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
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**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 | BY THEBUTLER3000