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## Demon of the Mist ### In the heart of the village hidden in the mist, a new breed of fighter emerges – one who commands the very essence of water and harnesses the enigmatic chakra to devastating effect. These warriors, known as Demons of the Mist, strike fear into their enemies with their supernatural abilities and mastery of water-based jutsus. Guided by the ancient traditions of their village, they become a force to be reckoned with on the battlefield. #### Suiton Starting at 3rd level, being raised in the village hidden in the mist affords you the ability to nativly control water. You learn the *shape water* cantrip, it counts as a fighter cantrip for you and uses Constitution as its spell casting modifier. #### Chakra Also at 3rd level, you can draw upon the vital energy within your body to perform supernatural feats, this energy is called chakra and is represented as a a number of Chakra Points equal to your Constitution modifier. You regain any expended Chakra points upon finishing a short or long rest, any spells you cast using this clas use Constitution as its spell casting ability and any saving throws use the following formula;
**Chakra Save DC** =
8 + your proficiency bonus +
your Constitution modifier
You can use Chakra Points to fuel abilities from this class.
**Hidden Mist Jutsu**. As a bonus action, you can expend 2 Chakra Points to cast the *fog cloud* spell at 1st level. Your vision isn't obscured by the mist created from this spell.
**Water Bullet Jutsu**. Replacing a weapon attack you can expend 1 chakra point to launch a bullet of high pressure water. Make a ranged spell attack against a creature within 30 feet of you. On a hit, that creature takes 1d10 cold damage.
**Water Prison Justu**. As an action, you can expend 1 Chakra point and force a creature within 10 feet of you to make a Dexterity saving throw as a sphere of water encaptures them. On a failed save, the creature is restrained for 1 minute. You must concentrate on this feature as if concentrating on a spell. #### Substitution Technique At 7th level, when you use your Second Wind feature until; the start of your next turn when a creature hits you with a weapon attack you can use your reaction to reduce the damage by your Fighter level and teleport up to 15 feet to an unoccupied space you can see. #### Chakra Expansion At 10th level, your chakra reserves expand. You now have an additional number of chakra points equal to your Proficiency Bonus. \columnbreak
#### Water Clone At 15th level, as an action you can expend 4 Chakra Points to creature a clone of yourself made of water. The clone looks like you, has access to any equipment you are wearing but items lose any magic benefits, and has 1 chakra point and hit point. The clone acts on your initiative after you and can use any fighter features you have. #### Water Dragon Technique At 18th level, you have learned the ultimate water technique. As an action, you can can expend 6 Chakra points to form a dragon from water and direct it to crush your enemies. Choose a point within 60 feet of you that you can see, each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, creatures take 8d10 cold damage and are knocked prone or half as much on a successful save and do not fall prone.
Additionally, if you are within 10 feet of a body of water at least 15 gallons the water can be used as part of this technique dispacing the water and reducing the Chakra Point cost by 3.