Breath of Water Archetype

by TheButler3000

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BREATH OF WATER | BY THEBUTLER3000

Breath of Water

Breath styles are swordmanship styles which make use of specific breath patterns, this allows more oxygen in the blood and larger lung capacity, which in turn allows greater physical strength and agility. The breath of water is one of the five main breath styles. It's strength lies in the forms emulating the flow of water, not only being smooth, but adaptable whatever path lies ahead of it.

Breath of Water Features
Fighter Level Feature
3rd Breath Techniques, Total Concentration
7th Controlled Circulation, Greater Lungs
10th Accelerated Clotting, Improved Breath
15th Master Breathing
18th Total Concentration: Constant

Breath Techniques

When you choose this archetype at 3rd level, you learn forms that are fueled by special dice called breath dice. You can only use forms with bladed melee weapons which lack the two-handed property. You also can't use forms while you can't breath. If you're holding your breath, you can use one form until you take a breath again.

Forms. You learn four forms of your choice. Many forms enhance an attack in some way. You can use only one form per turn unless the form says otherwise.



 

You learn two additional forms of your choice at 7th, 10th, and 15th level. Each time you learn new forms, you can also replace one form you know with a different one.

Breath Dice. You have four breath dice, which are d6s. A breath die is expended when you use it. You regain all of your expended breath dice when you finish a short or long rest. 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 Wisdom modifier

Total Concentration

You gain this feature at 3rd level. Total Concentration is a state where you breath in the maximum amount of oxygen you can within a specific breath pattern to allow yourself to fight beyond your normal capabilities. You can activate Total Concentration as a bonus action. You can't use this feature if you can't breath or if you are in heavy armor.

While in Total Concentration, you gain the following benefits:

  • Your Breath Die goes one step up (from d6 to d8, d8 to d10, etc).
  • You gain advantage on dexterity checks and saving throws.
  • You gain a +1 bonus to AC.
  • You can dash as a bonus action.

This feature lasts for as many rounds equal to your constitution modifier + your proficiency bonus.

You can use this feature two times, and you regain all expended uses of it when you finish a long rest. Total Concentration immediately ends if you cast a spell that requires concentration, or if you are concentrating on a spell and vice versa. It also ends if you are incapacitated or unconscious.

Controlled Circulation

At 7th level, your breath training has allowed you greater control of your blood flow. Now, the effect of poison, or any other ingested material which travels through your blood stream, can be delayed by as many minutes equal to your constitution modifier x your wisdom modifier, after application. Though you don't feel the effects, you are still considered to have that condition.

Greater Lungs

At 7th level, your breath training has made your lung capacity greater. In addition to how long you can hold your breath normally, you can now hold your breath for as many more rounds as your wisdom modifier.

Accelerated Clotting

At 10th level, your breathing can clot your wounds faster, preventing you from bleeding to death. If you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Improved Breath Techniques

At 10th level, your breath dice turn into d8s. You can now also use Total Concentration three times instead of twice before having to take a long rest.

Master Breathing

Starting at 15th level, when you roll initiative and have no breath dice remaining, you regain 1 breath die. Additionally, you can cast the Gust cantrip (XGTE pg.157) with your breath.

Total Concentration: Constant

At 18th level, you have trained with Total Concentration so much, you can keep it up around the clock. Total Concentration only ends if you can't breath or choose to end it.

If Total Concentration is still active while you are rolling death saves, you instantly stabilize.

Forms

The forms are presented in form order.

First Form: Water Surface Slash. You generate enough momentum to create a powerful single concentrated slash. When you hit a creature, you can expend one breath die to add it to the attack damage. The damage is of the same type dealt by your weapon.

Second Form: Water Wheel. You leap and spin in the air while releasing a flowing attack in a circular motion. When you do an attack, you can expend one breath die to hit enemies in a 10 feet long or wide line. You lunge 10 feet forwards as part of the attack. Choose a direction adjacent to the original target, you attack the creatures within this





direction. If the original attack roll would hit the creatures, they take damage equal to the original damage you rolled. The damage is of the same type dealt by the original attack.

Third Form: Flowing Dance. You swing your blade at your opponent in a way that mimics the movement of waves. If you are moving, you can use a breath die to add it to your AC while you are moving. This bonus stays with you as long as you don't do anything but move actions.

Fourth Form: Striking Tide. You make multiple consecutive slashes while twisting your body in a flowing fashion similar to a harsh tide. When doing an attack, you can spend a breath die to re-roll any 1s or 2s you roll on damage dice until the end of your turn. If your re-rolled number is a 1 or 2, you have to keep that number. You can use this form in the same turn as another form.

Fifth Form: Blessed Rain After the Drought. A merciful stroke that uses a gentle rain to offer the slain a tranquil end. When you make a weapon attack roll, and that attack is the final blow, you can expend a breath die to give this merciful strike. When you do, you feel a tranquility that gives you temporary hit points equal to the number you roll on your breath die. The temporary hit points you gain from this form last until you take a short or long rest.

Sixth Form: Twisting Whirlpool. You fiercely twist your upper and lower body, creating a whirlpool that cuts anything caught in it. When you make a weapon attack roll, you can expend a breath die to hit every creature within five feet on you. If the attack roll would hit the creatures, they take damage equal to the number you roll on your breath die. The damage is of the same type dealt by your weapon.

BREATH OF WATER | BY THEBUTLER3000

 

Seventh Form: Piercing Rain Drop. A fast and accurate stab. The fastest Breath of Water form. When you make a weapon attack roll, you can expend one breath die to add it to the roll. You can use this form before or after making the attack roll, but before any effects of the attack are applied.

Eighth Form: Waterfall Basin. You do a downward slash that unleashes the full fury of a waterfall to crash down on an enemy below. If you are falling, as a reaction you can expend a breath die to reduce any falling damage by the number you roll on your breath die rolled thrice + your fighter level. If you

were falling from a minimum height of 20 feet, and you land on a creature, the creature must do a dexterity save. On a failed save, they take damage half to what you rolled to reduce falling damage.

Ninth Form: Splashing Water Flow, Turbulent. Minimizes the landing time and surface needed when landing, allowing the user to move without limits. If you are moving, you can spend a breath die to ignore difficult terrain until the end of your turn. You can spend one more breath dice, in addition to the one you've already spent, to move along vertical surfaces and across liquids without falling during the move as well. You can use this form in the same turn as another form.

Tenth Form: The Dragon of Change. The user spins like a writhing dragon, gaining more force on their strikes with each rotation. As an action, you can spend a breath die to strengthen your attack as you move. For every round you strengthen, including the round you started, you can add die equal to your breath die to your damage.

While strengthening, your speed is halved and you can only move, disengage, dash or stop as a bonus action. At the turn you decide to attack, you still move half your speed, and you can only attack once. If you deal damage above 15, the target must do a constitution saving throw, or be stunned until the end of your next turn.

You can strengthen for as many rounds equal to half your level (minimum 3). Once you hit this limit, you either have to hit a target, or lose your attack. If you are hit, you must do a constitution saving throw to continue. The DC equals 10 or half the damage you take, whichever is higher.

Eleventh Form: Lull. You cease any body movements and engage a skill that disables and nullifies incoming attacks. As a reaction, you can expend two breath die to make a creature who is targeting you with an attack or a harmful spell make a Wisdom saving throw. On a failure, the creature loses the attack or spell.

Breath of Water Archetype v3.0
  • While good feedback has been given, this has not been playtested, please use with caution.
  • Changes: Fixed TLC's wording, integrated not breathing into BT and TC.
Credits:
BREATH OF WATER | BY THEBUTLER3000
 

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