Fighter
Base Class: Fighter

A demon slayer is a warrior trained to hunt the most powerful creatures and monsters that roam the world. Becoming a demon slayer means mastering the limits of ones body, using breathing techniques and practiced manoeuvres to make up for the difference in speed and power between them and the things they hunt. By developing these skills to a level that manipulates the weave of magic these demon slayers become able to reach a power close to that of the gods, often without realising it.  

Heightened Perception

Choose a sense from the list below, you choose to train this sense to a supernatural level allowing you to perceive the world around you better than ordinary folk. Whenever you use this sense to make an ability check, you have advantage on the roll.  

Hearing

You gain Blindsight out to a distance of 30 feet. You have advantage on checks that involve noise, and can hear clearly when a creature whispers within 60 feet of you. 

Sight

You gain Darkvision out to a range of 60 feet, if you already have darkvision its range is increased by 60 feet. You have advantage on any checks involving sight. 

Smell

You can identify individuals by their unique odours and have advantage on checks that involve smell, such as identifying what objects an individual has interacted with.

Taste

You can taste even subtle changes in your surroundings, enabling you to predict whether patterns and detect poisons. You have advantage on any check that involves taste.  

Touch

You gain Tremorsense out to a distance of 60 feet. You have advantage on checks that rely on you feeling an object or environment.

Breathing Style - 3rd Level

You have trained your breathing style to mimic an element, emotion or a creature, allowing you to benefit from aspects of the thing you mimic. Choose a breathing style, you gain abilities related to your choice at levels 3, 7, 10 & 15. You can change your selected breathing style when you choose this feature again at higher levels. 

 

Beast Breathing

Beast breathing takes inspiration from wild beasts. Users of this form often suffer from lycanthropy or otherwise have strange and unique connections with wild creatures and beasts.  

Level 3 - Your unarmed strikes deal 1d6 damage, this damage can be slashing, bludgeoning or piercing, your choice. You gain the ability to communicate with beasts, this communication may be throughout body language and using animalistic noises and movements. You have advantage on animal handling, persuasion or intimidation checks involving beasts. 

Level 7 - Your unarmed strikes now deal 1d8 damage instead of 1d6. You gain the evasion feature. 

Level 12 - Your unarmed strikes now deal 1d10 damage on a hit. You have advantage on initiative rolls.

Level 16 - You can make two unarmed strikes as a bonus action, instead of 1 whenever you use two-weapon fighting 

Earth Breathing

Earth breathing uses deep breaths to reinforce the body to resemble stone. This form is most effective for crushing opponents and survivability. 

Level 3 - You can cast the mold earth cantrip. You also have an incredibly tough body, while not wearing armour your AC is equal to 10 + your Strength modifier + your Constitution modifier, you can still benefit from using a shield. You are also unaffected by difficult terrain. 

Level 7 - You deal double damage to constructs and structures. You also gain additional hit points equal to your level in this class multiplied by 2 

Level 12 - Your AC increases by 2, you can wear a shield and still gain this benefit.

Level 16 - Once per long rest you can cast the Earthquake spell, without requiring the material component. You use your breath DC in place of any spellcasting ability, when cast in this way the spell cannot be stopped by counterspell. 

Fire Breathing

The form of fire is focused on dealing high damage, with forms that can intimidate opponents. Users of the flame breathing technique learn to manipulate their own life force to improve the force of their attacks.

Level 3 - Once per turn, when you hit a creature with a weapon attack, the attack deals additional fire damage equal to your proficiency bonus. You gain resistance to fire damage.

Level 7 - You can expend a breath dice to regain the use of your second wind feature (no action required)

Level 12 - You melee weapon attacks now deal an additional 2 fire damage. You become immune to fire damage.

Level 16 - The fire damage dealt by your attacks increases to 4 and your flames now leave permanent damage on your opponents. Fire damage dealt by your attacks now lowers the targets max HP, this damage cannot be healed through magical means. This damage can only be healed by completing a long rest, at which point the creature regains 1d6 to their hit point maximum. The creature can repeat this process, to restore their maximum HP to its original value.  

Insect Breathing

Insect breathing users rely on alchemy and poisons combined with quick precise attacks to defeat their foes. Masters of this form are known to be difficult to pin down while they slowly infect their opponents.  

Level 3 - You gain proficiency with the poisoner’s kit and herbalism kit. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. The poison created increases with your level in this class, at 3rd level this poison deals 1d4 damage, the die size increases as you reach levels 7, 10, 15 & 20 becoming 1d12 at 20th level. You can coat a weapon with poison as a bonus action instead of an action. Poison damage dealt by your attacks ignores resistances. 

Level 7 - When you coat a weapon with poison the poison retains its potency for 1 hour or until you hit with the weapon a total of three times. You gain resistance to poison damage and have advantage on saving throws to resist the poisoned condition.

Level 12 - You gain immunity to poison damage. Whenever you attack using a weapon with the light property the attack deals an additional 1d4 poison damage. 

Level 16 - When you target a creature that has the poisoned condition, you have advantage on all attack rolls. In addition when a creature is poisoned by an effect created by you, that creature has disadvantage on all saving throws, while poisoned.

Love Breathing

Love breathing uses strong positive emotions to embolden your movements and support your allies. This form is capable of great teamwork.  

Level 3 - You can use the help action as a bonus action. You are immune to the charmed condition.

Level 7 - Whenever an ally that you can see within 30 feet of you is magically healed, you also regain 1d6 hit points. 

Level 12 - When an ally that you can see within 30 feet of you rolls a 20 on an attack roll or ability check, you gain a breath dice. This ability cannot increase the maximum number of breath dice you can hold. 

Level 16 - If you roll a 20 on an attack roll or ability check, choose 1 ally within 30 feet of you, they gain inspiration.

Mist Breathing

Derived from water and wind breathing mist breathing users obscure their movements to gain advantage over their enemies. Mist breathing fighters are masters of controlling the pace of combat.  

