Fighter
Base Class: Fighter

The archetypal breath slayer manipulate the magic generated by the moons and the sun by breathing the power into their lungs and using a suitibe fighting style to control it. When someone specialises in this  archetiype they begin to hone in on a certain style of breathing and fighting style that connects them to a specific point of magic ranging from the magic directly from the sun, to magic directly from the moons. Depending on the connection that is formed a different breathing form is developed.

Heightened senses

Beginning at 3rd level you begin to hone your abilities and master your body you discover a way to heighten one of your senses. You can choose between, touch, scent or sound. You gain a unique ability based upon your chosen sense.
This feature can be used a number of times equal to your Wisdom modifier (minimum of 1), you regain all uses of this feature on short or long rests.

Scent

You are able to decipher a creature's scent and track it to learn of their previous actions. As an action, you can expend one use of your heightened senses to learn where a creature within 15ft that you can see, has been over the past 6 hours if you encounter a strong wing. you also learn if they have killed anything within this time. If they have killed any creatures you learn the type of creatures (i.e. Humanoid, monstrosity, Demon). You may also expend one use of heightened sense to gain advantage on a perception (wisdom) check that relies on smell.

Sound

You gain the ability to hear creatures' muscle movements and internal workings and are able to predict their next move. As an action, you can expend one use of your heightened senses to attempt to perceive a creatures' inner movements, make a perception check reliant on hearing against a DC determined by the DM. On a success, any time during the next minute, if you make the attack action against the creature you are listening to you can add your Wisdom modifier to your attack and damage rolls for the attacks from that action, after these attacks this effect ends, the effect also ends if they move more than 200ft away from you, you are deafened or if the silence spell effects you or the creature you are targeting. In addition, you can expend one use of your heightened sense to gain advantage on a perception (wisdom) check that relies on sound.

Touch

After touching a creature you are able to sense its signature with ease. You may expend one use of your heightened senses as a bonus action to learn the exact location of a creature you have touched or hit with a melee attack within the last hour, so long as the creature is within 100ft of you. In addition, you can expend one use of your heightened senses to gain advantage on an investigation (intelligence) check that relies on touch.

Breathing form

Additionally, at 3rd level, you begin to specialize in a specific style of unusual breathing connecting you with the elements around you.

Breathing forms: Choose one breathing form between; Thunder, Wind, Water, Sun, Moon, Blizzard or Arcane. Depending on the chosen breathing form, you are able to perform various abilities known as Styles.

Stamina: Using styles requires the user to breathe unusually limiting the number of times you can do this without becoming exhausted. You have 6 stamina points which are used whenever you use a style. You can go over your number of stamina points to use a style but you take a point of exhaustion for every stamina point you would have used.

You gain an additional 6 stamina points at 7th, 10th, 15th, and 18th level. 

Your Style DC = 8 + Wisdom modifier + your proficiency bonus for the Thunder, Wind, Water, Blizzard and SunBreathing forms.

For the Moon and Arcane breathing forms your Style DC = 8 + Intelligence modifier + your proficiency bonus.

Beath of Water, Splashing Styles

1st style Water Surface Slash: If you have moved at least 25ft on your turn and you make the attack action, then you may spend 2 stamina points to empower one attack that hits, dealing an additional 1d4 + your Wisdom modifier cold damage to the target as you weapon releases a powerful splash of water.

2nd style: Water Wheel. As an action, you can use 4 stamina points to create a wheel of magical water around your foe entangling them and holding them in place. One creature of your choice, within 5ft of you, must succeed on a Strength saving throw against your style DC or become grappled and restrained. The creature can repeat this save at the end of each of their turns, on a success they are released. The effect also ends after 1 minute. Additionally, only one target may be affected by this at any given time.

Breath of Arcane, Tricking Styles

1st Style: Mana Bind. After you see a creature within 60ft of you cast a spell with a casting time smaller than 1 minute between 1st and 5th level, as a reaction you may spend a number of stamina points equal to twice the spells level to bind the mana from the spell to yourself. The mana is bound to you in this way until the end of your next turn. While the magic is bound to you in this way you are able to cast the spell, without needing to perform its semantic or material components if it has any, using intelligence as your spellcasting modifier.

