Base Class: Monk
You have joined the ancient organization known as the Demon Slaying Corps, an organization dedicated to the protection of humanity and elimination of demons. A Demon Slayer traditionally wields a Nichirin Blade, a special weapon that absorbs sunlight and allows for the permanent destruction of demons. Despite its name, the weapon is not always a blade and is usually a weapon that the Demon Slayer is comfortable with.
Sun Breathing and Nichirin Blade
At 3rd level, you are given a Nichirin Blade by a master swordsmith. This weapon takes the form of any sword that lacks the heavy and special properties. You gain proficiency with this weapon if you don't already have it and it is considered a monk weapon. Your attacks with your Nichirin Blade count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
If this weapon is broken or lost, the swordsmith can be contacted to replace it for 100 gp and 1 week's work or repair it for half that amount.
You Sun Breathing gives you theses forms
At 3rd level, you have learned the original Breath Style.
First Form: Dance
This form costs 1 ki. A single high-powered vertical slash. On a hit, you deal extra radiant damage equal to two of your Martial Art Dice dice.
First Form: Flash Dance
You rush forward and make a single powerful slash. As an action, move up to your movement in a line and make a melee weapon attack. This movement does not provoke opportunity attacks.
Second Form: Clear Sky (6th Level Required)
This form costs 2 ki. You leap and spin in the air while releasing a burning attack in a circular motion. As an action, move up to 10 feet in a straight line and make a melee weapon attack against any number of enemies within range, with a separate attack roll for each target. On a hit, you deal extra radiant damage equal to three of your Martial Art Dice dice. This movement does not provoke opportunity attacks. You may increase the damage roll by your Martial Art Dice dice for each additional ki.
Third Form: Raging Sun
This form costs 1 ki. You unleash two slashes. As an action, make a total of two melee weapon attacks against any number of targets. On a hit, you deal extra radiant damage equal to your Martial Artdie. You may make an additional attack for each 2 additional ki you spend. At 5th level, the damage increases by your Martial Art Dice dice.
Fourth Form: Fake Rainbow (6th Level Required)
This form allows you to dodge as a bonus action for a ki You evade incoming attacks with high-speed twists and rotations creating afterimages. As a reaction when an attack misses you, you may teleport behind that enemy and make one melee weapon attack with advantage against them. Dodge action is lost if you use the reaction. On a hit, The attack deals extra radiant damage equal to four of your Martial Art Dice dice.
Fifth Form: Flame Wheel (11th Level Required)
This form costs 3 ki. You dash to the opponent and spin in the air, slashing their back. As an action, teleport yourself to an unoccupied space behind an enemy that you can see within your movement speed and make a melee weapon attack with advantage. On a hit, you deal extra radiant damage equal to five of your Martial Art Dice dice. You may increase the damage roll by your Martial Art Dice dice for each additional ki.
Sixth Form: Burning Bones, Summer Sun (6th Level Required)
This form costs 2 ki. You unleash a circular slash that burns away attacks. As a reaction when you are hit by an attack, you gain a +5 bonus to AC and make a melee weapon attack against any number of enemies within range, with a separate attack roll for each target. On a hit, you deal extra radiant damage equal to two of your Martial Art Dice dice.
Seventh Form: Sunflower Thrust
This form costs 1 ki. You make a single thrust attack with the point of your blade. As an action, make a melee weapon attack. On a hit, you deal extra radiant damage equal to three of your Martial Art Dice dice. You may increase the damage roll by your Martial Art Dice dice for each additional Ki you spend.
Eight Form: Solar Heat Haze
This form costs 1 ki. You attack with a haze covered slash that seemingly fails to land, but actually does hit the target. As an action, make a melee weapon attack with advantage. On a hit, you deal extra radiant damage equal to two of your Martial Art Dice dice. You may increase the damage roll by your Martial Art Dice dice for each additional ki you spend. At 5th level, the damage increases by your Martial Art Dice dice
Ninth Form: Setting Sun (17th Level Required)
This form costs 6 ki. You flip into the air to deliver an upending slash to the head. As an action, make a weapon attack. On a hit, the target also makes a Constitution saving throw. extra 10d10 radiant damage on a failed check or half on successful.
Tenth Form: Beneficent Radiance (11th Level Required)
This form costs 3 ki. You spiral into the air to deliver a powerful slash to those caught in it. As an action, make a melee weapon attack against any enemies within 5 feet of you, with a separate attack roll for each target. On a hit, you deal extra radiant damage equal to four of your Martial Art Dice dice. You may increase the damage roll by your Martial Art Dice dice for each additional ki.
Eleven Form: Dragon Sun Halo Head Dance (17th Level Required)
This form costs 6 ki. Resembling a dragon, You move in circles to avoid enemy attacks and then slashes multiple times at the target. Your movement does not provoke opportunity attacks this turn. While moving, you may make four melee weapon attacks against any number of targets, with a separate attack roll for each target. On a hit, you deal extra radiant damage equal to your Form die. You may increase the damage roll by 1d10 for each additional ki you spend.
Twelfth Form: Flame Dance (11th Level Required)
This form costs 3 ki. You make a vertical slash and then a horizontal one right after. As an action, you make two melee weapon attacks at a target with advantage. On a hit, you deal extra radiant damage equal to three of your Martial Art Dice dice. If both attacks hit, the second attack is a critical hit. You may increase the damage roll for both attacks by 1d10 for each 2 additional ki you spend.
Total Concentration Breathing
While using total concentration breathing, you gain the following benefits if you are using you Nichirin Blade
• You have advantage on Dexterity checks and Dexterity saving throws.
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• When you make an attack using your Nichirin Blade against an aberration, fiend, or monstrosity, you can add your Wisdom modifier to the damage roll of the attack.
- As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus. (Cannot have the Quickened Healing feature)
Your total concentration breathing lasts for 1 minute. It ends early if you are knocked unconscious or become unable to breath. You may end total concentration breathing as a free action.
Total Concentration: Constant
At level 11 Mastering Total Concentration breathing has increased your abilities. You do not need to use a breathing point to enter Total Concentration.
Demon Slayer Mark
At 17th level, the Demon Slayer Mark appears on you. The mark looks unique related to your Breath Style. Use 1 breathing point to active. While using total concentration breathing, you gain the following additional benefits:
- You may now add your Wisdom modifier to the damage roll of all attacks.
- You gain truesight out to a range of 15 feet.
- You gain resistance to bludgeoning, piercing, and slashing damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/8/2021 5:55:00 PM
|
14
|
1
|
1
|
Coming Soon
|
|
|
5/8/2021 11:30:57 PM
|
13
|
1
|
--
|
Coming Soon
|
|
|
5/10/2021 12:13:58 AM
|
19
|
1
|
2
|
Coming Soon
|
|
|
5/10/2021 2:49:55 AM
|
18
|
3
|
3
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted May 26, 2022Can you set one up as a fighter subclass?