Level 3 - The first attack made against you each turn has disadvantage. You are unaffected by fog or other natural effects that obscure your vision, this includes magically created fog.  

Level 7 - While in an area of dim-light, or whilst obscured by fog or mist, you are invisible while standing still. While obscured in this way, you can move up to half your movement speed while retaining the invisibility.

Level 12 - You can share your ability to perceive through fog or mist with up to 6 friendly creatures that you can see within 30 feet of you. 

Level 16 - While a willing ally that is obscured by mist or fog, is within 30 feet of you, you can use your reaction to switch places with them. This movement does not provoke opportunity attacks. 

Serpent Breathing

Learning serpent breathing allows a wielder to strike quickly and suffocate their enemy. Users of this form often have a snake familiar that shares with them its extraordinary senses. 

Level 3 - You can cast the find familiar spell and can cast it as a ritual without material components. When you cast the spell in this way the summoned familiar takes the form of a snake. You can use this snake's senses without sacrificing your own. When the familiar is within your space or another creature, it cannot be targeted by attacks.

Level 7 - Your movements do not provoke opportunity attacks and you gain a climbing speed equal to your walking speed.

Level 12 - You gain expertise in athletics and acrobatics. Your movement speed cannot be reduced in any way and you cannot be grappled or restrained.

Level 16 - When a large or smaller target is grappled by you, you can choose for your familiar to restrain them (no action required). When grappling a target in this way your familiar cannot be the target of attacks. The grappled creature can use an action to attempt to break the grapple; a creature can make a Strength athletics or Dexterity acrobatics check against your breath DC, the grapple ends on a success.

Sound Breathing

Sound breathers create loud noises mixed with quiet movements to confuse their opponents. Masters of this form often use unusual weapons such as black powder to maximise the forms abilities.

Level 3 - Your footsteps make no noise and you have advantage on Dexterity stealth checks that involve sound. You gain resistance to thunder damage.

Level 7 - Thunder damage you deal ignores resistance, in addition when you roll thunder damage you treat a roll of 1 on any damage dice as a 2.

Level 10 - You gain immunity to thunder damage. You have advantage on saving throws from spells that require a verbal component.  

Level 15 - Your weapon attacks deal additional 1d8 thunder damage on each hit.

Thunder Breathing

Users of thunder breathing focus on creating sharp quick attacks. Masters of this form are able to strike with incredible precision and lightning quick speeds. 

Level 3 - You can dash as a bonus action. You gain resistance to lightning damage.

Level 7 - You have advantage on initiative rolls and can use strength in place of Dexterity. Your movement speed increases by 10 feet. 

Level 12 - As a bonus action on your turn you can enter a ready stance. The next attack you make critically hits on a roll of 18 or higher and you have advantage on the attack roll. You can use this feature a number of times equal to your proficiency bonus per long rest.

Level 16 - Your ready stance now critically hits on a roll of 17 or higher. You can now teleport a portion of your movement, once per turn you can teleport a distance up to your walking speed (no action required) the distance you travel in this way is subtracted from your movement speed until the start of your next turn.

Water Breathing

 

Water breathing is a style designed to adapt to any situation and control the battlefield. Users of water breathing use it to enhance their abilities and manipulate opponents.

Level 3 - You gain a bonus to any skill that you lack proficiency in, by an amount equal to half your proficiency bonus. You gain a swimming speed equal to your walking speed and any weapon that you are proficient in can make attacks underwater without suffering disadvantage.

Level 7 - You can use your reaction to expend a breath dice, adding the number rolled to the total of any d20 roll that you are making. You can choose to do this after or before the roll, but must do so before the DM says whether the roll succeeds or fails. 

Level 12 - You gain proficiency with all saving throws and you have advantage on Dexterity saving throws that you can see.

Level 16 - You can walk on water or other liquids such as lava as though they were a solid surface. You can use an action to transform your weapon into a leviathan spirit for 1 minute. This replaces your weapons statistics with the following and counts as a weapon you are proficient with. You gain +3 to attack and damage rolls made with this weapon which deals 2d12 bludgeoning damage + 1d12 cold damage and has a reach of 10 feet. You can as an action on a subsequent turn or as part of the action used to conjure the spirit, release it from the blade. When you do, choose up to 6 creatures that you can see within 120 feet, each creature must make a Dexterity saving throw or suffer 6d10 bludgeoning damage be pushed 15 feet in a direction of your choice landing prone. On a successful save they take half damage, do not get pushed or fall prone. Once you use this ability the spirit disappears and cannot be used again until you finish a long rest.  

Wind Breathing

Wind form is unique for its ability to increase the user's reach and deflect projectiles. Users of the wind form are able to manipulate the air around them allowing masters of this form to fly at will. 

Level 3 - Once per turn, you can increase the reach of a melee weapon attack by 5 feet.

Level 7 - You do not take fall damage and can choose to descend at a rate of 20 feet per round. Also your long jump and high jump distances are doubled.

Level 12 - You gain resistance to slashing damage and immunity to piercing damage, when you are not incapacitated and have a movement speed greater than 0.

Level 16 - You gain a 50 feet flying speed and can hover.

Breath Dice

You have a number of breath dice equal to two times your proficiency bonus. These are d6 that can fuel your breathing form abilities. At level 12 these breath dice increase to d8, replacing the ability score increase you would normally receive. 

Breath Forms

Your mastery over your breathing technique allows you to perform superhuman movements. These movements, known as breathing forms are fueled by special dice called breath dice.

You learn three 'Breathing forms' of your choice, which are detailed under “Breathing forms” below. Many of these 'breathing forms' enhance an attack in some way. You can use only one 'breathing form' per attack.

You learn two additional 'breathing forms' of your choice at 7th, 10th, and 15th level. Each time you learn new 'breathing forms', you can also replace one 'breathing form' you know with a different one.

Breath Dice. You have a number of breath dice, which are d6s, equal to twice your proficiency bonus. A breath die is expended when it is used to fuel your breathing forms. You regain all of your expended superiority dice when you finish a long rest and half that many when you complete a short rest.