2nd Style: Arcane Pulse. As an action, you may spend 2 stamina points to attempt to push or pull all creatures nearby. When you use this Style choose to push or pull. All creatures within 15ft of you take 1d4+1 force damage and must make a Strength saving throw against your style DC. On a failure, they are pushed or pulled up to 15ft depending on the chosen effect. On a success, they are not pushed. This also affects any objects within 15ft of you that are not being worn, held, or carried and weigh less than 65 pounds.

Breath of Blizzards: Snowing Styles

1st Style: Ice Dagger. As a bonus action you may spend 1 stamina point to create a dagger of solid ice, the dagger remains for 1 minute before completely melting. The dagger deals the same damage as a regular dagger however a creature that takes damage from the dagger cannot take reactions until their next turn and they must make a Constitution saving throw against your style DC or have their movement halved on their next turn.

2nd Style: Sleet Strike. As an action, you may spend 3 stamina points to create freezing rain and sleet in a 20ft cone from you in a direction of your choosing until the end of your next turn.

The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw against your style DC. On a failed save, it falls prone. If a creature is concentrating in the area, the creature must make a successful Constitution saving throw against your style DC or lose concentration.

 

Breath of Moon, Crescent Styles

1st Style: Dark Moon. As a bonus action, you may spend 1 stamina point to be able to hide in a shadow even when you are not obscured, or when you are only lightly obscured.

2nd Style: Pearl Moongazing. As an action, you may spend 2 stamina points to attempt to charm a humanoid within 5ft by having them begin to feel as if they are moongazing. The creature must make a Wisdom saving throw against your style DC. If they are hostile towards you they make the save with advantage. On a failed save, the creature is charmed and belives they are calmly staring at the moons. This charm lasts for 1 hour and is broken if it takes any damage. On a successful save the creature is unaffected. Additionally, only one target may be affected by this at any given time.

Breath of Sun, Embering styles

1st style: Life Waltz. Your body is surrounded by faint embers. As an action, you can spend 2 stamina point to restore 1d6 + your Wisdom modifier hit points to one creature within 5ft of you.

2nd style: Scorching Crimson Mirror. As an attack, you may expend 2 stamina points and unleash 2 slashes of flames from your weapon towards a creature within 20ft of you. The creature must make a dexterity saving throw against your style DC, on a fail the target takes 2d6 fire damage and catches fire, otherwise, the target takes half as much and does not catch fire. While on fire the target must make a dexterity saving throw at the start of each of their turns, on a fail the creature takes an additional 2d6 fire damage, on a success the effect ends and the creature takes no damage. The effect also ends after 1 minute of the target being on fire.

Breath of Thunder, Sparking styles

1st style: Thunderclap and Flash. When you make the dash action on your turn you may use 1 stamina point to make a single attack against a creature you move within 5ft of. You may expend an additional 2 stamina points to increase the number of creatures you may attack as you dash (maximum of 1 attack per creature.) When you make an attack in this way you deal an additional 1d8 thunder damage and your weapon emits a boom audible up to 300ft away. When you use this feature your AC increases by 2 until you stop moving.

2nd style: Buzzing Mosquito Thunder. As an action, you may expend 1 stamina point to make a spinning attack around you, emitting a shocking wave of thunder in a 15ft radius around you. Any creature in this radius must make a dexterity saving throw against your style DC. On a failure, the creature takes 2d8 lightning damage and cannot take reactions until the start of its next turn. On a success, they take half as much damage and can still take reactions.

Breath of Wind, breezing styles

1st style: Dust Whirlwind Cutter. As an action, you may expend 3 stamina points to create a cyclone of 15ft tall and 10ft in a radius around yourself that remains there until the start of your next turn. The cyclone around you counts as difficult terrain to all creatures except you, any creature that starts its turn in the cyclone or moves into the cyclone for the first time on its turn must make a Strength saving throw against your style DC or be blown in outside the cyclone along the shortest possible path. Additionally, you count as having half cover for all ranged attacks made against you.

2nd style: Clean Storm Wind Tree. As a bonus action, you may use 3 stamina points to empower your Dust Whirlwind Cutter before you use it. The next time you use Dust Whirlwind Cutter within 1 minute its size is increased to be 30ft tall and 15ft in radius. It is also empowered, such that any creature within the cyclone that is blown out of the cyclone takes 2d6 slashing damage. In addition, you count as having three quartes cover against all ranged attacks instead of half cover.

