Base Class: Fighter
A Demon Slayer trains for many years before going to compete in the final selection, a competition where trainees are released into a demon infested forest. Those who survive become official Demon Slayers. To help level the playing field, many members of the Demon Slayer Corps practice a form of breathing technique, where one channels energy of a certain type (water, fire, etc.) into their sword to perform more powerful attacks.
Breathing Style
At 3rd level, you may choose a breathing style. There are fourteen different known styles which you can choose from, each with their different unique forms. You gain breathing points (BP), which you can spend to use these forms. For every three demons you kill in a battle, you regain 1 of these points. These points are also restored upon a short or long rest. The maximum amount of BP you have is equal to your fighter level + your proficiency bonus. Additionally whenever you kill a creature with a form, it decapitates them.
Flower Breathing:
This form is used by the late flower hashira, Kanae Kocho and her adoptive sister, Kanao Tsuyuri. There is little known about it and its first and third forms are unknown. Due to being a user of the flower breathing technique, you can cast goodberry once per day.
Second Form: Honorable Shadow Plumb (1 BP). As a reaction, the user slashes through the air several times to deflect attacks. The user increases their AC by 3 until their next turn, and all melee attacks against the creature gain disadvantage until the end of that turn. At 10th level, the disadvantage applies to ranged attacks.
Fourth Form: Crimson Hanagoromo (3 BP). As an attack, the user twists while slicing to hit all surrounding enemies. All enemies within ten feet of you must make a Dexterity Saving Throw (DC: 8 + Your Dexterity + Proficiency Bonus) or take double damage from the melee weapon you are currently holding. At 12th level, the damage done by this move increases to triple the damage from your melee weapon.
Fifth Form: Peonies of Futility (8 BP). As an action, the user slashes rapidly at an enemy wish attacks moving so fast that the user's arms are a blur. Make nine melee weapon attacks against one creature within range. Until your next turn you have a -3 to your AC. At 17th level, you only get a -2 to your AC.
Sixth Form: Whirling Peach (3 BP). After a creature misses you with a melee attack, you may use your reaction to spin towards a target within 30 ft. of you to make a melee attack. This doesn't trigger opportunity attacks. Your melee attack deals an 1d8 force damage. At 12th level, the range of this attack increases to 45 ft.
Final Form: Equinoctial Vermilion Eye (9 BP). This technique increases your speed drastically as everything else appears to move in slow motion. You can use a bonus action to activate this ability. You gain an extra turn, your movement speed increases by 15, and can make an additional melee attack on both of your turns. However, the speed at which blood rushes through you can burst your fragile eyes. When you finish your extra turn, roll a d20. On a 1, you lose sight in both eyes and your perception and passive perception scores decrease by 5. You only need one eye to activate your abilities. This goes without saying, but losing both of your eyes makes you go blind. At 18th level, once you lose one eye, you can't lose the other.
Insect Breathing:
Insect Breathing was created by the insect hashira, Shinobu Kocho. This form was created to compensate for the hashira's weak strength by mixing quick lethal strikes with a deadly poison. Upon choosing this breathing style, you learn how to create wysteria poison, which is harmless to non-demons but deals 1d8 damage to demons and the demons must make a DC 15 constitution saving throw or be poisoned. The poison requires 10 minutes of foraging to find the plant and 10 minutes to create one vial of the poison. The poison lasts for 1 hour once applied. The poison also ignores immunities and resistances. As a trade-off, your weapon attacks deal -2 damage.
First Form: Butterfly Dance (5 BP). The user leaps up into the air to stab an enemy multiple times. As an action, the user may jump 15 ft. to make 5 melee attacks against one target. At 14th level, the jump no longer causes opportunity attacks.
Second Form: Dance of the Bee Sting (3 BP). The user dashes forward to stab the target's heart. The user rushes 30 ft. forward as an action to pierce the opponents chest without provoking opportunity attacks. Make a melee attack against the target creature and on a critical hit, the target takes 6d8 poison damage. At 12th level, the damage increases to deal 8d8 damage on a critical hit.
Third Form: Dance of the Dragonfly (8 BP). The user stabs swiftly six times as an action trying to inject large doses of poison into the victim's neck. Make 6 melee attacks against a target creature where a critical hit can be achieved on a roll of 19 or 20 and deals triple damage. At 17th level, a critical hit can be achieved on a roll of 18-20.
Fourth Form: Dance of the Centipede (9 BP). The user zigs and zags backs and forth to try and pierce the target's neck with one lethal strike. As an action, the user rushes towards the target up to 60 ft. away and makes a melee attack against the target. On a hit, the target must make a Dexterity saving throw (DC: 8 + Your Dexterity Modifier + Your Proficiency Bonus) and on a failure, it immediately dies if it has less than 100 hp. If it has more than one hundred hp, it takes an extra 10d8 poison. If it succeeded, it takes an extra 5d8 poison damage. At 18th level, a successful saving throw deals 10d8 damage instead of 5d8.
Water Breathing:
Water breathing was one of the 5 original breathing techniques used by the first Demon Slayers. Its most notable uses are the water hashira Tomioka and Tanjiro Kamado. There are 10 known forms and an extra 11th form created by Tomioka. It is versatile and can be used in many different ways due to its many different forms. Due to being a user of the water breathing technique, you gain a swimming speed of 30 ft., and if you can already swim, your swimming speed increases by 15 ft. instead.
First Form: Water Surface Slash (1 BP). In a swift motion, the user swings a single slice attempting to decapitate the target. The target makes a melee attack against the enemy dealing 1d8 extra cold damage on a hit. At 10th level, the damage increases to 2d8.
Second Form: Water Wheel (2 BP). By jumping into the air 20 ft. and then making a melee attack as a single action. This attack hits creatures within a 10 ft. line both in front of and behind the attacker. A hit deals an extra 2d6 cold damage. At 11th level, the water wheel can be performed horizontally instead of vertically. and hits everyone within 10 ft. of you instead of within a line.
Third Form: Flowing Dance (3 BP). The user spins and dashes from place to place to slice at the enemy as an action. The attacker makes 1 melee attack against three different creatures each within 30 ft. of the other. These attacks deal an extra 1d8 cold damage. At 12th level, the attack can hit 6 targets and target one enemy to the max of 2 times.
Fourth Form: Striking Tide (4 BP). The user rapidly attacks enemies nearby. The user can make a melee attack against all enemies within 15 ft. of himself and appears next to the last enemy the user made an attack against. The attacks deal an extra 1d8 cold damage. At 13th level, the user can make two melee attacks.
Fifth Form: Blessed Rain After the Drought (1 BP). This attack was made to bring mercy to those who stop fighting and surrender. If an opponent willingly surrenders to you, you may instantly behead them and when they die, they feel no pain but instead a sense of satisfaction.
