Base Class: Fighter
Demon slaying Fighters have mastered breathing techniques that have allowed them to perform different abilities based on the stances they take during battle. Sucking in the air around them, they concentrate on the oxygen circulating their bodies, imbuing it with power and oxygenating every single cell, allowing them to perform magnificent feats. These Demon Slayers who master the art of breathing techniques to destroy demons.
(credit to: Crimson_Quasar, drakoniques26752, Darkeater_Madir, Roscoe_the_ranger, Thatreapermain, xSlyCooperx, THEALMIGHTYDM1207, Juliet_Belcouleur)
Also feel free to give suggestions on how to make this better.
Breathing Types
When you choose this class at 3rd level, you choose one breathing type that you will keep for the rest of this class. Breathing types will decide what extra damage you do while in Total Concentration and what forms you can use.
Breath of Beast
(Force Damage) When you choose this Breath Style at 3rd level, you have learned to channel the primal energy of animals to empower your attacks. Your weapon attacks deal an additional 1d6 force damage. Starting at 11th level, You have advantage on Wisdom (Survival) checks and Wisdom (Animal Handling) checks.
Breath of Flame
(Fire Damage) When you choose this Breath Style at 3rd level, you have learned to channel the fierce power of flames into your attacks. Your weapon attacks deal an additional 1d4 fire damage. Starting at 11th level, you gain resistance to fire damage and Your weapon attacks score a critical hit on a roll of 18, 19 or 20.
Breath of Flower
(Piercing Damage) When you choose this Breath Style at 3rd level, you have learned to fight with the grace and precision of a blooming flower. You gain proficiency in the Performance skill. Starting at 11th level, you gain additional abilities related to flowers. You can use your action to conjure a field of flowers within 30 feet of you. The field lasts for 1 minute and creates difficult terrain for any creature that enters or starts its turn within the area. In addition, the scent of the flowers overwhelms any creature within 10 feet of the field, causing them to make a WIS Saving throw or become Charmed for 1 minute, or until they take damage you can use this ability twice per short rest.
Breath of Insect
(Poison Damage) When you choose this Breath Style at 3rd level, you have learned to harness the power of insects, using their venom and agility to overwhelm your enemies. You gain advantage on Dexterity (Acrobatics) checks. Starting at 11th level, you gain additional abilities related to insects. You can use your action to summon a swarm of insects within 30 feet of you. The swarm lasts for 1 minute, and any creature within 5 feet of it takes 1d6 poison damage at the start of each of its turns. The swarm can be moved as a bonus action, and can occupy the same space as other creatures you can use this ability twice per short rest.
Breath of Lightning
(Lightning Damage) Starting when you choose this Breath Style at 3rd level, you have learned the importance of overwhelming speed and carefully placed strikes. Your weapon attacks score a critical hit on a roll of 19 or 20. At 11th level, you have advantage on initiative rolls.
Breath of Love
(Psychic Damage) When you choose this Breath Style at 3rd level, you have learned to fight with empathy and compassion, using the power of love to overcome your enemies. You can use your bonus action to heal an ally within 30 feet of you for an amount equal to your Wisdom modifier (minimum of 1). Starting at 11th level, your healing abilities improve. When you use your bonus action to heal an ally, you can also remove one condition affecting that ally, such as being Poisoned or Stunned.
Breath of Mist
(Piercing Damage) When you choose this Breath Style at 3rd level, you have learned to move with grace and fluidity, striking your enemies with precision and speed. You gain a swim speed equal to your walking speed and your walking speed is increased by 5ft. Starting at 11th level, you can move through water and mist without penalty. In addition, you gain the ability to turn invisible in a misty or lightly obscured area as a bonus action. You remain invisible until the end of your turn or until you attack, cast a spell, or take damage.
Breath of Moon
(Necrotic Damage)Tthis Breath Style at 3rd level, you have learned to channel the power of the moon to inflict necrotic damage on your enemies. Your weapon attacks deal an additional 1d8 necrotic damage. At 11th level, when you reduce a creature to 0 hit points with a weapon attack, you regain hit points equal to your proficiency bonus + your Wisdom modifier (minimum of 2).
Breath of Serpent
(Acid Damage) When you choose this Breath Style at 3rd level, you have learned to harness the power of acidic venom to poison and weaken your enemies. You can apply the Poisoned condition to one enemy for one round once per 2 rounds (12 seconds). Starting at 11th level, you have immunity against being poison and resistance to acid.
Breath of Sound
(Thunder Damage) When you choose this Breath Style at 3rd level, you have learned to focus your Breathing into powerful sound waves that can shatter the resolve of your foes.You have immunity to being defend. Starting at 11th level, you gain proficiency in Performance and can use your Charisma modifier instead of your Strength or Dexterity modifier for your weapon attack and damage rolls.
Breath of Stone
(Bludgeoning Damage) When you choose this Breath Style at 3rd level, you have learned to harness the strength and resilience of solid rock. You have resistance to slashing damage. Starting at 11th level, you gain proficiency in Acrobatics and you get advantage in Strength (Athletics) checks made to climb, jump, or grapple.
Breath of Sun
(Radiant Damage) When you choose this Breath Style at 3rd level, you have learned to channel the power of the sun itself into your attacks. You gain resistance to radiant damage. At 11th level, You gain advantage on saving throws against effects that would blind you. Your eyes have become accustomed to bright light and the brilliance of the sun, making it difficult for anything to obscure your vision.
Breath of Water
(Cold Damage) When you choose this Breath Style at 3rd level, you have learned that a calm and rational mind wins battles. You can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls of your weapons. Starting at 11th level, when you move on your turn, you take only half damage from opportunity attacks.
