Fighter
Base Class: Fighter

The Breath Artist can use their breathing techniques to enhance their fighting prowess, and yes, this is very much based on Kimetsu no Yaiba, because that manga/anime series is awesome and I feel justified to adapt something cool like that into my favorite TTRPG. Sue me.

Controlled Breathing

At 3rd level, your mastery over your breathing has granted you great power, this mastery is represented by Breath Points.

Breath Points: 

You gain an amount of Breath Points equal to your Fighter level, used to enhance your attacks with Breathing Forms. You regain all expended Breath Points after you complete a long rest. 

Breathing Form

At 3rd level, you choose your Breathing Form. Choose Death, Fire, Lightning, Snake, Stone, Sun, Water, or Wild. As a Bonus Action, you may spend a Breath Point to add one of three effects to your next attack. Any saving throw is a DC of 8 + your Con mod + your Proficiency bonus.

Death Breathing

You gain resistance to Radiant damage and can use a Breath Point to do one of three techniques:

  • Reaping Slash: Add 1d10 Necrotic damage to your damage roll. You gain Hit Points equal to the Necrotic damage dealt.
  • Death Grasp: Add 2d10 Necrotic damage to your damage roll. On a hit, the target makes a Strength saving throw. On a fail, they are Grappled by an skeletal hand and take 2d6 Cold damage. The target repeats the saving throw at the end of each of its turns.
  • Styx Strike: Add 2d10 Necrotic damage to your damage roll. On a hit, 2 other creatures you can see make a Wisdom saving throw. On a fail, they take damage equal to the Necrotic damage as well, as Necrotic damage, on a success, they take half damage instead.

Fire Breathing

You gain resistance to Cold damage and can use a Breath Point to do one of three techniques:

  • Flame Whip: You may make a ranged attack with your melee weapon, adding your Dexterity modifier to the attack roll, dealing 2d6 fire damage. 
  • Flare Wreathed Strike: You gain advantage on the attack roll, but have -4 to the damage roll and add 1d6 fire damage.
  • Gout of Fire: You gain disadvantage on the attack, but you have +5 on the damage roll and add 3d6 damage.

Lightning Breathing

You gain resistance to Thunder damage and can use Breath Point to do one of three techniques:

  • Storm Rend: Add 1d10 lightning damage to your damage roll. If the target is wearing Heavy Armor, is made of metal, or is standing on a metallic surface, instead of 1d10 lightning damage, deal 10 lightning damage.
  • Shocking Slash: You may use an attack action to make two attacks with disadvantage. Add 2d10 lightning damage to the damage rolls.
  • Static Strike: Choose a creature you can see within 100 ft. of you. You may use an attack action to make that creature make a Dexterity saving throw. On a fail, the creature takes 3d10 lightning damage, on a success, they take half damage instead.

Snake Breathing

You gain resistance to Acid damage and can use a Breath Point to do one of three techniques:

  • Adder's Dance: Add 1d4 Poison damage to your damage roll. On a hit, you increase your movement speed by 10ft until the end of your turn.  
  • Venom Strike: Add 2d4 Poison damage to the damage roll. On a hit, the target makes a Constitution saving throw. On a fail, the target takes an additional 6d4 Poison damage.
  • King Cobra Slash: Gain disadvantage on the attack and add 3d4 Poison damage to the damage roll. On a hit, the target makes a Constitution saving throw. On a fail, the target is Paralyzed and Poisoned for 1d4 rounds.

Stone Breathing

You gain resistance to Piercing damage and can use a Breath Point to do one of three techniques:

  • Stone's Fortitude: On a hit, gain 3 temporary Hit Points and gain +2 AC until the start of your next turn.
  • Rock Slash: Add 1d12 Force damage to the damage roll. On a hit, the target is pushed back 5ft. 
  • Gem Strike: Add 2d12 Force damage to the damage roll. On a Critical Hit, the target is Stunned. 

Sun Breathing

You gain resistance to Necrotic damage and can use a Breath Point to do one of three techniques:

  • Sun Strike: Add 1d8 radiant damage to your damage roll. The creature hit by you gains disadvantage on its next attack against you.
  • Star Slash: You gain advantage on your next attack if the target has disadvantage against you or if they are blinded.
  • Solar Flare: On a hit, 2 creatures of your choice that you can see make a Wisdom saving throw. On a failed save, the targets are Blinded for 2 rounds and take 2d8 radiant damage, on a success, they take half damage and are not Blinded instead.