Sixth Form: Whirlpool (6 BP). The user rotates their body to create a deadly whirlpool around them. You can use this ability as an action. All creatures within 20 ft. of you take 3d8 cold damage and if they are within reach of your weapon you may make a melee attack against them as part of the action. If you are underwater, you deal 6d8 cold damage instead, can make a melee attack against anyone within 20 ft. of you, and can choose to move towards the surface 60 ft. At 15th level, you can propel yourself fully to the surface regardless of depth when underwater and also leap out an extra 15 ft once you reach the surface.
Seventh Form: Drop Ripple Thrust (7 BP). The user stabs forward with their sword with a powerful strike. Make a melee attack against a target and on a hit, the target takes an extra 2d8 cold damage and an extra 2d8 piercing damage. Alternatively, this can be used as a reaction for 2 BP to stop a projectile. This is a reaction that blocks any projectile from hitting you if that projectile is not massive (it can't stop a ballista bolt). At 16th level, the reaction can be performed using only 1 BP.
Eighth Form: Waterfall Basin (4 BP). The user drops down towards an enemy below it. This can be used as a reaction to prevent yourself from taking fall damage. If there is no enemy within 5 ft. of where you would land, the fall damage is cancelled. If there is an enemy within 5 ft. of where you would land, you can target them, and they must make a Dexterity saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Bonus). On a failure, the target takes 1d8 piercing damage for each 10 ft. you fall and an additional 2d6 cold damage regardless of how much feet you fall. They take half damage on a successful save. At 13th level, you may spend an additional 2 BP to jump 30 ft. into the air and 10 ft. forward as a bonus action to initiate the move.
Ninth Form: Splashing Water Flow (9 BP). The user rushes at the enemy leaves small puddles and splashes where the user's feet land before jumping up and swing a sword with the power of a tidal wave behind it. This can be used as an action to rush 30 ft. at an enemy and make a melee attack against them. If the attack were to hit, it would be a critical hit, and deals an extra 3d8 cold damage. All opportunity attacks made against the user are have disadvantage. At 18th level, you can hit rush to an enemy 60 ft. away and the BP cost is reduced to 7.
Tenth Form: Constant Flux (9 BP). The user begins to charge and spin at the same time, gaining momentum and power with each revolution. This ability can be activated as an action. You can only activate other revolutions by using 1 BP and use them in increasing order (1st to 2nd to 3rd). Only one revolution can be activated per turn. The first revolution lets you move up to half your movement speed and target each creature within 5 ft. of you with a melee attack that deals an extra 1d6 cold damage. The second revolution lets you move up to your full movement speed and target each creature within 10 ft. of you with a melee attack that deals double damage and an extra 2d6 cold damage if it hits. The third revolution lets you move up to double your movement speed and either hit each creature within 15 ft. of you with a melee attack that deals double damage and an extra 2d10 cold damage if it hits, or hit one creature with reach of you weapon with a melee attack that deals triple damage and an extra 3d12 cold damage if it hits. At 18th level, the final revolution deals an extra 4d12 cold damage.
Eleventh Form: Dead Calm (1 BP). The user reaches a state of peace and calm to deflect all incoming attacks at incredible speed. You must have 18 levels in the Fighter Class to use this ability. As a reaction you can increase you AC by 10 until the start of your next turn.
Beast Breathing:
This form of breathing was made by Inosuke. It has eleven forms which are called "fangs" and almost all of them are dedicated to killing an enemy quickly. To effectively use beast breathing, one must be a dual wielder. Longswords you use gain the light and finesse property. Due to being a user of the beast breathing technique, you gain a climbing speed of 15 ft., but if you already have a climbing speed, it increases by 10 ft.
First Fang: Pierce (1 BP). The user impales the enemy's neck with two blades. Make two melee attacks against an enemy that each deal an extra 1d4 piercing damage on a hit. At 10th level, you may still make two attacks, but if one blade hits, both do.
Second Fang: Slice (2 BP). The user slashes both blades diagonally across an enemy's neck. Make two melee attacks against an enemy where if one hits, both hit, and each deals an extra 1d8 slashing damage. At 11th level, the attack deals an extra 2d8 slashing damage.
Third Fang: Devour (3 BP). The user slashes both blades in the same direction across an enemy's neck. Make two melee attacks against an enemy where if one hits, both hit, and each deals an extra 2d6 slashing damage. At 12th level, a critical hit deals triple damage when you hit an enemy with this attack.
Fourth Fang: Slice 'n' Dice (4 BP). The user rakes an enemy with dual blades. Make two melee attacks against an enemy where each hit deals double damage. If both hit, both attacks deal an extra 1d4 slashing damage. At 13th level, a critical hit occurs on a roll of a 15 or above if the target is large or bigger.
Fifth Fang: Crazy Cutting (4 BP). The user swings its dual blades in all directions. As an action, make a melee attack against all creatures within 15 ft. of you. At 13th level, you can make a melee attack against the creatures with both of your swords, one for each blade.
Sixth Fang: Palisade Bite (6 BP). The user attempts to catch the enemy's neck with both of its blades and saw off the head. Make a melee attack against the creature. On a hit, the target is both retained and grappled. The target may attempt to break free by making a dexterity saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) as an action. On each of your turns you can use an action to saw away at an enemy's neck dealing 4d8 slashing damage. At 15th level, you can use your extra attack feature as a fighter to saw away at an enemy's neck twice.
Seventh Form: Spatial Awareness (5 BP). The user senses all creatures within its relative location to pinpoint anyone in the area. As an action, you can sense the location of all creatures within 2 miles of you for up to 1 minute. To see these creatures, you must be in the prone position. At 14th level, you don't have to be in the prone position to sense the other creatures.
Eighth Form: Explosive Rush (7 BP). The user charges head first like a bull to reach its target. As an action you may charge up to double your movement speed at a target creature before making one melee attack and making an attack with one of the first four fangs as a bonus action, where the fangs cost only half of their BP Cost rounded down. At 16th level, you gain resistance to all non-magic attacks until the start of your next turn once you use this fang.
Ninth Fang: Extending Bendy Slash (7 BP). The user dislocates their arm to suddenly attack an enemy creature. Make a melee attack against one creature with one of your swords as an action. Your sword has a reach of 10 ft. and on a hit, it stuns the enemy. The attack also has advantage if the target last took damage from a creature other than the user. At 16th level, the attack has advantage regardless.
Tenth Fang: Whirling Fangs (2 BP). The user spins in a circle to deflect incoming ranged attacks. Whenever you are targeted with a ranged attack, you can spin in a circle to block the projectile. The projectile does not hit you and is cut in half. All creatures within 5 ft. of you must make a Dexterity saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take one hit from each of your swords. They only take a hit from one of your swords on a successful save. At 11th level, the BP cost is reduced by 1.
Eleventh Fang: Sudden Throwing Strike (5 BP). The user throws both swords like boomerangs to hit a target. The swords gain the ranged property and have a range of 60/120. On a hit, they deal double the damage as a regular melee attack made with the sword. They return to you after being thrown. At 14th level, you can throw them twice per turn if you use this fang without increasing BP cost.
