Slayer (Demon Slayer)

by LeyLey2204

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Slayer
Part 2 | Your Introduction
Slayer
Level Proficiency Bonus Features Breath Points
1st +2 Fighting Style, Recovery Breathing 1
2nd +2 Surge Breathing 2
3rd +2 Breathing Style 3
4th +2 Ability Score Improvement 4
5th +3 Overdrive Breathing, Extra Attack 5
6th +3 Ability Score Improvement 6
7th +3 7th Level Breathing Forms 7
8th +3 Ability Score Improvement 8
9th +4 Rebound 9
10th +4 10th Level Breathing Forms 10
11th +4 Extra Breath, Extra Attack 11
12th +4 Ability Score Improvement 12

Class Features

As a Slayer, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Slayer level
  • Hit Points at 1st Level: 10 + Constitution Modifier
  • Hit Points at Higher Levels: 1d10 or 6 + Con Modifier

Proficiencies


  • Armor: All armour
  • Weapons: Simple weapons & martial weapons
  • Tools: none

  • Saving Throws: Strength & Constitution
  • Skills: Choose two from skills from Acrobatics, Athletics, Endurance, Intimidation, Perception & Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chain Mail or (b) Leather Armour, Longbow & 20 arrows
  • (a) A martial weapon and a shield or (b) two martial weapons
  • (a) A light crossbow with 20 bolts or (b) two handaxes
  • (a) A dungeoneer's pack or (b) an explorer's pack

Fighting Style

Choose one of the following at 1st level:

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Recovery Breathing

As a bonus action, focus your breathing on your injuries. Heal for 1d10 + your Slayer level. Can only be used once per short or long rest.

Surge Breathing

Focus your breathing to surpass your limits. On your turn, you can take one additional action. Can only be used once per short or long rest.

Ability Score Improvement

When you reach 4th, 6th, 8th and 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Rebound

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

Overdrive Breathing

At 5th level, you can use one bonus action to gain half your slayer level (rounded up) B.P. but take your level in damage. This can be used during a short rest or out of combat for no damage penalty. This can only be used once per long rest. At 7th and 10th level, it can be used 2 and 3 times per long rest respectively.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Extra Breath

At 11th level, you may cast any form at any level for 1 B.P. This can only be used once every short or long rest.

Saving Throw D.C.

Any forms that require a saving throw will be against your ability save DC. Ability save DC is 8 + Skill modifier (strength) + proficiency. E.G. at level 3 with a STR of 18, 8 + 4 + 2 = 14

Breathing Styles

Description

Starting at 3rd level, you may choose ONE breathing style listed in the pages below.

Different breathing styles have different types of damage, utility, maneuverability and effects. Choose wisely as once you make your decision, you cannot choose a different breathing style.

Breath Points (B.P)

B.P. are used to enhance your weapon with your breathing style to perform high damaging or utility moves.

You begin 1 breath point at 1st level which cannot be used to cast breathing style forms until 3rd level. Breath Points will be fully restored after a long rest. _

Using B.P.

Breath points will be expended upon casting your forms. Different forms have different effects and B.P. costs.


B.P. used at level 1 & 2 add 1d4 and 1d6 to your attack roll respectively as well as deal 1d4 and 1d6 additional damage on hit.

Rolling to Hit Forms

When casting forms that require attacking with the weapon itself (e.g. water surface slash, flame tiger etc.), all are regular attack rolls with weapon modifier and proficiency bonus added to the roll. When these attacks hit, include weapon damage (unless specified otherwise.)


If the attack is ranged or doesn't use an attack from your weapon at melee range, it is an automatic hit unless stated that you must roll. (e.g. thunderclap and flash, mist slashes, secret art: rengoku)

Crit Damage

If you crit when using a form, the form damage will also be doubled.

Water Breathing

Description

An elegant but fierce style with a large variety of maneuverability, utility and damage. All additional damage from forms is cold damage.

