Demon Slayer (Fighter Subclass)

by LeyLey2204

Search GM Binder Visit User Profile
Slayer
Part 2 | Your Introduction
Fighter
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge
3rd +2 Martial Archetype
4th +2 Ability Score Improvement, Martial Veratility (optional)
5th +3 Extra Attack
6th +3 Ability Score Improvement, Martial Veratility (optional)
7th +3 Martial Archetype Feature
8th +3 Ability Score Improvement, Martial Veratility (optional)
9th +4 Indomitable
10th +4 Martial Archetype Feature
11th +4 Extra Attack
12th +4 Ability Score Improvement, Martial Veratility (optional)
13th +5 Indomitable
14th +5 Ability Score Improvement, Martial Veratility (optional)
15th +5 Martial Archetype Feature
16th +5 Ability Score Improvement, Martial Veratility (optional)
17th +6 Action Surge, Indomitable
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement, Martial Veratility (optional)
20th +6 Extra Attack

Class Features

As a fighter, you gain the following class features.

Hit Points

Hit Dice. 1d10 per Fighter Level


Hit Points at 1st Level. 10 + your Constitution modifier


Hit Points at Higher Levels. 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

Armor. All armor, shields


Weapons. Simple weapons, martial weapons


Tools. None


Saving Throws. Strength, Constitution


Skills. Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.


Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.


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.


Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


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.


Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.


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


Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.


Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.


Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.


Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th 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.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to fighters.
  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

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 and to four when you reach 20th level in this class.

Indomitable

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.


You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetype: Slayer

When you take this archetype at 3rd level, you must choose one Slayer Breathing Style as listed below.

Slayer Breathing Styles
Style
Water Breathing
Flame Breathing
Beast Breathing
Thunder Breathing
Sun Breathing
Mist Breathing
Insect Breathing
Sound Breathing

Water Breathing

Total Concentration Breathing

When you take this breathing style, you gain Breath Points (B.P.) equal to your fighter level. B.P. can be used for other features in this breathing style. You regain all expended Breath Points after a long rest.


Note: If a form requires a saving throw, the DC = 8 + Proficiency bonus + Strength or Dexterity (your choice)

Overdrive Breathing

When you have no B.P. remaining, you can use your bonus action to exceed your limits. You take half your level as damage (rounded up) and regain half the damage taken as B.P. (rounded up) You can only use this feature once per long rest.

Beginner Forms

Starting at 3rd level, you begin learning the water breathing style. You learn the following forms:


Water Surface Slash (Minamo Giri): When you hit an enemy with a weapon attack, you may spend 1 B.P. to use this form. Upon hitting an enemy, a blade of water bursts from their position, hitting all targets of choice within a 15ft semicircle. Creatures hit must make a Dexterity Saving throw or take 1D8 cold damage, or half as much upon succeeding. The enemy hit cannot make the Dexterity saving throw.


Whirlpool (Nejire Uzu): When you make a melee weapon attack against a creature, you can spend 1 B.P. to instead swiftly spin with your water infused weapon, hitting all targets of choice within 5ft. Creatures hit must make a Dexterity Saving throw, or take 1D8 cold damage, or half as much upon succeeding. The enemy hit can also make the Dexterity Saving Throw


Dropripple Thrust (Shizuku Hamon Tsuki): Using your reaction and 1 B.P., a barrier of ripples appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Way of the Water

At 7th level, your training in the water breathing style has created a connection between you and water.

  • You gain resistance to cold damage
  • Damage from beginner forms now deal 1D10.

Advanced Forms

Starting at 10th level, you have trained your breathing to the point of learning more advanced forms. You learn the following forms:


Constant Flux (Seisei Ruten): On your turn, spend 2 B.P. to gain 60ft of movement. During this turn, you do not provoke opportunity attacks. Additionally, the next attack made during this turn deals an additional 2D8 cold damage to the target.


Waterfall Basin (Takitsubo): When you make a melee weapon attack against a creature, you can spend 2 B.P. to create a waterfall in tandem with your weapon. The target, and any other enemies of choice within 5ft of the target take 2D8 cold damage and must make a Constitution saving throw. Upon failing, enemies hit will be knocked prone.


Guidance Stream (An'nai): When you make a melee weapon attack against a creature, you can spend 2 B.P. to deal an additional 2D8 cold damage to the target. The next attack roll against that creature has advantage.

Command of Water

Starting at 15th level, you become one with water. You gain the following features:

  • You gain immunity to cold damage.
  • Damage from beginner forms deal 1D12 damage.
  • Damage from Advanced forms deal 3D8 damage.