Flame Breathing:
This breathing technique is one of the original five and is most notably practiced by the flame hashira, Kyojuru Rengoku and his family. There are 9 forms, but only 6 are known, and the 9th form was created by the Rengoku family. Due to being a user of the flame breathing technique, you gain a resistance to fire damage.
First Form: Unknowing Fire (3 BP). The user dashes very rapidly towards the enemy before using one swift motion to swing at the enemy's neck. As an action, the user can move up to 120 ft. without causing opportunity attacks before making a melee attack against the enemy that deals an extra 2d8 fire damage on a regular hit and triple damage on a critical hit. At 12th level, the fire damage increases to 4d8.
Second Form: Rising Scorching Sun (2 BP). The user swings their sword in a vertical circle to create a ring of fire. Enemies within 5 ft. in front of or behind the user must make a Dexterity Saving Throw (DC: 8 + Your Proficiency Bonus + Dexterity Modifier) or take a hit from your weapon and 2d6 fire damage on a failed saving throw. On a successful save, the target takes only the fire damage. At 11th level, you can spend 1 BP as a reaction to force an enemy to fall under the effects of the attack, Rising Scorching Sun (make a Dex. saving throw or take damage) if they miss you with an attack.
Third Form: Blazing Universe (5 BP). The user swings a single slash as a bonus action after making an attack. If the user made two attacks this turn and hit both of them, this attack is guaranteed to hit. The user makes a melee attack against a target creature and deals 6d8 fire damage. At 14th level, the attack is guaranteed to hit if the user landed at least one attack this turn.
Fourth Form: Blooming Flame Undulation (1 or 3 BP). The user swings their sword to form a horizontal cyclone of fire. It can be used as a reaction to prevent 50 damage from (a) ranged attack(s), where it can block multiple attacks as long as those attacks are from the same creature for 1 BP. It can also be used as an action using 3 BP to cast a 3rd level burning hands spell (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier). At 10th level, it can block 100 damage from ranged attacks. At 13th level, burning hands is cast at 5th level.
Fifth Form: Flame Tiger (7 BP). The user swings their sword multiple times to create the visage of a flaming tiger. As an action, the user may make 4 melee attacks against a creature with each attack dealing 1d12 fire damage. The 4th attack deals an extra 4d12 fire damage and frightens those within 5 ft. of the user on a hit as the massive roaring visage of a tiger appears around the blade. At 16th level, the tiger frightens those within 10 ft. of it.
Ninth Form: Rengoku (14 BP). The user must be at least level 18 in fighter class to use this move. The user concentrates all of its energy before soaring towards its target in a line up to 300 ft. long and 5 ft. wide appearing to be a dragon made out of flames. The user deals 2d6 fire damage to each creature it passes through and knocks down any barrier in its path, with the user taking 1d6 bludgeoning damage for each foot of material it has to go through (doesn't include creatures). The user then makes a melee attack against the furthest creature from it on the line. The attack gets a +10 to its damage and its attack roll. The attack also deals an extra 10d12 fire damage on a hit.
Love Breathing:
Love breathing was made by Mitsuri Kanroji, the love hashira. There are 6 forms with 5 known ones. This form is unique as the user must use a long whip like sword to use any of its forms. The sword has the finesse property, deals 1d6 damage, and a reach of 15 ft. Due to being a user of the love breathing technique, you are immune to being charmed and have advantage at charming others.
First Form: Shivers of First Love (3 BP). The user dashes forward past a target while striking in at the same time. As an action, the user may move to any square within 20 ft. of itself as long as the square is not occupied by a creature. This movement does not provoke opportunity attacks. The user makes 4 melee attacks against the creature it is closest to after it travels the 20 ft. At 12th level, the user makes 6 melee attacks.
Second Form: Love Pangs (3 BP). The user swings their sword in a single fluid wavy motion to cut the target in multiple places. The user makes 4 melee attacks as an action against a creature where each attack deals an extra 1d6 slashing damage. At 12th level, the damage increases to 2d6.
Third Form: Catlove Shower (6 BP). The user jumps into the air to swing their sword in wide sweeping arcs. The user jumps 30 ft. into the air as an action before making 8 attacks against a creature, where if one attack hits they all hit. At 15th level, each attack deals an extra 1d6 slashing damage.
Fifth Form: Swaying Love, Wildclaw (12 BP). The user leaps high into the air before creating a cyclone and smashing into the ground as an action. The user jumps 100 ft. into the air before diving back towards the ground and creating a cyclone. The cyclone is a cylinder that is 50 ft. in diameter and 100 ft. in height. All creatures within the cyclone other than the user must make a dexterity saving throw (DC: 10 + Your Proficiency Bonus + Your Dexterity Modifier) or take 14d8 slashing damage + 4d8 radiant damage on a failed save or half as much on a successful one. Creatures that cannot move automatically fail the saving throw.
Sixth Form: Cat-Legged Winds of Love (1 BP). The user rapidly strikes their blade to ward off incoming attacks. As a reaction, if the user were to be hit by a ranged attack, the user can spend 1 BP to block up to 4 ranged attacks until the start of the user's next turn. At 10th level, the user can also block melee attacks and block up to 6 projectiles or melee attacks.
Serpent Breathing:
The form of breathing is supposed to replicate that of the snake and in what way it moves and acts. Its current user in the serpent hashira Obanai Iguro. There are five forms, each replicating the movement patterns of a snake. The sword of a serpent breather is wavy in design and throws people off in melee combat. While using the sword, the user has a +3 to their AC to defend against melee attacks as long as the wielder can see the attacker. In addition, you cannot perform any forms without using the special sword. Due to using the serpent breathing technique, you have developed a resistance against poison damage.
First Form: Winding Serpent Slash (1 BP). The user swings their sword in a singular wavy motion in order to strike a target. Make a melee attack against a target with advantage that deals an extra 1d8 slashing damage on a hit. At 5th level, the extra damage increases to 2d8 and 3d8 at level 10.
Second Form: Venom Fangs of the Narrow Head (3 BP). The user moves so fast they practically teleport to appear behind an opponent to attack them. As an action, you may appear behind an opponent up to 30 ft. away using 3 BP to make a melee attack against that target. Your attack has advantage and deals an extra 4d8 slashing damage. At 8th level, the distance increases to 60 ft. and to 90 ft. at 12th level.
Third Form: Coil Choke (5 BP). The user surrounds the target while slashing them in an attempt to disorient them. As an action, make 4 melee attacks against an enemy within reach. If all four attacks hit, the target is stunned. At 10th level, only 3 attacks need to hit to stun the creature and only 2 attacks need to hit at 14th level.