Breath of Wind
(Slashing Damage) When you choose this Breath Style at 3rd level, you have learned that your enemies can't avoid your attacks if there's nowhere to dodge. You can use your Dexterity modifier instead of your Wisdom modifier for your Breath save DC. In addition, starting at 11th level you ignore the Evasion feature.
Nichirin Weapon
When you gain this ability, you choose one weapon to become your Nichirin weapon:
- it is considered a Fighter weapon, this weapon must be used when attacking with your breathing forms.
- The color of the metallic parts of the weapon changes color/pattern to fit you (Whether you base it on your personality, alignment, or something else the color is up to you, an example is the blade can have a lightning bolt symbol running along the blade).
- If you lose or break your Nichirin weapon, you can spend a long rest and 50 gp to make a new weapon your Nichirin weapon. You are proficient with your Nichirin weapon as well as the weapon being magical for the purposes of overcoming immunity to nonmagical attacks and damage.
Breath Points
The # of breath points is equal to your Fighter Lvl. (Regain points after short/long rest)
Total Concentration
You can activate the total concentration breathing technique as an Bonus action and spending 2 Breath point, this lasts 10 minutes and requires your concentration. Whilst maintaining your Total Concentration Breathing:
- You gain extra damage with your Nichirin weapon equal to half your Fighter level (rounded down) on all attacks, the type of extra damage depends on your breathing type.
- You reduce the damage of all incoming attacks by 1d4. At higher lvl (lvl 5= 2d4) (lvl 11= 3d4) (lvl 117= 4d4)
- You also gain advantage on all Wisdom based checks.
- If you take damage whilst maintaining the total concentration ability, you must made a constitution saving throw with a DC of half the damage taken or 10, whatever is higher, if Total Concentration Breathing Technique ends and it cannot be used again until 1d4 + 1 (for every level of exhaustion) turns.
Improved Breathing Techniques
At 7th level, you may spend additional Breath points to increase the strength of a technique. You may not boost a technique more than a fifth of your Fighter level. Additionally you learn 1 additional technique from your Breath Style.
Total Concentration, Constant
At 10th level, Total Concentration Breathing now lasts until you fail the Constitution Saving Throw and you have advantage on the Constitution saving throw to maintain Total Concentration Breathing. Additionally you learn 1 additional technique from your Breath Style.
Breathing Types 11th level Buffs
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Breath of Beast
Starting at 11th level, You have advantage on Wisdom (Survival) checks and Wisdom (Animal Handling) checks.
Breath of Flame
Starting at 11th level, you gain resistance to fire damage and Your weapon attacks score a critical hit on a roll of 18, 19 or 20.
Breath of Flower
Starting at 11th level, you gain additional abilities related to flowers. You can use your action to conjure a field of flowers within 30 feet of you. The field lasts for 1 minute and creates difficult terrain for any creature that enters or starts its turn within the area. In addition, the scent of the flowers overwhelms any creature within 10 feet of the field, causing them to make a WIS Saving throw or become Charmed for 1 minute, or until they take damage you can use this ability twice per short rest.
Breath of Insect
Starting at 11th level, you gain additional abilities related to insects. You can use your action to summon a swarm of insects within 30 feet of you. The swarm lasts for 1 minute, and any creature within 5 feet of it takes 1d6 poison damage at the start of each of its turns. The swarm can be moved as a bonus action, and can occupy the same space as other creatures you can use this ability twice per short rest.
Breath of Lightning
At 11th level, you have advantage on initiative rolls.
Breath of Love
Starting at 11th level, your healing abilities improve. When you use your bonus action to heal an ally, you can also remove one condition affecting that ally, such as being Poisoned or Stunned.
Breath of Mist
Starting at 11th level, you can move through water and mist without penalty. In addition, you gain the ability to turn invisible in a misty or lightly obscured area as a bonus action. You remain invisible until the end of your turn or until you attack, cast a spell, or take damage.
Breath of Moon
At 11th level, when you reduce a creature to 0 hit points with a weapon attack, you regain hit points equal to your proficiency bonus + your Wisdom modifier (minimum of 2)
Breath of Serpent
Starting at 11th level, you have immunity against being poison and resistance to acid.
Breath of Sound
Starting at 11th level, you gain proficiency in Performance and can use your Charisma modifier instead of your Strength or Dexterity modifier for your weapon attack and damage rolls.
Breath of Stone
Starting at 11th level, you gain proficiency in Acrobatics and you get advantage in Strength (Athletics) checks made to climb, jump, or grapple.
Breath of Sun
At 11th level, You gain advantage on saving throws against effects that would blind you. Your eyes have become accustomed to bright light and the brilliance of the sun, making it difficult for anything to obscure your vision.
Breath of Water
Starting at 11th level, when you move on your turn, you take only half damage from opportunity attacks.
Breath of Wind
starting at 11th level you ignore the Evasion feature.
Demon Slayer Mark
At 18th level, The Demon Slayer Mark appears on you. The mark looks unique related to your Breath Style. You can now use 1 Breath point to active total concentration. Additionally you learn 1 additional technique from your Breath Style.
See-Through World: You can see the muscles, lungs, and skeletal structure of any living creatures (So not including constructs). By using 4 Breath points you gain access to the See-Through world for a number of rounds equal to your Wisdom Modifier (minimum of 1 round). In response to an attack hitting you, you can use your reaction to impose disadvantage, possibly causing the attack to miss.
Crimson Red Nichirin Weapon: You grip your Nichirin weapon so hard the heat dyes the metallic parts of the weapon red. By using 1 Breath point for 1 minutes you can add your Wisdom Modifier to both the attack and damage rolls of your Nichirin weapon.