Breathing form, novice styles

At 7th level, you specialize in your breathing form more and learn new more advanced styles based upon your chosen breathing form. 

Breath of Water, Flowing styles

Breath of Wind, Gusting styles

Breath if Thunder, Shocking styles

Breath of Moon, Crescent styles

breath of Arcane, Mana styles

Breath of Blizzard, Hailing styles

Breath of Arcane, mana styles

3rd style Unstable Sphere: As a reaction, you may spend 3 stamina points when you are attacked to create an arcane sphere around you increasing your armor class by 1d4 until the end of your next turn.

4th style Shattering Sphere: At the start of your turn, as an action, while you are under the effects of an Unstable Sphere you may spend 1 stamina point to cause the arcane sphere to shatter when this happens all creatures within 5ft of you must make a dexterity saving throw on a failed save they take 1d4+1 force damage and be blinded until the end of their next turn. After you do this you lose the benefits granted by the sphere

5th style Chaotic Channel: As an action, you may spend 3 stamina points to rapidly cast 5 random first or second level spells (determined by a roll from the table below) from your weapon using intelligence as your spellcasting modifier for each of them. The targets of these spells or area of effect are chosen randomly by the DM, but you may choose to prevent spells from being cast on up to 3 creatures you can see, this does not prevent these creatures from being affected by spells with an area of effect.

1 Armor of Agathys 51 Ray of Sickness
2-3 Arms of Hadar 52 Sanctuary
4-5 Bane 53-54 Sheild
6-7 Bless 55-56 Sheild of Faith
8 Burning hands 57-58 Silent Image
9 Catapult 59 Sleep
10 Cause Fear 60 Thunderwave
11 Chaos Bolt 61 Witch Bolt
12 Charm person 62 Turn into a plant for 1 min
13 Chromatic Orb 63 The target can fly for 1 round
14 Colour spray 64 Invisibility on all creatures in 30ft
15 Command 65 You become very drunk
16 Cure wounds 66 Nothing happens
17-18 Dissonant Whispers 67-68 Despell all lesser magic in a 1-mile radius
19 Earth tremor 69-70 You cast a fireball centered on yourself
20-21 Entangle 71-72 You cast 5 more spells from this style
22-23 Faerie Fire 73-74 You can't use your styles for the next 5 minutes
24 False Life 75-76 Aid
25 Feather Fall 77 Acid Arrow
26-27 Fog cloud 78-79 Aganazzar's Scorcher
28-29 Goodberry 80-81 Blindness/Deafness
30-31 Grease 82-83 Calm Emotions
32 Guiding Bolt 84-85 Cloud of Daggers
33 Healing word 86-87 Crown of madness
34 Heroism 88-89 Darkness
35-36 Hex 90-91 Darkvision
37-38 Hideous Laughter 92-93 Detect thoughts
39-40 Hunter's Mark 94 Dragon's Breath
41-42 Ice Knife 95 Dust Devil
43-44 Inflict Wounds 96 Earthbind
45-46 Jump 97-98 Enhance Ability
47-48 Longstrider 99 Enlarge/Reduce
49-50 Magic Missile 100 Regain 5 stamina points

Breath of Blizzards, Hailing Styles

3rd Style: Glacier. As a reaction when you take damage of any kind apart from psychic damage you may spend 5 stamina points to fall prone and shelter yourself in a thick glacier of impenetrable ice. You become immune to all damage except psychic damage and the damage taken is reduced to no damage instead. You remain inside the glacier until the end of your next turn however you may use an action to break out of the ice early. While in the glacier you are grappled you the only action you are able to make is to break free out of the glacier.

4th style: Yuki-onna Passageway. As an action you may spend 3 Stamina points to teleport yourself to an unoccupied space you can see within 90ft of you, leaving a cold breeze where you once stood.

5th style: Icey Remnant. When you use Yuki-onna Passageway you may spend an additional 3 stamina points to cause all creatures within 10ft of where you teleported from and where you teleported, to make a constitution saving throw against your Style DC. Taking 3d8 cold damage on a failed save, or half as much on a successful save. As an icy wind chills those around where you are and where you were.

Breath of Sun, Flaming Styles

3rd style: Parhelion rainbow. As an action you may use 4 stamina points you move in a way to evade incoming attacks with high-speed twists and rotations, thus creating 3 burning afterimages. For the next minute each time, a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your afterimages. If you have three afterimages, you must roll a 6 or higher to change the attack’s target to a duplicate. With two afterimages, you must roll an 8 or higher. With one afterimage, you must roll an 11 or higher.