Fourth Form: Twin-Headed Reptile (8 BP). The user jumps 15 ft. forward to slice the target creature in half. As an action, you can jump 15 ft. forward before making a melee attack against a creature. If that creature is a demon, it is cut in half and takes an extra 6d8 slashing damage on a hit. While cut in half, that creature cannot move and has disadvantage on all attacks. All melee attacks against it have advantage while all ranged attacks have disadvantage. If it is cut in half and drops to zero hitpoints as a demon, it is incapacitated. The demon regrows its lower half by the start of its next turn. If the target is not a demon, it takes an extra 6d8 on a hit and is stunned. At 13th level, the damage increases to 7d8. At 17th level, if the enemy is a demon and the attack brings it to 0 hp, it is decapitated instead and dies.
Fifth Form: Slithering Serpent (6 BP). The user moves in a winding motion to go from enemy to enemy to attack them. As an action, the user may attack up to 5 creatures each within 45 ft. of each other with a melee attack. This movement does not cause opportunity attacks and deals an extra 2d10 slashing damage on a hit. At 11th level, each attack deals a 3d10 damage and 4d10 at 15th level.
Thunder Breathing:
Thunder breathing is a powerful breathing technique that uses fast melee attacks and long range thunder strikes. The most notable user is Zenitsu Agatsuma who created an additional seventh form. There are 7 forms. Due to being a user of the thunder breathing technique your movement speed increases by 15 ft.
First Form: Thunderclap and Flash (2 BP). The user dashes forward to hit an enemy. As an action, the user may move up to 30 ft. away in order to make a melee attack against an enemy. This attack deals an extra 2d6 lightning damage and the movement ignores opportunity attacks. At 8th level, the user may spend 4 additional movement points to use Thunderclap and Flash Eightfold, where the movement increases to 240 ft. and the extra lightning damage increases to 8d6. At 14th level, the user may spend a total of 10 BP to use Thunderclap and Flash Godspeed, where the movement increases to 1000 ft. and the damage increases to 10d10. Thunderclap and Flash Godspeed can only be used twice per day. Whenever you use this move you return to your original spot that you were standing at with your enemy held on the throat by the edge of your sword.
Second Form: Rice Spirit (4 BP). In the blink of an eye, the user slices an enemy 5 times. As an action, make five melee attacks against an enemy within reach that each deals an extra 1d4 lightning damage on a hit. At 13th level, each hit deals an extra 3d4 lightning damage on a hit.
Third Form: Thunder Swarm (3 BP). The user summons lightning bolts to strike an enemy from all angles. As an action you may target an enemy within 60 ft. of you to be surrounded by lightning. The enemy must make a Dexterity Saving Throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) where the target takes 4d8 lightning damage on a failed save and half as much on a successful one.
Fourth Form: Distant Thunder (6 BP). The user creates a ball of thunder and hurls it to an area within range where it releases pulses of electricity. As an action, the user may create a ball and throw it. It has the ranged properties of 60/240 ft. and uses your dexterity modifier. It deals 3d8 thunder damage on a hit and pushes the enemy back that it hits by 5 ft. The ball hovers in the air and any creature that touches it takes 4d4 lightning damage. As a bonus action, you can either move it up to 45 ft. or cause it to release a pulse of electricity. Each creature of your choosing within 15 ft. of the ball takes 2d6 lightning damage. At 15th level you can move it and trigger the ball using the same bonus action.
Fifth Form: Heat Lightning (2 BP). The user swings their sword and lightning strikes the user's target. As a melee/ranged attack, the user can swing their sword at an enemy within 60 ft. of itself. The melee attack deals an extra 2d6 lightning damage on a hit while the range attack uses the dexterity modifier to hit the target. It deals 3d8 lightning damage on a hit. At 11th level the damage increases to 4d6 lightning damage and 4d10 lightning damage.
Sixth Form: Rumble and Flash (4 BP). The user calls forth lightning to strike enemies from afar. The user casts call lightning at the 3rd level (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier). At 13th level, the spell no longer requires concentration.
Seventh Form: Flaming Thunder God (12 BP). The user dashes forward at blinding speeds summoning the aura of a dragon around themselves. The user must be level 18 as a fighter to use this move. You may target any enemy within 1500 ft. of you with an unmissable attack that deals 16d12 lightning damage. You immediately return to the place you were previously standing at before you use this move with your enemy held on the throat by the edge of your sword.
Wind Breathing:
The wind breathing technique is an aggressive one with its most notable practitioner being Sanemi Shinazugawa. Its forms typically involve spinning and movement. It focuses on taking out enemies quickly and has 9 forms. As a user of the wind breathing technique, you become more agile. Your jumping distance increases by 10 ft.
First Form: Dust Whirlwind Cutter (2 BP). The user spins their blade around them while dashing forward to create a cyclone around themselves. As a bonus action, the user may spend 2 BP to move up to 30 ft. in a straight line ignoring creatures in the way. All creatures that the user moved through must make a Dexterity Saving Throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take 2d4 slashing damage on a failed save and half as much on a successful one. At 11th level the damage increases to 4d4.
Second Form: Claws-Purifying Wind (3 BP). The user raises their blade into the air before swinging it to create 4 claw-like slashes. As an action, the user creates four slashes in front of them. All creatures within a 10 ft. cone of the user must make a Dexterity Saving Throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take 4d6 slashing damage on a failed save and half as much on a successful one. At 12th level, you can make 4 melee attacks instead of forcing others to make a Dexterity save. These attacks have an extra reach of 5 ft.
Third Form: Clear Storm Wind Tree (1 BP). The user spins to create a small tornado to repel attacks. As a reaction, the user may increase their AC by 5 against melee attacks until the start of their next turn. At 10th level the user's AC increases by 8 instead of 5.
Fourth Form: Rising Dust Storm (2 BP). The user slashes their sword upward at a target above them. Whenever a target is 10 ft. or less above the user, the target can make 5 melee attacks against them as a reaction. At 11th level, this can be used as a reaction to stop ranged attacks from hitting the user costing 2 BP to give disadvantage to anyone trying to hit the user with a ranged attack until the start of the user's next turn.
Fifth Form: Cold Mountain Wind (4 BP). The user jumps into the air before making three consecutive attacks against an enemy creature, where each attack deals more damage than the previous. As an action the user may jump into the air to a square up to 30 ft. away and make three melee attacks against an enemy. The first attack deals regular damage, the second attack deals double damage on a hit, and the third attack deals triple the damage on a hit. At 13th level, the jump no longer provokes opportunity attacks.
Sixth Form: Black Wind Mountain Mist (7 BP). The user swings their sword across an enemy's body after surrounding their blade in a cyclone. The user may use their action to make a melee attack against an enemy within reach. A hit deals an extra 6d8 slashing damage. At 16th level, the user may choose to force the enemy to make a Strength Saving throw after being hit (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier). On a fail, the enemy will be pushed back 10 ft.
Seventh Form: Gale, Sudden Gusts (6 BP). The user spins while swinging their sword to rush forward. As a bonus action, the user may create a line that is up to 30 ft. long and 15 ft. wide. and when the attack is done the user is at the end of the line he/she created. All creatures within the line, excluding the user, must make a Dexterity Saving Throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take 5d8 slashing damage on a failed save or half as much on a successful one. At 15th level, the dash can increase in distance to 45 ft.