Breathing Forms
At level 3 you gain access to 3 breathing forms from the breathing style list you choose, at later levels you gain access to more breathing forms.
- You cannot use a breathing form unless you have the Total concentration ability active and are using your Nichirin Weapon.
- If you use a stance after you used all your Breath points, however when using a form without using Breath points roll a Constitution saving throw DC 13 and increase the DC by 3 for every extra stance used without using Breath points. If you fail the DC you gain one level of exhaustion. When you use a form this way you cannot enhance it.
DC = 8 + proficiency + Wisdom modifier
Breath of Beast: (1) First Fang: Pierce
This technique costs 2 Breath points. The user stabs out with both blades doing piercing damage. You roll two additional weapon damage dice when determining the damage for this enhanced critical hit. If you move at least 20 feet in a straight line toward a medium or small target right before making the attack against it the target must succeed on a Strength saving throw (DC 10 + your Strength bonus + your proficiency bonus) or take bludgeoning damage equal to 1d12 + your Strength modifier as you make a ferocious kick pushing them 5 feet back knocking them prone.
Breath of Beast: (2) Second Fang: Slice
This technique costs 2 Breath points. If the target is within 5 feet you unleash a double slash with two blades in an X-shaped cut doing one additional weapon damage die performing a critical hit. The target also must succeed on a Wisdom saving throw (DC 10 + your Wisdom bonus + your proficiency bonus) or become frightened. The frightened target must make a Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends. A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.
Breath of Beast: (3) Third Fang: Devour
This technique costs 4 Breath points. The user releases simultaneous horizontal slashes towards the limbs of the target which must be of reasonable size, to amputate the limbs of the target. The target must succeed on a constitution or dexterity saving throw (DC 10 + your Strength bonus + your proficiency bonus) or be incapacitated until the target is healed or it succeeds on a con saving throw. The Incapacitated target must make a Constitution saving throw at the end of each of its turns. On a successful save, the effect ends. An incapacitated target can’t take any actions or reactions. If you hit your target but they succeeded in their saving throw your target can’t make any type of melee attack against you till your next turn.
Breath of Beast: (4) Fourth Fang: Slice 'n' Dice
This technique costs 2 Breath points. You can throw aside all concern for defense to attack with fierce desperation. You make three attacks on your turn, attacking recklessly. Doing so gives you advantage on melee weapon attack rolls this turn, but attack rolls against you have advantage until your next turn. The target must succeed on a constitution or dexterity saving throw (DC 10 + Con or Str Bonus + your proficiency bonus) or be Stunned for 1 minute. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. A stunned creature is incapacitated, can't move, and can speak only falteringly, the creature automatically fails Strength and Dexterity saving throws, Attack rolls against the creature have advantage.
Breath of Beast: (5) Fifth Fang: Crazy Cutting
This technique costs 3 Breath points. The user slices everything in all directions while in mid-air. You jump 15 feet into the air and 15 feet in any direction to an unoccupied space avoiding (Not Provoking) opportunity attacks, reactions, or readied actions. Before landing each of the targets must succeed on a Strength or Dexterity saving throw (DC 10 + your Str or Dex bonus + your proficiency bonus) within a 5-foot radius in all directions or take 3d6 + Your Strength modifier slashing damage as you slice everything in all directions.
Breath of Beast: (6) Sixth Fang: Palisade Bite
This technique costs 3 Breath points. You release simultaneous slashes with two swords from both directions in a saw-like movement. When a target is within 5 feet of you and unconscious, stunned, restrained, grappled, or paralyzed you release simultaneous slashes with two swords from both directions in a saw-like movement and perform brutal critical doing three additional weapon damage dice when determining the damage for the melee attack.
Breath of Beast: (7) Seventh Fang: Spatial Awareness
This technique costs 5 Breath points. The user Stabs their blades into the ground and utilizes their sense of touch to identify the position of enemies with their superhuman senses. You can sense the presence of creatures up to 5 miles away that aren’t undead or constructs. You know the general direction they’re in but not their exact locations.
You have Tremorsense in a range of 120 feet. You can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.
You can also sense their weaknesses by feeling small disturbances in the air, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
Breath of Beast: (8) Eighth Fang: Explosive Rush
This technique costs 2 Breath points. The user charges toward their opponent at blinding speeds in one direction up to 120 feet, and does not provoke opportunity attacks, reactions, or readied actions.
Breath of Beast: (9) Ninth Fang: Extending Bendy Slash
The user dislocates the joints of their arm increasing the range of their attack to 10 feet, unleashing a fast-swinging forward strike doing 1d12 + Strength or Dexterity modifier force damage. You take 1 damage to attach your dislocated joint.
Breath of Beast: (10) Tenth Fang: Whirling Fangs
This technique costs 3 Breath points. The user rapidly spins their swords in a circular motion, deflecting enemy attacks such as projectiles. You can use your reaction to deflect a ranged weapon within reason. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Fighter level.
Breath of Beast: (11) Eleventh Fang: Sudden Throwing Strike
This technique costs 2 Breath points. The user throws both of their blades in a spinning motion at an enemy. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. The blades have a range have 60 feet, upon hitting or missing their target they get stuck on the surface of whatever's in front of them.
Breath of Flame: (1) First Form: Unknowing Fire
If you moved at least 20 feet in a straight line before you attacked a creature you may expend one Breath Point, in order to deal an extra 1d10 damage, in addition you can make one additional attack as a bonus action and the first attack has advantage.
Breath of Flame: (2) Second Form: Rising Scorching Sun
When you hit with a melee weapon attack you deal an extra 1d8 fire damage and may expend one Breath Point to make the creature unable to take reactions until the start of its next turn. In addition, if the attack causes the target to make a CON saving throw to maintain concentration, it has disadvantage on that save.
Breath of Flame: (3) Third Form: Blazing Universe
This technique costs 2 Breath points. When you hit with a melee weapon attack you deal an extra 2d8 fire damage and you may expend one Breath Point, and force the creature to make a WIS saving throw or become frightened by you until the end of your next turn.
Breath of Flame: (4) Fourth Form: Blooming Flame Undulation.
This technique costs 3 Breath points. Unleashing a wave of flames from your sword in a circle motion, dealing an extra 2d6 fire damage to all enemies in a 20-foot cone in front of you. You also get +2 to your ac until your next turn.
Breath of Flame: (5) Fifth Form: Flame Tiger
Prerequisite have not moved and have not used your attack action yet.
This technique costs 4 Breath points. Sometimes, a single attack isn't enough to take down a creature so the user needs to carry out multiple attacks. You dart in a straight line using twice your movement hitting up to 6 creatures with your weapon and you deal an extra 1d6 fire damage. This will use your entire attack action and movement and you don’t provoke Opportunity Attack.
Breath of Flower: (1) First Form:
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Breath of Flower: (2) Second Form: Honorable Shadow Plum
This technique costs 1 Breath points. A defensive technique that costs 1 Breath point that deflects attacks using rotating sword slashes. as a reaction you can add plus 2 to your ac and make an attack that deals your weapons damage dice plus 2 times 1d6 in a 5ft radius on a failed dex save but if successful half damage.
Breath of Flower: (3) Third Form:
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Breath of Flower: (4) Fourth Form: Crimson Hanagoromo
This technique costs 1 Breath points. A single sword slash technique that costs 1 Breath points. The slash curves and twists dealing 2 times your weapon dice plus 1d6 on a hit.
Breath of Flower: (5) Fifth Form: Peonies of Futility
This technique costs 6 Breath points. A technique that costs 6 Breath points. The technique is a graceful flurry of nine consecutive attacks that flow and weave in on themselves dealing 9 times your weapon dice piercing damage.
Breath of Flower: (6) Sixth Form: Whirling Peach
This technique costs 2 Breath points. The technique is used after evading an attack, the user spins around moving with their body weight to deliver an attack. if an attack misses you can use your reaction to deal 2 times weapon dice on what ever tried to hit you if it was a melee attack.
Breath of Insect: (1) First Form: Butterfly Dance: Caprice
You imbue your strike with a sharp poison. The strike deals weapon damage as well as poisons the creature for 1d4 rounds.
Breath of Insect: (2) Second Form: Dance of the Bee Sting: True Flutter
This technique costs 2 Breath points. You charge swiftly to deliver a single but fatal strike at their neck. You roll 1d10 + 1d4 of melee Poison damage.
Breath of Insect: (3) Third Form: Dance of the Dragonfly: Compound Eye Hexagon
By spending 5 Breath Points you focus on a vital location of your opponents circulatory system. Upon a successful strike, you roll a d6. The wielder deals weapon damage as well as a serious dose of poison damage to the corresponding location of the creature that is rolled.
1) Arm: 1d8 poison damage.
2) Leg: 1d8 poison damage.
3) Torso: 3d8 poison damage.
4) Femoral Artery: 5d8 poison damage.
5) Neck: 6d8 poison damage.
6) Heart: 8d8 poison damage.
Breath of Insect: (4) Fourth Form: Dance of the Centipede: Hundred-Legged Zigzag
This technique costs 3 Breath points. You rush toward the target in a confusing pattern, weakening their AC by 1d6. You roll 2d6 of Piercing-Poison damage, with an additional 1d6 for the linear shockwave.
Breath of Lightning: (1) First Form: Thunderclap and Flash
You dash forward and slash at your opponent with incredible speed. As an action, teleport yourself to an unoccupied space you can see within your movement speed and make a melee attack. This attack can score a critical hit on a roll of 18-20. On a hit, the target suffers the attack's normal effects, extra lightning damage equal to 1d6. Teleport and attack an additional time for 2 additional Breath points.
Breath of Lightning: (2) Second Form: Rice Spirit
This technique costs 1 Breath points. You generate multiple straight attacks around yourself in a single moment. As an action, you make a total of two melee attacks to enemies within reach. You may attack the same target twice and doing so deals extra lightning damage equal to 1d6. Attack an additional time for each additional Breath point spent.
Breath of Lightning: (3) Third Form: Thunder Swarm
This technique costs 2 Breath points. Swarms an opponent from all directions and gives them little to no room to escape. Use your action to create a swarm of lightning centered of a enemy, the creature within the tornado must make a Constitution saving throw and take lightning damage equal to 1d6 plus your normal weapon dice on fail and half as much on success. You can add damage equal to 1d6 lightning damage of each additional Breath point spent.
Breath of Lightning: (4) Fourth Form: Distant Thunder
This technique costs 1 Breath point. You release multiple ranged strikes towards a target. As an action, you make a ranged attack against an enemy within 30 feet. On a hit, the target suffers the attack's normal effects, and makes a Dexterity saving throw. The target takes lightning damage equal to twice 1d6 on failed save, or half as much on a successful one. Make an additional attack for each additional 1 Breath points spent. You can direct the attacks at the same target or at different ones.
Breath of Lightning: (5) Fifth Form: Heat Lightning
This technique costs 4 Breath points. You make a single, devastating strike. As an action, make a melee attack against one creature. On a hit, the target suffers the attack's normal effects, and takes bonus lightning damage equal to two of 1d6 and bonus fire damage equal to two of 1d6. Both damage rolls increase by 1d6 for each additional Breath point spent.
Breath of Lightning: (6) Sixth Form: Rumble And Flash
This technique costs 3 Breath points. You unleash a series of strong ranged attacks released around yourself. As an action, you make make a weapon attacks against any number of enemies within 5 feet of you. On a hit, the target suffers the attack's normal effects, takes bonus lightning damage equal to 1d6, and must succeed on a Constitution saving throw or be paralyzed until the end of your next turn. The range of this technique by 5 feet for each additional Breath point spent.
Breath of Lightning: (7) Seventh Form: Honoikazuchi No Kami
This technique costs 6 Breath points. While this move might seem similar to the First Form, the speed and power of this technique are on a whole new level. You conjure the image of a dragon-like creature of lightning while attacking at blinding speeds. As an action, you teleport yourself to an unoccupied space you can see within twice movement speed and make a melee attack with advantage. This attack can score a critical hit on a roll of 17, 18, 19, or 20. On a hit, the target suffers the attack's normal effects, and takes additional fire damage equal to four times 1d6 and additional lightning damage equal to four times 1d6. Both damage rolls increase by 1d6 for each additional Breath point spent.
Breath of Love: (1) First Form: Shivers of First Love
This technique costs 1 Breath points. You swing your whip in a conic 16ft/5m range. You roll 3d4 of Psychic damage.
Breath of Love: (2) Second Form: Love Pangs
You swing your whip all around you. You roll 1d8 of melee Psychic damage in a spherical 6ft/2m range.
Breath of Love: (3) Third Form: Catlove Shower
This technique costs 3 Breath points. You dash and swing a series of left-right & right-left cutting arcs on the path. You roll 6d4 of Psychic damage in a horizontal cylinder range, 9ft/3m wide & 19ft/6m long.
Breath of Love: (4) Fourth Form:
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Breath of Love: (5) Fifth Form: Swaying Love, Wildclaw
This technique costs 1 Breath points. You jump and backflip to whip a continuous lashing torrent. You roll 1d12 of Psychic damage in a vertical cylinder range, 6ft/2m wide & 16ft/5m long.
Breath of Love: (6) Sixth Form: Cat-Legged Winds of Love
This technique costs 3 Breath points. You use your walking speed to get closer to the target and unleash in 2 rounds a series of lashes. You roll 4d6 of Psychic damage per rounds, in a conic 16ft/5m range.
Breath of Mist: (1) First Form: Low Clouds,Distant Haze.
This technique costs 1 Breath points. You thrust your sword into a target in front of you dealing 2d4 Piercing damage. at Level 10 the damage is increased to 3d6 Piercing damage.
Breath of Mist: (2) Second Form: Eight Layered Mis
This technique costs 2 Breath points. if you hit your opponent with an attack they must roll a dex save of 14. if they fail they take 2d6 slashing damage. if they succeed they take half damage. damage is increased from 2d6 to 4d6 at lvl 10.
Breath of Mist: (3) Third Form: Scattering Mist Splash
This technique costs 2 Breath points. Can be used as a reaction to deflect projectiles and deal 2d6 slashing damage to enemies within 5ft of you.
Breath of Mist: (4) Fourth Form: Shifting Flow Slash
This technique costs 3 Breath points. You sheathe your sword and take a stance, takes an action. Rush towards your opponent they take 4d8 damage.target must make a dex save of 15 if they fail target will fall prone.
Breath of Mist: (5) Fifth Form: Sea of Clouds and Haze
This technique costs 4 Breath points. If you take the dash action you can use this as a bonus action. deal 2d12 to the target then 2d6 to enemies within 5ft of that target
Breath of Mist: (6) Sixth Form: Lunar Dispersing Mist
This technique costs 4 Breath points. Any targets 25ft in front of you must make a dex save of 16 if they fail they take 3d6. on a success they take half damage
Breath of Mist: (7) Seventh Form: Obscuring Clouds
This technique costs 6 Breath points. when you use this move all enemies in a 150ft radius must make a wisdom saving throw of 17. those who fail have disadvantage on attacks targeting you. you have advantage on attacks targeting enemies that have failed the check. your movement speed is increased to 50ft.
Breath of Moon: (1) First Form: Dark Moon, Evening Palace
You draws your sword and slashes swiftly in a single motion; like with all Moon Breathing techniques, numerous chaotic blades originate from the slash. This technique resembles Iaido. you deal an extra 1d6 necrotic damage. Lvl. Scaling: Lvl 6. 1d8, Lvl. 11 1d10, & Lvl. 16 1d12
Breath of Moon: (2) Second Form: Pearl Flower Moongazing
This technique costs 2 Breath points. In a Reaction, you swing your blade to counter or cut your target's weapon. You roll 2d8 of melee Necrotic-Slashing damage.
Breath of Moon: (3) Third Form: Loathsome Moon, Chains
This technique costs 2 Breath points. In front of you, you swing 2 crescents left & right, to attack both sides. You roll 2d8 + 4 of melee Necrotic-Slashing damage in a 6ft/2m-wide cylindrical range.
Breath of Moon: (4) Fourth Form:
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Breath of Moon: (5) Fifth Form: Moon Spirit Calamitous Eddy
This technique costs 2 Breath points. For airborne targets, you swing 3 cutting circles in a skyward diagonal. You roll 3d6 + 4 of ranged Necrotic-Slashing damage in a cylindrical 6ft/2m-wide & 9ft/3m range.
Breath of Moon: (6) Sixth Form: Perpetual Night, Lonely Moon – Incessant
This technique costs 3 Breath points. You deliver 6 wide arcs in front of you. You roll 6d4 + 4 of Necrotic-Slashing damage in a conic 12ft/4m range.
Breath of Moon: (7) Seventh Form: Mirror of Misfortune, Moonlit
This technique costs 3 Breath points. You strike 5 elongating lines in a fan-pattern. You roll 5d4 + 4 of Necrotic-Slashing damage in a conic 16ft/5m range.
Breath of Moon: (8) Eighth Form: Moon-Dragon Ringtail
You swing a spiral-pattern with your blade, going from 16ft/5m to 3ft/1m. You roll 1d10 of Necrotic-Slashing damage in a circular range.
Breath of Moon: (9) Ninth Form: Waning Moonswaths
This technique costs 4 Breath points. In a wall-grid pattern, you deliver 10 crossing strikes. You roll 10d4 of Necrotic-Slashing damage, with a vertical 12ft/4m tall and 19ft/6m wide surface.
Breath of Moon: (10) Tenth Form: Drilling Slashes, Moon Through Bamboo Leaves
This technique costs 4 Breath points. You send flying 3 buzzsaws-shaped cuts that disperse in front of you. You roll 3d8 + 4 of Necrotic-Slashing damage in a conic 12ft/4m-wide & 19ft/6m range.
Breath of Moon: (11) Eleventh Form:
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Breath of Moon: (12) Twelve Form:
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Breath of Moon: (13) Thirteenth Form:
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Breath of Moon: (14) Fourteenth Form: Catastrophe, Tenman Crescent Moon
This technique costs 5 Breath points. You swing and spin a vortex of cutting pressure. You roll 7d4 of Necrotic-Slashing-Thunder damage in a spherical 16ft/5m radius.
Breath of Moon: (15) fithteenth Form:
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Breath of Moon: (16) Sixteenth Form: Moonbow, Half Moon
This technique costs 6 Breath points. You strike 6 fangs-looking slashes in a circular range. You roll 6d10 + 4 of Necrotic-Piercing-Slashing damage in a spherical 19ft/6m range.
Breath of Serpent: (1) First Form: Winding Serpent Slash
This technique costs 1 Breath points. You swing a continuous strike in a zigzag. You roll 2d8 of Acid damage in a 16ft/5m-long cylindrical range.
Breath of Serpent: (2) Second Form: Venom Fangs of the Narrow Head
This technique costs 1 Breath points. You dash to swing a curved strike that bends to the back. You roll 2d8 of Acid damage, with a 1d4 malus of AC from the target.
Breath of Serpent: (3) Third Form: Coil Choke
This technique costs 2 Breath points. You corner the target by going in a circle around them. You roll 4d4 of Acid damage, in the spherical range of the target. The target can't dodge or move away.
Breath of Serpent: (4) Fourth Form: Twin-Headed Reptile
You leap to swing a vertical spinning strike in your path. You roll 1d10 of Acid damage for any target hit in your linear walking speed's range.
Breath of Serpent: (5) Fifth Form: Slithering Serpent
This technique costs 2 Breath points. You swing a continuous strike that hit several targets at once. You roll 4d6 of Acid damage to any target in your conic walking speed's range. Targeted to the neck, if they fail their Dex save, they are Stunned for 2 rounds.
Breath of Sound: (1) First Form: Roar
You lift your twin swords above their head and slams them down with great force creating an explosion to deal massive physical damage, causing a loud sound resembling thunder as a result. If you hit an enemy with this you deal 2d12+dexterity modifier thunder damage
Breath of Sound: (2) Second Form:
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Breath of Sound: (3) Third Form:
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Breath of Sound: (4) Fourth Form: Constant Resounding Slashes
This technique costs 5 Breath points. You hold your swords apart and spins them rapidly causing blades of air to go out in all directions, creating massive explosions while defending themselves from attacks. Anyone within 20 feet of you must make a dexterity saving throw or take 8d6 thunder damage and be knocked 10 feet away. Half damage and no knockback if passed the save.
Breath of Sound: (5) Fifth Form: String Performance
This technique costs 4 Breath points. You hold one of your swords with a reverse grip and spins the other using the chain that connects them. This causes a massive blade of pure sound to spring out causing massive damage. You may make an attack with a reach of 15 feet. On a hit you deal 3d6+Dexterity thunder damage. The air wave deals an additional 1d6 damage if an opponent fails a dexterity save.
Breath of Stone: (1) First Form: Serpentinite Bipolar
When a creature damages you with a melee weapon attack, you may use your reaction to gain resistance to that attack and your next attack against that creature is at an advantage.
Breath of Stone: (2) Second Form: Upper Smash
This technique costs 1 Breath points. When you hit a creature with a weapon attack you force the creature to make a STR saving throw. On a failed save, it drops an object you choose that the creature is holding in its hands. The object lands at its feet. You deal an additional 2d8 damage.
Breath of Stone: (3) Third Form: Stone Skin
This technique costs 2 Breath points. When a creature damages you with a melee weapon attack, you use your reaction to gain resistance to that attack. And you get a +2 to your ac to the next attack. Also your next attack against the first creature is at an advantage. You have advantage on keeping total concentration
Breath of Stone: (4) Fourth Form: Volcanic Rock, Rapid Conquest
When you hit a creature with a weapon attack you force the creature to make a CON saving throw or become stunned until the end of its next turn. In addition, you push the target back 10 feet.
Breath of Stone: (5) Fifth Form: Arcs of Justice
This technique costs 1 Breath points. Immediately after you hit with a weapon attack you may expend one Breath Point, and use your bonus action to make the target Restrained In addition, you push the target back 10 feet.
Breath of Sun: (1) First Form: Dance
You swing a singular downward strike that can split trees in 2. You roll 1d8 of Radiant damage.
Breath of Sun: (2) Second Form: Clear Blue Sky
You swing your blade to form a full fiery halo in a diagonal-downward. You roll 1d8 of Radiant damage in a vertical circle range.
Breath of Sun: (3) Third Form: Raging Sun
This technique costs 1 Breath points. You swing your blade twice in diagonal frontal arcs. You roll 2d6 of Radiant damage
Breath of Sun: (4) Fourth Form: Burning Bones, Summer Sun
This technique costs 1 Breath points. In a Reaction, you swing your blade full circle to parry incoming attacks and hit back. You roll 1d8 of Radiant damage.
Breath of Sun: (5) Fifth Form: Setting Sun Transformation
This technique costs 2 Breath points. You erase your presence and swiftly leap upside-down to deliver a fatal swing on the target's neck. You roll 1d12 of Radiant damage, with a 1d6 malus for the target's AC.
Breath of Sun: (6) Sixth Form: Solar Heat Haze
This technique costs 2 Breath points. You fool the target by showing an illusory blade while the real one strikes diagonally. You roll 1d8 of Radiant damage with minus 1d4 of AC for the target.
Breath of Sun: (7) Seventh Form: Beneficent Radiance
This technique costs 2 Breath points. You leap and swing down your blade, generating a razor-sharp torrent of sun-flare. You roll 2d8 of Radiant- damage in a cubic radius around you.
Breath of Sun: (8) Eighth Form: Sunflower Thrust
You perforate your target with the shining tip. You roll 1d8 of Radiant damage.
Breath of Sun: (9) Ninth Form: Dragon Sun Halo Head Dance
This technique costs 3 Breath points. In a 16 ft/ 5m square radius, you strike a singular cut to every enemies in your range. You roll 1d6 of Radiant damage to any targets.
Breath of Sun: (10) Tenth Form: Fire Wheel
This technique costs 3 Breath points. You strike a full vertical circle that loops from front to back. You roll 2d6 of Radiant damage, both front & behind you.
Breath of Sun: (11) Eleventh Form: Fake Rainbow
This technique costs 3 Breath points. In a Reaction, you produce enough heat to create a brief mirage of yourself. You execute a move similar to an Uncanny Dodge.
Breath of Sun: (12) Twelfth Form: Flame Dance
This technique costs 3 Breath points. You swing your blade twice in an + arc, crossing themselves. You roll 2d10 of Radiant damage
Breath of Water: (1) First Form: Water Surface Slice
You create a powerful single concentrated slash. As part of an Attack action, your next weapon attack deals extra damage 1d6. For each additional Breath point spent the damage roll increases by 1d6.
Breath of Water: (2) Second Form: Water Wheel
This technique costs 1 Breath points. You leap and spin in the air while releasing a flowing attack in a circular motion. As an action, move up to 10 feet in a straight line and make a melee attack against any number of enemies within range, each enemy has to make a Dexterity Saving Throw. This movement does not provoke opportunity attacks. The damage roll increases by 1d6 and the movement increases by 5 feet for each additional 1 Breath points spent.
Breath of Water: (3) Third Form: Dance of the Rapid Current
This technique costs 2 Breath points. You swing your blade in a way that mimics the movement of waves on the surface of water. Your movement is reduced by 20 this turn but does not provoke opportunity attacks. While moving, you may make a melee attack against any number of creatures, with a separate attack roll for each target. The movement penalty is reduced by 5 for each additional Breath point spent.
Breath of Water: (4) Fourth Form: Striking Tide
The swordsman makes multiple consecutive slashes while twisting their body in a flowing fashion similar to a harsh tide. By spending 1 Breath and taking this stance as a bonus action, the next 2 attacks made with your Nichirin Weapon can also target another enemy within 5 feet of the target. The number of attacks this applies to increases by one for every additional Breath point spent.
Breath of Water: (5) Fifth Form: The Merciful Rain of a Dry Day
A "sword strike of kindness" that kills the target with little to no pain. Only usable when the target has surrendered and accepted death. As an action, the target is decapitated and instantly killed
Breath of Water: (6) Sixth Form: Twisting Whirlpool
The swordsman fiercely twists his upper and lower body, creating a whirlpool that cuts anything caught in it. You use your action to create a vortex of water in a 15 ft radius around, each creature within the vortex must make a Dexterity saving throw taking cold damage equal to three times 1d6 on a fail and half on a success. A creature that fails is also launched 5 ft away from you. This ability can only be used underwater.
Breath of Water: (7) Seventh Form: Piercing Rain Drop
This technique costs 1 Breath point. A fast and accurate stab. As part of an Attack action, your next melee attack has advantage and deals extra damage equal to your Wisdom modifier. You may use this technique as a reaction by using 2 Breath points to make a weapon attack with advantage against a creature that attacks you.
Breath of Water: (8) Eighth Form: Waterfall Basin
This technique costs 2 Breath points. The swordsman cuts the target vertically. As an action, use 15 feet of your movement and leap a number of feet into the air equal to 5 times your Dexterity, plus an additional 5 feet, and make a melee attack as you land. The target must make a Dexterity Saving Throw, the target suffers the attack's normal effects, and damage equal to 1d6 times every 10 feet you fell and the creature is knocked prone on a failed save, and half as much damage on a successful save. You take half falling damage while using this technique. Jump an additional 5 feet for each additional Breath point spent. You may alternatively use this technique for 1 Breath point to prevent all falling damage.
Breath of Water: (9) Ninth Form: Water Splash
This technique costs 1 Breath point. Minimizes the landing time and surface needed when landing, allowing the user to move without limits. Ideal when fighting in a place with no solid foothold. By taking this stance as a bonus action, the user ignores difficult terrain and can move walk and jump on air as if it was solid ground for 1 round. You can use extend the time for this form by 1 round for each additional Breath point used.
Breath of Water: (10) Tenth Form: The Dragon of Change
This technique costs 4 Breath points. A continuous attack that increases in power with each rotation, creating a strong slash. By taking this stance as a bonus action, when you hit a creature with an attack with your Nichirin Weapon it counts towards your consecutive hits. Your attacks deal an extra cold damage equal to 1d6 for each attack that hit before it whilst this stance was active. The effect ends once you miss an attack.
Breath of Water: (11) Eleventh Form: Lull
This technique costs 5 Breath points. You cease any body movements and engage a skill that disables and nullifies incoming attacks. As an action you gain the following benefits until the start of your next turn:
• Your movement becomes 0.
• All creatures that you can see have disadvantage on attack rolls against you.
• You gain the benefits of the Evasion feature.
• Damage you take from any attack is reduced by 1d10 + your Dexterity modifier + your Wisdom modifier + your Fighter level.
• You extend the time you are in this form by 1 round per Breath point
Breath of Wind: (1) First Style: Dust Whirlwind Cutter
You dash forward and create cyclone of slashes. As an action, move up to your movement in a line. This movement does not provoke opportunity attacks. Each adjacent enemy must make a Dexterity saving throw. A target takes damage equal to your weapon die + your Dexterity modifer + 1d6 on a failed save, or half as much on a successful one. The damage roll increases by 1d6 and your movement increases by 5 feet for each additional Breath points spent.
Breath of Wind: (2) Second Style: Claws-Purifying Wind
This technique costs 1 Breath points. You slash down creating multiple blades of wind that slashes down on the enemy like a claws. As an action, make a melee attack against a creature within reach. On a hit, the target suffers the attack's normal effects, and extra damage equal to two of 1d6. The damage roll increases by 1d6 for each additional Breath point spent.
Breath of Wind: (3) Third Style: Clean Storm Wind Tree
This technique costs 3 Breath points. You slash around your body to create a whirlwind around you that slices up everything in its path. As an action, each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes damage equal to twice your weapon die + your Dexterity modifier + 1d6, is pushed 10 feet away, and is knocked prone on a failed save, or half as much damage on a successful one. In addition, the area is considered lightly obscured. The damage roll increases by 1d6 and the target is pushed an additional 10 feet away for each additional Breath point spent.
Breath of Wind: (4) Fourth Style: Rising Dust Storm
This technique costs 2 Breath point. You swing your blade downwards from several directions. As part of an Attack action, make 2 melee attacks at a creature within reach. If the first attack hits, the following attacks are made at advantage. Make an additional attack for each additional Breath point spent.
Breath of Wind: (5) Fifth Style: Cold Mountain Wind
This technique costs 2 Breath points. You strike from above while falling in a multitude of arced slashes. As an action, use 15 feet of your movement and leap a number of feet into the air equal to 3 times your Dexterity modifier, plus an additional 5 feet, and make 2 melee attacks against creatures in a 5 foot radius as you land. On a hit, a target suffers the attack's normal effects, and damage equal to 1d6 times every 10 feet you fell. You take no falling damage while using this technique. Jump an additional 5 feet for each additional Breath point spent.
Breath of Wind: (6) Sixth Style: Black Wind Mountain Mist
This technique costs 2 Breath point. You strike from the side, while rotating the body in a position to deliver an uppercut movement, creating a slashing tornado. As an action, make a weapon attack against a creature within reach. On a hit, the target suffers the attack's normal effects, extra damage equal to 1d6 and must make a Dexterity saving throw. The target is thrown a number of feet into the air equal to 3 times your Dexterity modifier, plus an additional 5 feet on a failed save, or is not launched on a successful save. The damage roll of the falling damage uses 1d6. The damage roll increases by 1d6 and the target is thrown an additional 10 feet for each 2 additional Breath points spent.
Breath of Wind: (7) Seventh Style: Gale, Sudden Gusts
This technique costs 3 Breath point. You leap into the air while swinging your blade which generates gale-force winds to shred your opponent apart. As an action, use 15 feet of your movement and leap a number of feet into the air equal to 3 times your Dexterity modifier, plus an additional 5 feet, and creatures in a 30 foot line must make a Dexterity saving throw as you land. A target takes damage equal to twice your weapon die + your Dexterity modifier + twice 1d6 on a failed save, is pushed 10 feet away and knocked prone, or half as much damage on a successful one.In addition a strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you for 1 minute. The wind grants the following benefits until the end of your next turn:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
Breath of Wind: (8) Eighth Style: Primary Gale Slash
This technique costs 3 Breath points. You dash forward and deliver a powerful, circular slash. As an action, move up to your movement in a line. This movement does not provoke opportunity attacks. Each enemy within 10 feet must make a Dexterity saving throw at disadvantage. A target takes damage equal to your weapon die + your Dexterity modifer + five times 1d6 on a failed save, or half as much on a successful one. The damage roll increases by 1d6, your movement increases by 5, and the range increases by 5 for each 3 additional Breath points spent, up to a maximum of twice.
Breath of Wind: (9) Ninth Form: Idaten Typhoon
Prerequisite must be 8 level
This technique costs 6 Breath points. The final form of Wind Breathing is pretty powerful, with only the most adept combatants around standing a chance of surviving. The Idaten Typhoon hits like a ton of bricks, with the very movement of the user being so hard to predict that most enemies wouldn't even understand how they got slashed to bits in the first place. The user performs a backflip and faces down on their opponent, unleashing a powerful circular blast of wind in the process that slices anything and everything under them. Dealing 200 Slashing damage.
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Posted Sep 25, 2025Please make this into a newer edition, I love this subclass and how amazingly it is made