Third Level Forms

Water Surface Slash


  • Casting Time: 1 Action
  • Range: 15ft semicircle
  • B.P. Cost: 1

Strike opponents in a 15ft semicircle in front of you. Deal 2d6 additional damage.

At 7th and 10th level, you may cast this for the price of 2 & 3 B.P. respectively, dealing 2d6 additional damage for each additional B.P.

Whirlpool


  • Casting Time: 1 Action
  • Range: 10ft Circle
  • B.P. Cost: 1

Strike opponents in a 10ft circle around you Deal an additional 2d6 damage.

At 7th and 10th level, you may cast this for the price of 2 & 3 B.P. respectively, dealing 2d6 additional damage for each additional B.P.

Constant Flux


  • Casting Time: 1 Action
  • Range: 60ft
  • B.P. Cost: 1

Dash to an opponent and strike them. Deal an additional 2d6 damage.

At 7th and 10th level, you may cast this for the price of 2 & 3 B.P. respectively, dealing 2d6 additional damage for each additional B.P.

Drop Ripple Thrust


  • Casting Time: 1 Reaction
  • Duration: 1 round
  • B.P. Cost: 1

Create a ripple barrier around you, increasing your AC by +5.

7th Level Forms

Blessed Rain


  • Casting Time: 1 Action
  • Duration: 1 round
  • B.P. Cost: 1

Strike your opponent. Their next attack or saving roll will have disadvantage.

Guidance Stream


  • Casting Time: 1 Action
  • Duration: 1 round
  • B.P. Cost: 1

Strike your opponent. The next attack roll against the them will have advantage.

Waterfall Basin


  • Casting Time: 1 Action
  • B.P. Cost: 2

Bring your sword down with the power of a waterfall, dealing 4d8 additional damage. Any enemies within 10 ft of this target also take the additional damage, or half on a successful Dex save (the target can also make this Dex save).

At 10th level, you may cast this for 4 B.P., increasing the waterfall damage by 4d8.

10th Level Forms

Dead Calm


  • Casting Time: 1 Reaction
  • B.P. Cost: 2

Any attack that would hit you has its damage reduced by half. The reduced damage is instead taken by the opponent if they are in melee range. Half may be taken after a successful Dex saving throw.

Flowing Dance


  • Casting Time: 1 Action
  • Range: Dash/30ft
  • B.P. Cost: 3

Flow towards an opponent within dash range and strike, dealing 2d10 additional damage. This can be continued to another nearby enemy within 30ft up to a maximum of 3 total enemies. You may continue to the next target, even if you miss.

Flame Breathing

Description

Flame breathing is a flashy, bright and hard hitting style of breathing, focusing on decimating an enemy for a high risk, high reward playstyle.

All additional damage from forms is fire damage.

3rd Level Forms

Unknowing Fire


  • Casting Time: 1 Action
  • Range: Dash Distance
  • B.P. Cost: 1

Dash past an enemy and strike their rear, dealing an additional 2d6 additional damage.


At 7th & 10th level respectively, you may cast this for 2 and 3 B.P. for an additional 2d6 damage for each additional B.P.

Rising Scorching Sun


  • Casting Time: 1 Action
  • B.P. Cost: 1

Uppercut your enemy with your weapon, lifting them 10ft into the air dealing an additional 2d6 + Dex Modifier additional damage. The enemy must make a Con save to determine whether they are dragged into the air. They take 1d6 fall damage.


At 7th & 10th level respectively, you may spend 2 & 3 B.P. to deal and additional 2d6 damage for each additional B.P.

Blazing Universe


  • Casting Time: 1 Action
  • B.P. Cost: 1

Strike your opponent down with resounding force to push an enemy to the ground and become prone, dealing an additional 2d6 damage. The enemy must make a Dex save to see whether they fall or not.


