Paladin
Base Class: Paladin

The Oath of the Demon Slayer is a sacred vow taken by paladins who seek to protect the world from the demonic threat. They train in Breathing Styles, the ancient techniques passed down through generations of Demon Slayers, to harness the power of their divine oath and strike down evil with their blades.

A Breathing Style is a form of magic that comes from the deepest vents of the soul and body, generating a spiritual energy that takes form as an element of nature

Tenets of the Demon Slayer

The paladins who take the Oath of the Demon Slayer adhere to the following tenets:

  • Protect the innocent: Your duty is to protect those who cannot protect themselves, especially from demonic threats. You must use your skills and powers to defend the weak and vulnerable.

  • Seek out evil: As a Demon Slayer, you are duty-bound to hunt down and eliminate demons wherever they are found. You must not rest until every last demon is vanquished from the world.

  • Honor your ancestors: You follow in the footsteps of the Demon Slayers who came before you, and you honor their legacy with every breath you take. You must uphold their traditions and techniques, and never forget the sacrifices they made to keep the world safe.

  • Strengthen your spirit: The power of your breath is your greatest weapon. You must train your mind and body to achieve perfect synchronization, and become one with your Breath Style. Only then can you unleash its full potential and defeat even the strongest demons.

Breathing Style

You can choose from 7 Breathing Style options that give you spells at 3rd, 5th, 9th, 13th and 17th level:

Water Breathing: Flowing, accurate strikes

Thunder Breathing: Pin-point accurate strikes with blinding speed

Beast Breathing: Wild and brutal swings and slashes

Flame Breathing: Hasty and powerful attacks

Insect Breathing: Quick and weak but long lasting attacks

Blood Breathing: Wild attacks that drain life force

Divine Breathing: Precise attacks that do more damage to undead and unholy beings

Breathing Techniques

 

 
Paladin Level Spells

3rd

Water: Water Surface Slash, Water Wheel
1d10, 1d8

Thunder: Thunderclap And Flash, Rumble And Flash

1d10 + 1d4 stun, 1d8

Beast: Pierce, Slash
1d8 + 2d4 bleed, 1d8 + 1d4 bleed

Flame: Unknowing Fire, Rising Scorching Sun
1d8 + 1d4 fire, 1d10 + 1d4 fire

Insect: Compound Eye Hexagon, Butterfly Dance
1d6 + 2d4 poison, 1d4 + 1d6 poison

Divine: Godly Display, Kami Dance
1d8 + 1d4 holy, 1d10 + 1d6 holy

5th

Water: Flowing Dance, Striking Tide
1d12, 1d10

Thunder: Heat Lightning, Distant Thunder
1d10, 1d10

Beast: Devour, Slice & Dice
1d6 + 1d4 bleed, 1d4 + 2d4 bleed

Flame: Blooming Flame Undulation, Blazing Universe
1d6 + 1d4 fire, 1d8 + 1d6 fire

Insect: Dragonfly Dance, Rising Butterfly
1d6 + 2d6 poison, 1d4 + 1d8 poison

Divine: Heavenly Rush, Infinite Virtue
1d10 + 1d6 holy, 1d8 + 1d12 holy

9th

Water: Blessed Rain, Whirlpool, Drop Ripple Thrust
1d4 + 1d8 stun, 1d10 + 1d4 stun, 1d10

Thunder: Thunderswarm, Honoikazuchi No Kami, Thunderclap & Flash Godspeed
1d6 + 1d4, Hit and dodge rolls will always succeed for 1d4 turns, 1d12 + 1d4 stun

Beast: Crazy Cutting, Palisade Bite, Spatial Awareness
1d8, 1d10, View all entities within 90ft

Flame: Flame Tiger, Flaming Blade, Burning Severance
1d10 + 2d4 fire, Basic attacks do 1d4 bonus fire damage for 1d4 turns, 1d12 + 1d6 fire

Insect: Insect Aura, Butterfly Dash
All animals won't attack you for 1d4 turns, Once per short rest instantly dodge an attack and deal 1d4 poison

Divine: Repenting Blade, Holy Steel, Godly Severance
Basic attacks deal holy damage for 1d4 turns, Once per short rest Imbue your armor with holy to half the damage of an attack

13th

Water: Waterfall Basin, Splashing Water, Constant Flux
1d10 + 1d4, 1d8 + 1d6, 1d8 + 1d4 stun

Thunder: Thunderclap & Flash Godspeed damage increase, also now unavoidable
1d12 + 1d6 + 1d6 stun

Beast: Impulsive Rush, Whirling Fangs, Sudden Throwing Strike
1d6 + 3d4, 1d8 + 2d4, 1d4 + 1d4

Flame: Buffs to all moves damage
Spells damage increased by 3

Insect: Buffs to all moves damage
Spells damage increased by 4

Divine: Seraphim Slash, Judgement
1d10+ 1d6 holy, 1d12 + 1d4 holy

17th

Water: Dead Calm
1d12 + 1d8 + 1d6

Thunder: Thunderclap & Flash Raiden
1d12 + 1d8 + 1d6 stun

Beast: Savagery
3d8

Flame: Rengoku
1d10 + 1d8 + 1d4 fire

Insect: Firefly Dance
1d8 + 1d6 + 1d4 + 1d4 poison

Divine: Salvation
1d10 + 1d6 holy + 1d4 fire

 

Indomitable Aura

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.  Evil entities are afraid of you and you gain advantage on intimidation, charisma and persuasion throws against them

At 18th level, the range of this aura increases to 30 feet and you can no longer be stunned.

Total Concentration Breathing

Beginning at 15th level, You are always under the effects of protection from evil and good, you gain advantage on wisdom and intelligence throws. +3 to 2 stats

Esoteric Art/New Breathing Style/Sun Breathing

At 20th level, Choose to master your current breathing style, Gain half of a new breathing style or give up your current breathing style to learn Sun Or Moon breathing.

Sun Breathing Abilities:


Dance Form: 1d12 + 2d8 dmg + 1d8 fire - 

Clear Blue Sky: 1d12 + 2d8 dmg + 1d10 fire - 30ft radius circle slash

Raging Sun: 1d10 + 2d8 + 1d6 fire

Fake Rainbow: Dodge any attack instantly and gain a bonus attack roll, can be used 3 times per long rest

Sun Wheel: 1d12 + 1d10 fire

Burning Bones, Summer Sun: 1d12 + 1d10 + 1d8 fire, 50ft radius slashes

Sunflower Thrust: 1d12 + 2d8 fire

Solar Heat Haze: 1d12 + 1d10 + 1d10 fire

Setting Sun: 1d12 + 3d8

Beneficent 
Radiance: 1d20 fire

Dragon Sun Halo Dance: 1d20 + 1d12 fire

Hinokami Kagura: 1d20 + 1d12 + 4d8 + 1d20. 20ft radius slashes

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