Mastered Forms

Starting at 18th level, your total mastery of water breathing has allowed you to learn forms no one has seen before. You learn the following forms:


Dead Calm (Nagi): When about to be hit by a weapon attack, you can use your reaction to spend 4 B.P. to negate all damage of that attack. If the attack was a melee attack, the enemy takes half the damage they would have dealt, or half as much on a successful Dexterity saving throw.

Flowing Dance (Ryūryū Mai): On your turn, you can spend 3 B.P. to turn invisible, leaving only ripples on the ground where you step. Additionally, you gain 60ft movement and do not provoke opportunity attacks. The invisibility lasts until the beginning of your next turn and will not break by using actions. While invisible, the first attack attack made deals an additional 3d10 cold damage.

Flame Breathing

Total Concentration Breathing

When you take this breathing style, you gain Breath Points (B.P.) equal to your fighter level. B.P. can be used for other features in this breathing style. You regain all expended Breath Points after a long rest.


Note: If a form requires a saving throw, the DC = 8 + Proficiency bonus + Strength or Dexterity (your choice)

Overdrive Breathing

When you have no B.P. remaining, you can use your bonus action to exceed your limits. You take half your level as damage (rounded up) and regain half the damage taken as B.P. (rounded up) You can only use this feature once per long rest.

Beginner Forms

Starting at 3rd level, you begin learning the flame breathing style. You learn the following forms:


Rising Scorching Sun (Nobori En Ten): When you make a melee weapon attack, you can perform a fire powered upward strike. By spending 1 B.P. you deal an additional 1D8 fire damage to the target. Additionally, the target must make a Dexterity saving throw or be hit 10 ft in the air, taking 1d6 fall damage. Upon success, the target stays on the ground.


Flame Tiger (Enko): When you make a melee weapon attack, you can spend 1 B.P. to create a flame tiger around your weapon. Upon hitting a target, the tiger grows, passing through all creatures of choice within 10ft wide, 15ft long line, dealing 1d8 fire damage.


Blooming Flame Undulation (Sei En no Uneri): As a reaction, you swing your weapon around you, creating a flame barrier for the cost of 1 B.P.. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Way of the Fire

At 7th level, your training in the fire breathing style has created a connection between you and fire.

  • You gain resistance to fire damage.
  • Fire damage from beginner forms deal 1D10.

Advanced Forms

Starting at 10th level, you have trained your breathing to the point of learning more advanced forms. You learn the following forms:


Blazing Universe (Kien Banshō): When you make a melee weapon attack, you may spend 2 B.P. to perform a flame smothered downward strike. The target takes an additional 2D8 fire damage, along with any creature of choice within 5ft of the target. The target also must make a Constitution saving throw. On a failed save, they are knocked prone.


Unknowing Fire (Shiranui): On your turn, spend 2 B.P. to gain 60ft of movement. During this turn, you do not provoke opportunity attacks. Additionally, the first attack made during this turn deals an additional 2D8 fire damage to the target. If the attack is made while flanking, deal an additional 1D8 fire damage.


Burning Slices (Kiru): On your turn, you can spend 2 B.P. to send out 3 flame arches from your blade towards your opponent. Each arch deals 2D4+1 fire damage and have a range of 100ft. Each arch can be aimed at different targets.

Command of Fire

Starting at 15th level, you become one with fire. You gain the following features:

  • You gain immunity to fire damage.
  • Fire damage from beginner forms deal 1D12.
  • Fire damage from Advanced forms now deal 3D8. (except burning slices.)
  • Burning slices now deal 2d6+1 each.

Mastered Forms

Starting at 18th level, your total mastery of flame breathing has allowed you to learn forms no one has seen before. You learn the following forms:


Secret Art: Rengoku (Rengoku): On your turn, you can spend 5 B.P. to enter Rengoku Stance. While in Rengoku Stance, your movement is doubled, however, you can only travel in a straight line. Additionally, you can move through enemies and do not provoke opportunity attacks. Any enemy that you pass through, must make a Dexterity saving throw and take 2D12 fire damage, or half as much on a success. While in Rengoku Stance, your attacks do not benefit the Extra Attack feature. However, the first attack made will cause a fiery explosion at the targets location, dealing 6D8 fire damage to it and all enemies in a 20ft radius. Enemies other than the target can make a Dexterity Saving throw to take half as much. Once you make this attack, Rengoku Stance ends.


Air Tight Stance (Ichi): As a bonus action, you can spend 1 B.P. to make your signature stance. Your next attack roll has advantage and melee attacks against you have disadvantage until the beginning of your next turn.

