Base Class: Fighter
DEMON SLAYER CLASS Class Details
For centuries demons have roamed the planes of existence, tormenting the populace of cities, towns and villages across them. They devour the bodies of their prey to gain strength, and play with their corpses to drive their cruel nature. No matter how many times the demons were cut to pieces, they would not perish. There was nothing that the people could do about their imminent slaughter, until a wandering swordsman with cold white eyes started traveling throughout the world. With a magical blade forged by ancient materials and techniques, they’d destroy all the demons that crossed their path until the demons retreated.
This mystery swordsman would go on to teach his skills to new generations of warriors to carry on as the world’s protectors against the demons of the world. These warriors have gone on to become known as the Demon Slayers, and established the Demon Slayer Corp to protect the world from demon threats.
[This Class was originally typed out in a Google Doc, and efforts are being made so that it will properly be able to be built using the character creator as best as possible!]
Demon Slayer Features
As a Demon Slayer, you gain the following class features.
Hit Points
Hit Dice: 1d10 per fighter level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st.
Proficiencies
Armor: Light Armor, Medium Armor.
Weapons: Simple Weapons, Martial Weapons.
Tools: Smith’s Tools, Calligrapher’s Supplies.
Saving Throws: Strength, Constitution.
Skills: Choose 2 skills from Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(1) [a] Chain Shirt or [b] Leather Armor.
(2) [a] Martial Weapon and a Shield [b] Two Martial Weapons or [c] One Martial Weapon.
(3) [a] Light Crossbow and 20 Bolts or (b) Two Handaxes.
(4) [a] Dungeoneer’s Pack or [b] Explorer’s Pack.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you are blinded.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th Level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Total Concentration Breathing
At 2nd Level, your character learns how to control their breathing in the midst of combat, enhancing their combat ability and gaining Breathing Points (BP). Your character’s Breathing Point Maximum is equal to twice their level in this class. You regain BP equal to your Proficiency Bonus at the end of a Short Rest, and regain all your BP after completing a Long Rest.
You can use one of the chosen options once until your next turn. You may choose an additional option at 6th and 14th Level.
Choose 2 of the following options:
A Moment to Breathe
As a bonus action, spend 2 BP to gain 1d4 + Your Constitution Modifier in Temporary Hit Points.
Careful Steps
As a bonus action, spend 2 BP. The next Opportunity Attack against you this turn takes 1d4 penalty to their attack roll.
Flash Step
As a bonus action, you can spend up to 2 BP to increase your movement speed by 5 feet for each BP used.
Nimble Reflexes
When a creature hits you with an attack, you may use your reaction and spend half of your total BP to increase your AC equal to your Proficiency Bonus.
Breathing Techniques
At Level 3, you have tuned your basic martial ability into an artform. Before you roll to attack an enemy, replace your normal attack with one of your Breathing Technique Features. You may add your Proficiency Bonus to this attack. You may attack in this way only once per turn. Choose one from the following techniques:
Water Breathing: A fighting form that prioritizes crowd damage and multiple attacks
against your enemies.
Flame Breathing: A devastatingly powerful combat form, dealing explosive single
target damage at the cost of mobility and self preservation.
Thunder Breathing: A highly mobile form, perfect for high velocity strikes and avoiding damage from every angle.
Wind Breathing: By manipulating the unseen force of wind to your advantage, controlling the battlefield becomes second nature
Beast Breathing: Survival is the key to victory, and this form gives you all the keys you need. With a plethora of resistance enemies will have difficulty trying to take you down.
Breathing Technique Features
At 3rd, 5th, 7th, 11th, 13th, 15th, and 17th level you gain a feature corresponding to your selected Breathing Technique.
When you use a Breathing Form that requires a DC save, the DC is equal to your Breathing Form DC. You may also add your Breathing Form Modifier to the attack and damage of your Breathing Form attacks.
