Martial Archetype : Demon Slayer
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.
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.
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Breath Styles / Forms - You choose one Breath Style to practice, and two Forms from that Breath style only. Many Forms enhance an attack in some ways. You can use only one Form per attack. You learn one additional Form of your choice at 5th, 10th, and 15th level (excluding Final Breath) only from your chosen Breath Style. You can use this feature a number of times equal to 2 + your Constitution modifier. You regain all charges of this feature after you finish a short or long rest.
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Whenever you use a Form you expend one use of this Feature
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Saving Throws Some of your Forms require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
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Form save DC = 8 + your proficiency bonus + your Constitution modifier.
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 short or long rest.
Total Concentration Breathing
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 1+ 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.
Credits
Art by Gao Haotong Art by Conor Smith Art by Yerbol Bulentayev
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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 Fire - 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 all Strength related checks.
Breath of Wind - You are as light as the wind. When you fall you can glide up to 30 feet in a line without taking damage (falling from higher altitudes still adds to damage).
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.)
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.
Breath Styles
Breath of Water
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First Form: Water Surface Attack - When you make a weapon attack roll against a creature you may expend one use of Focused Warrior, to add an additional 1d8 to the roll.(Focused - You add the extra roll to the damage.)
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Second Form: Water Wheel - When you make a melee weapon attack you may expend one use of Focused Warrior, in order to choose another creature within 5 feet of the target to take equal damage, if the original attack roll would hit the second creature.(Focused - The first target needs to make a Strength saving throw or fall prone and the second target takes full damage.)
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Third Form: Dance of the Rapid Current - Immediately when you hit with a weapon attack you may expend one use of Focused Warrior, and you can move 15 feet away from a target without provoking an attack of opportunity. (Focused - You gain a +1 to hit on your next weapon attack for every 5ft of movement.)
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Fourth Form: The Merciful Rain of a Dry Day - When you reduce a creature to 0 hit points you may expend one use of Focused Warrior to gain the damage you dealt as temporary hit points (maximum of 20 Hit Points). (Focused - Every ally within 30 feet also gains half of the damage as temporary hit points.)
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Fifth Form: Water Flow - You may expend one use of Focused Warrior, in order to use the Dash action as a bonus action. (Focused - You gain +15 movement speed and your movement is unaffected by Difficult Terrain.)
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Final Breath: The Dragon of ChangeYou 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.
Breath of Fire
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First Form: Unknowing Fire - If you moved at least 20 feet in a straight line before you attacked a creature you may expend one use of Focused Warrior, in order to deal an extra 1d10 damage, in addition you can make one additional attack as a bonus action. (Focused - The attack has advantage and the extra damage increases to 2d10.)
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Second Form: Rising Scorching Sun - When you hit with a melee weapon attack you may expend one use of Focused Warrior, to make a creature unable to take reactions until the start of its next turn. (Focused - in addition , if the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.)
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Third Form: Blooming Flame Undulation - When you get hit by a melee weapon attack you may expend one use of Focused Warrior, and use your reaction to gain +2 bonus AC for that attack. (Focused - You gain +3 AC instead).
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Fourth Form: Flame Tiger - When you hit a creature with a weapon attack you may expend one use of Focused Warrior, and force the creature to make a Wisdom saving throw or become frightened by you until the end of your next turn. (Focused - if the target is frightened by you he takes an additional 1d8 psychic damage from your next attacks).
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Fifth Form: Heat Haze - When you critically strike a creature you may expend one use of Focused Warrior and add an extra 1d6 to the damage roll. (Focused - You add an extra 3d6 instead).
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Final Breath: PurgatoryYou 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.
Breath of Stone
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First Form: Serpentinite Hydra - When a creature damages you with a melee weapon attack, you may expend one use of Focused Warrior and use your reaction to gain resistance to that attack (Focused - Your next attack against that creature is at an advantage.)
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Second Form: Upper Smash - When you hit a creature with a weapon attack you may expend one use of Focused Warrior, and force the target to make a Strength saving throw, On a failed save, it drops an object you choose that the creature is holding. The object lands at its feet.(Focused - The object lands to a spot of your choice within 15 feet of the target, and the target has disadvantage on his next attack).
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Third Form: Stone Bulwark - As a reaction you may expend one use of Focused Warrior to impose disadvantage on an enemy that targets an ally of yours within 5 feet of you.(Focused - In addition, you give your ally +3 Bonus AC for the attack).
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Fourth Form: Rapid Conquest - When you hit a creature with a weapon attack you may expend one use of Focused Warrior, and force the creature to make a Constitution saving throw or become Stunned until the end of its next turn. (Focused - In addition, you push the target back 10 feet).
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Fifth Form: Mountain Arc - Immediately after you hit with a weapon attack you may expend one use of Focused Warrior, and use your bonus action to attempt to grapple the target. (Focused - You have advantage on checks to maintain the grapple, and the target has disadvantage on them).
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Final Breath: Stone RuptureYou 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 40 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.
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Breath of Wind
- First Form: Dust Whirlwind Cutter - As a reaction when a creature within 5 feet of you misses you with a melee weapon attack, you can expend one use of Focused warrior, and move up to half your speed away from it without provoking an attack of opportunity. (Focused - You also get to attack that creature).
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Second Form: Rising Dust Storm - As a reaction, you expend one use of Focused warrior to create a defensive dust wind current around you in order to interrupt incoming projectiles, all ranged weapon attacks have disadvantage to hit you until the start of your next turn. (Focused - You also gain a +2 to your AC).
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Third Form: Purifying Wind Claw - When you make a melee weapon attack you may expend one use of Focused Warrior, to extend your range up to 20 feet. (Focused - You deal an additional 2d6 Bludgeoning damage).
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Fourth Form: Clean Storm Wind - When you take the Attack action on your turn, you can forgo one of your attacks and expend one use of Focused Warrior, to make every creature Large or smaller within 5 feet of you make a Strength saving throw or be pushed 20 feet away. (Focused - You can push Huge or Smaller creatures and, creatures that failed the saving throw also fall prone).
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Fifth Form: Reverse Gust - As a bonus action you may expend one use of Focused Warrior, and attempt to draw a creature using the air around it towards you. Choose a target within 15 feet of you that is Large or smaller, they must make a Strength saving throw. on a failed save you pull them within 5 feet of you. (Focused - You can pull up to 4 creatures, also creatures pulled become stunned until the start of their next turn).
- Final Breath: Winter GaleYou 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.