An afterimage's AC equals 10 + your dexterity modifier. If an attack hits an afterimage, the afterimage is destroyed, if the attacker is within 5ft of you when it is destroyed they take 1d6 fire damage. An afterimage can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three afterimages are destroyed.

A creature is unaffected by this ability if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with true sight.

4th style: Fire chariot. As part of one of your attacks, you may use 3 stamina points while you have Parhelion rainbow active to distract a creature within 5ft of you. One of your afterimages is used to distract the target, being destroyed in a burst of flames. Your attack against the creature is made with advantage, adding your wisdom modifier to the attack and damage roll. On a hit, you deal an additional 3d6 fire damage. You may only use this once per round on your turn against a creature affected by Parhelion rainbow.

5th style: Burning sun. As an action you may use 4 stamina points to create a sphere of radiant energy in a sphere around you, lighting it up with 120ft of bright light and 120ft of dim light. When you use this ability you can choose up to 3 creatures within 120ft of you restoring 1d8 + your Wisdom modifier hit points to them.

Breath of Water: Flowing Styles

3rd Style: Waterfall Basin. As an action, you may spend 4 stamina point to create a basin of water 5ft in diameter centered up to 60ft away. The basin raises 40ft into the air. Any creature that is stood over the basin can choose to make a dexterity saving throw against your style DC. On a failure, they are launched to the top of the basin, on a success they are launched only half as high. The basin remains there until the end of your turn.

4th Style: Striking Tide. When a creature fails its dexterity saving throw against your waterfall basin you may spend 1 stamina point to make the water freezing cold, making it deal an additional 1d6 cold damage.

5th Style: Blessed Rain After the Drought. You learn the shape water cantrip if you do not already know it. Additionally, you may use 2 stamina points to cast Create or Destroy Water. Wisdom is your spellcasting modifier for the spells granted by this style.

Breathing form, advanced styles

At 10th level, you learn to make use of your intense stamina by learning an advanced style which uses more stamina but is also much more powerful.

Breath of Sun, Scorching styles

Breath of Water, Flooding styles

Breath of Wind, Tornado styles

Breath of Thunder, Lightning styles

Breath of Moon, Full moon styles

Breath of Arcane, Mana styles

Breath of Arcane, Mana styles

6th style: Overflow. As a bonus action, you may spend 4 stamina points to cause an overflow of mana within yourself for the rest of your turn. Before you make an attack against a creature while this effect is active you may choose from one of the following effects to occur:

  • You have a +2 to your attack and damage rolls
  • If your attack hits the creature they must make a dexterity saving throw or become grappled and restrained until the end of your turn by a magical bind.
  • The creature you attack is pushed 15ft away after the attack by an arcane blast.
  • The creature has disadvantage on their next attack roll.

7th style: Mana-Field. As an action, you may spend 12 stamina points to create a 30ft radius sphere of arcane energy centered at a point within 60ft of you that remains there for 1 minute or until you create another Mana-Field. This Mana-Field acts on an initiative of 20, On its turn you may choose one of the following effects to occur:

  • Dull Magic field: Spells cannot be cast from within the sphere for the next round.

  • Enlarging field: All creatures within the sphere grow larger until they leave the sphere. While Enlarged in this way a creature's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the effect ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

  • Unstable field: Magic missiles fly from the cracks of mana within the field and crash into creatures within the field. Each creature in the field takes 1d4+1 force damage, this damage can be prevented with the use of a shield spell.

  • Vanishing field: Poof All creatures within the sphere become invisible for 1 minute. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The effect ends for a target that attacks or casts a spell.

  • Sickening field: Sickening necrotic energy fills the sphere rotting the muscles of those within it. All creatures within the sphere must make a Constitution saving throw. On a failure, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the effect. On a save the effect ends.

Breath of Sun, Schorching styles

6th style: sunflower lance. As an action, you may use 6 stamina points to create a 60ft line of fire from your weapon. Any creature within this line must make a Dexterity saving throw against your style DC. On a failed save they take 6d6 fire damage and catch fire. On a successful save the creature takes half as much damage and does not catch fire. While on fire the target must make a dexterity saving throw at the start of each of their turns, on a fail the creature takes an additional 2d6 fire damage, on a success the effect ends and the creature takes no damage.

