Hello all. I have been wanting to play a demon slayer game for a while now so I would like some players, About four or five.
As stated this is an alternate universe demon slayer so the hashira you know from the manga/anime will not be there
I have created a fighter subclass to be the demon slayer "Class" So you would start at level three to get that
I currently have Water, flame, thunder, beast, sound and mist breathing completed.
If you would want to play join the campaign and make a level three character and send me a dm telling me what breathing style you would like. and if you want one that is not currently available please let me know so i can make it. Campaign
However i will not be doing sun or moon breathing. Sun because it is the most powerful and moon because that is used as a blood demon art.
Also it does not matter what race you choose you will look like a human
How would thunder breathing work in terms of character use? In the manga/anime, normal humans seem to only be able to use the first form, and the others required actual lightning magic
How would thunder breathing work in terms of character use? In the manga/anime, normal humans seem to only be able to use the first form, and the others required actual lightning magic
Not true. The two learners of thunder breathing that i know from the manga are zenitsu and kaigaku. Zenitsu was only able to learn the first orm. Kaigaku was able to learn the other 5 but was unable to learn the first form. But as this is an au you can learn all the forms, Or forgo learning the rest and learn the folded techniques for the first form.
For anyone who wants to see the breathing styles here they are
Water breathing
First form-Water Surface Slash: as an action to create a powerful single concentrated slash against a creature. Make an attack with a melee weapon. On successful hit, you deal an additional 1d6 + your Wisdom Modifier slashing damage to the creature. The amount of extra damage increases by 1d4 in the 6th, 11th, 14th, 17th and 20th level.
Second form-Water wheel: you use your movement to do a high jump and use your action to make an attack on a creature in reach as you land. If you moved before the jump and the attack hits, you must succeed a Dexterity saving throw or fall prone. You deal an extra 1d8 + your Wisdom modifier slashing damage for every 2 ft. that you have jumped in the air. The amount of extra damage increases by 1d8 in the 11th, 14th, 17th and 20th level.
Third form-Flowing dance: the swordsman swings his blade at his opponent in a way that mimics the movement of waves on the surface of water. At the start of the turn you can only move at half your speed and you do not provoke opportunity attacks. Until the beginning of your next turn, any ranged attacks, including spell attacks and the magic missile spell, automatically fail against you. (You may only do this once per long rest) (Requires level 5)
Fourth form-Striking tide: the swordsman makes consecutive fast slashes while twisting their body in a flowing fashion similar to a tide. As a bonus action, you may Take two attack actions using all attacks possible against a single target (Requires level 8)
Fifth form-Turbulent: An improved forth form. You may grant yourself advantage to every attack. (You may only use this once per long rest) (Requires level 12)
Sixth form-Whirlpool: The user fiercely twists their upper and lower body, creating a whirlpool of air that cuts anything caught in it. Anyone within a 5 foot radius of the user must make a dexterity saving throw or take 1d6+dexterity modifier of slashing damage as well as being pushed back 15 feet. On a success half damage and only 5 feet of pushback
Seventh form-Drop ripple thrust: The user performs a fast and accurate stab, capable of reducing the impact of a moving target. You may make an attack roll against a moving creature or object and with a hit you deal 1d4 damage and reduce its movement speed by half.
