Base Class: Fighter
Trained in ancient breathing techniques that sharpen body and spirit alike, Demon Slayers are warriors forged to fight the creatures that lurk in the dark. Through discipline and relentless practice, they channel their life force into blade and motion, transforming each strike into an expression of pure will. Whether mastering the flames, flowing like water, or moving faster than lightning, a Demon Slayer’s every breath carries the power to destroy evil, and the resolve to face it without fear.
Breathing Style
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Breathing Focus (Resource): You gain a number of Breathing Points equal to your Proficiency Bonus + Constitution modifier. You regain all expended points when you finish a short or long rest.
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Empowered Strike: When you hit with a weapon attack, you can spend 1 Breathing Point to deal an additional 2d6 damage of a type associated with your Breathing Style (choose one below). This damage increases to 4d6 at 10th level and 6d6 at 18th level.
Beast Breathing
Extra damage is slashing. You gain advantage on Perception checks relying on smell or hearing.
Flame Breathing
Extra damage is fire. You gain advantage on saving throws against being frightened.
Mist Breathing
Extra damage is psychic. You can take the Hide action as a bonus action.
Thunder Breathing
Extra damage is lightning. Your movement increases by 10 feet while not wearing heavy armor.
Water Breathing
Extra damage is cold. You gain a swimming speed equal to your walking speed.
Wind Breathing
Extra damage is thunder. When you take the Dash action, you can ignore difficult terrain until the end of your turn.
Total Concentration
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You gain advantage on Constitution saving throws to maintain concentration.
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As a bonus action, you can enter Total Concentration for 1 minute, gaining one of the following benefits (choose each time you activate it):
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Flowing Strikes: You can reroll one weapon damage die each turn.
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Swift Step: You can Dash or Disengage as a bonus action.
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Unwavering Will: You gain temporary hit points equal to your Fighter level.
You can use this feature a number of times equal to your proficiency bonus per long rest.
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Breathing Technique
Your breathing style manifests as a powerful named technique. Choose one option matching your style:
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Flame – Blooming Inferno: When you take the Attack action, you can replace one attack with a sweeping fire slash. All creatures in a 15-foot cone must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or take 4d8 fire damage (half on success).
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Water – Flowing Torrent: You can move up to your speed without provoking opportunity attacks and make one melee attack at any point during the movement.
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Thunder – Flash Step: You teleport up to 30 feet to a space you can see and make a melee attack with advantage.
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Beast – Dual Fang Strike: Make two attacks as a bonus action against one creature within range.
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Mist – Vanishing Cut: You can turn invisible until the end of your next turn or until you make an attack.
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Wind – Tempest Fang: When you take the Attack action, you can replace one attack with a slicing gust in a 10-foot-wide, 30-foot-long line. Each creature in the area must make a Strength saving throw (DC = 8 + PB + STR/DEX mod) or take 4d8 thunder damage and be pushed 10 feet away (half damage and no push on a success).
You can use this feature once per short or long rest, and regain expended uses by spending 3 Breathing Points.
Beast – Dual Fang Strike
Make two attacks as a bonus action against one creature within range.
Flame – Blooming Inferno
When you take the Attack action, you can replace one attack with a sweeping fire slash. All creatures in a 15-foot cone must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or take 4d8 fire damage (half on success).
Mist – Vanishing Cut
You can turn invisible until the end of your next turn or until you make an attack.
Thunder – Flash Step
You teleport up to 30 feet to a space you can see and make a melee attack with advantage.
Water – Flowing Torrent
You can move up to your speed without provoking opportunity attacks and make one melee attack at any point during the movement.
Wind – Tempest Fang
When you take the Attack action, you can replace one attack with a slicing gust in a 10-foot-wide, 30-foot-long line. Each creature in the area must make a Strength saving throw (DC = 8 + PB + STR/DEX mod) or take 4d8 thunder damage and be pushed 10 feet away (half damage and no push on a success).
Slayer's Resilience
You’ve adapted to fighting demons’ unnatural powers.
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You gain resistance to necrotic damage and advantage on saving throws against being charmed.
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When you take damage from a creature within 30 feet, you can use your reaction and spend 2 Breathing Points to halve that damage.
Sun Breathing Mastery
You’ve reached the peak of your art.
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You gain an additional +10 ft. movement speed and your weapon attacks count as magical.
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When you use Empowered Strike, you can spend 3 Breathing Points to make it a Sun Slash, forcing the target to make a Constitution saving throw (DC = 8 + PB + STR/DEX mod). On a failed save, the creature is blinded until the start of your next turn and takes extra 4d8 radiant damage.
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Once per long rest, you can enter Perfect Concentration for 1 minute: during this time, you automatically start each turn with 1 free Breathing Point and can take one additional attack whenever you take the Attack action.







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