Beast Breathing

Total Concentration Breathing

When you take this breathing style, you gain Breath Points (B.P.) equal to your fighter level. B.P. can be used for other features in this breathing style. You regain all expended Breath Points after a long rest.


Note: If a form requires a saving throw, the DC = 8 + Proficiency bonus + Strength or Dexterity (your choice)

Overdrive Breathing

When you have no B.P. remaining, you can use your bonus action to exceed your limits. You take half your level as damage (rounded up) and regain half the damage taken as B.P. (rounded up) You can only use this feature once per long rest.

Unarmoured Defense

Starting at 3rd level, while you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Beast Rage

Starting at 3rd level, as a bonus action, you can enter Beast Rage. Beast rage lasts for 1 minute. While raging, you gain the following benefits if you are not wearing any armour: Advantage on Strength checks and Strength saving throws, melee weapon attacks using strength deal an additional +2 damage and you have resistance to bludgeoning, slashing and piercing damage. While raging, you cannot cast or concentrate on spells. You can use this 3 times per long rest, increasing as you reach higher levels in this archetype.

Beginner Forms

Starting at 3rd level, you begin learning the beast breathing style. You learn the following forms:


Pierce: When you make a melee weapon attack, you can spend 1 B.P. to perform a powerful stab. If this attack hits, deal an additional 1d8 damage. This attack is regarded as if the weapon was magical.


Slice: When you make a melee weapon attack, you can spend 1 B.P. to strike in an "X" shape. Your attack deals an additional 1d8 damage. If you are holding two weapons when making this attack, the additional damage is instead 1d10 as you use your second weapon at the same time. This attack is regarded as if the weapon was magical.

Way of the Beast

At 7th level, your training and battle experience has honed your unique breathing style. You gain the following features:

  • You are now always resistant to slashing, piercing and bludgeoning damage.
  • You can use your Beast Rage 4 times before needing to take a long rest.
  • Pierce now deals 1d10 additional damage and Slice now deals 1d10/1d12 additional damage.

Advanced Forms

Starting at 10th level, you have trained your breathing to the point of learning more advanced forms. You learn the following forms:


Boar Rush: As a bonus action, you can spend 1 B.P. to rush towards a target within 30ft and perform a fierce and powerful headbutt. You can only travel in a straight line when using this form. Make a melee attack roll using strength as your modifier. Upon hitting, you deal 2d8 + Strength bludgeoning damage and the target must make a Con saving throw. Upon failing, they are pushed back 10ft and knocked prone. They do not move upon success. You do not provoke opportunity attacks while using this form.


Internal Flexibility: When about to be hit by a weapon attack, you can use your reaction 1 B.P. to rearrange your internal organs to lessen the blow. You take 1d10 + Constitution reduced damage from the attack.


Raging Backstab: On your turn, you can spend 2 B.P. to gain 60ft of movement for the rest of your turn. Additionally, the next attack deals an additional 2d8 damage and an additional 1d8 if the attack flanks the target.

Total Beast Control

Starting at 15th level, you become one with the beast inside. Gain the following features:

  • Your additional damage from Beast Rage is now +3 and you can not rage 5 times before needing a short rest.
  • Pierce deals 1d12 additional damage and Slice deals 1d12/1d12+1d4 additional damage.
  • Your advanced forms now deal 3d8 damage.
  • Internal Flexibility is now 1d12.
  • While in Beast Rage, You are immune to non magical bludgeoning, piercing and slashing damage.

Mastered Forms

Starting at 18th level, you have fully mastered the beast inside you. You now can rage 6 times before needing a long rest and deal +4 damage. Additionally, you learn the following forms.


Fury Flurry: As an action, you can spend 5 B.P. to unleash a burst of total aggression and speed. You can attack a total of 6 times to any enemy(ies) of choice within 20ft. Each attack requires a melee attack roll and deal an additional 3d8 on hit. Your speed is too great for others to see and you remain in your original occupied space during and after this form.


Aggravated Assault: As an action or reaction, you can spend 2 B.P. to throw your weapon towards an escaping target. Make a ranged weapon attack using strength as your modifier. You can hurl your weapon up to 90ft away, dealing an additional 2d12 damage upon hitting.

Thunder Breathing

Total Concentration Breathing

When you take this breathing style, you gain Breath Points (B.P.) equal to your fighter level. B.P. can be used for other features in this breathing style. You regain all expended Breath Points after a long rest.

Note: If a form requires a saving throw, the DC = 8 + Proficiency bonus + Strength or Dexterity (your choice)

Overdrive Breathing

When you have no B.P. remaining, you can use your bonus action to exceed your limits. You take half your level as damage (rounded up) and regain half the damage taken as B.P. (rounded up) You can only use this feature once per long rest.