7th style: Solar Halo Dragon Dance. When you take the dodge action on your turn you may also spend 8 stamina points to perform an elegant dance and surround up to 3 creatures you can see within 30ft of you with a firey dragon until the end of your next turn. Any creature affected by this heals for 1d8 + your Wisdom modifier at the start of their turn. In addition, any creature who makes a melee attack against someone surrounded by the fire dragon takes 2d6 fire damage. Furthermore, the creature's next melee attack that hits before this effect ends deals an additional 2d6 fire damage. The effect also ends after 1 minute of the target being on fire.

Perfected Sense

At 15th level, your chosen heightened sense is improved, gaining a passive ability.

Keen Hearing

You can listen to the weight behind creatures' feature allowing you to know whether a creature is superior in its abilities when compared to you, granting you the following abilities:            You can tell if a creature within 60ft of you has higher or lower strength, dexterity or Constitution score than you. 

Keen Smell

Your sensitive nose can pick up even the most subtle changes in the air granting you the following benefits:

You are able to smell blood up to 1 mile away from you and know a rough idea of the direction it is in.
As well as being able to figure out when a creature is bloodied (below 1/2 of its maximum hitpoints). You know when a creature within 120ft of you is below 3/4ths of its maximum hit points, you know when a creature within 120ft of you is below 1/4th of its maximum hit points as long as the creature bleeds.

Keen Touch

You are able to feel the way the air moves around you with incredible accuracy easily, and react quickly to sudden changes in it giving you the following benefits:                                        You can no longer be surprised.
You gain truesight up to a range of 15ft.

Fundamental Understanding

Additionally, at 15th level, your understanding of the breathing styles broadens giving you the ability to learn one starting breathing style from another breathing form.

Damage dealt by your breathing styles ignores resistances.

Arcane Pulse

As a bonus action, you may spend 2 stamina points to attempt to push or pull all creatures nearby. When you use this Style choose to push or pull. All creatures within 15ft of you must make a Strength saving throw. On a failure, they take 1d6 force damage and are pushed or pulled up to 15ft. On a success, they take half as much damage and are not pushed.

Buzzing Mosquito Thunder

As an action, you may expend 1 stamina point to make a spinning attack around you, emitting a shocking wave of thunder in a 15ft radius around you. Any creature in this radius must make a dexterity saving throw. On a success, the creature takes 1d8 lightning damage and cannot take reactions until the start of its next turn.

Dark Moon

As a bonus action, you may spend 1 stamina point to be able to perform the hide action in a shadow even when you are not obscured, or when you are only lightly obscured.

Dust Whirlwind Cutter

As an action, you may expend 4 stamina points to create a cyclone 15ft in a radius around yourself that remains there until the start of your next turn. The cyclone around you counts as difficult terrain to all creatures except you, any creature that starts its turn in the cyclone or moves into the cyclone for the first time on its turn must make a Strength saving throw or be blown 15ft away from the cyclone in a direction decided by you. Additionally, you count as having quarter cover for all ranged attacks made against you.

Life Waltz

Your body glows faintly with the life-giving embers. As a bonus action, you can spend 1 stamina to restore 1d4 + your Wisdom modifier to one creature within 5ft of you. You can instead choose to spend 2 stamina points and restore 1d4 + your Wisdom modifier to two creatures within 5ft of you.

Mana Bind

After you see a creature within 60ft of you cast a spell of 5th level or lower, as a reaction you may spend a number of stamina points equal to twice the spells level to bind the mana from the spell to yourself. The mana is bound to you in this way until the end of your next turn. While the magic is bound to you in this way you are able to cast the spell, without needing to perform its semantic components if it has any, using wisdom as your spellcasting modifier.

Pearl Moongazing

As an action, you may spend 2 stamina points attempt to charm a humanoid by having them begin to feel as if they are moongazing. The creature must make a Wisdom saving throw. If they are hostile towards you they make the save with advantage. On a failed save, the creature is charmed and belives they are calmly staring at the moons. This charm lasts for 1 hour and is broken if it takes any damage. On a successful save the creature is unaffected.

Scorching Crimson Mirror.