Eighth Form: Primary Gale Slash (1 BP). The user jumps into the air while spinning to create a cyclone. As a bonus action, the user may make one melee attack against a creature within reach and then jump 30 ft. into the air. The user then glides to the ground traveling 5 ft. horizontally for each 2 ft. traveled down vertically. At 10th level, the user glides 5 ft. vertically for each 1 ft. traveled down vertically.
Ninth Form: Idaten Typhoon (9 BP). The user backflips and slashes once while facing downward to create a razor sharp gust of wind. As an action, the user may jump to a spot 20 ft. from where they are horizontally and 15 ft. vertically to hit an enemy. All enemies below you must make a Dexterity Saving throw (DC: 10 + Your Proficiency Bonus + Your Dexterity Modifier) or take 10d10 slashing damage on a failed save or half as much on a successful one. At 18th level the distance you can jump both vertically and laterally doubles and you can glide 5 ft. horizontally for each 2 ft. traveled down vertically.
Sound Breathing:
The creator and only known user of this form is Tengen Uzui, the sound hashira. There are 5 total forms and 3 known ones. Tengen uses an abnormal fighting style, using two short, thicker blades attached by a chain to hit his targets while throwing bombs to distract and stun the enemy. Members of the sound breathing technique can buy bombs for 10 gp each which arrive 1d4 days later. These bombs are 1 inch in diameter and are ranged weapons with the properties 30/90. Hitting an enemy directly deals 2d6 fire damage and all surrounding creatures within a 15 ft. cube surrounding the bomb (including an enemy that was hit) must make a Dexterity Saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take 2d6 fire damage on a failed save and half as much on a successful one. Also, you must use a pair of blades attached by chains to use any of the sound breathing forms. The swords count as one weapon that deals 2d6 slashing damage, has a reach of 5 ft., and has the finesse property. Alternatively, you can hold on to the end of one of the swords to increase its reach from 5 ft. to 10 ft. but decrease its damage to 1d6.
First Form: Roar (3 BP). The user raises their swords before slamming them into the ground. The user casts thunderwave at 2nd level (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier). At 7th level, the spell is cast at 4th level, and at 12th level the area that the thunderwave covers is increased from a 15 ft. cube to a 25 ft. cube.
Fourth Form: Constant Resounding Slashes (1 BP). The user begins spinning their chained blades around them as a reaction to being hit by an attack to ward it off. After being hit by an attack, the user can use this form as a reaction to increase their AC by 3, potentially causing the attack to miss. If any attack were to hit you before the start of your next turn, increase your AC by 1, potentially causing it to miss. This increase in AC lasts until the start of the user's next turn. At 5th level, the initial increase in AC starts at 4 instead of three. At 10th level, if an attacker hits you with a critical hit while using this move, you may make a melee attack against them if they are in range or throw a bomb if they are in range of the bomb.
Fifth Form: String Performance (8 BP). The user holds the chain blades so that each blade is on a different side of the body before spinning them and charging. As an action, the user may rush in a line up to 60 ft. in length that is 5 ft. wide. The closest creature to the user must make a Dexterity Saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take 4d6 slashing damage and be pushed by the blades on a failed save. On a successful save the creature takes half damage and is not pushed. If the first creature succeeds its saving throw, the next creature must also make the Dexterity save or be pushed. If it succeeds it moves on to the next creature. The creature automatically fails if it is 5 ft. or less from the user when the move is started. If a creature fails, but there are creatures behind it on the line, the creature behind the one being pushed takes 2d6 slashing damage and is pushed 5 ft. to the left or right of the line. A creature being pushed takes 2d6 slashing damage for each 5 ft. traveled. At 13th level, once you have finished pushing the creature, you can make a melee attack with both of your blades that deals an extra 1d6 damage and launches the opponent 25 ft. into the air on a hit. At 17th level, after launching the opponent 25 ft. into the air, you can throw one of your bombs (if you have one) into the opposing creature. It automatically hits if you choose to do so.
Mist Breathing:
Mist breathing is a form that is centered around many hits and confusing the enemy. Its only known practitioner is the mist hashira, Muichiro Tokito, who also invented a seventh move to add to its six forms. Anyone who uses the mist breathing technique may cast fog cloud once per day and their vision will not be affected by fog or any weather related obscurement.
First Form: Low Clouds, Distant Haze (2 BP). The user stabs forward with a single powerful thrust. Make a melee attack against a creature. It deals an extra 2d8 piercing damage on a hit. At 11th level, this form can be used underwater to propel yourself forward up to 15 ft.
Second Form: Eight-Layered Mist (7 BP). The user swings their blade forward 8 times. As an action, the user can make 8 melee attacks against a creature. At 16th level, each attack gains advantage if the user doesn't move before attacking.
Third Form: Scattering Mist Splash (3 or 1 BP). The user swings their blade in a wide sweeping arc. This move can either be used to harm others or block projectiles. As an action, the user may spend 3 BP to swing your sword in a large downward slash to form a blade of mist. All creatures within a 60 ft. long 15 ft. wide line originating from the user must make a Dexterity Saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take 2d8 slashing damage on a failed save and half as much on a successful save. If a creature is standing within reach of the user and in the line, the user may make a melee attack against that creature. This move can also be used as a reaction to deflect arrows. As a reaction, the user may spend 1 BP in response to being hit with a ranged attack. The user rolls a d4 and adds their Dexterity modifier to it, then adds the sum to their AC. The bonus to AC only applies to ranged attacks and the increase in AC may cause the attack that triggered this reaction to miss. This bonus to AC lasts until the start of the user's next turn. At 10th level, when the user uses this move as a reaction, they may cause a strong wind to blow in a 60 ft. long 15 ft. wide line. At 13th level, when the user uses this move as an action, the line created increases to 75 ft. in length.
Fourth Form: Shifting Flow Slash (4 BP). The user crouches before launching towards their target, spinning and swinging their sword. As an action, the user may move 30 ft. towards an enemy and make a melee attack against them. The melee attack deals an extra 2d8 slashing damage and the movement doesn't trigger opportunity attacks. Regardless of whether the attack hits, you gain a +3 to your AC until you get hit by an attack. This effect does not stack. At 13th level, you can move up to 15 ft. away from your target after hitting them with an attack. This movement does not provoke opportunity attacks.
Fifth Form: Sea of Clouds and Haze (9 BP). The user dashes forward, weaving around enemies while rapidly cutting them. As an action, the user may move up to 60 ft. in a straight line ignoring any creatures occupying the space unless it is the space the user stops on. This movement does not provoke opportunity attacks. Whenever an enemy comes into reach of the user, they may make up to 4 melee attacks against that creature. At 18th level, whenever an enemy that is large or bigger in size comes into your reach, you may make up to 8 melee attacks against them.