Saving Throws. Some of your breathing forms require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Breathing form save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Eighth Fang - Stunning Bite

Once per turn when you take the attack action, you can spend two breath dice to attempt to stun your target. The target of the attack must succeed a Wisdom saving throw or be stunned until the end of your next turn.

Eighth Form - Explosive Dash

As an action, you can expend 3 breath dice to cast Thunderstep. Use your breath DC in place of a spellcasting ability.

Eighth Form - Illusory Light

You can expend a breath dice as a bonus action to mark a creature within 30 feet of you that you can see. The creature must make a Constitution saving throw or be poisoned for 1 minute. While poisoned in this way the creature's AC is reduced by an amount equal to the number rolled. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.

Eighth Form - Obscuring Clouds

As a bonus action you can expend 2 breath dice to create a layer of mist around you for 1 minute. The mist is centred on you and moves with you making you heavily obscured, it has a radius of 5 feet. You must concentrate to maintain this ability, as if concentrating on a spell.

Eighth Form - Passions Bloom

As a bonus action you can target a number of friendly creatures that you can see within 30 feet of you, up to an amount equal to your proficiency bonus. For each creature targeted, expend a breath dice, adding the total number rolled as temporary hit points to each.

Eighth Form - Primary Gale Slash

When you take the attack action, you can expend a number of breath dice equal to the number of attacks you can make, to perform a special attack. Target a number of creatures equal to the amount of breath dice used, within 30 feet of you that you can see. They must make a Dexterity saving throw or suffer 2d6 slashing damage or half as much on a successful save. Each target selected replaces one of your attacks.

Eighth Form - Reflex Strike

Once per turn, when you use your reaction, you can expend a breath dice to gain an additional reaction. This additional reaction is lost if not used before the start of your next turn.

Eighth Form - Set Your Heart Ablaze

As an action you can expend 2 breath dice to surround yourself in flames, this lasts for 1 minute or until you end it on your turn (no action required). Once per turn when a creature moves within 5 feet of you or starts their turn there, they suffer 1d6 fire damage. You suffer 1d6 necrotic damage when you use this ability and suffer an additional 1d6 fire damage at the end of each of your turns. 

Eighth Form - Venomous Fangs

When you hit an enemy with an attack, you can expend 2 breath dice adding the number rolled as poison damage to the attack. The target must make a Constitution saving throw or be poisoned for 1 minute, when poisoned in this way the target has disadvantage on Wisdom perception checks and has disadvantage on ranged attacks. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Eighth Form - Volcanic Eruption

Once per turn as part of the attack action, you can expend three breath dice to make a special attack. You create a sharp pillar of earth within 100 feet of you that forms a 15 ft cube, each creature within the cube must make a Dexterity saving throw. A creature suffers 2d12 bludgeoning damage or half as much on a successful save. Additionally the ground in the affected area becomes difficult terrain.

Eighth Form - Waterfall Basin

Once per turn as part of the attack action, you can expend two breath dice to make a special attack. Each creature within a 15 ft radius sphere originating from you must make a Dexterity saving throw against your breathing form save DC. On a failed save any creature within the sphere suffers 3d6 cold damage, half on a successful save. This ability replaces one of your attacks.

Eleventh Fang - Wild Ferocity

You can expend 5 breath dice to gain an additional action. This action cannot be used on the same turn that action surge is used. Once you have used this ability you cannot use it again until you finish a short rest.

Eleventh Form - Dead Calm

You appear to be standing perfectly still while making unperceptively fast slashes. As a reaction you can expend two breath dice adding the number rolled to your AC, until the end of your next turn. During this time your movement speed is 0 and critical hits against you are treated as normal hits. The next attack roll that you make before moving has advantage and on a hit deals additional cold damage equal to the number rolled on the expended breath dice.

Eleventh Form - Deafening Strike

Once per turn when you hit an enemy with a melee weapon attack you can expend a breath dice adding the number rolled as Thunder damage to the damage of the attack. The creature must  make a Wisdom saving throw or be deafened until the start of your next turn.

Eleventh Form - Eight Layered Mist

When you attack a creature that is surrounded by mist or fog you can expend 2 breath dice adding the number rolled to the damage of the attack. The creature must then make a Charisma saving throw or be banished for 1 minute. You banish the target to the ethereal plane, while there the target is restrained by a layer of mist. The target remains there for the duration, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. 

Eleventh Form - Heaven Piercing Slash

When you make a melee weapon attack, you can expend a breath dice adding the number rolled to the damage roll of the attack, this damage is magical slashing damage. The attacks reach is increased to 30 feet. On a hit you can expend an additional breath dice adding the number rolled to the damage of the attack, this damage is magical slashing damage. If the creature is Large or smaller, it must also make a Strength saving throw, or be pushed 15 feet backwards. 

Eleventh Form - Secret Garden

You can use an action to create a pool of toxic liquid around you, this pool lasts for 1 minute or until you end it on your turn (no action required). The pool has a 20 foot radius, centred on you and is difficult terrain. Expend a number of breath dice, up to an amount equal to your proficiency bonus, for each dice spent the pool deals 1d4 poison damage to any creature that starts its turn within the pool. You are unaffected by the difficult terrain produced by this effect.

Fifth Fang - Disarming Bite

When you hit a creature with a weapon attack, you can expend one breath dice to attempt to disarm the target. You add the breath dice to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops an object you choose. The object lands at its feet.

Fifth Form - Blazing Sword

You can expend one breath die adding the number rolled to your next weapon attack. If the attack hits, the target must make a Charisma saving throw or be frightened of you until the start of your next turn.

Fifth Form - Blessed Rain After A Drought

Once per turn when you hit an enemy with a melee attack, you can expend a breath dice to attempt to stagger the target. The target must succeed a Dexterity saving throw or suffer a -2 penalty to AC until the start of your next turn.

Fifth Form - Charm of Passion

You can expend a breath dice when you make a Charisma persuasion or insight check adding the number rolled to the check total (no action required).