Water Breathing

You gain resistance to Fire damage and can use a Breath Point to do one of three techniques:

  • Calm Waters: You may use an attack action to increase your movement by 15ft.
  • Surface Slash: Add 2d8 Cold damage to your damage roll. On a Critical Hit, the creature makes a Dexterity saving throw. On a fail, the creature is knocked Prone, and takes 2d8 Cold damage, on a success, they take half damage and are not knocked Prone.
  • Gentle Rain: Add 1d8 Cold damage to your damage roll. On a hit, an ally you can see gains your damage roll in Hit Points.

Wild Breathing

You gain resistance to Bludgeoning  damage and can use a Breath Point to do one of three techniques:

  • Bestial Strike: Add 1d6 Slashing damage to your attack roll. On a hit, the target makes a Wisdom saving throw. On a fail, they are Frightened and take 1d6 Psychic damage.
  • Wild Senses: You may use an attack action to learn the location of a creature within 100ft. of you that you can not see, if the reason they cannot be seen is nonmagical.
  • Way of the Wilds: Add 2d6 Slashing damage to your attack roll. On a hit, if the target has more Hit Points than you, you may attack it again. 

 

Breath of Life

Starting at 7th level, you may use use 2 Breath Points as a Bonus Action to gain 2d8 + your Constitution modifier Hit Points. Once you use this feature, you must complete a long rest until you can use it again.

Improved Technique

At 10th level, you add 2 additional damage die to the damage your Breathing Forms you spend Breath Points on.

Advanced Technique

At 15th level, you gain another Breathing Form depending on your choice at level 3:

Fire: Blazing Bonfire: Add 8d6 Fire damage to your damage roll. On a hit, the target makes a Dexterity saving throw. On a failed save, they take an additional 4d6 Fire damage and are Burning, on a success, they take half damage and are not Burning.

Sun: Stellar Burst: Add 6d8 Radiant damage to your damage roll. On a hit, a burst of sunlight blasts out from the target. Any hostile creatures within 30ft. are Blinded and take 4d8 Radiant damage. Any hostile creatures within the 30ft. after that, are Blinded.

Lightning: Electric Flash: Add 4d10 Lightning damage to your damage roll. On a hit, you call forth a storm with your strike. Every hostile creature within 50ft. of you makes a Dexterity saving throw. On a failed save, they take damage equal to the Lightning damage dealt with the attack, on a success, they take half damage.

Snake: Swaying Death Adder: Add 8d4 Poison damage to your damage roll. On a hit, the target makes a Constitution saving throw. One a fail, they are Poisoned and take 8d4 Poison damage. This Poison damage cannot be resisted and gives the target disadvantage on all rolls as long as they are Poisoned.

Stone: Mountain's Might: Add 3d12 Force damage to your damage roll. On a hit, you gain temporary Hit Points equal to the Force damage dealt and the target is knocked Prone. As long as the target is Prone, successful attacks are critical hits.

Water: Drowning Tides: Add 10d6 Cold damage to your damage roll. On a hit, the target makes a Dexterity saving throw. On a fail, they are swept away in a tide of water, moving them back 60ft. and dealing 10d6 Cold damage to it and all other hostile targets in a straight line 60ftlong and 60ft. wide behind the target. 

Death: Festering Macabre: Add 3d10 Necrotic damage to your damage roll. On a hit, you gain Hit Points equal to double the amount of Necrotic damage dealt and the target's Maximum Hit Points are reduced by double the amount of Necrotic damage dealt. If this reduces the target's Maximum Hit Points to 0, the target instantly dies. 

Wild: Fury of the Wilds: Add 6d6 Slashing damage to your damage roll. On a hit, you may use another Breath Point to make another attack with advantage. This attack can critically hit on an 18, 19, or 20.

Technique Mastery

At level 18, you've mastered your Breathing Form, and can unleash your techniques efficiently. Whenever you make an attack, you may spend a Breath Point to use a Breathing Form, except for a Breathing Form learned by the Advanced Technique class feature. You may still use your Advanced Technique as a Bonus Action on your turn. Only one Breathing Form can be applied to an attack at once.

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