Sixth Form: Lunar Dispersing Mist (6 BP). The user leaps forward and attacks many times with imperceptible speed. As an action, the user may jump up to 15 ft. away and then force all creatures of the user's choice within a 15 ft. cube in front of the user to make a Dexterity Saving throw (DC: 10 + Your Proficiency Bonus + Your Dexterity Modifier) and take 8d8 slashing damage on a failed save and half as much on a successful one. At level 15, the cube grows from 15 ft. long to 20 ft. long.
Seventh Form: Obscuring Clouds (2 BP). This form was made by the mist hashira Muichiro Tokito and used to heavily obscure the user in thick fog while slowing down and dashing forward, making it nearly impossible to hit the user. As an action, the user may create thick fog around them in a 20 ft. cube. While in the cube, the user has a movement speed of 15 ft, a +6 to AC, all attacks have disadvantage against the user, the user has a +6 to hit and advantage to hit all enemies within the cube, and the user can use their reaction to make an attack miss. At 11th level, the cube increases in size to 30 ft. in size.
Stone Breathing:
Stone breathing was one of the first forms of breathing created. After one of Yoriichi's students failed to replicate the Sun breathing form, Yoriichi worked with him to create a style that best suited his strengths and weaknesses. Thus, stone breathing was created. Stone breathing uses the ground and earth to create a mix of offensive and defensive attacks. There are 5 forms.Its most notable user is the stone hashira, Gyomei Himejima. The stone breathing form can only be performed by using a flail attached to an axe by a chain. This weapon has the two handed properties, finesse, and a reach of 15 ft. When attacking, you can either choose to deal 1d10 slashing damage by using the axe or deal 1d10 bludgeoning damage by using the flail. Due to being a user of the stone breathing technique, you cannot be moved against your will.
First Form: Serpentinite Bipolar (4 BP). The user flings their axe and spiked flail towards the enemy while spinning the chain they're attached by. This causes the axe and flail to spin rapidly making them drill into the enemy on conflict. As an action, the user may make 2 melee attacks, one with the flail and one with the axe, against a creature within 20 ft. of the user. The creature must make a Strength Saving throw for each weapon that hits (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) to resist the drilling motion from these attacks. On a failed save, the creature takes 2d10 piercing damage for each failed save, and half as much on a successful one. At 8th level, the drill deals 3d8 piercing damage instead of 2d10. At 13th level, the attack range increases to 30 ft.
Second Form: Upper Smash (3 BP). The user swings the flail and axe at the enemy in a pincer motion before stepping on the flail's side of the chain to make it smash down on the ground before flinging it downward at the target when it rises up. As an action, the user may target a creature within 20 ft. of itself. The user can then either attempt to hit the creature with the axe or feign an attack with the axe to gain advantage with the flail attack. If the user attempts to hit with the axe, then the user may make a melee attack with the axe and the flail. If the flail hits it deals an extra 3d8 bludgeoning damage. If the user attempts to feign with the axe, then they may make a melee attack against the creature with the flail. The attack has advantage and on a hit, it deals 2d10 extra bludgeoning damage and the target must make a Strength saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or be knocked prone. At 7th level, attacking with the axe deals an extra 1d8 slashing damage. At 12th level, attacking only with the flail deals 3d10 bludgeoning damage.
Third Form: Stone Skin (1 BP). The user rapidly swings their chain around their body to block incoming melee attacks with their axe. As a reaction, the user may increase their AC by 5 until the end of the turn against all melee attacks. At 6th level, the boost to AC increases by 7 instead of 5. At 10th level, this form also applies to all attacks, not just melee.
Fourth Form: Volcanic Rock, Rapid Conquest (5 BP). The user swings their flail and axe in a wide arc to attack their enemy from both sides. As an action, the user may create a 20 ft. cone in front of the user. All creatures in the cone must make a Dexterity saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take 3d6 bludgeoning damage and fall prone on a failed save or take half damage and not fall prone on a successful one. The user may also choose 1 creature in the cone and make 2 melee attacks against them, one with the flail and one with the axe. Each attack deals an extra 2d6 bludgeoning or slashing damage depending on what weapon they are hit with. If the creature is prone, both attacks automatically are critical hits. At 9th level, each attack deals an extra 1d10 bludgeoning or slashing damage depending on which weapon hits. At 14th level, failing the dexterity saving throw results in taking 4d6 bludgeoning damage instead of 3d6.
Fifth Form: Arcs of Justice (6 BP). The user swings their axe towards the enemy and follows up by swinging their flail while they are caught off guard. Then a barrage of attacks follows to pulverize the enemy. As an action the user may make a melee attack using the axe against a creature within 15 ft. of them. The user may then attack the same creature with the flail, and they attack with advantage if the axe hit. If the flail hits, the creature must make a Strength saving throw (DC: 10 + Your Proficiency Bonus + Your Dexterity Modifier) or be knocked prone. Then the user may make 6 melee attacks against that creature. At 11th level, the user may make 8 melee attacks against the creature instead of 6. At 15th level, if the flail hits the creature after the axe, the creature automatically falls prone and doesn't make a saving throw.
Moon Breathing:
Moon breathing was developed by Michikatsu Tsugikuni, brother to Yoriichi Tsugikuni, ancestor of Muichiro, and now known as the right hand man of Muzan Kibutsuji, Kokushibo. Kokushibo was once a demon slayer himself but joined Muzan to extend his life and gain power. He has never taught his form to another person and has had time to develop and cultivate it for hundreds of years. It has a minimum of 16 forms, but only 11 are known. Kokushibo's moon breathing technique would be very difficult in theory to learn as a human, due to the fact that he requires his blood demon art to control some of the forms and uses a unique katana made of his own flesh and blood. If a person becomes a user of the moon breathing technique, they gain a darkvision of 60 ft. and if they already have darkvision, it increases by 30 ft.
First Form: Dark Moon, Evening Palace (2 BP). The user quickly draws their sword, makes a single slash and re-sheathes it. As an action, the user may make one melee attack against a creature within reach. On a hit, the attack deals an extra 3d10 slashing damage. The user must sheathe their sword after using this action. At 11th level, the user may replace one of their regular attacks with this form, allowing them to attack multiple times in a turn. This move can only be performed once per turn.
Second Form: Pearl Flower Moongazing (4 BP). The user swings its sword three times, leaving crescent shaped slashes behind. As an action, the user may make three melee attacks against a creature within range. Each attack deals an extra 2d6 slashing damage on a hit. This action can also be used as a ranged attack. Until the end of turn, the user's sword becomes a ranged weapon with a range of 30/90 ft. and deals 2d6 slashing damage. The user may make 3 ranged attacks against a creature within range. At 13th level, the extra damage from the melee attack and the damage from the ranged attack deal 3d6 damage instead of 2d6.
Third Form: Loathsome Moon, Chains (3 BP). The user makes two very broad cuts in front of itself. Each creature within a 20 ft. cone in front of the user must make a Dexterity saving throw (DC: 12 + Your Proficiency Bonus + Your Dexterity Modifier) or take 4d6 slashing damage on a failed save or half as much on a successful one. At 12th level, the damage increases to 4d8 damage instead of 4d6.