Eighth form-Waterfall Basin: you do a long jump at double your normal distance. Each creature that you jump over must make a Dexterity saving throw. On a failure, the creature takes 2d10 + your Wisdom modifier slashing damage. On a success, the creature takes half as much damage. (Requires level 10)
Ninth form-Splashing water flow, Turbulent: The user changes their footwork in a way that minimizes the landing time and surface needed when landing, allowing the user to move without limits. Ideal when fighting in a place with no solid foothold. When you use this form difficult terrain does not effect you. (Can only do this a number of times equal to your wisdom modifier per long rest)
Tenth form-Constant Flux: the swordsman spins like a writhing dragon, gaining more force on their strikes with each rotation. you move up to 20 ft. and make an attack against a creature in your range at advantage. You can repeat this process until you miss regardless of total movement speed used, and you may only attack each creature once. Every consecutive hit deals an additional 1d12 damage. (Requires level 17)
Flame Breathing
First form-Unknowing fire: The Swordsman charges towards their opponent at high speeds and aims to decapitate them in one slash. You may make an attack at disadvantage. If you hit you deal 4d12+wisdom modifier fire damage. (You may do this once per long rest)
Second form-Rising scorching sun: The swordsman releases an arching sword slash upwards. You may make an attack. On a hit you deal 1d12 + wisdom modifier fire damage
Third form-Blazing universe: The Swordsman swings their blade downwards in an arc. You may make an attack. on a hit you deal 1d6+ Wisdom modifier damage and knock your opponent prone
Fourth form-Blooming flame undulation: The user swings their blade in a circular motion that can defend them from incoming attacks. Enemies have disadvantage to hit you with ranged weapons (Requires level 5)
Fifth form-Flame tiger: The user performs a series of powerful sword slashes that seemingly takes the form of a flaming tiger. You may make up too four attacks against a single opponent. On a hit you deal 1d12 + wisdom modifier fire damage. (Requires level 8)
Sixth form- Fire that pierces the sky: The swordsman bends down slightly and jumps, turning his sword in an upward motion he performs an upward attack that can reach the sky. You may jump upwards of thirty feet in the air and make one attack against a single target. On a hit you Deal 2d12 + wisdom modifier fire damage. (Requires level 10)
Seventh Form-Blaze release: The swordsman is enveloped in flames, takes off and advances on the opponent, then delivers a side blow that discharges those flames on it, charring it. You gain the effect of a dash action. And if you move at least your movement speed and hit with an attack you deal an additional 2d6+Wisdom modifier fire damage' (requires level 12)
Eight form-Underworld eruption: The swordsman stabs their Nichirin Blade into the ground which burns the terrain itself and causes fire to erupt out of the ground. You may stab the ground and send cause fire to erupt around an area of 30 feet. Anyone in the area must make a dexterity saving throw or take 5d12 fire damage (You may only do this once per long rest) (Requires level 17)
Thunder breathing
First form-Thunderclap and flash: The swordsman can use a dash action to move forward and slash at their opponent with incredible speed. Immediately after a successful hit with a melee weapon attack you deal an additional 1d6 + Dexterity modifier lightning damage to the target. This damage increases to 1d8 at 11th, 1d10 at 14th, 1d12 at 17th, and 2d12 at 20th level
You may choose to forgo learning the rest of the thunder breathing forms to perfect the first form. Doing so allows you to learn the very powerful thunderclap and flash-fold moves
(At 5th level you gain access to thunderclap and flash- threefold, Allowing you to make three attacks against one or multiple opponents in a single round.
At 9th level you gain access too thunderclap and flash-Sixfold, Allowing you to make six attacks against one or multiple opponents in a single round.
At 13th level you gain access to thunderclap and flash-Eightfold, Allowing you to make eight attacks against one or multiple opponents in a single round.
At 17th level you you gain access to thunderclap and flash-godspeed, Allowing you to make fifteen attacks against one or multiple opponents in a single round. You may only use godspeed twice per long rest without risk of damaging yourself)
Second form-Rice spirit: , the swordsman cuts the target vertically. You may use your entire movement and action to do a high jump and and make a melee weapon attack against a creature in reach as you land. On a hit, you deal an extra 1d6 lightning damage for every 5 ft. that you jumped. This damage increases by 1d6 at 8th, 14th, 17th, and 20th level.
Third form-Thunder swarm: as an action you can generate a spinning wave of lightning in all directions. All creatures in a 25 ft. radius must make a Constitution saving throw or take 4d8 lightning damage. The targets take half of that damage rounded down on a success. This damage increases to 5d8 at 12th level, 6d8 at 17th level, and 7d8 and 20th level. (You may only do this a number of times equal to your dexterity modifier per long rest) (Requires level 5)
Forth form-Distant thunder: The user slashes their sword and releases multiple ranged strikes towards a target. As an action, you may make Ranged weapon attack with a range of 30/80 on a hit you deal 1d6 thunder damage.