Beginner Forms

Starting at 3rd level, you begin learning the thunder breathing style. You learn the following forms:

Thunderclap and Flash (Hekireki issen): As one of your attacks, you can spend 1 B.P. to enter Thunderclap Form. While in Thunderclap Form, you gain 45ft of movement, do not provoke opportunity attacks and can pass through enemy spaces. However, you can only travel in a straight line. You can move a maximum of 45ft while in Thunderclap Form and any enemies you pass through must make a Dexterity saving throw. Enemies take 1d8 + Dex lightning damage, or half as much on a success. Enemies do not receive weapon damage. Each enemy can only be damaged by this form once per cast. You can exit Thunderclap Form at any point during your turn. Exiting will remove the stated buffs.

Thunderclap and Flash: Threefold (Hekireki issen: Sanren) As one of your attacks, you can spend 1 B.P. to cast three smaller Thunderclap and Flashes. You gain 45ft of movement, can pass through enemies and do not provoke opportunity attacks. If you do not pass through an enemy within the next 15ft of movement, this form ends. Once you pass through one enemy, you can do so again, up to a maximum of 3 enemies total. enemies you pass through must make a Dexterity saving throw, or take 1d6 + Dex lightning damage, or half as much on a success.

Electric Cage (Inazuma kēji): As a reaction, you emit lightning swirling around you creating a cage by spending 1 B.P.. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Way of the Thunder

At 7th level, your training in the thunder breathing style has created a connection between you and fire.

  • You gain resistance to lightning and thunder damage.
  • Lightning damage from Thunderclap and Flash now deals 2s8 + Dex
  • Lightning damage from Thunderclap and Flash: Threefold now deals 2D6 + Dex

Advanced Forms

Starting at 10th level, you have trained your breathing to the point of learning more advanced forms. You learn the following forms:

Blinding Lightning (Kaminari no Mōmoku): As an action, you emit a blinding flash of lightning from your body. You can spend 2 B.P. to blind enemies of your choice within 60ft of you and have direct line of sight with your body. All targets must make a Constitution saving throw or be blinded until the end of your next turn.

Electric Chains (Kusari): When you use Thunderclap and Flash: Threefold, you can spend another 1 B.P. to connect electric chains to your targets. The first two enemies hit by threefold will be connected by an electric chain. Same goes for the second and third targets. The chains are of a fixed length. Chained targets can remove their own or another's chain by spending their action. While enemies are chained, they have disadvantage on Dexterity saving throws. Chained creatures moving farther than the chain's length must make a DC 20 Strength check to break the chain, otherwise they move as if on difficult terrain.

Air Spin (Kikku): As one of your attacks, spend 1 B.P. to perform a lightning powered upward kick. Make an attack roll to an enemy within 5ft. Upon hitting, you deal your Str bludgeoning damage, plus 2d8 + Dex lightning damage and the target must make a Dexterity saving throw. If they fail, they are kicked 10ft in the air. Can cast TaF if they fail.

Command Thunder and Lightning

Starting at 15th level, you become one with thunder and lightning. You gain the following features:

  • You gain immunity to lightning and thunder damage
  • Lightning damage from Thunderclap and Flash now deals 3d8 + Dex
  • Lightning damage from Thunderclap and Flash: Threefold now deals 3d6 + Dex
  • Lightning damage from Air Spin now deals 3d8 + Dex
  • Blinding Lightning's range is increased to 90ft

Mastered Forms

Starting at 18th level, your total mastery of thunder breathing has allowed you to learn forms no one has seen before. You learn the following forms:


Strike of Zeus (Zeus no Kōgeki): When you use Thunderclap and Flash, you can spend another 3 B.P. to call down another strike of lighting. All targets hit by the Thunderclap and Flash must make another Dexterity saving throw. Each target takes 6d8 lightning damage, or half as much on a successful save. If targets fail the Dexterity saving throw for Thunderclap and Flash, they automatically fail this one.

Thunderclap and Flash: Godlike Speed (Hekireki Issen: Shinsoku): As an action, you can spend 3 B.P. to flash through enemies at blinding speeds. You can blink to an unoccupied space within 60ft. Additionally, you deal 3d12 + Dex lightning damage to targets of choice between your starting location and your new position. This form can only be used twice per short or long rest.

Mist Breathing

Total Concentration Breathing

When you take this breathing style, you gain Breath Points (B.P.) equal to your fighter level. B.P. can be used for other features in this breathing style. You regain all expended Breath Points after a long rest.


Note: If a form requires a saving throw, the DC = 8 + Proficiency bonus + Strength or Dexterity (your choice)

Overdrive Breathing

When you have no B.P. remaining, you can use your bonus action to exceed your limits. You take half your level as damage (rounded up) and regain half the damage taken as B.P. (rounded up) You can only use this feature once per long rest.

Beginner Forms

Starting at 3rd level, you finally gain the knack of learning the mist breathing style. You learn the following forms:


Scattering Mist Splash:

Sun Breathing

Total Concentration Breathing

When you take this breathing style, you gain Breath Points (B.P.) equal to your fighter level. B.P. can be used for other features in this breathing style. You regain all expended Breath Points after a long rest.


Note: If a form requires a saving throw, the DC = 8 + Proficiency bonus + Strength or Dexterity (your choice)

Overdrive Breathing

When you have no B.P. remaining, you can use your bonus action to exceed your limits. You take half your level as damage (rounded up) and regain half the damage taken as B.P. (rounded up) You can only use this feature once per long rest.

Beginner Forms

Starting at 3rd level, you begin learning the sun breathing style. You learn the following forms:


Dance (Enbu): When you make a melee weapon attack, you can spend 1 B.P. to power your attack with the sun. Your attack deals an additional 1d8 radiant damage.


Clear Blue Sky (Heki-Ra No Ten): When you make a melee weapon attack, you can spend 1 B.P. to send a burst of radiant energy around you. If the melee attack hits, at circle of radiance strikes enemies within 10ft, dealing 1d8 radiant damage (including the target).


Sunflower Thrust (Yōkatotsu): When you make a melee weapon attack, you can spend 1 B.P. to perform a powerful thrust in a 10ft line in front of you. Your attack deals 1d8 radiant damage to the target and anyone directly behind them.

Way of the Sun

At 7th level, your training in the Sun breathing style has created a connection between you and the sun's energy. You gain the following features:

  • You gain resistance to radiant damage.
  • Radiant damage from your beginner forms now deal 1d10

Advanced Forms

Starting at 10th level, you have trained your breathing to the point of learning more advanced forms. You learn the following forms:


Fake Rainbow (Gen'nichi Kō): When about to be hit by a melee attack, you can spend you reaction and 1 B.P. to 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 (DC = Save DC). If the opponent fails, you may make an attack. If they succeed, you cannot.


Solar Heat Haze (Hirin Kagerō): Using your bonus action, you can spend 2 B.P. to double your movement speed until the beginning of your next turn. The next attack you make will apply haze. When haze is applied to a target, they must make a Dex saving throw. Upon success, they take 2d8 radiant damage and haze is removed. If they fail, they gain 1 stack of heat. The target must continue making Dex saving throws at the end of their turn, gaining 1 heat stack for every fail. When the target succeeds, all stacks of heat will be consumed, haze is removed and they take 2d8 radiant damage + 1d8 radiant damage for each heat stack consumed. (e.g. 2 heat stacks = 4d8 radiant damage)


Hinokami Kagura Mastery

Starting at 15th level, you become one with the sun breathing style. You gain the following features:

  • You gain immunity to radiant damage.
  • Radiant damage from your beginner forms now deal 1d12
  • Radiant damage from haze deals 3d8
  • Each heat stack now deals 2d8 radiant damage.

Mastered Forms

Starting at 18th level, your total mastery of sun breathing has allowed you to learn forms no one has seen before. You learn the following forms:


Sun Sword (Taiyou no Ha): As a bonus action, you can imbue a weapon you touch with the power of the sun causing any weapon attacks to deal an additional 2d8 radiant damage by spending 5 B.P. This lasts for 10 minutes. As a bonus action, you can make the weapon explode, dealing 6d8 radiant damage to enemies of choice within 30ft of the weapon and ending the on hit effect. Enemies must make a Dex saving throw to take half damage.


Dragon Halo Head Dance (Nichiun no Ryū Kaburimai): As an action, you can swing your sword in the air and summon a large Japanese dragon for 5 B.P. The dragon can be summoned in any unoccupied space within 30ft. On your turn, you may use your action to control the dragon to do whatever you want it to. The dragon's specifications are on the next page.

Sun Dragon



Sun Dragon

Large, NN


  • Armor Class 14 (Natural Armour)
  • 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
  • Senses Passive Perception 10
  • 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 bit and 1 tail whip.

Bite. Melee Attack: +7 to hit, one target. Hit: The Sun Dragon bites an enemy, dealing 1d12 radiant damage.

Tail Whip. +7 to hit, one target. Hit: The Sun Dragon swings it's tailt o hit an enemy within 15ft, dealing 1d10 radiant damage.

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

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.