Fighter
Base Class: Fighter

Starting at 3rd level upon choosing this subclass, gain access to sword styles and breathing techniques passed down from the house of Kyojuro Rengoku and later influenced by the Sun techniques known by Yoriichi Tsugikuni. Some techniques may only be uses twice per shirt rest or once per long rest. 

Uses strong broad strikes and powerful thrusts to quickly dispatch your targets.

Ability save DC = 8+ your strength modifier+ your fighter level divides by 2.

Flame Breathing Techniques

Starting at 3rd level, you learn the sword techniques and breath styles lassed down by Rengoku Kyojuro. 

  • First Form: Purgatory - Until your next turn, the next attack you make that hits deals an additional 2D6 fire damage. The target must make a Dex saving throw or become enveloped in red and black flames. The damage for this ability increases as you level up. Becoming 3D6 at 6th level and then 3D8 at 10th level. 
  • Second Form: Sea of Brilliant Flames - until the end of your next turn, whenever an enemy ends or starts its turn within 5ft of you, they take 2D6 fire damage. If the target is on fire, they instead take 3D8 fire damage.
  • Third Form: Cleansing Hellfire - the next attack you make extends out into a sweeping arch, each creature within 5ft of you must make a Strength saving throw, if failed they take 3D10 fire damage and are pushed back 10ft. They take half on a sucess. 

Flames of Purification

Starting at 7th level, As you master the flames that sear across your blade, you gain resistance to fire damage and you can use a free action to put out flames on you or your allies.

Total Concentration Breathing

Starting at 10th level, you begin to master the most difficult of breathing styles that even the most veteran of swordmasters have trouble mastering.

Once per long rest, you can use an action to heal yourself equal to half your fighter levels hit die. 

Dance of the Fire God

Starting at 15th level, you learn the Hinokami Kagura style passed down through Tanjiro Kamado's family.

  • Fourth Form: Dance of the Immortal Sun: until your next turn, each attack you make that hits deals an additional 2D8 fire damage. If the target isn't already on fire, they become enveloped in red and black flames. At the start of their turn they take an additional 2D6 fire damage. They must use an action to put the fire out.
  • Fifth Form: Wrath of the Sun God - As an action you let out a blazing stream of flames in a 30ft cone in front of you. Each creature in range must make a Dexterity saving throw, if failed they take 4D10 fire damage and are set ablaze. They take half damage on a sucess. If a creature is already on fire they take an additional D10 fire damage. Can only be used twice per long rest.

Breath of the Sun God

At 18th level, you learn to master the techniques passed down from the original breathing styles from when Demons first appeared. Once per long rest you may activate the technique below.

Hinokami Kagura - For 1 minute, each attack you make deals an additional 2D10 fire damage, targets that are hit are set ablaze and take an additional 4D8 damage at the start of thier turns. These flames can't be put out for as long as Hinokami Kagura is active. If a creature is imumune to fire damage, they are instead resistant to it and if they are resistant, they lose resistance to fire damage for one round.

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