At 7th & 10th level respectively, you may spend 2 & 3 B.P. to deal 2d6 additional damage for each additional B.P. spent.

Flame Tiger


  • Casting Time: 1 Action
  • B.P. Cost: 1

Create a flame tiger around your weapon and strike your opponent. When this attack hits, the tiger will grow in size and pass through all enemies in a 10ft wide, 15ft long line dealing 3d6 fire damage (includes target). Enemies take half damage on a successful Dexterity saving throw.


At 7th & 10th level respectively, spend 2 & 3 B.P. to deal an additional 3d6 damage fpr each additional B.P. spent.

7th Level Forms

Burning Slices


  • Casting Time: 1 Action
  • Range: 100ft
  • B.P. Cost: 1

Throw 3 horizontal arches of flames at enemies within range, dealing 2d4 + 2 damage each. Each arch can target different creatures.


At 10th level, spend 2 B.P. to deal 2d8 + 4 damage instead.

10th Level Forms

Blooming Flame Undulation


  • Casting Time: 1 Reaction
  • B.P. Cost: 2
  • Duration: 1 Round

Surround yourself in flames, increasing your AC by +8. Any enemies within 5 ft of you take 2d8 fire damage, or half as much on a successful Dex save.

Secret Art: Rengoku


  • Casting Time: 1 Action
  • B.P. Cost: 4

Summon a large fire serpent head surrounding the character. Dash towards an enemy, dealing 2d12 damage to all enemies that fail a Dex check in your path. Upon reaching the target enemy (whether you hit or not), the serpent crashes into the ground and explodes upon impact, dealing 6d8 to all enemies within a 10ft radius of the target enemy. Enemies in the explosion can make a Dex save and take half damage.

Air Tight Stance


  • Casting Time: 1 Bonus Action
  • B.P. Cost: 1

After forming your signature battle stance, you focus your mind entirely on landing your next attack, granting advantage on your next attack.

Beast Breathing

Description

Created solely by Inosuke, beast breathing is an aggressive style that mimics wild animals. Forms are instead called Fangs.


All additional damage is counted as magical damage.

Level Primal Rages Damage on Rage
3rd & 4th 3 +2
5th - 11th 4 +2
12th 5 +3

3rd Level Fangs

Pierce


  • Casting Time: 1 Action
  • B.P. Cost: 1

Fiercly stab an enemy with your weapon, dealing an additional 2d6 piercing damage.

At 7th & 10th level respectively, you may spend 2 & 3 B.P. to deal an additional 2d6 per additional B.P. spent.

Slice


  • Casting Time: 1 Action & Bonus Action
  • B.P. Cost: 1

Slash your weapon twice in the shape of an X. The first slash deals an additional 1d10 slashing damage. You can choose to use your bonus action to do a second attack that deals an additional 1d4 slashing damage.

At 7th & 10th level respectively, you may spend 2 & 3 B.P. to deal an additional 1d8/1d4 per additional B.P. spent.

Boar Rush


  • Casting Time: 1 Bonus Action
  • B.P. Cost: 1

Headbutt your enemy in the torso with great force, dealing 1d6 + Strength Modifier bludgeoning damage and pushing them back 15 ft. If the enemy succeeds a Con save, they are not pushed back.

At 7th & 10th level respectively, you can spend 2 & 3 B.P. to deal an additional 1d6 + 1 damage per additional B.P. spent.

Primal Rage


  • Casting Time: 1 Bonus Action
  • Duration: 1 Minute
  • B.P. Cost: 0

Rage like a beast, gaining resistance to bludgeoning, piercing and slashing damage, advantage on strength checks and saving throws and additional damage on attacks (see table above). You may use this a number of times as stated in the table above until you complete a long rest. Rage ends if you are knocked unconscious.

7th Level Fangs

Internal Flexibility


  • Casting Time: 1 Reaction
  • B.P. Cost: 1

With the flexibility of an animal, you can move the position of your internal organs, allowing you to take less damage. When a weapon attack is going to hit you, you can use this fang to take 1d10 + Con reduced damage. (the damage must be piercing, slashing or bludgeoning)

Fury Flurry


  • Casting Time: 1 Action
  • B.P. Cost: 2

Cause a flurry of slices around you with your weapon, dealing 3d8 slashing damage to all enemies within a 5ft radius.

At 10th level, you may spend 4 B.P. and deal an additional 3d8 damage.

10th Level Fangs

Raging Backstab


  • Casting Time: Instantaneous
  • Range: Dash Range
  • B.P. Cost: 1

Dash behind an enemy so fast the enemy does not realise. Your following attack will have advantage.

Thunder Breathing

Description

Thunder breathing is an extremely mobile and maneuverable style of fighting. It provides utility and the ability make enemies catching you an extremely difficult task.

All bonus damage will be Lightning Damage.

3rd Level Forms

Thunderclap and Flash


  • Casting Time: 1 Action
  • B.P. Cost: 1
  • Range: 45ft

Dash a fixed distance of 45ft, dealing 2d6 + Dex mod lightning damage to all enemies in your path. This does not include weapon damage. Successful Dex saves avoid damage but cannot make an opportunity attack.


At 7th and 10th level, this can be cast for 2 & 3 B.P. to deal 2d6 additional damage for each additional B.P. spent.

Thunderclap and Flash: Threefold


  • Casting Time: 1 Action
  • B.P. Cost: 1
  • Range: 30ft

Dash through an enemy within 30ft, dealing 1d6 lightning damage, causing them to roll a Dex save. If they fail, you may flash again to another enemy within 30ft, dealing 1d6 lightning damage, who cannot make a Dex save to avoid. You may flash a total of 3 times (including the first). You cannot dash through enemies within melee range.


At 7th and 10th level, you may cast for 2 & 3 B.P. to deal 1d6 additional damage for each additional B.P. spent.

Air Spin


  • Casting Time: 1 Action
  • B.P. Cost: 1

Perform a lightning powered rising kick, pushing them 10ft into the air if they fail a Con save and dealing 2d4 + Dex lightning damage. They will take 1d6 fall damage. They will fall prone if they then fail a Dex save.


Electric Cage


  • Casting Time: 1 Reaction
  • B.P. Cost: 1

When an attack is about to hit you, spend 1 B.P. to surround yourself with lightning, increasing AC by +5. Enemies within melee range must make a Dex save or take 1d4 lightning damage.

7th Level Forms

Blinding Lightning


  • Casting Time: 1 Action
  • B.P. Cost: 2
  • Range: 60ft
  • Duration: 1 round

Release a burst of lightning from your body that blinds enemies of your choice within 60ft and have line of sight with. The blind lasts until the end of your next turn.

Electric Chains


  • Casting Time: Simultaneous
  • B.P. Cost: 1
  • Duration: 1 minute

Using 1 B.P., you may use Electric Chains simultaneously with Thunderclap and Flash: Threefold. All enemies hit will be tethered together by electric chains of a fixed length of the distance traveled. If one of the chained enemies takes damage from any other forms, the chains will shock them for 1d6 lightning damage along with the adjacent tethered enemies. Enemies can use their action to attempt to free their chains with a successful strength check. This only breaks the chains attached to their person and not the others' (unles both chains are attached to them).


At 10th level, this can be cast for 2 B.P. and deal 2d6 instead.

10th Level Forms

Strike of Zeus


  • Casting Time: 1 Action
  • B.P. Cost: 3
  • Range: 90ft

Bring down a strike of lightning from above all enemies affected by electric chains, dealing 6d8 to each of them. Enemies take half damage on a successful Dex save.

Thunderclap and Flash: Godlike Speed


  • Casting Time: 1 Action
  • B.P. Cost: 2
  • Range: 120ft

Surround yourself with an electric eel head made of lightning and flash at unseen speeds. The eel engulfs enemies in your path, dealing 1d12+Dex lightning damage. You may change directions during this form. Each time this form is used, gain 1 exhaustion point.

Sun Breathing

Description

The original breathing technique that all others were derived from. Canonically the most powerful style due to its ability to hinder demons' regeneration abilities.


All additional damage is radiant damage.

3rd Level Forms

Dance


  • Casting time: 1 Action
  • B.P. Cost: 1

Swing you're sword down against an enemy and deal 2d6 additional damage.


At 7th and 10th level, you may cast this for 2 & 3 B.P. and deal an additional 2d6 for each additional B.P. spent.

Clear Blue Sky


  • Casting Time: 1 Action
  • B.P. Cost: 1
  • Range: 10ft/20ft Circle

Spin your body extremely fast with your blade, dealing 2d6 additional damage to enemies within a 10ft circle. If this strike hits, a circle will expand outwards another 10ft, dealing 2d6 damage to anyone in its path. This damage can be avoided by a successful Dex check. (enemies withing the original 10ft do not take the second instance of damage.)


At 7th and 10th level, this may be cast for the cost of 2 & 3 B.P. and deal an additional 2d6 for each additional B.P. spent.

Sunflower Thrust


  • Casting Time: 1 Action
  • B.P. Cost: 1
  • Range: 10ft

Thrust your weapon in a straight line in 10ft front of you, dealing additional 2d6 damage to enemies within 5ft and only 2d6 damage to enemies further than that.


This may be cast at 7th & 10th level for 2 & 3 B.P. and deal additional 2d6 for each additional B.P. spent

7th Level Forms

Fake Rainbow


  • Casting Time: 1 Reaction
  • B.P. Cost: 2

When about to be hit by a melee attack, teleport to an unoccupied space within 10ft, leaving an after image of yourself. The opponent must make an intelligence check or continue attacking the after image. If the opponent fails, you may make an opportunity attack. If they succeed, you cannot.

Solar Heat Haze


  • Casting Time: 1 Action
  • Range: Dash
  • B.P. Cost: 2

Dash towards an enemy within range and perform a swift slice through them, dealing only weapon damage. The enemy must make a Dex check. Upon success, they take 2d6 damage instantly, if they fail they do not, but gain 1 haze stack. The opponent must continue making Dex throws at the end of their turn. For every saving throw they fail, they gain another haze stack. Once they succeed, they take 2d6 + 2d6 per haze stack. (e.g. 2 haze stacks = 6d6 on success).

10th Level Forms

Dragon Sun Halo Head Dance


  • Casting Time: 1 Action
  • B.P. Cost: 4

Swing your sword in the air summoning a large Japanese style dragon around you that you can control. On your turn, you may use your action to control the dragon to do whatever you want it to. The dragon's specifications are in Appendix A.

Sun Sword


  • Casting Time: Bonus Action
  • Range: Touch
  • B.P. Cost: 3

Imbue a weapon you touch with the power of the sun, causing any weapon attacks (or forms) to deal an additional 2d10 radiant damage for 10 minutes. As a bonus action, you can make the weapon explode, dealing 6d8 to enemies of choice within 30ft of the weapon and ending the on hit effect of the form. The enemies must make a Dex saving throw to take half damage.

Mist Breathing

Description

A breathing technique focused on illusion, obscuring vision and creating better opportunities to attack.


All additional damage is cold damage.

3rd Level Forms

Scattering Mist Splash


  • Casting Time: 1 Reaction
  • Range: Self
  • B.P. Cost: 1

Unleash circular misty slashes in front of you, blowing away incoming projectiles. Enemies within melee range must make a Dex check or take 1d6 damage.

Obscuring Clouds


  • Casting Time: 1 Action
  • Range: 120ft/30ft square
  • B.P. Cost: 1
  • Duration: 1 Minute

Using an action, swirl your weapon in the air, summoning a 30ft square of mist centred at an enemy within 120ft. Upon casting, enemies within the mist must make a Con save or take 1d6 cold damage. This damage only occurs upon casting. This area is heavily obscured.

Sea of Clouds and Haze


  • Casting Time: 1 Action
  • Range: Dash
  • B.P. Cost: 1

Swiftly dash towards your enemy and strike, dealing an additional 2d6 damage.

At 7th and 10th level, this can be cast for 2 & 3 B.P. dealing 2d6 additional damage for every additional B.P. spent.

Low Clouds, Distant Haze


  • Casting Time: 1 Action
  • Range: 15ft Semi circle
  • B.P. Cost: 1

Swinging your empowered weapon in front of you, deal 2d6 additional damage to enemies within a 15ft semicircle.

At 7th and 10th level, this can be cast for 2 & 3 B.P. dealing 2d6 additional damage for every additional B.P. spent.

7th Level Forms

Mist Slashes


  • Casting Time: 1 Action
  • B.P. Cost: 2
  • Range: 90ft/10ft

At range, send 3 dense and sharp clouds of mist towards enemies, dealing 2d4+2 each. If within 10ft of an enemy, turn your weapon into a long blade of mist and slash for 6d4+6 damage. If the enemy is within 5ft of you, add weapon damage.

At 10th level, this can be cast for 4 B.P. and deal an additional 2d4+2 (6d4+6 in melee)

Lunar Dispersing Mist


  • Casting Time: 1 Bonus Action
  • B.P. Cost: 1
  • Duration: 1 round/1 minute

Using your bonus action, cover your body in mist. The mist will then fade away to nothing, leaving you invisible until the beginning of your next turn. If you make an action, the invisibility will end. If cast out of combat, the duration is 1 minute.

10th Level Forms

Clouded Judgement


  • Casting Time: 1 action
  • B.P. Cost: 3
  • Duration: Up to 1 minute
  • Range: 60ft

Using your action, create a cloud of mist in a creature's mind in an attempt to take control of them. The creature must make a wisdom saving throw, with advantage if you are fighting it, or be charmed. While charmed, you have a telepathic link to the mist in their mind (as long as you're conscious) which can give them simple orders without using your action. You can specify the action and it will carry it out to the best of their ability. You can use your action to take precise control of the target until the end of your next turn. When the creature takes damage, it can make a new wisdom saving throw, causing the spell to end upon success.

Additional Information


Sun Dragon

Large, Neutral Neutral


  • Armor Class 14
  • Hit Points 65
  • Speed 50ft

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 10 (+0) 12 (+1) 8 (-1) 6 (-2)

  • Saving Throws Strength, Constitution
  • Damage Vulnerabilities Cold
  • Damage Resistances Fire
  • Damage Immunities Radiant
  • Condition Immunities Blinded, Deafened, Frightened
  • Languages Understands the language you speak
  • Proficiency: Equal to your own

  • This summoned dragon obeys only the caster's orders unless controlled by an enemy. If the dragon is charmed, it will still follow the caster's orders, but will not attack the charmer and their friendly creatures nearby.
  • The dragon lasts for 10 minutes unless defeated or dismissed by the caster.
  • Ordering the dragon uses the caster's action entirely.

Actions

Multiattack. The Sun Dragon makes 2 attacks: 1 bite and 1 tail whip.

Bite. Melee Attack: +7 to hit, one target. Hit: The Sun Dragon bites an enemy, dealing 2d12 radiant damage.

Radiant Breath. (recharge 5-6) The sun dragon exhales radiant flames in a 60ft cone, dealing 8d8 radiant damage. Enemies hit can make a Dex saving throw to take half damage.

Tail Whip. +7 to hit, one target. Hit: The Sun Dragon swings it's tail to hit an enemy within 15ft, dealing 2d10 radiant damage.