Fifth form-Heat lightning: as an action you may make a melee weapon attack against one creature within reach, causing them to take 5d12 + your Constitution modifier lightning damage on a hit. This attack has a +2 bonus to its attack roll. This damage increases to 6d12 at 17th level, and 7d12 at 20th level. (You may only do this once per long rest)
Sixth form-Rumble and flash: as an action or a reaction you slash around yourself faster than the eye can see. When used as an action, every creature in a 15 ft. radius takes 15d8 + Dexterity modifier lightning damage on a hit.
As a reaction to an attack targeting you, you make a melee weapon attack against it. If your roll is higher, their attack automatically fails and any creatures within a 30 ft. cone must attempt a Dexterity saving throw. On a failure, they take 8d8 + your Dexterity modifier + your Constitution modifier lightning damage and are sent 20 ft. away from you. On a success, they take half as much damage and are moved half as far.
Beast breathing
You automatically learn the Two weapon fighting style with this breathing style
First fang-Pierce: The Swordsman stabs the target's neck with both blades. As an action you may make an attack. On a hit you deal 2d12+ strength modifier piercing damage
Second fang-Slice: The Swordsman unleashes a double slash with his two blades in an X-shaped cut. As an action you may make an attack against a single target. On a hit you deal 1d12+Strength modifier Slashing damage
Third fang-Devour: The swordsman releases simultaneous horizontal slashes towards the target's throat. You may make up to three attacks and on a hit you deal 1d6+ Strength modifier Slashing damage
Forth fang-Slice 'n' dice: The Swordsman delivers multiple diagonal double slashes with both swords. You may make up to five attacks dealing 1d8 slashing damage on a hit (Requires level 8)
Fifth fang-Crazy cutting: The swordsman slices everything in all directions. Everyone within 10 feet must make a dexterity saving throw or take 1d12+Strength modifier Slashing damage on a failed hit, or half as much on a successful one (Can only be done a number of times equal to strength modifier per long rest) (Requires level 5)
Sixth fang-Palisade bite: The swordsman releases simultaneous slashes with two swords from both directions. You may make an attack at advantage that deals 2d12 + strength modifier slashing damage on a hit (Can only be used a number of times equal to strength modifier per long rest) (Requires level 12)
Seventh fang- Spacial awareness: The swordsman utilizes their sense of touch to identify the position of enemies and their weaknesses by feeling small disturbances in the air. When you use this ability you can sense where anyone is within 75 feet. This area increases to 100 feet at 7th level, 125 feet at 13th level, 175 feet at 16th level, 250 feet at 20th level. You may use an action to have the dm tell you one strength or weakness a number creature has equal to your level (Can only be used once per long rest) (Requires level 5)
Eight fang-Explosive rush:The swordsman charges towards their opponent at blinding speeds while swinging both their swords. Anyone in your path takes 1d6 slashing damage, However once you start moving you can't turn
Ninth fang-Extending bendy slash: The swordsman dislocates the joints of their arm to increase the range of their attack, and then unleashing a fast swinging forward strike. You must take 2d6 damage to use this fang. Once you do you have a reach of fifteen feet and can make an immediate attack against anyone within range
Tenth fang-Whirling fangs The Swordsman rapidly spins their swords in a circular motion, deflecting enemy attacks such as projectiles. You can reduce damage from a projectile attack by 1d8. If you reduce damage to 0 you block the attack (Can only do this a number of times equal to your strength modifier per long rest)
Sound breathing
You automatically learn the Two weapon fighting style with this breathing style
First form-Roar:The the swordsman lifts their twin swords above their head and slams them down with great force creating an explosion to deal massive physical damage, causing a loud sound resembling thunder as a result. If you hit an enemy with this you deal 2d12+dexterity modifier thunder damage
Second form-Bang:The swordsman swings both of their blades horizontally outward in a cross slash manner, making a flash effect that can blind the target for a specific amount of time and it can also damage them as well. Using this you can blind a creature (See the blind/deaf condition) And make an attack dealing 1d6 thunder damage on a hit (Requires level 5)
Third form-Explosive sound: The Swordsman clashes their blades together, creating a stream of explosive sound down towards the enemy. Everyone in a 5 foot wide, 50 foot line must make a dexterity saving throw or take 2d6 thunder damage (Requires level 9)