Fifth Form - Cold Mountain Wind

You can expend 2 breath dice to cast gust of wind using your breath DC in place of a spellcasting ability.

Fifth Form - Descending Path

As an action you can expend a number of breath dice equal to your proficiency bonus. For each die spent you can target one creature within 60 feet of you, that you can see. Each target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet until the end of your next turn. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Fifth Form - Firework Display

When you hit an enemy with a weapon attack, you can expend a breath dice adding the number rolled as thunder damage to the damage roll. The target must succeed a Wisdom saving throw or attacks made against any creature other than you has disadvantage.

Fifth Form - Heat Lightning

When you hit an enemy with an attack, you can expend a breath dice to deal additional lightning damage to the target equal to the number rolled.

Fifth Form - Piercing Veil

When you make an attack roll you can expend a breath dice adding the number rolled to the attack roll. On a hit the target’s AC decreases by 2.

Fifth Form - Predatory Stance

You can expend a breath dice to hide as a bonus action, adding the number rolled to the Dexterity stealth check.

Fifth Form - Taste of Nectar

When you make an Intelligence Medicine or Wisdom nature check you can expend one breath dice adding the number rolled to the total.

First Fang - Pierce

When you make an unarmed attack, you can expend a breath dice, adding the number rolled to the attack roll. On a hit, if the target of the attack is large or smaller, they are grappled.

First Form - Low Clouds, Distant Haze

As an action, you can expend a breath dice to cast fog cloud centred on yourself.

First Form - Roar

When you hit an enemy with a weapon attack, you can expend a breath dice adding the number rolled as thunder damage to the damage roll. If the target is concentrating on a spell they have disadvantage on the saving throw to maintain concentration.

First Form - Shivers of First Love

When you take the help action, to give a friendly creature advantage, you can as part of the same action expend a breath dice, adding the number rolled to the next attack roll or ability check that the creature makes.

First Form - Stone Skin

As a bonus action you can expend a breath dice to gain resistance to bludgeoning, slashing and piercing damage until the start of your next turn.

First Form - Swift Descent

You can use the dodge action as a bonus action by expending a breath dice.

First Form - Thunderclap and Flash

When you target a creature with an attack, you can expend one breath dice, adding the number rolled to the damage of the attack, this additional damage is lightning damage. This melee attack critically hits on a roll of 19 or 20.

First Form - Unknowing Fire

The user dashes towards the target at tremendous speeds, before unleashing a singular horizontal slash. 

You expend one of your breath dice to increase your walking speed by 15 feet until the start of your next turn. Whilst you benefit from this speed increase, your next attack deals extra damage equal to the roll of your expended breath dice. 

First Form - Water Surface Slash

When you hit a creature with a melee attack, you can expend a breath dice to deal adding the number rolled as cold damage to the attack and one additional creature within 5 feet of the target.

First Form - Whirlwind Cutter

When you hit a creature with a melee attack, you can expend a breath dice, adding the number rolled to the damage of the attack. The target cannot make opportunity attacks against you this turn.

First Form - Winding Serpent Slash

When you take the attack action on your turn, expend one breath dice adding the number rolled to the attack roll. On a hit the target's movement speed is reduced by 10 feet until the end of your next turn.

Fourteenth Form - Dance of the Monarch

As an action you can expend a number of breath dice equal to half your proficiency bonus, choose a number of creatures equal to the number rolled on the expended dice that have the poisoned condition, within 60 feet of you that you can see. Each creature targeted must make a Constitution saving throw, on a failed save the creature suffers 4d10 poison damage, gains one level of exhaustion and is no longer poisoned, on a successful save the creature suffers one level of exhaustion and is no longer poisoned. 

Fourth Fang - Survival Instinct

Once per long rest, when you drop to 0hp you can roll an amount of breath die equal to your proficiency bonus, you gain hp equal to the amount rolled + your Constitution modifier.

Fourth Form - Blooming Flame

When you are hit by an attack or suffer damage from a saving throw, you can use your reaction to expend a number of breath dice, equal to your proficiency bonus. You reduce the damage received by an amount equal to the number rolled on the expended dice.

Fourth Form - Distant Thunder

You can expend a breath dice to increase the range of a thrown weapon to 120 feet adding the number rolled to the attack roll.

Fourth Form - Dragonfly Dance

As a reaction when you are targeted by an attack you can expend one breath dice and reduce the attack roll by the number rolled.

Fourth Form - Obscure Form

As a reaction when you are the target of an attack roll, expend a breath dice and reduce the attack roll by the amount rolled. If this causes the attack to miss, you become invisible until the start of your next turn.

Fourth Form - Resounding Slashes

  1. As a reaction you can expend one breath dice, adding the number rolled to your AC until the start of your next turn.

Fourth Form - Rising Dust Storm

When you are targeted by a ranged attack, you can use your reaction and expend a breath dice to force the attacker to roll an additional d20 and take the lower result.

Fourth Form - Striking Tide

Once per turn when you take the attack action, you can expend a breath dice to increase your reach for that attack by 5 feet and add the number rolled to the attack roll.

Fourth Form - Trapped Earth

When you hit an enemy with an unarmed strike, you can expend a breath dice, adding the number rolled to the damage of the attack. You can then choose to grapple the target as part of the same attack.

Fourth Form - Trusting Slash

When a friendly creature within 30 feet of you rolls a 20 on an attack roll, you can use your reaction to make one melee attack. When you do so, expend a breath dice adding the number rolled to the attack roll.

Fourth Form - Twisting Movements

When you make a Dexterity saving throw, you can use your reaction expending a breath dice and adding the number rolled to the total.

Ninth Fang - Serrated Slashes

When you take the attack action on your turn, you can reduce your number of attacks by 1 and expend two breath dice. On a hit add the breath dice to the damage of the attack, this attack is treated as a critical hit. 

Ninth Form - Cyclone Protection

You can use your action and expend 3 breath dice to protect yourself from projectiles. For 1 minute all ranged attacks against you have disadvantage. 

