Fighter
Base Class: Fighter

A Breathing Style distantly derived from Wind Breathing and the personal creation of Inosuke Hashibira, A legendary demon hunter, himself after living in the mountains and fighting for survival. It also seems to take inspiration from the wild boars that he grew up with.

Enhanced Strength: These fighters possess superhuman physical strength, being able to dual-wield two katanas as opposed to one, even swinging them at super speeds.

Enhanced Flexibility: They are extremely flexible to the point where they can even bend backwards so far that their head reaches between their feet. They have even displayed the ability to dislocate their arms to extend their reach and dislocate any of the joints in their body at will. This flexibility additionally extends to their internal organs.

Immense Speed & Reflexes: They are incredibly fast individuals, displaying their honed reflexes and movement speed.

Extrasensory Perception:  Their senses are honed to such extremes that he possesses a form of extrasensory perception that allows them to detect things outside the normal range of perception. Enhanced Touch: After growing up in the mountains, They have developed a sharp and incredibly sensitive sense of touch. Their skin can even feel the small vibrations in the air. They can tell if anyone is looking at them, especially if they have any hostile intentions. They can even pinpoint the exact location they are looking at, which gives them an edge in combat.

Animal Imitation: Due to growing up with boars in the mountains, they have adopted their habits and started incorporating them into their fighting styles. As a result, both his hand-to-hand combat style and swordsmanship style are very reminiscent of animals and beasts. 

 

Demon Slayer’s Stamina

You can go past your limits. You can use the techniques that can be used only once per long or short rest, but you start gaining levels of Exhaustion until your death.


Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.

Level     Effect

1          Disadvantage on ability checks

2          Speed halved

3          Disadvantage on attack rolls and saving throws

4          Hit point maximum halved

5          Speed reduced to 0

6          Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.

Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Way of The Four-Legged beast

When you take the Attack action and your dual wielding two longswords you can attack with both swords, you can then take an extra attack action option and attack both swords at the same time again. You don’t add your ability modifier to the damage of the extra attack unless that modifier is negative.

You cannot use a bonus action to attack with a weapon upon using the extra attack

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense

You have an advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Beasts Resilience

 You have an advantage on saving throws against poison, and you have resistance against poison damage

Beast's Speed & Reflexes

Having lived in the wilds with many animals since childhood your walking speed is increased by 10 feet. You also gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.  In addition, Your able to Dislocate all the joints in your body and have a burrowing speed equal to your walking speed. However, you can only travel through already made burrows. You cannot make burrows yourself.

Sudden Throwing Strike

The user throws both of their blades in a spinning motion at an enemy. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. The blades have a range have 60 feet, upon hitting or missing their target they get stuck on the surface of whatever's in front of them.

Once you use this feature, you can’t use it again until you finish a short rest.

Ninth Fang: Extending Bendy Slash

The user dislocates the joints of their arm increasing the range of their attack to 10 feet, unleashing a fast-swinging forward strike doing 1d12 + Strength or Dexterity modifier slashing damage.

Eighth Fang: Explosive Rush

The user charges toward their opponent at blinding speeds in one direction up to 120 feet, and does not provoke opportunity attacks, reactions, or readied actions.

Once you use this feature, you can’t use it again until you finish a short rest.

Seventh Form: Spatial Awareness

The user Stabs their blades into the ground and utilizes their sense of touch to identify the position of enemies with their superhuman senses. You can sense the presence of creatures up to 5 miles away that aren’t undead or constructs. You know the general direction they’re in but not their exact locations.

You have Tremorsense in a range of 120 feet. You can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.

You can also sense their weaknesses by feeling small disturbances in the air, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Fifth Fang: Crazy Cutting

The user slices everything in all directions while in mid-air. You jump 15 feet into the air and 15 feet in any direction to an unoccupied space avoiding (Not Provoking) opportunity attacks, reactions, or readied actions. Before landing each of the targets must succeed on a Strength or Dexterity saving throw (DC 10 + your Str or Dex bonus + your proficiency bonus) within a 5-foot radius in all directions or take 3d6 + Your Strength modifier slashing damage as you slice everything in all directions.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Second Fang: Slice

If the target is within 5 feet you unleash a double slash with two blades in an X-shaped cut doing one additional weapon damage die performing a critical hit. The target also must succeed on a Wisdom saving throw (DC 10 + your Wisdom bonus + your proficiency bonus) or become frightened. The frightened target must make a Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends. A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.

Once you use this feature, you can’t use it again until you finish a long rest.

Demon Slayer’s Stamina Enhanced

At the 10th level, You can go past your limits. You can use Six techniques, which can only be used once per long or short rest, once each. Even after those three techniques are used you can still use any of the beast breathing techniques, but you start gaining levels of Exhaustion until your death.

Skirmisher

You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Tenth Fang: Whirling Fangs

The user rapidly spins their swords in a circular motion, deflecting enemy attacks such as projectiles. You can use your reaction to deflect a ranged weapon within reason. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your fighter level.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Fourth Fang: Slice 'n' Dice

You can throw aside all concern for defense to attack with fierce desperation. You make three attacks on your turn, attacking recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. The target must succeed on a constitution or dexterity saving throw (DC 10 + Con or Str Bonus + your proficiency bonus) or be Stunned for 1 minute. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. A stunned creature is incapacitated, can't move, and can speak only falteringly, the creature automatically fails Strength and Dexterity saving throws, Attack rolls against the creature have advantage.

Once you use this feature, you can’t use it again until you finish a long rest.

Third Fang: Devour

The user releases simultaneous horizontal slashes towards the limbs of the target which must be of reasonable size, to amputate the limbs of the target. The target must succeed on a constitution or dexterity saving throw (DC 10 + your Strength bonus + your proficiency bonus) or be incapacitated until the target is healed or it succeeds on a con saving throw. The Incapacitated target must make a Constitution saving throw at the end of each of its turns. On a successful save, the effect ends. An incapacitated target can’t take any actions or reactions. If you hit your target but they succeeded in their saving throw your target can’t make any type of melee attack against you till your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

First Fang: Pierce

The user stabs out with both blades doing piercing damage. You roll two additional weapon damage dice when determining the damage for this enhanced critical hit. If you move at least 20 feet in a straight line toward a medium or small target right before making the attack against it the target must succeed on a Strength saving throw (DC 10 + your Strength bonus + your proficiency bonus) or take bludgeoning damage equal to 1d12 + your Strength modifier as you make a ferocious kick pushing them 5 feet back knocking them prone.

Once you use this feature, you can’t use it again until you finish a long rest.

Beasts Speed & Reflexes Enhanced

Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Sixth Fang: Palisade Bite

You release simultaneous slashes with two swords from both directions in a saw-like movement. When a target is within 5 feet of you and unconscious, stunned, restrained, grappled, or paralyzed you release simultaneous slashes with two swords from both directions in a saw-like movement and perform brutal critical doing three additional weapon damage dice when determining the damage for the melee attack.

Once you use this feature, you can’t use it again until you finish a long rest.

Demon Slayer Swordsmen

At the 15th level, Bonus proficiency with long swords.

Organ shift

At the 15th level, Whenever you are reduced to 0 hit points or you are taking enough damage to outright kill you by a piercing attack instead of taking death saving throws you are automatically stable with 0 hit points, prone, and incapacitated.

Once you use this feature, you can’t use it again until you finish a long rest.

Primal Champion

At the 18th level, you embody the power of the wilds. Your Dexterity and Strength scores increase by 4. Your maximum for those scores is now 24.

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