Forth form-Constant resounding slashes: The user holds their swords apart and spins them rapidly causing blades of air to go out in all directions, creating massive explosions while defending themselves from attacks. Anyone within 20 feet of you must make a dexterity saving throw or take 8d6 thunder damage and be knocked 10 feet away. Half damage and no knockback if passed the save (You may only do this once per long rest) (Requires level 13)
Fifth form-String performance: The user holds one of their swords with a reverse grip and spins the other using the chain that connects them. This causes a massive blade of pure sound to spring out causing massive damage. You may make an attack with a reach of 15 feet. On a hit you deal 3d6+Dexterity thunder damage. The air wave deals an additional 1d6 damage if an opponent fails a dexterity save
Mist breathing
First form-Low clouds, distant haze: The user unleashes a powerful thrust attack in front of them. Roll an attack. On a hit you deal 1d6+ Dexterity modifier piercing damage, And unleash a small amount of mist causing the opponent to have disadvantage to attacks until the end of their next turn
Second form- Eight layered mist: The user unleashes eight forward slashes with each one on top of the other in extremely quick succession. Anyone within five feet of you must make a dexterity saving throw or take 3d6+Dexterity modifier slashing damage. (You may do this a number of times equal to your dexterity modifier per long rest) (Requires level 5)
Third form- Scattering mist splash: The user releases a powerful circular slash in front of them that can be used to blow away projectiles. As a reaction to being attacked by a Ranged weapon you may use this form to eliminate all damage. (You may only do this once per long rest) (Requires level 9)
Fourth form-Shifting flow slash: The user quickly unsheathes their sword and dashes towards their enemy at blinding speeds and delivers a quick slash from beneath them. You gain the benefits of the dash action but must use as much speed as possible to move towards an enemy. Then attack them. On a hit you deal 2d6 slashing damage (Requires level 9)
Fifth form-Sea of clouds and haze: The user dashes forward at high speed and unleashes a flurry of slashes that cover a wide area while obscuring their movements. . You gain the benefits of the dash action but must move towards an enemy or group of enemies stopping at least 15 feet away from them. Anyone within 30 feet of you must make a dexterity saving throw or take 3d6+dexterity modifier slashing damage. Enemies within 30 feet of you have disadvantage to hit you until the start of your next turn (You can only use this once per long rest) (Requires level 13)
Sixth form- Dispersing mist: The user backflips into the air while upside down and delivers countless ranged slashes downwards, capable of decimating dozens of targets at once. You jump 30 feet into the air and launch a barrage of Misty slashes towards the ground which impacts a 50 foot circle. Anyone in that circle must make a dexterity saving throw or take 10d6 bludgeoning damage. Alternatively you may make up to 5 attacks against a single or multiple opponents while in the air. Make an attack roll for each attack, on a hit the target takes 2d6 bludgeoning damage. (You may only do this once per long rest) (Requires level 17)
How would thunder breathing work in terms of character use? In the manga/anime, normal humans seem to only be able to use the first form, and the others required actual lightning magic
Not true. The two learners of thunder breathing that i know from the manga are zenitsu and kaigaku. Zenitsu was only able to learn the first orm. Kaigaku was able to learn the other 5 but was unable to learn the first form. But as this is an au you can learn all the forms, Or forgo learning the rest and learn the folded techniques for the first form.
Flame breathing yes. And he is a level 3 fighter with the demon slayer subclass. On my very first post is the link to the campaign that says campaign join that to get the subclass
So looking at him i do want to reiterate this is an alternate universe one in which nobody we know from the anime or manga exists. As much as it hurts i would like you to change his name please
Is this in the homebrew collection by chance to add to our characters?
Ya. I made the entire subclass. any other races you would want to play for racial bonuses is also alright. But to keep the feel of demon slayer you are gonna be a human
Sounds good I'll go look for it in a bit then so I can add the Martial Archetype. Here is the link for my character so far: https://ddb.ac/characters/66651434/lRl3pL
Do you want us to keep the names similar to the source material, or does it not matter? Also, would you like us each to have a different breath style?
Hello all. I have been wanting to play a demon slayer game for a while now so I would like some players, About four or five.