Ninth Form - Dazzling Light

When you hit a creature with a ranged weapon attack, you can spend 2 breath dice to attempt to paralyze the target. The creature must succeed a Constitution saving throw against your breath DC or be paralyzed until the end of its next turn.

Ninth Form - Esoteric Art Dying Flame

As a bonus action you can expend 3 breath dice, to increase your power beyond your normal limits. When you do, you suffer necrotic damage equal to the total number rolled, this damage cannot be reduced in any way. For the next minute you must concentrate as if concentrating on a spell. Whilst concentrating in this way, your weapon attacks deal an additional 1d12 fire damage.

Ninth Form - Family Bonds

Once per turn, you can use your action to bolster up to 6 allies that you can see within 30 feet. Expend three breath dice, for 1 minute you can concentrate on supporting those allies, as though concentrating on a spell. Each ally targeted for the duration can add 1d6 to all attack rolls and saving throws.

Ninth Form - Lunar Dispersing Mist

When you are heavily obscured you can use a reaction to expend a breath dice, you vanish from your current plane of existence, appearing in the ethereal plane. You can use a bonus action to return to the material plane within 5 feet from the position you left, otherwise you return at the end of your next turn.

Ninth Form - Monarch's Poison

Once per turn, when you damage a creature with poison damage, you can expend a breath dice to increase the damage by an amount equal to the number rolled.

Ninth Form - Nature's Recall

You can cast Legend Lore without material components by expending 3 breath dice, you can use this ability once per short rest. 

Ninth Form - Shatter

As an action, you can expend 2 breath dice to cast Shatter. Use your breath DC in place of a spellcasting ability.

Ninth Form - Shedding Scales

As an action, you can regain a number of hit points by rolling hit dice, adding your constitution modifier to each hit dice spent in this way. The number of hit dice you can use is determined by expending a breath dice. 

Ninth Form - Turbulent Flow

When you take the attack action on your turn, you can spend a breath dice. Each different target that you hit with a melee weapon attack before the end of your turn takes an additional 1d6 cold damage.

Second Fang - Slice

Once per turn when you take the attack action and attack an enemy you are grappling with an unarmed strike, you can expend a breath dice. You gain advantage on the attack roll and on a hit, add the number rolled on the breath dice, to the damage of the attack. The target must succeed a Dexterity saving throw or be knocked prone.

Second Form - Butterfly Wings

When you take the dash action you can expend a breath dice to summon spectral wings resembling a moth or butterfly, until the end of your turn you have a flying speed equal to your walking speed.

Second Form - Crushing Mountain

When you hit a creature with an attack that deals bludgeoning damage, you can expend a breath dice adding the number rolled to the damage of the attack. The creature must make a Strength saving throw against your breath DC or be knocked prone.

Second Form - Godspeed

You can expend a breath dice to increase your movement speed by a number of feet equal to 5 times your proficiency bonus, no action required. This effect lasts until the start of your next turn.

Second Form - Misty Vision

You can expend a breath dice adding the number rolled to any Wisdom perception or insight check.

Second Form - Rising sun

The user unleashes an arcing vertical slash in an upwards motion.

When you make a melee weapon attack roll against a creature, you can expend one breath die to add it to the roll. If the attack hits, the target is pushed backwards 5 feet to an unoccupied space. You can use this breathing form before or after making the attack roll, but before any effects of the attack are applied.

Second Form - Silence

As an action you can expend 2 breath dice to cast the silence spell.

Second Form - Striking Cobra

You can expend one breath dice to dash as a bonus action, then can add the number rolled to the next attack roll you make before the start of your next turn.

Second Form - Supporting Bond

When a friendly creature within 30 feet of you makes a saving throw, as a reaction you can expend a breath dice adding the number roll to the total.

Second Form - Water Wheel

When you hit a creature with an attack, you can expend one breath die adding the number rolled to the damage of the attack, this damage is cold damage. The target is then pushed backwards 5 feet to an unoccupied space.

 

Second Form - Wind Claws

When you make a melee weapon attack, you can expend one breath dice, adding the number rolled to the attack roll. The weapon used in the attack has its reach increased by 5 feet until the start of your next turn.

Seventh Fang - Savage Claw

When a creature misses you with a melee attack, you can use your reaction and expend one breath dice to make a melee weapon attack against the creature. If you hit, you add the breath dice to the attack’s damage roll.

Seventh Form - Butterfly Dance

When you make an attack roll you can expend a breath dice adding the number rolled to the attack roll of that attack. On a hit the creature must make a Constitution saving throw or be poisoned until the end of your next turn, while poisoned in this way, whenever the creature makes an attack, it suffers 1d4 poison damage.

Seventh Form - Constant Burn

Once per turn when you hit an enemy with an attack, you can expend a breath die adding the number rolled to the damage of the attack, this damage is fire damage. The target must make a dexterity saving throw or catch fire. A target affected by this ability suffers 1d6 fire damage at the start of each of its turns, the target can reduce its movement to 0 and drop prone to extinguish the flames or spend an action to otherwise extinguish the flames. 

Seventh Form - Explosive Barrage

Once per turn, when you make a melee weapon attack you can expend one breath dice adding the number rolled as thunder damage to the damage roll. If the target willingly moves before the start of your next turn they suffer an additional 2d6 thunder damage.

Seventh Form - Gale, Sudden Gust

You can use a bonus action to dash by expanding a breath dice. Your movement speed is increased by 5 feet until the start of your next turn.

Seventh Form - Lightning Strike

Once per turn when you take the attack action, you can expend 2 breath dice to make an additional weapon attack as part of that attack action.

Seventh Form - Nature's Recall

As a reaction, when you are hit with an attack, you can expend a breath dice to reduce the damage by an amount equal to the number rolled + your level in this class.

Seventh Form - Protective Parry

When an ally you can see within 30 feet of you is targeted by an attack, you can use your reaction to expend 1 breath dice, reducing the attack roll by that amount. If the attack misses you can then as part of the same reaction move to an unoccupied space within 5 feet of the attacks target.

