Fighter
Base Class: Fighter

Demon slayers, warriors that imitate the elemental power of mother nature, using a mystical breathing technique called breath style, with the sole purpose to hunt every fiend and monster that plagues the world.

An expanded DnD Beyond version of the fighter subclass, Demon Slayer, originally created by MaoStyle. 

This subclass requires Optional Class Feats to be Allowed in Options. 

Focused Warrior

When you choose this archetype at 3rd level, you choose a Breath Style. You can use Breath Styles only with weapons that lack the Heavy & Two Handed (excluding versatile weapons) properties.

Choose one Breath Style and then select it on the Optional Tab.

Breath of Beast

Select it on the Additional tab

Breath of Flame

Select it on the Additional tab.

Breath of Ice

Select it on the Additional tab

Breath of Sound

Select it on the Additional tab

Breath of Stone

Select it on the Additional tab.

Breath of Thunder

Select it on the Additional tab

Breath of Water

Select it on the Additional tab

Breath of Wind

Select it on the Additional tab.

Hunter of Demons

At 3rd level, You can awaken one of your senses to detect an undead or fiendish presence near you.

As an action for 1 minute, you know the general location of any fiend, undead or place that has been desecrated within 1 mile of you, but not their numbers or identity.

In Addition, you can cast the spell Protection from evil and good once without material components to yourself.

Both of these traits refresh after you finish a long rest.

Total Concentration Breathing, Constant

Starting at 7th level, you master a state where Breath Style users inhale the maximum amount of oxygen with a specific breath pattern to raise their physical and mental strength to their utmost limits.

When you hit a creature with a Breath Style attack, you can use Total Concentration Breathing to enable the Focused feature of the attack.

You can use this feature a number of times equal to your Constitution Modifier. You can use this feature even beyond that, but for every time you use it you will gain a level of exhaustion until you finish a long rest.

Breath Style Prodigy

At 15th level, You mastered your Breath Style to the point that you are able to harness the actual power of your element for one deadly attack. You can use your action to use your most powerful breathing technique, the Final Breath. You can use this feature once per long rest. (Reference for "Final breath" look under Breath Styles.)

Final Breath: Ice Dragon of Change

You call the power of the water element to create an ice dragon form that extends your weapon range, and make a continuous attack that increases in power with each rotation. Choose up to five creatures you can see within 30 feet of you. Make a melee weapon attack against each target. On a hit, the target takes your weapon damage + 1d8 that increases by 1d8 on each creature hit, to a max of 5d8, after using this ability you cant take reactions until the start of your next turn.

Final Breath: Purgatory

You call the power of the fire element for a devastating fire attack initiated from a high stance. You purge everything in a line of 100 feet long and 5 feet wide from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 12d6 fire damage on a failed save, or half as much damage on a successful one.

Final Breath: Sonic Rupture

You call the power of the sound, and you create a huge rupture around you. The technique carves a deep impression in the ground. Each creature in a 30 feet radius sphere originating from you must make a Dexterity saving throw. A target takes 6d12 bludgeoning damage and falls prone on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain.

Final Breath: Stone Rupture

You call the power of the earth element, and you create a huge rupture around you. The technique carves a deep impression in the ground. Each creature in a 30 feet radius sphere originating from you must make a Dexterity saving throw. A target takes 6d12 bludgeoning damage and falls prone on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain.

Final Breath: Storm Strike

You call the power of the thunder element for a devastating attack initiated from a high stance. You purge everything in a line of 100 feet long and 5 feet wide from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 12d6 fire damage on a failed save, or half as much damage on a successful one.

Final Breath: Water Dragon of Change

You call the power of the water element to create a water dragon form that extends your weapon range, and make a continuous attack that increases in power with each rotation. Choose up to five creatures you can see within 30 feet of you. Make a melee weapon attack against each target. On a hit, the target takes your weapon damage + 1d8 that increases by 1d8 on each creature hit, to a max of 5d8. after using this ability you cant take reactions until the start of your next turn.

Final Breath: Wild Roar of Rage

You call the power of the beasts, and you create an incredibly powerful whirlwind that obliterates everything in its path. You create a 10 feet wide 30 feet tall whirlwind that moves in a 60-foot straight line. Each creature in that line must make a Dexterity saving throw. On a failure, a target takes 7d10 Bludgeoning damage and are ejected 15 feet in the air. On a successful save, a target only takes half as much damage and is not lifted into the air.

Final Breath: Winter Gale

You call the power of the wind element, and you create an incredibly powerful whirlwind that obliterates everything in its path. You create a 10 feet wide 30 feet tall whirlwind that moves in a 60-foot straight line. Each creature in that line must make a Dexterity saving throw. On a failure, a target takes 7d10 Bludgeoning damage and are ejected 15 feet in the air. On a successful save, a target only takes half as much damage and is not lifted into the air.

One with the Elements

At 10th level, Depending on the Breath Style you practice, you gain an additional benefit.

Breath of Water - You flow like water. Your movement speed increases by 15.

Breath of Flame - You are a raging fire. You can critically strike on a 19-20.

Breath of Stone - You are as strong as a mountain. You have advantage on Strength checks.

Breath of Wind - You are as light as the wind. When falling prone, you only use 5 feet of your movement to stand up.

Breath of Thunder - You are as fast as the thunder. You may add a 1d4 to your Initiative roll.

Breath of Sound - You are deeply in tune with the sound of your surroundings. You have advantage on Perception checks reliant on sound.

Breath of Ice - Your movements are as sharp as ice. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Breath of Beast - You have the natural resistance of a wild beast. You may add a +2 to your AC.

One with Beasts

You have the natural resistance of a wild beast. You may add a +2 to your AC.

One with Flame

You are a raging fire. You can critically strike on a 19-20.

One with Ice

Your movements are as sharp as ice. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

One with Sound

You are deeply in tune with the sound of your surroundings. You have advantage on Perception checks reliant on sound.

One with Stone

You are as strong as a mountain. You have advantage on Strength checks.

One with Thunder

You are as fast as the thunder. You may add a 1d4 to your Initiative roll.

One with Water

You flow like water. Your movement speed increases by 15.

One with Wind

You are as light as the wind. When falling prone, you only use 5 feet of your movement to stand up.

Vanquisher of Demons

At 18th level, your intimidating presence makes demons quiver in their boots. Undead and Fiend creatures have disadvantage on all attacks and saving throws against you. In addition, when you roll initiative and have no uses of Breath Style remaining, you regain half of your maximum uses.

Previous Versions

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