As stated this is an alternate universe demon slayer so the hashira you know from the manga/anime will not be there
I have created a fighter subclass to be the demon slayer "Class" So you would start at level three to get that
I currently have Water, flame, thunder, beast, sound and mist breathing completed.
If you would want to play join the campaign and make a level three character and send me a dm telling me what breathing style you would like. and if you want one that is not currently available please let me know so i can make it. Campaign
However i will not be doing sun or moon breathing. Sun because it is the most powerful and moon because that is used as a blood demon art.
Also it does not matter what race you choose you will look like a human
How would thunder breathing work in terms of character use? In the manga/anime, normal humans seem to only be able to use the first form, and the others required actual lightning magic
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
Not true. The two learners of thunder breathing that i know from the manga are zenitsu and kaigaku. Zenitsu was only able to learn the first orm. Kaigaku was able to learn the other 5 but was unable to learn the first form. But as this is an au you can learn all the forms, Or forgo learning the rest and learn the folded techniques for the first form.
For anyone who wants to see the breathing styles here they are
Water breathing
First form-Water Surface Slash: as an action to create a powerful single concentrated slash against a creature. Make an attack with a melee weapon. On successful hit, you deal an additional 1d6 + your Wisdom Modifier slashing damage to the creature. The amount of extra damage increases by 1d4 in the 6th, 11th, 14th, 17th and 20th level.
Second form-Water wheel: you use your movement to do a high jump and use your action to make an attack on a creature in reach as you land. If you moved before the jump and the attack hits, you must succeed a Dexterity saving throw or fall prone. You deal an extra 1d8 + your Wisdom modifier slashing damage for every 2 ft. that you have jumped in the air. The amount of extra damage increases by 1d8 in the 11th, 14th, 17th and 20th level.
Third form-Flowing dance: the swordsman swings his blade at his opponent in a way that mimics the movement of waves on the surface of water. At the start of the turn you can only move at half your speed and you do not provoke opportunity attacks. Until the beginning of your next turn, any ranged attacks, including spell attacks and the magic missile spell, automatically fail against you. (You may only do this once per long rest) (Requires level 5)
Fourth form-Striking tide: the swordsman makes consecutive fast slashes while twisting their body in a flowing fashion similar to a tide. As a bonus action, you may Take two attack actions using all attacks possible against a single target (Requires level 8)
Fifth form-Turbulent: An improved forth form. You may grant yourself advantage to every attack. (You may only use this once per long rest) (Requires level 12)
Sixth form-Whirlpool: The user fiercely twists their upper and lower body, creating a whirlpool of air that cuts anything caught in it. Anyone within a 5 foot radius of the user must make a dexterity saving throw or take 1d6+dexterity modifier of slashing damage as well as being pushed back 15 feet. On a success half damage and only 5 feet of pushback
Seventh form-Drop ripple thrust: The user performs a fast and accurate stab, capable of reducing the impact of a moving target. You may make an attack roll against a moving creature or object and with a hit you deal 1d4 damage and reduce its movement speed by half.