Seventh Form - Ripple Drop

Once per turn when you hit an enemy with an attack, you can expend two breath dice adding the total number rolled to the damage of the attack, this damage is cold damage. The target must make a Constitution saving throw or suffer one level of exhaustion.

Seventh Form - Twin-headed Snake

You can use your reaction to command your snake familiar to bite a grappled creature within 5 feet of it. Expend one breath dice adding the number rolled to the attack and damage roll. 

Seventh Form - Unseen Blade

If you attack a creature whilst invisible you can expend a breath dice adding the number rolled to the damage of the attack and you remain invisible.

Sixth Fang - Goading Strike

When you hit a creature with a weapon attack, you can expend one breath dice to attempt to goad the target into attacking you. You add the breath dice to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Sixth Form - Beckoning Muse

Whenever you make a Charisma performance or intimidation check you can expend a breath dice adding the number rolled to the total. You can choose to do this after or before you roll the d20 but must do so before the DM says whether the check succeeds or fails.

Sixth Form - Black Wind

Whenever you make a Charisma persuasion or intimidation check, you can expend a breath dice and add the number to the total.

Sixth Form - Flaming Tiger

The user swings their weapon at incredible speed generating a visage of a flaming tiger rushing at the target.

Once per turn as part of the attack action, you can expend two breath die to make a special attack. Each creature within a 30ft cone originating from you must make a Dexterity saving throw against your breathing form save DC. On a failed save any creature within the cone suffers 4d6 fire damage, half on a successful save. This ability replaces one of your attacks.

Sixth Form - Rock Formation

As a bonus action you can spend a number of breath dice equal to your proficiency bonus, for each dice spent, target one friendly creature that you can see within 30 feet of you. Each creature chosen increases their AC by 2, until the start of your next turn.

Sixth Form - Scattering Mist

When you hit an enemy with an attack, you can expend one breath dice, decrease the damage by the amount rolled and increase your AC by that amount until the start of your next turn.

Sixth Form - Snake Pit

As an action you can expend 2 breath dice to summon a barrage of snakes, each creature within a 30 feet cone originating from you, must succeed a Dexterity saving throw or be grappled by the snakes. A creature can use their action to attempt to free themselves, they must make a Strength athletics or Dexterity acrobatics check against your breath DC.

Sixth Form - Soothing Balm

You can expend a breath dice to heal a creature within 5 feet of you that you can see, including yourself, as a bonus action. The creature gains a number of hit points equal to the roll plus their Constitution modifier.

Sixth Form - Swaying Love

When you have advantage on an attack roll you can expend a breath dice adding twice the number rolled to the damage of the attack.

Sixth Form - Thunderous Presence

You can expend a breath dice adding the number rolled to any intimidation check, if the check is successful the breath dice is not expended.

Sixth Form - Whirlpool

You can switch places with a willing creature within 5 feet of you. Expend a breath dice, adding the number rolled to the AC of the creature you switch places with.

Tenth Fang - Spatial Awareness

You can expend two breath dice to cast locate creature

Tenth Form - Constant Flux

When you take the attack action on your turn, you can expend a number of breath dice up to the amount of attacks that you can make. For each dice spent your attacks this turn deals additional cold damage for each consecutive attack made. The first attack deals an extra 1d6 cold damage, the second attack deals 1d8, third attack deals 1d10 and the fourth attack deals 1d12.

Tenth Form - Cracking Thunder God

When you hit a creature with a weapon attack, you can expend a number of breath dice equal to your proficiency bonus, for each dice spent in this way the creature takes an additional 2d6 lightning damage.

Tenth Form - Green Edged Blade

You can use your bonus action and expend 2 breath dice, your weapon damage dice becomes a d12 until the start of your next turn. During this time the weapon deals slashing damage, this damage is considered magical for the purpose of overcoming resistances. 

Tenth Form - Healing Flame

As an action you can roll a number of hit dice equal to half your level in this class. Add the total to a pool of healing and expend 1 breath dice, the number rolled is the number of targets within 30 feet of you that you can see that can benefit from this healing. You can choose how much each target heals from the pool. 

Tenth Form - Hypnotic Display

Once per turn, when you hit an enemy with a melee weapon attack you can expend two breath dice adding the number rolled as Thunder damage to the damage of the attack. The creature must make a Wisdom saving throw or be stunned until the end of your next turn.

Tenth Form - Lover's Embrace

When you take the attack action, you can expend a number of breath dice equal to the number of attacks you can make, all attacks this turn must target the same creature. Each attack this turn deals an additional 1d6 force damage, and for each attack that hits, the creature suffers a -1 penalty to all saving throws until the end of your next turn.

Tenth Form - Petrified Forest

Once per turn when you hit a creature with a melee attack you can expend 2 breath dice, subtracting the number rolled from the damage dealt to the creature. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is grappled as its flesh begins to harden. On a successful save, the creature isn't affected. A creature grappled by this effect must make another Constitution saving throw at the end of each of its turns. If it successfully saves, the effect ends. If the creature fails a second time it becomes restrained. If the creature fails a total of three saving throws they are turned to stone and subjected to the petrified condition permanently.

Tenth Form - Sapping Sting

Once per turn when you take the attack action, you can expend a breath dice adding the number rolled to the attack roll. On a hit, the target must make a Constitution saving throw or suffer one level of exhaustion.

Tenth Form - Slithering Bones

Once per turn, as a bonus action you can relax your muscles and dislocate your joints, increasing your flexibility. Expend 2 breath dice, your Dexterity score is increased and your strength score is decreased, by an amount equal to half the total number rolled. This effect lasts until the start of your next turn, during which time enemy attacks critically hit you on a roll of 19 or 20.

Tenth Form - Visage of Clouds

When you hit a creature you can expend a breath dice adding the number rolled to the damage of the attack. The creature must make a Wisdom saving throw or be blinded until the start of your next turn.

Third Fang - Expanding Limits

You can expend a breath dice and add the number rolled to any athletics or acrobatics check that you make.

Third Form - Blazing Universe

The user performs an arcing downwards vertical slash.

When you make a weapon attack roll against a creature, you can expend one breath die to try and force the target to fall. Make an attack roll against the target and on a hit add the breath die to the attack’s damage roll, this damage is fire damage. If the target is Large or smaller, it must then make a Strength saving throw. On a failed save, you knock the target prone.

Third Form - Clean Storm Wind

As a reaction you can expend one breath dice to move up to a number of feet 5 x the number rolled. This movement does not provoke opportunity attacks.

Third Form - Coil Choke

When you hit an enemy within 5 feet of you with a melee attack, providing the creature is large or smaller, you can expend a breath dice to grapple the target as part of the attack, adding the number rolled to the damage of the attack. This extra damage is bludgeoning damage.

Third Form - Diamond Body

If you have not moved this turn, you can reduce your movement speed to 0 and expend a breath dice. Your AC increases by an amount equal to the number rolled until the start of your next turn.

Third Form - Distracting Dance

As a reaction when a creature within 30 feet of you that you can see casts a spell that requires a verbal component, you can expend 1 breath die the creature must succeed a Constitution saving throw DC = 8 + the number rolled on the breath dice, or the spell fails and the spell slot is wasted.

Third Form - Flowing Dance

As a reaction you can expend one breath die adding the number rolled to your AC until the start of your next turn.

Third Form - Thunderstep

As a reaction you can expend two breath dice to teleport 30 feet to an unoccupied space you can see.

Third Form - Vanishing Vapour

You can expend a breath dice to take the dodge action as a bonus action.

Third Form - Warmth of True Love

When you take the attack action on your turn, you can expend a breath dice to bolster an ally. Choose a friendly creature within 30 feet of you that you can see, they gain a number of temporary hit points equal to the number rolled + their constitution modifier.

Third Form - Wasp Dance

When you hit a creature with a weapon attack, using a weapon with the light property, you can expend a breath dice reducing the damage by the amount rolled. The creature must then make a Constitution saving throw or be poisoned for 1 minute. While poisoned in this way the creature makes all attack rolls with disadvantage. A creature can repeat the saving throw at the end of each of its turns ending the condition on a successful save.

Thirteenth Form - Ethereal Mist

You cast the etherealness spell at 9th level by expending 3 breath dice. When you cast the spell in this way, it has a casting time of 10 minutes and a duration of 1 hour and you create a layer of fog in the plane where you cast the spell. This fog is a 10 ft radius sphere that moves with you as you travel in the ethereal plane, if a creature who is under the effects of this spell leaves the area of this fog, they immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Thirteenth Form - Musical Score

As a bonus action, you can mark a creature that you can see within 30 feet of you. Expend three breath dice, until the end of the creatures next turn you can add 1d6 to any attack roll or saving throw made to resist the creatures spells or features. Any attack rolls made against you by the marked creature are also reduced by 1d6 for the duration. 

Thirteenth Form - Wisteria Dance

As an action you can expend a number of breath dice equal to your proficiency bonus. Choose a number of creatures that you can see within 60 feet of you up to the amount of breath dice expended. Each chosen creature must succeed a Wisdom saving throw or be charmed by you. While charmed in this way the creatures wish to please you by following your orders, treating you with the upmost respect. Creatures charmed in this way will not cause harm to themselves or others if asked to do so. The creatures have advantage on the saving throw if you or your allies are fighting them and can make the saving throw again if they take damage. This effect lasts for 1 hour.   

Twelfth Form - Centipede Rush

When you make a melee weapon attack you can expend a breath dice to increase your walking speed by 10 feet, if the attack hits you do not provoke opportunity attacks from the target of the attack.

Twelfth Form - Destructive Wave

As an action, you can expend 4 breath dice to cast Destructive Wave. When cast in this way the spell deals 10d6 Thunder damage only. Use your breath DC in place of a spellcasting ability.

Twelfth Form - Dispersing Blade

When you make a melee weapon attack whilst within an area of fog or mist, you can expend 2 breath dice to disperse the fog. Any creature that you choose within the fog, when it is cleared suffers cold damage equal to the total number rolled on the breath dice.  

Breathing Style - 7th Level

You gain new insights into your breathing style or develop a new breathing technique allowing you to perform new abilities.

You have trained your breathing style to mimic an element, emotion or a creature, allowing you to benefit from aspects of the thing you mimic. Choose a breathing style, you gain abilities related to your choice at levels 3, 7, 10 & 15. 

Beast Breathing

Your unarmed strikes now deal 1d8 damage instead of 1d6. When you make a dexterity saving throw to avoid damage if you fail the saving throw you take only half damage and if you succeed you instead take no damage.

Earth Breathing

You deal double damage to constructs and structures. You also gain additional hit points equal to your level in this class multiplied by 2

Fire Breathing

You gain the 7th level feature for fire breathing and can learn 7th level flame breathing forms.

You can expend a breath dice to regain a use of your second wind feature (no action required).

Insect Breathing

When you coat a weapon with poison the poison retains its potency for 1 hour or until you hit with the weapon a total of three times. You gain resistance to poison damage and have advantage on saving throws to resist the poisoned condition.

Love Breathing

Whenever an ally that you can see within 30 feet of you is magically healed, you also regain 1d6 hit points. 

Mist Breathing

While in an area of dim-light, or whilst obscured by fog or mist, you are invisible while standing still. While obscured in this way, you can move up to half your movement speed while retaining the invisibility.

Serpent Breathing

Your movements do not provoke opportunity attacks and you gain a climbing speed equal to your walking speed.

Sound Breathing

Thunder damage you deal ignores resistance, in addition when you roll thunder damage you treat a roll of 1 on any damage dice as a 2. 

Thunder Breathing

You have advantage on initiative rolls and can use strength in place of Dexterity. Your movement speed increases by 10 feet. 

Water Breathing

You can use your reaction to expend a breath dice, adding the number rolled to the total of any d20 roll that you are making. You can choose to do this after or before the roll, but must do so before the DM says whether the roll succeeds or fails.

Wind Breathing

You do not take fall damage and can choose to descend at a rate of 20 feet per round. Also your long jump and high jump distances are doubled.

Breathing Style - 10th Level

You can choose an additional breathing style, choosing the same as a previously chosen option, allows you to learn new breathing forms for that style. Alternatively you can learn a different style allowing you to gain benefits from that style. 

Beast Breathing

Your unarmed strikes now deal 1d10 damage on a hit. You have advantage on initiative rolls.

Earth Breathing

Your AC increases by 2, you can wear a shield and still gain this benefit.

Fire Breathing

You gain the 10th level feature for fire breathing and can learn 10th level flame breathing forms.

Your melee weapon attacks now deal an additional 2 fire damage. You become immune to fire damage.

Insect Breathing

You gain immunity to poison damage and the poisoned condition. Whenever you attack using a weapon with the light property the attack deals an additional 1d4 poison damage. 

Love Breathing

When an ally that you can see within 30 feet of you rolls a 20 on an attack roll or ability check, you gain a breath dice. This ability cannot increase the maximum number of breath dice you can hold.

Mist Breathing

You can share your ability to perceive through fog or mist with up to 6 friendly creatures that you can see within 30 feet of you. 

Serpent Breathing

You gain expertise in athletics and acrobatics. Your movement speed cannot be reduced in any way and you cannot be grappled or restrained.

Sound Breathing

 You gain immunity to thunder damage. You have advantage on saving throws from spells that require a verbal component.  

Thunder Breathing

As a bonus action on your turn you can enter a ready stance. The next attack you make critically hits on a roll of 18 or higher and you have advantage on the attack roll. You can use this feature a number of times equal to your proficiency bonus per long rest.

Water Breathing

You gain proficiency with Dexterity saving throws and you have advantage on Dexterity saving throws that you can see.

Wind Breathing

You gain resistance to slashing damage and immunity to piercing damage, when you are not incapacitated and have a movement speed greater than 0.

Breathing Style - 15th Level

You can choose an additional breathing style, choosing the same as a previously chosen option, allows you to learn new breathing forms for that style. Alternatively you can learn a different style allowing you to gain benefits from that style. 

Beast Breathing

You can make two unarmed strikes as a bonus action, instead of 1 whenever you use two-weapon fighting 

Earth Breathing

Once per long rest you can cast the Earthquake spell, without requiring the material component. You use your breath DC in place of any spellcasting ability, when cast in this way the spell cannot be stopped by counterspell.

Fire Breathing

The fire damage dealt by your attacks increases to 4 and your flames now leave permanent damage on your opponents. Fire damage dealt by your attacks now lowers the max hp of your victims and cannot be healed through magical means. This damage can only be healed by completing a long rest, at which point they regain 1d6 to their hit point maximum. The creature can repeat this process until they are completely healed to their original max hp. 

Insect Breathing

When you target a creature that has the poisoned condition, you have advantage on all attack rolls. In addition when a creature is poisoned by an effect created by you, that creature has disadvantage on all saving throws, while poisoned.

Love Breathing

If you roll a 20 on an attack roll or ability check, choose 1 ally within 30 feet of you, they gain inspiration.

Mist Breathing

Your ability to perceive through obscurement allows you to always know when someone is lying. You gain truesight out to a range of 30 feet.

Serpent Breathing

When a large or smaller target is grappled by you, you can choose for your familiar to restrain them (no action required). When grappling a target in this way your familiar cannot be the target of attacks. The grappled creature can use an action to attempt to break the grapple; a creature can make a Strength athletics or Dexterity acrobatics check against your breath DC, the grapple ends on a success.

Sound Breathing

Your weapon attacks deal additional 1d8 thunder damage on each hit.

Thunder Breathing

Your ready stance now critically hits on a roll of 17 or higher. You can now teleport a portion of your movement, once per turn you can teleport a distance up to your walking speed (no action required) the distance you travel in this way is subtracted from your movement speed until the start of your next turn.

Water Breathing

You can walk on water or other liquids such as lava as though they were a solid surface. You can use an action to transform your weapon into a leviathan spirit for 1 minute. This replaces your weapons statistics with the following and counts as a weapon you are proficient with. You gain +3 to attack and damage rolls made with this weapon which deals 2d12 bludgeoning damage + 1d12 cold damage and has a reach of 10 feet. You can as an action on a subsequent turn or as part of the action used to conjure the spirit, release it from the blade. When you do, choose up to 6 creatures that you can see within 120 feet, each creature must make a Dexterity saving throw or suffer 6d10 bludgeoning damage be pushed 15 feet in a direction of your choice landing prone. On a successful save they take half damage, do not get pushed or fall prone. Once you use this ability the spirit disappears and cannot be used again until you finish a long rest.

Wind Breathing

You gain a 50 feet flying speed and can hover.

Demon Slayer Mark

You have pushed your body passed normal limits to reach a level that borders on the gods. In doing so, your body and spirit have blended with the weave of magic and your natural limits can be bypassed at the cost of your life force. As a bonus action you can activate the demon mark, when you use this feature, you regain a number of breath dice equal to your proficiency bonus. For 1 minute all attacks you make deal 1d8 additional force damage, your movement speed increases by 10 feet and your AC increases by 1. Once the minute ends, you suffer damage equal to half your maximum hit points, this damage cannot be reduced in any way. If this damage reduces you to 0 hp your body rapidly ages by 1 year, this takes place before you roll death saving throws. 

The Invisible World

You ability to focus intently and hone your skills has drastically improved your vision, to a point where you can see through all things. You gain Truesight out to 30 feet and expertise with the perception skill. When observing a creature for more than 1 minute, you can understand it anatomy and how magic affects it. Once you have observed a creature using this skill, it cannot use legendary resistances to automatically succeed on saving throws required by your breathing techniques.

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