Fifth Form: Moon Spirit Calamitous Eddy (5 BP). The user creates multiple slashes to surround them. This move does not require the sword to be drawn but instead needs the use of a blood demon art. However, to make a regular demon slayer be able to use this move, we will simply say the slashes are made using the sword. As an action, the user draws their sword and swings it multiple times. All creatures within a 25 ft. sphere centered around the user must make a Dexterity Saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take 6d8 slashing damage on a failed save and half as much on a successful one. At 14th level, the user may choose to shrink the sphere to only be a 15 ft. sphere. If the user chooses to do so, then there is no saving throw made and all enemies in the sphere take 6d8 slashing damage.
Sixth Form: Perpetual Night, Lonely Moon - Incessant (6 BP). The user swings multiple times to create large arcs in front of him. As an action, the user creates arcs with their blade, forcing all creatures within a 20 ft. cube in front of the user to make a Dexterity Saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take 5d8 damage. Until the start of the user's next turn, the user's AC increases by 3. At 15th level, the bonus to DC goes from (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) to (DC: 10 + Your Proficiency Bonus + Your Dexterity Modifier).
Seventh Form: Mirror of Misfortune, Moonlit (7 BP). The user swings forward to create many slashes that travel outward. As an action, the user may cast the spell Lightning Bolt (DC: 14) 5 times, except the line is 60 ft. long and deals slashing damage instead of lightning damage. A creature can only be affected by the spell twice. At 12th level, the DC increases to 16. At 16th level, the DC increases to 18.
Eighth Form: Moon-Dragon Ringtail (5 BP). The user swings their blade upwards in an arc leaving a massive arc behind. As an action, all creatures within a 30 ft. cone originating from the user must make a Dexterity Saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take 3d8 slashing damage and be stunned on a failed save while taking half damage and not being stunned on a successful one. At 14th level, this move can be used as a bonus action.
Ninth Form: Waning Moonswaths (8 BP). The user makes several arcs very close to themselves by swinging their sword multiple times. As an action, the user may make 6 melee attacks against a creature within 15 ft. of the user. If there is another creature within 5 ft. of the one you are targeting, you may make a melee attack against that creature as well. At 17th level, if there is more than one creature within 5 ft. of the one you are targeting, you may make melee attacks against them as well.
Tenth Form: Drilling Slashes, Moon Through Bamboo Leaves (6 BP). The user swings their sword to creature three, wide arcs that rotate towards enemies. All creatures within a 45 ft. long 15 ft. wide line originating from the user must make 3 Dexterity Saving throws (DC: 10 + Your Proficiency Bonus + Your Dexterity Modifier) or take 4d8 slashing damage on a failed save but no damage on a successful one. At 15th level, any creature that succeeds the save takes half damage.
Fourteenth Form: Catastrophe, Tenman Crescent Moon (10 BP). The user swings their sword to create arcs that exponentially increase in size and power as they travel. As an action, the user may increase the reach of their melee weapon by 60 ft. until the end of the turn and make 6 melee attacks against a creature. If the creature is within 10 to 20 ft. of the user, the attack deals an extra 1d4 slashing damage. If the creature is within 20 to 30 ft. of the user, the attack deals an extra 1d8 slashing damage. If the creature is within 30 to 40 ft. of the user, the attack deals an extra 1d10 slashing damage. If the creature is within 40 to 50 ft. of the user, the attack deals an extra 2d6 slashing damage. If the creature is within 50 to 60 ft. of the user, the attack deals an extra 2d10 slashing damage. If the creature is within 60 ft. or further, the attack deals an extra 3d8 slashing damage. At 19th level, the user makes 8 melee attacks instead of 6.
Sixteenth Form: Moonbow, Half Moon (9 BP). The user swings their sword midair to send six arcs towards his foes while midair. As an action, the user may jump 15 ft. and choose a 15 ft. sphere within 15 ft. of the user. Each creature in that sphere takes 10d8 slashing damage. At 18th level, the damage increases to 12d8 slashing damage.
Sun Breathing (Hinokami Kagura):
Sun breathing, otherwise known as Hinokami Kagura, is the first breathing technique ever to exist. All other breathing forms are based on it. It was made by Yoriichi Tsugikuni, the strongest demon slayer to ever exist, and the only one who Muzan Kibutsuji was truly afraid of. Unfortunately for the Demon Slayer Corps, he lived 500 ft. ago and since has passed away. Tanjiro Kamado is one of the few people who can use this breathing style, the only others known to be able to use this style are the fathers of the Kamado family. This style is very powerful, and is considered the strongest style for a good reason. Yoriichi Tsugikuni made 12 forms, but made a 13th in a battle against Muzan using all 12 forms in quick succession to pierce and destroy Muzan's 7 hearts and 5 brains. Due to being a user of the sun breathing technique, the user cannot be stunned, paralyzed, freighted, or suffer any levels of exhaustion.
Hinokami Kagura: Dance (1 BP). The user performs a singular slash towards the ground. As an action, the user may make a melee attack against a creature within range. The attack deals 2d8 extra fire damage. At 10th level, you may spend 3 BP instead to dash 60 ft. towards an enemy and make the attack. This movement is so fast that it does not provoke opportunity attacks. On a hit, it deals an extra 3d8 fire damage instead of the regular 2d8.
Hinokami Kagura: Clear Blue Sky (2 BP). The user slashes their sword 360 degrees. As an action, the user may swing their sword. All creatures within 10 ft. in front of, above, below, or behind the user must make a Dexterity Saving throw (DC: 10 + Your Proficiency Bonus + Your Dexterity Modifier) or take 1d10 slashing damage and 2d10 fire damage. A creature that cannot move automatically fails the saving throw. At 11th level, if the creature cannot move, the attack deals double damage.
Hinokami Kagura: Raging Sun (2 BP). The user swings their sword two times to either attack or block attacks. The user may activate this ability as an action to make 2 melee attacks against a creature within reach. Each attack deals an extra 1d10 fire damage. This ability can also be used as a reaction. Until the start of the user's next turn, they gain a +5 to their AC against ranged attacks. At 11th level, the melee attack has a +5 modifier to hit and damage. At 11th level, the reaction can also be used against melee attacks.
Hinokami Kagura: Burning Bones, Summer Sun (3 BP). The user swings their sword in a spiral to create a flame spiral. The user may activate this ability as a reaction or an action. When used as an action, all creatures within a 15 ft. long 5 ft. wide line in front of you must make a Dexterity Saving throw (DC: 10 + Your Proficiency Bonus + Your Dexterity Modifier) or take 4d8 fire damage on a failed save and half as much on a successful one. When you use it as a reaction, you may choose an enemy and until the start of your next turn, all attacks from that creature cannot hit you. At 12th level, the damage increases to 5d8 when using the action and when you use the reaction, you may target two enemies instead of one.