As an action, you may expend 2 stamina points and unleash 2 slashes of flames from your blade towards a creature within 60ft of you. The creatures must make a dexterity saving throw, on a fail the target takes 3d6 fire damage and catches fire, otherwise, the target takes half as much and does not catch fire. If the target catches fire they must make another dexterity saving throw at the start of each of their turns, on a fail they take an additional 2d6 damage, on a success they the effect ends and they take no damage.

Thunderclap and Flash

When you make the dash action on your turn you may use 1 stamina point to make a single attack against a creature you move within 5ft of. You may expend additional stamina points to increase the number of creatures you may attack as you dash (maximum of 1 attack per creature.) when you make an attack in this way you deal an additional 1d8 thunder damage and your weapon emits a boom audible up to 300ft away. If you use this feature you gain a bonus to your AC equal to half the stamina points used (rounded up), up to a maximum of +5.

Water Surface Slash

If you have moved at least 20ft on your turn and you make the attack action, then you may spend 2 stamina points to empower one attack that hits, dealing an additional 2d4 + your Wisdom modifier cold damage to the target as you weapon releases a powerfull splash of water.

Water Wheel

As an action, you can use 4 stamina points to create a wheel of magical water around your foes entangling them and holding them in place. Any creature within 5ft of you must succeed on a Strength saving throw or become grappled and restrained. The creature can repeat this save at the end of each of their turns.

Breathing form, Expert Styles

At 18th level, you master your body fully and are able to perform the most powerful known breathing styles with your intense stamina.

Breath of Arcane, Cryptic Styles

If you have learned of this dark secret you are able to use the power it holds. As an action you may spend 16 stamina points to create a dark void of destructive magical energy known as "The Secret" at the tip of your blade, it remains there until you dismiss it as a free action, you are incapacitated or you create "The Secret" again. At the end of each of your turns, you must use 2 stamina points to allow this style to remain active. While The Secret exists it acts on an initiative of 20, you control it and it is able to move up to 60ft (fly) and take 1 of the following actions:

  • Take: If The Secret is within 5ft of a creature with the ability to cast a spell it can destroy that creature's magic for the turn. The creature is unable to cast any spells for the next round, any concentration checks they make are at disadvantage. Additionally on your next turn after using this you are able to cast 1 spell the creature knows that has a casting time of 1 action and is of 4th level or lower.

  • Void: The secret attempts to banish a creature to a void of arcana. The creature must make a DC17 Charisma saving throw or be absorbed into the void, While in the Void the creature experiences the unspeakable. At the start of the creature's turn, they take 2d8 cold damage and 2d12 psychic damage. If The Secret uses an action other than Void then the creatures in the void may repeat the saving throw. Creatures in the void leave it when The Secret is dismissed, they exit in a space as close to where the void was dismissed as possible.

  • Stay: You may choose a number of creatures equal to your Intelligence modifier within 60ft of The Secret, their movement is halved until the start of The Secrets next turn.

  • Destroy: If The Secret is within 15ft of a creature it can Destroy the life energy it has. The creature must make a DC17 Dexterity saving throw or have their maximum hitpoint be reduced by 6d6 and is dragged towards The Secret until it is 5ft away.

  • Chaos: The Secret cast 5 random spells between 1st and 6th level. These spells are determined by the DM and should be cast in a way that aligns with the player's desire.

Breath of Sun, Solar Styles

8th style: Soaring Flame Dragon. As an action, you may spend 20 stamina points to engulf yourself in a giant flaming dragon that lights up an area up to 200ft around you with bright light and another 200ft with dim light. You are engulfed for 1 minute. During this time you are able to fly with a speed of 40ft, all attacks you make, or styles you use which deal damage a deal an extra 2d6 fire damage. If an attack hits you, the attacker takes 1d6 fire damage. Additionally, when you use this style you may choose up to 3 creatures within 200ft of you, while they are within 200ft of you and can see you they heal a number of hit points equal to 1d4 + your Wisdom modifier at the start of each of their turns

9th style: the Setting Sun. As an action, while your Soaring Flame Dragon is active you may spend 5 stamina points to briefly transform the flaming dragon around you into a blazing sun in a 35ft radius sphere around you. All creatures within the sphere must make a dexterity saving throw against your style DC, suffering 10d6 fire damage on a failure or half as much on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
3/26/2020 9:15:18 PM
82
0
0.1
Coming Soon
9/13/2020 7:58:35 PM
54
4
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes