Base Class: Fighter
You have mastered the ancient dance that forms the foundation of Sun Breathing.
You gain a pool of Breathing Points equal to your Fighter level + your Constitution modifier. You regain all expended Breathing Points when you finish a short or long rest.
You use these Breathing Points to fuel your Hinokami Kagura techniques.
Your Hinokami Kagura save DC equals 8 + your proficiency bonus + your Strength modifier.
You learn five Hinokami Kagura techniques: First Form: Dance, Second Form: Clear Blue Sky, Third Form: Raging Sun, Fourth Form: Burning Bones, Summer Sun, and Fifth Form: Setting Sun Transformation.
Level 3: First Form: Dance
When you hit a creature with a melee weapon attack, you can expend 2 Breathing Points to deal an additional 1d8 fire damage.
Level 3: Second Form: Clear Blue Sky
You spin your weapon in a powerful overhead attack. When you hit a creature with a melee weapon attack, you can expend 2 Breathing Points to deal an additional 1d8 fire damage.
Level 3: Third Form: Raging Sun
You sweep your weapon in a wide flaming arc. When you hit a creature with a melee weapon attack, you can expend 2 Breathing Points to deal an additional 1d8 fire damage. The target must succeed on a Strength saving throw against your Hinokami Kagura save DC or be pushed up to 10 feet away from you.
Fourth Form: Burning Bones, Summer Sun
When a creature within your weapon's reach hits you with an attack, you can use your reaction and expend 2 Breathing Points to make a melee weapon attack against that creature. On a hit, the attack deals an additional 1d8 fire damage.
Level 3: Fifth Form: Setting Sun Transformation
As a bonus action, you can expend 3 Breathing Points to move up to 15 feet without provoking opportunity attacks. At the end of this movement, you can make one melee weapon attack. On a hit, the attack deals an additional 2d8 fire damage.
Level 7: Sixth Form: Solar Heat Haze
When a creature targets you with an attack, you can use your reaction and expend 2 Breathing Points to surround yourself with shimmering heat. The attack has disadvantage.
If the attack misses, you can immediately move up to 10 feet without provoking opportunity attacks.
Level 7: Seventh Form: Beneficent Radiance
You can expend 3 Breathing Points as an action to launch yourself through the air and strike downward.
Make one melee weapon attack with advantage. On a hit, the attack deals an additional 2d8 fire damage.
Level 10: Hinokami Mastery
Your movements become continuous, allowing you to chain your techniques together.
Once per turn when you use a Hinokami Kagura technique, you can reduce its Breathing Point cost by 1, to a minimum of 1.
You also learn Eighth Form: Sunflower Thrust and Ninth Form: Sun Halo Dragon Head Dance.
Level 10: Eighth Form: Sunflower Thrust
You can expend 3 Breathing Points as an action to make a melee weapon attack against a creature within your reach.
On a hit, the attack deals an additional 2d8 fire damage. The target must succeed on a Strength saving throw against your Hinokami Kagura save DC or be knocked prone.
Level 10: Ninth Form: Sun Halo Dragon Head Dance
You can expend 4 Breathing Points as an action to unleash a rapid sequence of flaming attacks.
Make two melee weapon attacks against one creature. If both attacks hit, the creature takes an additional 2d8 fire damage and must succeed on a Dexterity saving throw against your Hinokami Kagura save DC or be knocked prone.
Level 15: Thirteenth Form
You have mastered the continuous movements of Hinokami Kagura.
You learn Tenth Form: Dragon Sun Halo Head Dance and Eleventh Form: Fake Rainbow.
Level 15: Tenth Form: Dragon Sun Halo Head Dance
You can expend 4 Breathing Points as an action to move up to your speed and make up to three melee weapon attacks against creatures you move within reach of.
You cannot attack the same creature more than once with this technique.
Each attack that hits deals an additional 1d8 fire damage.
Level 15: Eleventh Form: Fake Rainbow
When a creature targets you with an attack, you can use your reaction and expend 2 Breathing Points to create a deceptive afterimage.
The attack automatically misses.
You can then move up to 10 feet without provoking opportunity attacks.
Level 18: Ultimate Hinokami Kagura
You have reached the highest level of Sun Breathing mastery.
You learn Twelfth Form: Flame Dance and Thirteenth Form.
You can use Thirteenth Form once per long rest.
Level 18: Twelfth Form: Flame Dance
You can expend 4 Breathing Points as an action to perform a two-part combination.
Make two melee weapon attacks against the same creature.
If both attacks hit, the target takes an additional 3d8 fire damage and must make a Constitution saving throw against your Hinokami Kagura save DC.
On a failed save, the creature burns for 3 rounds and takes 1d8 fire damage at the start of each of its turns.
Level 18: Thirteenth Form
You can expend 6 Breathing Points as an action to enter the continuous state of Hinokami Kagura for 1 minute. You can use this technique once per long rest.
For the duration:
Your melee weapon attacks deal an additional 1d8 fire damage.
Your movement speed increases by 10 feet.
You have advantage on Dexterity saving throws.
Once per turn, when you miss with a melee weapon attack, you can reroll the attack.
You cannot be frightened.
Once during the duration, you can use Solar Execution.
Solar Execution: Make three melee weapon attacks against one creature. Each hit deals an additional 2d8 fire damage.
After the duration ends, you gain one level of exhaustion.
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