Breathing Form DC: 10 + Wisdom Modifier + Proficiency Bonus
Breathing Form Modifier: Wisdom Modifier + Proficiency Bonus
Reinforced Training
As you increase your strength and resilience, you learn how to use Total Concentration Breathing to further empower your attacks. When using an attack from your Breathing Technique Feature, you may spend 2 BP to increase a form's amount of damage die by 1d6. You may use this ability multiple times for greater effect, up to 9 times for a single attack.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 12th level in this class and to four when you reach 18th level in this class
Form Mastery
At 10th level, your character has prioritized one of their Breath Techniques to practice and commit to muscle memory. Choose a Breathing Form from either your 3rd, 5th, or 7th level Breathing Technique Feature. You may use the selected Breathing Form without spending BP. You may use this feature one time until you complete a Short Rest.
At 20th level, you gain an additional use of this feature, and pick an additional form from either your 3rd, 5th, 7th, or 11th level Breathing Technique Feature.
Demon Slayer Mark
At level 20, in the most dire of situations, your character can call on the power of the original Demon Slayer in the form of a tattoo/marking that appears on the face, neck, chest, or arms. While the the mark is active you gain the following:
- You have advantage on all attack rolls, and creatures have disadvantage on attacks against you.
- When you attack a creature using a Breathing Technique, that creature cannot recover hit points until the end of their next turn.
- You have advantage against effects that cause the Frightened, Unconscious, Incapacitated, and Charmed statuses.
- You gain blind sight.
- Your movement speed increases by 15 feet.
- When you roll a 20 on an attack against a creature and use a Breathing Technique Feature, you may have the creature make a DC 19 Constitution save. On a failed save, if the creature has a head, you decapitate the creature’s head and it dies if it cannot live without its head. If the creature is too large to decapitate, you carve out a chunk of its body or it loses functionality of a limb.
The mark remains active for 1 minute. When the duration ends, you lose all your remaining BP and you gain the following effects.
- Disadvantage on Ability Checks.
- Speed is Halved.
- Disadvantage on Constitution, Dexterity, and Strength Saves.
Demon Slayer Table
| Level | Proficiency Bonus | Breathing Points | Feature/s |
| 1 | 2 | 0 | Fighting Style |
| 2 | 2 | 4 | Total Concentration Breathing |
| 3 | 2 | 6 | Breathing Technique |
| 4 | 2 | 8 | Ability Score Improvement |
| 5 | 3 | 10 | Breathing Technique Feature |
| 6 | 3 | 12 |
Total Concentration Breathing Option Extra Attack (1) |
| 7 | 3 | 14 | Breathing Technique Feature |
| 8 | 3 | 16 |
Ability Score Improvement Fighting Style (2) |
| 9 | 4 | 18 | Total Concentration Breathing Constant |
| 10 | 4 | 20 | Form Mastery (1) |
| 11 | 2 | 22 | Breathing Technique Feature |
| 12 | 2 | 24 |
Ability Score Improvement Extra Attack (2) |
| 13 | 3 | 26 | Breathing Technique Feature |
| 14 | 3 | 28 | Total Concentration Breathing Option |
| 15 | 3 | 30 | Breathing Technique Feature |
| 16 | 3 | 32 | Ability Score Improvement |
| 17 | 4 | 34 | Breathing Technique Feature |
| 18 | 4 | 36 | Extra Attack (3) |
| 19 | 4 | 38 | Breathing Technique Feature |
| 20 | 4 | 40 |
Demon Slayer Mark Form Mastery (2) |
Breathing Techniques / Subclasses
Water Breathing: A form technique that prioritizes crowd damage and multiple attacks against your enemies.
Calm Waters: Like the stillness of a lake at midnight, your training has prepared you to remain calm in the most intimidating of situations. You have advantage on saving throws that cause the Frightened and/or Paralyzed effects.
Breathing Forms
Level 3:
First Form: Water Surface Slash: 1BP
You make a wide horizontal strike in front of you in a 15 foot cone, letting loose a pummeling wave of water that crashes into creatures within range. This attack inflicts your weapon’s normal damage for the first 5 feet, and 1d4 Bludgeoning damage for the remaining 10 feet.
Second Form: Water Wheel: 1 BP
With your weapon extended, you spin like a top as blades of water slice through enemies in a 5 foot radius. This attack deals 1d6 Slashing damage to each creature within range.
Level 5:
Third Form: Flowing Dance: 2BP
You swing your weapon in a winding motion along with your body and dance in a flowing pattern, striking everything in its path. You may use your remaining movement this turn to pass by enemies, imposing disadvantage on attacks of opportunity against you. Each time you move adjacent to a different creature, you may make an attack on that creature, dealing 1d6 Slashing damage.
Fourth Form: Striking Tide: 3 BP
You make multiple consecutive strikes while twisting your body and weapon in a flowing fashion to deliver multiple blows simultaneously. Choose 1 creature within 5 feet and make 3 separate Attacks with your weapon. Each attack deals 2d6 Slashing damage.
Level 7:
Sixth Form: Whirlpool: 3 BP
You fiercely twist your body, creating a 5 foot radius whirlpool of air that picks up enemies off the ground and cuts anything caught in it. Creatures caught in the attack must make a Breathing Form DC Dex Save. On a failed save, the Creature takes 4d6 slashing damage and is lifted 10 feet into the air before falling to the ground. A creature falling this way takes 1d6 bludgeoning damage and is knocked prone. On a success, the creature takes half damage and is not knocked prone.
Level 11:
Seventh Form: Drop Ripple Thrust: 4 BP
You perform a fast and accurate stab, capable of reducing the impact of a moving target. This Breathing Form can be used to attack a single target within 5 feet, dealing 6d6 piercing damage. Alternatively, it can be used as a reaction to reduce damage of a melee or ranged attack by 6d6. You can increase the damage reduction by 1d6 by spending an additional 2 BP, which you can do multiple times.
Level 13:
Eighth Form: Waterfall Basin: 5 BP
As a Bonus Action, you strike a target within 5 feet vertically, dealing 4d6 of your weapon’s damage. Immediately following the attack, a 10 foot radius cylinder of torrential water strikes the enemy from above. This drives creatures within range forcefully into the ground and deals 2d6 bludgeoning damage to each creature.
Level 15:
Ninth Form: Splashing Water Flow: 4 BP
You change your footwork in a way that minimizes the landing time and surface needed when landing. Until the end of combat, you ignore the effects of difficult terrain entirely except for lava, magma, and snow. You also gain advantage on Dexterity based skill checks and Dexterity Saves.
Level 17:
Tenth Form: Constant Flux: 10 BP
You perform a continuous flowing attack which takes the form of a water dragon that increases in strength and power with each enemy you strike. You may use your remaining movement this turn to pass by enemies without taking attacks of opportunity. Each time you move adjacent to a creature you may make an attack on that creature, dealing 1d6 weapon damage for each creature you have passed previously (up to 10d6). When you are finished moving with this Breathing Form, you make a final attack against 1 enemy within 5 feet of you, dealing 1d6 weapon damage and 1d6 bludgeoning damage for each creature you have passed previously (Up to 10d6 for both damage types). Creatures within a 10 foot radius of you make a Breathing Form DC Dex Save. On a failed save, those creatures take 1d6 bludgeoning damage for each creature you have passed previously and are knocked prone. On a success, those creatures take half of the damage and are not knocked prone.
Flame Breathing: A devastatingly powerful combat form, dealing explosive single target damage at the cost of mobility and self preservation.
Lasting Endurance: Each time you gain a level in this class, you may increase your maximum hit points by an additional 1d4 hit points.
Singeing Flames: Each attack you make using Reinforced Training inflicts a number of Recoil Die in damage to yourself in the form of 1d4 force damage.
Breathing Forms
Level 3:
First Form: Unknowing Fire: 2 BP 1 Recoil Die
You sprint towards the target at tremendous speeds, unleashing a singular horizontal strike. This attack deals 2d6 Fire damage to the target.
Level 5:
Second Form: Rising Scorching Sun: 3 BP 2 Recoil Die
You unleash an arcing upwards vertical strike. This attack deals 3d6 Fire damage and the target must make a Breathing Form DC Strength Save. On a failed save, the creature is launched 10 feet into the air and falls back to the ground taking 1d6 bludgeoning damage.
Third Form: Blazing Universe: 3 BP 2 Recoil Die
You perform an arcing upwards vertical strike. This attack deals 4d6 Fire damage and the target must make a Breathing Form DC Strength Save. On a failed save, the creature is knocked prone.
Level 7:
Fourth Form: Blooming Flame Undulation: 4 BP 1 Recoil Die
You perform strikes in a circular motion to defend yourself from incoming attacks. Creatures that attack you have disadvantage on melee or ranged attacks against you. When a creature misses you this way and is within 5 feet, you may make an attack on that creature. This attack deals 3d6 Fire damage to the creature.
Level 11:
Fifth Form: Flame Tiger: 5 BP 2 Recoil Die
You perform a series of weapon strikes that take the form of a tiger slashing at its prey. You make up to 5 separate attacks against the same target. Each attack deals 2d6 Fire damage.
Sixth Form: Sky Piercing Fire: 7 BP 3 Recoil Die
You unleash a thrust attack that can reach into the sky. This attack has a range of 30 feet, and can be used against targets in the air. This attack deals 6d6 Fire damage.
Level 13:
Seventh Form: Blaze Release: 9 BP 3 Recoil Die
When you hit an enemy with a normal attack with your weapon, you engulf yourself in flame and channel it into your weapon, causing an explosion shortly after. This attack deals 5d6 Fire damage and 3d6 Force damage to the target.
Creatures within 5 feet of the explosion must make a Breathing Form DC Strength Save. On a failed save creatures within 5 feet of the explosion take 3d6 Force damage. On a success, the creature takes half of the damage.
Level 15:
Eighth Form: Underworld Eruption: 10 BP 4 Recoil Die
You plunge your weapon into the earth, causing the ground to tremble before bursting open in a fiery eruption. When your weapon strikes the ground, it causes the ground to shatter in a 30 foot square centered on your target This area becomes difficult terrain, requiring 1 foot of extra movement to travel 1 foot. Shortly after, flames spew from the cracks in the ground, dealing 8d6 Fire damage to one creature within 5 feet, and 3d6 Fire damage to all other creatures within the difficult terrain. Creatures that start their turn in or move into the difficult terrain take 3d6 Fire damage
Level 17:
Ninth Form: Flames of Purgatory: 14 BP 5 Recoil Die
A world shaking dashing strike, so powerful that it fully engulfs the user in flames to look like a serpentine dragon. This Breathing Form can only be used if you have not yet used all of your movement and action this turn. You may move up to twice your remaining walking speed in a straight line until you run into a creature or obstacle, dealing 16d6 Fire damage to the target. Each creature adjacent to the path you traveled must make a Breathing Form DC Strength Save. On a failed save, the creature takes 5d6 Force damage and is knocked prone. On a success, the creature takes half the damage and is not knocked prone.
Thunder Breathing: A highly mobile form, perfect for high velocity strikes and avoiding damage from every angle.
Extreme Speed: When you take this Breathing Technique, your walking speed increases by 5 feet at 3rd, 8th,13th, and 18th levels.
Calm Before the Storm: You take a moment to focus your breathing and tense all your muscles, anticipating to use a Breathing Technique or defend from an attack. Using your bonus action you go into a “Prepared” state, imposing disadvantage on opportunity attacks against you until after you have made an attack.
Momentum Damage: When you have Prepared to use a Breathing Form, add a number of Momentum Die (MD(1d4 Lightning Damage)) to your following attack for every 10 feet moved without changing direction.
Breathing Forms
Level 3:
First Form: Thunder Clap and Flash: 1 BP
You wield your weapon, dashing forward at blinding speeds. Striking your enemies faster than they can react. This attack deals 1d6 Lightning damage.
Level 5:
Second Form: Rice Spirit: 3 BP
You release 3 arched strikes to one target, accompanied by lightning in quick succession. Each attack deals 1d4 Lightning damage.
Level 7:
Third Form: Thunder Swarm: 2 BP
You surround the enemy with waves of arched lightning and attack them from all directions. This attack deals 4d6 Lightning damage to the target. Creatures within 5 feet of the target must make a Breathing Form DC Dexterity Save. On a failed save, the creature is stunned until the end of its next turn. The creature can repeat the Constitution save by using its bonus action.
Level 11:
Fourth Form: Distant Thunder: 4 BP
You generate a ball of electricity that releases waves of strong multi-direction lightning bolts from afar. This attack deals 4d6 lightning damage to the target. Creatures within 5 feet of the target must make a Breathing Form DC Strength Save. On a failed save, the creature is pushed 10 feet away from the target and takes 2d6 Thunder damage, or half as much damage and is not pushed on a success.
Level 13:
Fifth Form: Heat Lightning: 4 BP
You unleashed a long ranged upward weapon strike, causing lightning to rise from out of the ground in a line in front of you. This attack has a range of 30 feet long and 30 feet in height. Each creature within range must make a Breathing Form DC Constitution Save. On a failed save the creature takes 6d6 lightning damage and is stunned. On a success the creature takes half of the damage and is not stunned. The creature may repeat the Constitution save by using its bonus action.
Level 15:
Sixth Form: Rumble and Flash: 5 BP
You release a series of powerful long-ranged lightning attacks that strike the opponent from afar. You may make up to 5 attacks, each attack dealing 3d6 Lightning damage. Each creature that is hit by this attack must make a Breathing Form DC Constitution Save. On a failed save the creature takes 6d6 lightning damage and is stunned. On a success the creature takes half of the damage and is not stunned. The creature may repeat the Constitution save by using its bonus action.
Level 17:
Seventh Form: Raging Thunder: 9 BP
You dash forward at blinding speeds surrounded by arcing lightning, unleashing a singular forward slash at close range. This attack deals 12d6 Lightning damage to the target. Each creature you pass using your movement cannot make opportunity attacks against you and must make a Breathing Form DC Constitution Save. On a failed save, the creature takes 3d6 lightning damage, 3d6 Thunder damage, is pushed 10 feet to the side away from you and becomes paralyzed. On a success the creature takes half of the damage, is pushed half the distance, and is not paralyzed. The creature may repeat the Constitution save by using its bonus action.
Wind Breathing: By manipulating the unseen force of wind to your advantage, controlling the battlefield becomes second nature.
Gale Force: When using a Breathing Form that pushes or causes a creature to make a saving throw, you may spend additional 2 BP. Doing so will increase the distance pushed by 5 feet, and increase the Breathing Form DC save by 1. You may do this multiple times for one attack.
Intervening Winds: When creatures make attacks while standing in or make ranged attacks through your wind's area of effect, those attacks have disadvantage.
Pummeling Gust: When a creature is pushed up against an obstacle (A wall, another creature, etc…) , they take an additional 1d4 Force damage for every 10 feet the creature was moved before impacting the obstacle. If the obstacle is another creature, both creatures take the additional Force damage.
Breathing Forms
Level 3
First Form: Dust Whirlwind Cutter: 1 BP
You strike in a horizontal cyclone pattern, creating a 5 foot wide and 20 foot long
line of strong wind in the direction of your attack. This attack deals 1d4 Slashing
damage. Each creature within range must make a Breathing Form DC Strength Save. On a failed save, the creature is pushed 10 feet. On a success the creature is not pushed.
Level 5:
Second Form: Purifying Wind Claws: 2 BP
You unleash a vertical strike down on the enemy resembling claws. Until your next turn, you generate a 5 foot long, 20 foot wide, and 15 foot high wall of wind. Each creature within the wall’s range takes 2d6 Slashing damage and must make a Breathing Form DC Dexterity Save. On a failed save, the creature is pushed 10 feet away from you. On a success the creature is not pushed.
Third Form: Clean Storm Wind: 4 BP
You unleash a whirlwind of strikes around your body, generating strong winds in a 10 foot radius for one turn. Each creature within range takes 2d6 Slashing damage and must make a Breathing Form DC Strength Save. On a failed save the creature is pushed 20 feet away from you. On a success, the creature takes half of the damage and is pushed half as far. Creatures that start their turn inside or move into the area of effect for the first time this turn takes 1d6 slashing damage for every 5 feet of distance traveled.
Level 7:
Fourth Form: Rising Dust Storm: 3 BP
You unleash a powerful strike from below your target, launching them into the air. The target takes 4d6 and must make a Breathing Form DC Strength Save. On a failure, the creature is lifted up to 20 feet in the air and falls to the ground, taking 3d6 Bludgeoning damage. On a success, the creature takes half of the damage and is not lifted.
Fifth Form: Cold Mountain Wind: 3 BP
You create several circular arched motions in the air, bringing your weapon down to strike your opponent within 30 feet with a downward force of wind to knock them down. Until your next turn, you create a 40 foot tall by 10 foot radius cylinder of wind that deals 4d6 Slashing damage to creatures within range. A creature within range must make a Breathing Form DC Strength Save. On a failed save, the creature is knocked prone. On a success, the creature takes half damage and is not knocked prone. Creatures that start their turn inside or move into the area of effect for the first time this turn takes 1d6 slashing damage for every 5 feet of distance traveled.
Level 11:
Sixth Form: Black Wind Mountain Mist: 4 BP
You rotate your body in an uppercut movement, creating an arcing strike that deals significant single target damage. This attack deals 6d6 Slashing damage and the target must make a Breathing Form DC Strength Save. On a failed save, the creature is pushed 20 feet away and is knocked prone. On a success, the creature is pushed half as far and is not knocked prone.
Level 13:
Seventh Form: Sudden Gale Force: 6 BP
You take a sturdy stance and swing your weapon in the four cardinal directions, generating gale force winds that shred and repel enemies away from you. Until your next turn. This attack creates a 15 foot wide and 20 foot long line of wind to the North, South, East, and West of your position, dealing 5d6 Slashing damage to creatures inside the area of effect. Each creature within range must make a Breathing Form DC Strength Save. On a failed save, the creature is pushed 20 feet from you. On a success, the creature is pushed half the distance.
Level 15:
Eighth Form: Primary Gale Slash: 7 BP
You make a singular horizontal strike in front of you, releasing a torrent of wind in a 20 foot cone. Creatures within range take 5d6 Slashing damage and must make a Breathing Form DC Strength Save. On a failed save, the creature is pushed 30 feet away from you and is knocked prone. On a success, the creature is pushed half as far and is not knocked prone.
Level 17:
Ninth Form: Idaten Typhoon: 10 BP
You prepare your weapon at your side and unleash a cyclone of slashing wind, picking up and scattering any creature/object not secured to the ground within a 15 foot radius and 40 foot tall cylinder that lasts for 3 turns. Each creature within range takes 10d6 Slashing damage and must make a Breathing Form DC Strength Save. On a failed save, the creature is lifted 10 feet into the air and is considered restrained. On a success, the creature is jettisoned 20 feet from the area of effect and takes 1d10 Bludgeoning damage. On each of its turns, the creature may use their action to make a Breathing Form DC Strength Save save to escape the area of effect. On a fail, the creature is lifted an additional 10 feet into the air. On a success, the creature is jettisoned from the area of effect and takes 1d10 Bludgeoning damage for every 10 feet in the air it had fallen.
Beast Breathing: Survival is the key to victory, and this breathing technique gives you all the keys you need. With a plethora of resistances, enemies will have difficulty trying to take you down.
Leather Like: Your skin is as rough as animal hide. When you are not wearing armor, your AC is 13 + your Dexterity modifier, and your AC increases permanently by 1 at 8th, 13th, and 18th level.
Two Weapon Fighting Style: You may wield and attack with two weapons if those weapons have the Finesse feature. When you engage in Two Weapon Fighting, you can add your ability modifier to the damage of the second attack.
Mountain God’s Boon: Starting at level 3, you gain resistance to non magical Slashing, Bludgeoning, and Piercing damage. At 6th, 9th, 12th, and 15th level, you can gain resistance to one of the following damage types: Cold, Fire, Lightning, Poison, Psychic, or Acid.
Breathing Forms
Level 3:
First Form: Pierce: 1 BP
You stab the target with both of your weapons, dealing 2d4 of Piercing Damage. If the target is resistant to Piercing damage, it is no longer resistant for a turn. If the target is immune to Piercing damage, it must make a Breathing Form DC Constitution Save. On a failed save, it becomes resistant instead for a turn. On a success It does not lose its immunity.
Second Form: Slice: 1 BP
You unleash a dual strike with your weapons in an X-shaped cut, dealing 2d4 slashing damage. If the target is resistant to Slashing damage, it is no longer resistant for a turn. If the target is immune to Slashing damage, it must make a Breathing Form DC Constitution Save. On a failed save, it becomes resistant instead for a turn. On a success It does not lose its immunity.
Boar Rush: 1 BP
You charge into your enemy from at least 10 Feet away, ramming them with your head or shoulder, dealing 2d4 Bludgeoning damage. If the target is resistant to Slashing damage, it is no longer resistant for a turn. If the target is immune to Slashing damage, it must make a Breathing Form DC Constitution Save. On a failed save, it becomes resistant instead for a turn. On a success It does not lose its immunity.
Level 5:
Third Form: Devour: 2 BP
You make simultaneous horizontal strikes at your enemy, dealing 2d4 Slashing damage. If you strike a creature with no armor, that creature must make a Breathing Form DC Constitution Save save. On a failed save, the creature takes 1d4 Bleeding damage at the end of each of their turns. This effect can stack. On a success, the creature does not take the bleeding damage. Bleeding status stops when the creature is healed.
Level 7:
Fourth Form: Slice and Dice: 3 BP
You deliver multiple diagonal double strikes with both weapons, dealing 3d6 slashing damage. If a creature you attack this way dies, creatures within 30 feet witness your ferocity and must make a Breathing Form DC Wisdom Save. On a failed save, the creature becomes frightened of you. On a success, the creature is not frightened. If a creature failed the save, they may retry the save at the end of their turn.
Level 11:
Fifth Form: Crazy Cutting: 4 BP
You strike everything in all directions within 5 Feet of you, dealing 4d6 to each creature within range. If you strike a creature with no armor, that creature must make a Breathing Form DC Constitution Save. On a failed save, the creature takes 1d4 Bleeding damage at the end of each of their turns. This effect can stack. On a success, the creature does not take the bleeding damage. Bleeding status stops when the creature is healed.
Level 13:
Sixth Form: Palisade Bite: 4 BP
You trap your opponent between your weapons as you clamp them down on the target, dealing 4d6 Slashing damage and the target must make a Breathing Form DC Dexterity Save. On a failed save, a creature is grappled by your weapons. Each turn you may use an Action to rake your weapons over the body of the grappled creature, dealing 4d6 Slashing Damage. The creature may make the Dexterity Save at the beginning of each of its turns.
Level 15:
Seventh Form: Spatial Awareness: 6 BP
You utilize your heightened senses to identify the general location of enemies and their weaknesses by feeling disturbances and smells in the ground and air. In combat, you are able to locate enemies, even if they are invisible, and vulnerabilities in a 120 foot radius. Outside of combat, you discover the general direction of creatures within a 5 Mile radius, but cannot tell what they are specifically. You can track a specific creature if given something with its scent on it.
Level 17:
Ninth Form: Hide of the Mountain God: 7 BP
For 1 Minute, you become immune to a type of damage you are already resistant to, and advantage on saving throws against 3 of the following conditions: Confused, Sleep, Poisoned, Stunned, Frightened, Paralyzed, or Charmed.
(Stuff to meet posting requirements)
Breathing Technique (Subclass Choice)
At Level 3, you have tuned your basic martial ability into an artform. Before you roll to attack an enemy, replace your normal attack with one of your Breathing Technique Features. You may add your Proficiency Bonus to this attack. You may attack in this way only once per turn. Choose one from the following techniques:
Water Breathing: A fighting form that prioritizes crowd damage and multiple attacks
against your enemies.
Flame Breathing: A devastatingly powerful combat form, dealing explosive single
target damage at the cost of mobility and self preservation.
Thunder Breathing: A highly mobile form, perfect for high velocity strikes and avoiding damage from every angle.
Wind Breathing: By manipulating the unseen force of wind to your advantage, controlling the battlefield becomes second nature
Beast Breathing: Survival is the key to victory, and this form gives you all the keys you need. With a plethora of resistance enemies will have difficulty trying to take you down.
Breathing Forms
At 3rd, 5th, 7th, 11th, 13th, 15th, and 17th level you gain a feature corresponding to your selected Breathing Technique.
When you use a Breathing Form that requires a DC save, the DC is equal to your Breathing Form DC. You may also add your Breathing Form Modifier to the attack and damage of your Breathing Form attacks.
Breathing Form DC: 10 + Wisdom Modifier + Proficiency Bonus
Breathing Form Modifier: Wisdom Modifier + Proficiency Bonus
Form Mastery
At 10th level, your character has prioritized one of their Breath Techniques to practice and commit to muscle memory. Choose a Breathing Form from either your 3rd, 5th, or 7th level Breathing Technique Feature. You may use the selected Breathing Form without spending BP. You may use this feature one time until you complete a Short Rest.
At 20th level, you gain an additional use of this feature, and pick an additional form from either your 3rd, 5th, 7th, or 11th level Breathing Technique Feature.
Total Concentration Breathing
At 2nd Level, your character learns how to control their breathing in the midst of combat, enhancing their combat ability and gaining Breathing Points (BP). Your character’s Breathing Point Maximum is equal to twice their level in this class. You regain BP equal to your Proficiency Bonus at the end of a Short Rest, and regain all your BP after completing a Long Rest.
You can use one of the chosen options once until your next turn. You may choose an additional option at 6th and 14th Level.
Choose 2 of the following options:
A Moment to Breathe: As a bonus action, spend 2 BP to gain 1d4 + Your Constitution Modifier in Temporary Hit Points.
Careful Steps: As a bonus action, spend 2 BP. The next Opportunity Attack against you this turn takes 1d4 penalty to their attack roll.
Flash Step: As a bonus action, you can spend up to 2 BP to increase your movement speed by 5 feet for each BP used.
Nimble Reflexes: When a creature hits you with an attack, you may use your reaction and spend half of your total BP to increase your AC equal to your Proficiency Bonus.
Reinforced Training
At 3rd level, as you increase in strength and resilience, you learn how to use Total Concentration Breathing to further empower your attacks. When using an attack from your Breathing Technique Feature, you may spend 2 BP to increase a form's amount of damage die by 1d6. You may use this ability multiple times for greater effect, up to 9 times for a single attack.







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