Base Class: Barbarian
Beast Breathing is a Breathing Style that mimics beasts and wild animals, specifically their unpredictable and wild nature, including movements, attacks and senses, and replicates it with the user's movements, techniques and abilities. Most, if not all, known techniques and forms are simple, straightforward yet wild, unpredictable and animalistic movements and attacks, although one of them, utilizes the powerful sense of touch to replicate an animal's primal senses. Users that have mastered Beast Breathing visualize themselves seemingly creating the claw slashes of a beast when unleashing its techniques.
Becoming a master of the Beast Breathing Style is different for everyone. Whether it is being a feral child who grew up in the forests, or a rich kid who gave up his valuables to become one with nature. There is one thing in their training that is the same, learning to understand that the wilds cannot be controlled. Whether it is by man or nature, those who learn to appreciate wilderness learn that it's strength is mightier than any force.
Those who master the Beast Breathing Style, learn to harness the strength of the wilds. This strength comes from beyond the body, but instead the spirit. Those who master this style feel the speed of an Alpha Wolf, the strength of a Raging Bear, the cunning of a Sly Fox. Becoming in tuned with the wilds offers powers unmatched by any other.
First Fang: Ugachi Nuki
The user focuses their blade, channeling their primal fury through it. Their next attack is a sporadic dash and does increased damage. At level 3 this damage is 1d10 force. While in rage this damage becomes 2d10 force.
The damage of this feature goes up with every other Primal Path feature granted and additional bonus at 18.
Normal Primal Path Scaling
2d10 at 10, 3d10 at 18.
Rage Primal Path Scaling
3d10 at 10, 4d10 at 18.
Beast Breathing Second Form: Yasei no Ikari
When the user enters rage, enemies within a 20ft radius must make a WIS save(8+Prof+CON). Enemies within 5ft of the user when they enter rage must make the WIS save with disadvantage. On fail enemies become frightened.
Enemies remained frightened until the end of the users next turn.
Third Fang: Kirisaki
The user makes an attack with their blade, tearing through the flesh of their enemies. Attacking three times in an claw shaped pattern, this ability does 3d6 Force damage at level 6. This damage increased by 2d6 Force damage at level 14.
Beast Breathing Fourth Form: Kūkan Shikikaku
The user utilizes their senses to identify the position of enemies in a 30 ft radius. When the user activates this ability by tapping into the primal nature within they gain True Sense for 1 hour. The radius of True Sense is increased by 30 ft for every Primal Path Feature beyond 6 and an additional bonus at 18.
Primal Path Scaling
30ft at 6, 60ft at 10, 90ft at 14, 120ft at 18.
Fifth Fang: Kuruizaki
The user makes a radial attack hitting everything in a 5ft radius, dealing 2d6 at level 10. Creatures hit by this attack must make a STR save (8+prof+STR) or be pushed back 10ft. The damage increases to 3d6 at 14th level, and an additional time at 18th level.
Primal Path Scaling
3d6 at 14, 4d6 at 18
Sixth Fang: Enten Senga
The user takes a firm stance as a reaction to being targeted by a projectile, in which they rapidly twirl their sword. While in this stance decrease incoming projectile damage by 3d10. Projectile damage decrease becomes 6d10 at 18th level.
Incoming Projectile Damage Decrease.
3d10 at 14, 6d10 at 18.
Seventh Fang: Kuizaki
Consume.
When the user strikes down an enemy with a killing blow, gain Temp HP equal to half the damage dealt. This Temp HP decays by 5 at the start of each of the users turns.
Conquer.
When the user achieves a killing blow, targets within 10 ft of the user must succeed a WIS Saving Throw(8+prof+CON) or become Frightened.
Previous Versions
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11/28/2021 2:44:17 PM
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Posted Aug 9, 2022Cool, im making my own breathings now but someone in my campanign requested this, so it helps a lot!