within this radius, you can sense creatures without relying on sight.) Your heightened, snake-like sensory perception makes you exceedingly difficult to fool at close range.

Hinokami Kagura – Sound Adaptation

Active Effect (1/Long Rest): Resounding Roar. As an action, you clash your blades or let out a powerful kiai shout, releasing a concussive boom. Each creature of your choice within a 20-foot radius centered on you must make a Constitution saving throw. On a failed save, a creature takes 8d6 thunder damage and is deafened for 1 minute by the ringing shockwave. It also cannot take reactions until the end of its next turn (staggered by the noise). On a successful save, a creature takes half damage and suffers no loss of reactions or hearing. A deafened creature can repeat the save at the end of each of its turns, regaining its hearing on a success.

Passive Effect: Echoing Awareness. You possess extraordinarily keen hearing. You have advantage on Wisdom (Perception) checks that rely on sound, and you cannot be surprised by enemies as long as you are conscious (your acute hearing alerts you to danger swiftly).

Hinokami Kagura – Stone Adaptation

Active Effect (1/Long Rest): Earthshatter Strike. As an action, you slam your weapon into the ground with monumental force. Each creature of your choice within a 15-foot radius of you must make a Dexterity saving throw. On a failed save, a creature takes 5d10 bludgeoning damage and is knocked prone by the quake. On a success, it takes half damage and isn’t knocked prone. The impact cracks the earth, echoing the might of stone.

Passive Effect: Immovable Stance. You are as unyielding as a boulder. You have advantage on Strength checks and Strength saving throws made to resist being pushed, pulled, grappled, or knocked prone. Additionally, you count as one size larger when determining your carrying capacity and the size of creatures you can grapple, reflecting your hardened physique.

Hinokami Kagura – Thunder Adaptation

Active Effect (1/Long Rest): Thunderclap Flash. As an action, you become a streak of lightning. You can move in a straight line up to 30 feet without provoking opportunity attacks, and then make a lightning-quick melee weapon attack against a creature in range. This attack is made with advantage. On a hit, it deals an extra 8d6 lightning damage. The target must also make a Constitution saving throw. On a failure, it is stunned by the electrical shock until the end of your next turn. (On a success, it resists the stun.)

Passive Effect: Lightning Reflexes. You have advantage on initiative rolls, allowing you to strike swiftly at the start of an encounter.

Hinokami Kagura – Water Adaptation

Active Effect (1/Long Rest): Constant Flux Cascade. As an action, you unleash a flowing whirlwind slash. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 4d6 cold damage and is knocked prone by the surging wave of force. On a success, it takes half damage and isn’t knocked prone.

Passive Effect: Fluid Movement. You gain a swim speed equal to your walking speed, and you can hold your breath for up to 10 minutes. In addition, you have advantage on ability checks and saving throws to escape a grapple or restraining effect, slipping free with water’s ease.

Hinokami Kagura – Wind Adaptation

Active Effect (1/Long Rest): Gale Slash. As an action, you sweep your weapon in a fierce arc, unleashing a cutting wind in a 15-foot cone. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 5d6 slashing damage and is pushed 10 feet directly away from you by the gust. On a successful save, it takes half damage and isn’t pushed.

Passive Effect: Heavenly Wind. Your walking speed increases by 10 feet, and moving through nonmagical difficult terrain doesn’t cost you extra movement. You move with the freedom and swiftness of the wind at your back.

Level 10: Surge Synergy

Surge Synergy
Beginning at 10th level, your mastery of breathing allows you to align your combat instincts with your deepest reserves of inner fire. Whenever you activate your Action Surge, you can choose one of the following benefits to trigger during the same turn:

Surging Flow – Regain 1 Breathing Point.
Perfect Form – You may activate one Breathing Technique without expending Breathing Points.

These benefits are fueled by the same focus that powers your Action Surge, and you may only choose one of them per use of Action Surge.


Enhanced Surge Synergy
Starting at 17th level, your control over your breath and body surges to an even greater peak. When you use your Action Surge, you now choose one of the following enhanced effects instead:

Flaming Resurgence – Regain 2 Breathing Points.
Radiant Flow – Until the end of your turn, all melee weapon attacks you make deal an additional 1d6 fire or radiant damage (your choice).
Perfect Form – You may use one Breathing Technique without spending any Breathing Points.

As with the base Surge Synergy, only one enhanced effect may be applied per use of Action Surge.

Level 15: Total Concentration - Everburning Breath

Everburning Breath
At 15th level, your mastery of Sun Breathing reaches a transcendent state. You fight not just with technique, but with the heat of your spirit burning within. When your body runs hot — in the heat of pain or at the brink of action — your breath flows more freely, empowering your attacks and stamina.

While you have at least 1 Breathing Point remaining, you gain the following benefits:

Ignited Precision – When you deal damage with a Sun Breathing form, you deal +2 fire or radiant damage (your choice) per hit as your blade burns hotter in your hands.

Kindled Reflexes – You have advantage on initiative rolls, and the first melee weapon attack you make on your first turn in combat deals an additional 1d6 fire or radiant damage.

Adrenal Flame – Once per turn, when you take fire damage or suffer damage equal to or greater than your Constitution modifier × 5, you regain 1 Breathing Point. This can occur only once per round.

Your body pulses with heat, your vision clears through pain, and your blade becomes a vessel for the sun’s fury. So long as your fire burns, your breath will never falter.

Level 18: Blazing Apex – Form Beyond Flame

Blazing Apex – Form Beyond Flame
At 18th level, you have reached the summit of Sun Breathing mastery. Your breathing flows endlessly, and your body acts on instinct alone.

While you have at least 1 Breathing Point, you gain the following benefits:

Perfect Flow – Once per turn, when you use a Sun Breathing Form, you may reduce its Breathing Point cost by 1 (minimum 0).

Instinctive Execution – You can use one Sun Breathing Form as a bonus action, even if it normally requires an action, once per short rest.

Searing Finale – When you drop to 0 HP, you can immediately activate one Sun Breathing Form you know without using an action or any Breathing Points. This does not trigger death saves. You may then make one melee weapon attack as part of the same reaction before falling unconscious. Once you use this, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes