Base Class: Fighter
Thunder Breathing is a Breathing Style that mimics lightning, specifically swift strikes and movements akin to lightning ripping through the sky, and replicates it with the user's movements, techniques and abilities. Most, if not all, known techniques and forms involve utilizing blinding speeds and immensely fast attacks to overwhelm the enemy in an instant. Users of Thunder Breathing also visualize themselves seemingly creating and manipulating lightning and electricity when unleashing its techniques.
Breath Die
When you choose this archetype at 3rd level, you learn forms that are fueled by special dice called breath dice.
Breath Forms. You learn three forms, which are detailed under “Thunder Breath Forms” below. Many forms enhance an attack in some way. You can use only one form per attack.
You learn two additional forms of your choice at 7th, 10th, and 15th level.
Breath Dice. You have four breath dice, which are d8s. A breath die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. If you use all of your breath die before you finish a short or long rest you take two levels of exhaustion.
You gain another breath die at 7th level and one more at 15th level.
Saving Throws. Some of your forms require your target to make a saving throw to resist the form’s effects. The saving throw DC is calculated as follows:
Form save DC = 8 + your proficiency bonus + your Dexterity modifier
Mizunoto Starting Equipment
At 3rd level, you recieve your Demon Slayer Uniform, Nichirin Blade, and a Kasugai Crow (for communications only).
Thunder Breathing Forms
Breath Forms are presented in numerical order.
1st Form: Thunderclap and Flash
When you take the Attack action on your turn, you can expend one breath die to dash up to 15 feet toward a creature and make one melee weapon attack. On a hit, add the breath die to the attack’s damage roll as lightning damage.
2nd Form: Rice Spirit
When you make a melee weapon attack on your turn, you can expend one breath die to add 4d4 lightning damage plus the breath die to the attack’s damage roll.
3rd Form: Thunder Swarm
When you take the Attack action on your turn, you can expend one breath die to circle a creature withing 10 feet of you, and make two melee weapon attacks. On a hit, add the breath die to the damage roll as lightning.
4th Form: Distant Thunder
When you take the Attack action on your turn, you can expend one breath die to create a 10-foot radius sphere of thunder up to 15 feet away. Creatures in the area must make a Dexterity saving throw or take 2d6 + the breath die in thunder damage, half on a success.
5th Form: Heat Lightning
When you take the Attack action on your turn, you can expend one breath die to move up to 20 feet and make one melee weapon attack. On a hit, add 2d6 lightning damage plus the breath die to the damage roll.
6th Form: Rumble and Flash
When you make a melee weapon attack on your turn, you can expend one breath die to target a creature within 30 feet. On a hit, add 2d6 + the breath die lightning damage to the attack’s damage roll.
7th Form: God of Fire Thunder
When you take the Attack action on your turn, you can expend one breath die to move up to 40 feet and make one melee weapon attack. On a hit, add the breath die + Dexterity modifier as lightning damage. During this attack you may jump up to double your movement without a running start.
Form 1: Thunderclap and Flash (Godlike Speed)
When you take the Attack action on your turn, you can expend one breath die to perform Thunderclap and Flash four times. Each attack adds the breath die to the damage roll. You may move up to 20 feet during the form.
Form 1: Thunderclap and Flash (Threefold)
When you take the Attack action on your turn, you can expend one breath die to perform Form 1: Thunderclap and Flash three times in succession. Each attack adds the breath die to the damage roll. You may move up to 15 feet as part of the form.
Eyes of the Slayer
Starting at 7th level, if you spend 1 round observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
Total Concentration Breathing
At 10th level, your breath dice turn into d10s. At 18th level, they turn into d12s.
Heart Ablaze
Starting at 15th level, when you roll initiative and have no breath dice remaining, you regain one breath die and lose 1 level of exhaustion.
Total Concentration: Constant
At 18th level, your breath dice turn into d12s.
Mark of the Demon Slayer
At 20th level, you can awaken your Demon Slayer Mark one time. When you do, you immediately recover all spent breath die. Until the end of combat, you gain double speed, a +2 bonus to AC, advantage on Dexterity saving throws, and one additional action on each of your turns. The additional action can only be used to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. After combat ends, you suffer 4 levels of exhaustion. Once used, this feature cannot be used again.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/22/2025 7:33:14 AM
|
3
|
1
|
--
|
Coming Soon
|
Comments