Eighth form-Waterfall Basin: you do a long jump at double your normal distance. Each creature that you jump over must make a Dexterity saving throw. On a failure, the creature takes 2d10 + your Wisdom modifier slashing damage. On a success, the creature takes half as much damage. (Requires level 10)
Ninth form-Splashing water flow, Turbulent: The user changes their footwork in a way that minimizes the landing time and surface needed when landing, allowing the user to move without limits. Ideal when fighting in a place with no solid foothold. When you use this form difficult terrain does not effect you. (Can only do this a number of times equal to your wisdom modifier per long rest)
Tenth form-Constant Flux: the swordsman spins like a writhing dragon, gaining more force on their strikes with each rotation. you move up to 20 ft. and make an attack against a creature in your range at advantage. You can repeat this process until you miss regardless of total movement speed used, and you may only attack each creature once. Every consecutive hit deals an additional 1d12 damage. (Requires level 17)
Flame Breathing
First form-Unknowing fire: The Swordsman charges towards their opponent at high speeds and aims to decapitate them in one slash. You may make an attack at disadvantage. If you hit you deal 4d12+wisdom modifier fire damage. (You may do this once per long rest)
Second form-Rising scorching sun: The swordsman releases an arching sword slash upwards. You may make an attack. On a hit you deal 1d12 + wisdom modifier fire damage
Third form-Blazing universe: The Swordsman swings their blade downwards in an arc. You may make an attack. on a hit you deal 1d6+ Wisdom modifier damage and knock your opponent prone
Fourth form-Blooming flame undulation: The user swings their blade in a circular motion that can defend them from incoming attacks. Enemies have disadvantage to hit you with ranged weapons (Requires level 5)
Fifth form-Flame tiger: The user performs a series of powerful sword slashes that seemingly takes the form of a flaming tiger. You may make up too four attacks against a single opponent. On a hit you deal 1d12 + wisdom modifier fire damage. (Requires level 8)
Sixth form- Fire that pierces the sky: The swordsman bends down slightly and jumps, turning his sword in an upward motion he performs an upward attack that can reach the sky. You may jump upwards of thirty feet in the air and make one attack against a single target. On a hit you Deal 2d12 + wisdom modifier fire damage. (Requires level 10)
Seventh Form-Blaze release: The swordsman is enveloped in flames, takes off and advances on the opponent, then delivers a side blow that discharges those flames on it, charring it. You gain the effect of a dash action. And if you move at least your movement speed and hit with an attack you deal an additional 2d6+Wisdom modifier fire damage' (requires level 12)
Eight form-Underworld eruption: The swordsman stabs their Nichirin Blade into the ground which burns the terrain itself and causes fire to erupt out of the ground. You may stab the ground and send cause fire to erupt around an area of 30 feet. Anyone in the area must make a dexterity saving throw or take 5d12 fire damage (You may only do this once per long rest) (Requires level 17)
Thunder breathing
First form-Thunderclap and flash: The swordsman can use a dash action to move forward and slash at their opponent with incredible speed. Immediately after a successful hit with a melee weapon attack you deal an additional 1d6 + Dexterity modifier lightning damage to the target. This damage increases to 1d8 at 11th, 1d10 at 14th, 1d12 at 17th, and 2d12 at 20th level
You may choose to forgo learning the rest of the thunder breathing forms to perfect the first form. Doing so allows you to learn the very powerful thunderclap and flash-fold moves
(At 5th level you gain access to thunderclap and flash- threefold, Allowing you to make three attacks against one or multiple opponents in a single round.
At 9th level you gain access too thunderclap and flash-Sixfold, Allowing you to make six attacks against one or multiple opponents in a single round.
At 13th level you gain access to thunderclap and flash-Eightfold, Allowing you to make eight attacks against one or multiple opponents in a single round.
At 17th level you you gain access to thunderclap and flash-godspeed, Allowing you to make fifteen attacks against one or multiple opponents in a single round. You may only use godspeed twice per long rest without risk of damaging yourself)
Second form-Rice spirit: , the swordsman cuts the target vertically. You may use your entire movement and action to do a high jump and and make a melee weapon attack against a creature in reach as you land. On a hit, you deal an extra 1d6 lightning damage for every 5 ft. that you jumped. This damage increases by 1d6 at 8th, 14th, 17th, and 20th level.
Third form-Thunder swarm: as an action you can generate a spinning wave of lightning in all directions. All creatures in a 25 ft. radius must make a Constitution saving throw or take 4d8 lightning damage. The targets take half of that damage rounded down on a success. This damage increases to 5d8 at 12th level, 6d8 at 17th level, and 7d8 and 20th level. (You may only do this a number of times equal to your dexterity modifier per long rest) (Requires level 5)
Forth form-Distant thunder: The user slashes their sword and releases multiple ranged strikes towards a target. As an action, you may make Ranged weapon attack with a range of 30/80 on a hit you deal 1d6 thunder damage.
Fifth form-Heat lightning: as an action you may make a melee weapon attack against one creature within reach, causing them to take 5d12 + your Constitution modifier lightning damage on a hit. This attack has a +2 bonus to its attack roll. This damage increases to 6d12 at 17th level, and 7d12 at 20th level. (You may only do this once per long rest)
Sixth form-Rumble and flash: as an action or a reaction you slash around yourself faster than the eye can see. When used as an action, every creature in a 15 ft. radius takes 15d8 + Dexterity modifier lightning damage on a hit.