Hinokami Kagura: Setting Sun Transformation (4 BP). The user backflips before slashing once to decapitate the target. As an action, the user may jump up to 20 ft. away without provoking opportunity attacks and make a melee attack against a creature within range. If this attack hits, it deals an extra 6d8 fire damage. At 13th level, the jump increases to 40 ft. in distance.
Hinokami Kagura: Solar Heat Haze (5 BP). The user dashes forward while surrounding their blade with hot air to mask where it is and then striking the enemy. As an action, the user may move up to 50 ft. and make a melee attack against a creature within range. This attack has advantage to hit and deals an extra 4d10 fire damage on a hit. At 14th level, the attack automatically hits.
Hinokami Kagura: Beneficent Radiance (4 BP). The user swings their sword to propel themselves upward to strike a target. As an action, the user may target a creature in the air or space above them within 30 ft. of them if the user can see the creature or space. If they targeted a space, they may move to that space. If they targeted a creature, they may move to a space within 5 ft. of the target and make a melee attack against them that deals an extra 8d8 fire damage. At 13th level, target area increases to 40 ft.
Hinokami Kagura: Sunflower Thrust (2 BP). The user coats their blade in fire to stab a target. Make a melee attack against a creature within range that deals piercing damage instead of slashing damage. A hit deals an extra 2d8 fire damage. A critical hit occurs on a roll of 18-20 and deals triple damage on a critical hit. At 11th level, the critical hit chance changes from 18-20 to 16-20.
Hinokami Kagura: Sun Halo Dragon Head Dance (9 BP). The user moves rapidly from target to target striking them and leaving a trail of fire behind that looks like a dragon. As an action the user may target up to all the creatures within 60 ft. of the user and make a melee attack against them. A hit deals an extra 5d12 fire damage. The user appears 5 ft. from the last targeted enemy. At 18th level, the user may make 2 attacks against the same creature.
Hinokami Kagura: Flame Wheel (3 BP). The user unleashes a single slash while rotating to strike a target. As an action, the user may target all creatures within a 10 ft. line in front of or behind the user. All targeted creatures must make a Dexterity Saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take 6d6 fire damage on a failed save or half as much on a successful one. At 11th level, the fire wheel can create a line both in front of and behind the user.
Hinokami Kagura: Fake Rainbow (1 BP). The user moves quickly to create after images made to confuse enemies, and is especially effective against those with good perception. As a reaction, you gain the effects of a blur spell until the start of your next turn. If any creature has a passive perception of 14 or higher they cannot hit you while you have the effects of the blur spell. At 10th level, you cannot be hit by creatures with a passive perception of 13 or higher when you use this reaction until the start of your next turn.
Hinokami Kagura: Flame Dance (4 BP). The user slashes down once before cutting perpendicular to the first cut making a cross shaped slash. As an action, the user may make two melee attacks against a creature within range. Both hits deal an extra 2d8 fire damage on a hit. If both attacks hit, the creature must make a Dexterity Saving throw (DC: 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take an extra 1d8 fire damage. At 13th level, the hit removes 2d8 extra fire damage if both hit.
Thirteenth Form (20 BP). The user uses all of the 12 Hinokami Kagura breathing techniques to attack a target. It was intended to be used on Muzan Kibutsuji to destroy his 7 hearts and 5 brains. The user must be a level 20 demon slayer to use this form. As an action, the user uses all of the Hinokami Kagura breathing techniques against a target.
Tools of the Demonslayer
Nichirin Sword.
At third level, you are gifted a Nichirin Sword. A Nichirin Sword is a sword infused by sunlight and is one of the two ways to kill a demon. It is a color changing sword that changes color when first held by a person. A different color will show for each person. All Nichirin Swords have the finesse property and can be held in one hand but typically are held using both hands. They deal 1d8 slashing damage with one hand and 1d10 while using two hands. If you lose your sword you may have it replaced and delivered to you in 1d6 days by spending 25 gp. Almost all Demon Slayers use a katana, but some use nontraditional blades such as the dual chain blades used by the sound hashira.
Bird Companion.
After joining the Demon Slayer Corps you get a bird to serve as a messenger and also to send you on missions. This bird is given to you at third level. These birds use the stats of a blood hawk except they have an Intelligence of 10 and can speak common. You can cast the Animal Messenger spell on them whenever you want to send a message, except the max words the bird can say is 100 and the distance the bird has to travel and the time it takes to reach the destination doesn't matter. Most Demon Slayers use crows, but any bird is acceptable.
Demon Tracker
At 7th level, your experience with demons lets you track them much easier. You gain advantage when tracking demons and you know when there is a demon within 1 mile of you, but you don't know its location.
Total Concentration Breathing
At 7th level, you unlock Total Concentration Constant. Total Concentration Breathing is the process of which a person inhales as much as possible to circulate more blood, move faster, and be stronger. You can use Total Concentration Breathing a number of times equal to your proficiency bonus. As a bonus action, you can use total concentration breathing. During that minute, you gain a +3 modifier to strength, dexterity, and constitution. You also gain a +5 to initiative roles. After the minute ends, you receive the effects of one stage of exhaustion for a minute.
Total Concentration: Constant:
Total Concentration: Constant is the maximum potential of Total Concentration Breathing. It is a state where one is always under the effects of Total Concentration Breathing. Upon reaching level 15, you may use Total Concentration: Constant. This means you get a permanent +3 modifier to strength, dexterity, and constitution and a +5 to initiative roles. You can no longer use Total Concentration Breathing as a bonus action. Additionally, you may choose another one of these fighting styles from below:
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Demon Slayer Marks
While in the height of battle, you may activate demon slayer marks. Demon slayer marks look like birthmarks and look different depending on which person they appear on. You may choose to activate a demon slayer mark whenever you are below 25% of your hitpoints rounded down. Until the battle ends, you gain a +6 to dexterity and constitution while also gaining advantage on dexterity and constitution saving throws. Melee attacks you make deal an extra 1d8 force damage. However, activating the marks takes its toll. Anyone who uses a demon slayer mark, even if it's only once, dies before reaching the age of 25. Nothing can stop this or slow it. You cannot be brought back to life after you die due to the mark. The only person ever recorded to live past 25 was Yoriichi Tsugikuni, the man who invented breathing styles, although that is mainly due to the fact that he was born with the mark.
The Transparent World
At 18th level, you gain the ability to perceive organs, muscles, and blood vessels in others bodies. Almost all people who can do this have activated their demon slayer mark. When in combat with an enemy, you may choose to activate transparent world as a bonus action targeting a specific enemy. Until combat is over or that enemy dies, you gain a +3 to AC against attacks from that enemy and gain advantage on attacks against that enemy. Critical hits against the enemy deal triple damage and occur on rolls of 18 or higher. You may use the transparent world once per short rest.
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Posted Feb 1, 2026Poor input into the system.
Cant select a specific breath style in the archetype int he character builder.
Total Concentration Breathing has nothing in drop down.
Makes character sheets very difficult to use via DND Beyond