As a reaction to an attack targeting you, you make a melee weapon attack against it. If your roll is higher, their attack automatically fails and any creatures within a 30 ft. cone must attempt a Dexterity saving throw. On a failure, they take 8d8 + your Dexterity modifier + your Constitution modifier lightning damage and are sent 20 ft. away from you. On a success, they take half as much damage and are moved half as far.
Beast breathing
You automatically learn the Two weapon fighting style with this breathing style
First fang-Pierce: The Swordsman stabs the target's neck with both blades. As an action you may make an attack. On a hit you deal 2d12+ strength modifier piercing damage
Second fang-Slice: The Swordsman unleashes a double slash with his two blades in an X-shaped cut. As an action you may make an attack against a single target. On a hit you deal 1d12+Strength modifier Slashing damage
Third fang-Devour: The swordsman releases simultaneous horizontal slashes towards the target's throat. You may make up to three attacks and on a hit you deal 1d6+ Strength modifier Slashing damage
Forth fang-Slice 'n' dice: The Swordsman delivers multiple diagonal double slashes with both swords. You may make up to five attacks dealing 1d8 slashing damage on a hit (Requires level 8)
Fifth fang-Crazy cutting: The swordsman slices everything in all directions. Everyone within 10 feet must make a dexterity saving throw or take 1d12+Strength modifier Slashing damage on a failed hit, or half as much on a successful one (Can only be done a number of times equal to strength modifier per long rest) (Requires level 5)
Sixth fang-Palisade bite: The swordsman releases simultaneous slashes with two swords from both directions. You may make an attack at advantage that deals 2d12 + strength modifier slashing damage on a hit (Can only be used a number of times equal to strength modifier per long rest) (Requires level 12)
Seventh fang- Spacial awareness: The swordsman utilizes their sense of touch to identify the position of enemies and their weaknesses by feeling small disturbances in the air. When you use this ability you can sense where anyone is within 75 feet. This area increases to 100 feet at 7th level, 125 feet at 13th level, 175 feet at 16th level, 250 feet at 20th level. You may use an action to have the dm tell you one strength or weakness a number creature has equal to your level (Can only be used once per long rest) (Requires level 5)
Eight fang-Explosive rush:The swordsman charges towards their opponent at blinding speeds while swinging both their swords. Anyone in your path takes 1d6 slashing damage, However once you start moving you can't turn
Ninth fang-Extending bendy slash: The swordsman dislocates the joints of their arm to increase the range of their attack, and then unleashing a fast swinging forward strike. You must take 2d6 damage to use this fang. Once you do you have a reach of fifteen feet and can make an immediate attack against anyone within range
Tenth fang-Whirling fangs The Swordsman rapidly spins their swords in a circular motion, deflecting enemy attacks such as projectiles. You can reduce damage from a projectile attack by 1d8. If you reduce damage to 0 you block the attack (Can only do this a number of times equal to your strength modifier per long rest)
Sound breathing
You automatically learn the Two weapon fighting style with this breathing style
First form-Roar:The the swordsman lifts their twin swords above their head and slams them down with great force creating an explosion to deal massive physical damage, causing a loud sound resembling thunder as a result. If you hit an enemy with this you deal 2d12+dexterity modifier thunder damage
Second form-Bang:The swordsman swings both of their blades horizontally outward in a cross slash manner, making a flash effect that can blind the target for a specific amount of time and it can also damage them as well. Using this you can blind a creature (See the blind/deaf condition) And make an attack dealing 1d6 thunder damage on a hit (Requires level 5)
Third form-Explosive sound: The Swordsman clashes their blades together, creating a stream of explosive sound down towards the enemy. Everyone in a 5 foot wide, 50 foot line must make a dexterity saving throw or take 2d6 thunder damage (Requires level 9)
Forth form-Constant resounding slashes: The user holds their swords apart and spins them rapidly causing blades of air to go out in all directions, creating massive explosions while defending themselves from attacks. Anyone within 20 feet of you must make a dexterity saving throw or take 8d6 thunder damage and be knocked 10 feet away. Half damage and no knockback if passed the save (You may only do this once per long rest) (Requires level 13)
Fifth form-String performance: The user holds one of their swords with a reverse grip and spins the other using the chain that connects them. This causes a massive blade of pure sound to spring out causing massive damage. You may make an attack with a reach of 15 feet. On a hit you deal 3d6+Dexterity thunder damage. The air wave deals an additional 1d6 damage if an opponent fails a dexterity save
Mist breathing
First form-Low clouds, distant haze: The user unleashes a powerful thrust attack in front of them. Roll an attack. On a hit you deal 1d6+ Dexterity modifier piercing damage, And unleash a small amount of mist causing the opponent to have disadvantage to attacks until the end of their next turn
Second form- Eight layered mist: The user unleashes eight forward slashes with each one on top of the other in extremely quick succession. Anyone within five feet of you must make a dexterity saving throw or take 3d6+Dexterity modifier slashing damage. (You may do this a number of times equal to your dexterity modifier per long rest) (Requires level 5)
Third form- Scattering mist splash: The user releases a powerful circular slash in front of them that can be used to blow away projectiles. As a reaction to being attacked by a Ranged weapon you may use this form to eliminate all damage. (You may only do this once per long rest) (Requires level 9)
Fourth form-Shifting flow slash: The user quickly unsheathes their sword and dashes towards their enemy at blinding speeds and delivers a quick slash from beneath them. You gain the benefits of the dash action but must use as much speed as possible to move towards an enemy. Then attack them. On a hit you deal 2d6 slashing damage (Requires level 9)
Fifth form-Sea of clouds and haze: The user dashes forward at high speed and unleashes a flurry of slashes that cover a wide area while obscuring their movements. . You gain the benefits of the dash action but must move towards an enemy or group of enemies stopping at least 15 feet away from them. Anyone within 30 feet of you must make a dexterity saving throw or take 3d6+dexterity modifier slashing damage. Enemies within 30 feet of you have disadvantage to hit you until the start of your next turn (You can only use this once per long rest) (Requires level 13)
Sixth form- Dispersing mist: The user backflips into the air while upside down and delivers countless ranged slashes downwards, capable of decimating dozens of targets at once. You jump 30 feet into the air and launch a barrage of Misty slashes towards the ground which impacts a 50 foot circle. Anyone in that circle must make a dexterity saving throw or take 10d6 bludgeoning damage. Alternatively you may make up to 5 attacks against a single or multiple opponents while in the air. Make an attack roll for each attack, on a hit the target takes 2d6 bludgeoning damage. (You may only do this once per long rest) (Requires level 17)
Oh, cool
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
Hello I am super interested and will be sending a dm shortly. I have this concept for Frost/Ice Breathing that I'd love to work on with you.
Discord play-by-post lover. Hater of westmarches. Just gimme some character driven gameplay please.
Interest post. Will post character concept by Saturday.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Ok.
Can i get fire breathing
and how am i suppose to create a character for him
Ok i finished it you can check it with this link to the charachter sheet
https://ddb.ac/characters/66646336/GDxOit
Flame breathing yes. And he is a level 3 fighter with the demon slayer subclass. On my very first post is the link to the campaign that says campaign join that to get the subclass
How would you like ability scores?
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Rolled, point buy, or standard array
Ability scores: 14 16 10 15 14 7
Is this in the homebrew collection by chance to add to our characters?
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
So looking at him i do want to reiterate this is an alternate universe one in which nobody we know from the anime or manga exists. As much as it hurts i would like you to change his name please
Ya. I made the entire subclass. any other races you would want to play for racial bonuses is also alright. But to keep the feel of demon slayer you are gonna be a human
Sounds good I'll go look for it in a bit then so I can add the Martial Archetype. Here is the link for my character so far: https://ddb.ac/characters/66651434/lRl3pL
Do you want us to keep the names similar to the source material, or does it not matter? Also, would you like us each to have a different breath style?
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Names dont matter and yes a diffrent breathing style would be nice
Rn people have chosen
Flame
Thunder
Mist
Ice
and that leaves you
Also do join the campaign when you can. its under my first post
Water since it flows with the idea for the character...
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Alright cool