Flame Breathing (5E D&D Class Supplement)

by Khae1

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Flame Breathing

Flame breathing is one of the five main Breathing Styles directly derived from Sun Breathing. Its focus is on frightening the enemy with your sword skills. Imposing your technique and making the enemy think they have no chance against your strength is the major focus of this breathing style. Some flame style users tend to become as strong as the enemy thinks they are, making them unbeatable.

Flame Breathing Forms

There are six known forms but some 4th and 5th ranked fire style users have created exclusive ones.

Level Technique Rank Extra
3rd First Form: God of Fire 1st 1d6
4th 1st 1d6
5th Second Form: Eternal Flame 1st 1d6
6th 1st 1d6
7th Third Form: Imposing Sun 2nd 1d8
8th 2nd 1d8
9th 2nd 1d8
10th 2nd 1d8
11th 2nd 1d10
12th Fourth Form: Flame Tiger 3nd 1d10
13th 3rd 1d10
14th 3rd 1d10
15th Fifth Form: The Last Kindle 4th 1d12
16th 4th 1d12
17th 4th 1d12
18th Sixth Form: Fire Demon 5th 1d12
19th 5th 2d6
20th 5th 2d6

First Form: God of Fire

The swordsman charges towards his opponent at high speed, initiating a single concentrated slash.
Immediately after a successful hit, you can use a bonus action to deal an extra 1d6 damage to the creature. The amount of extra damage increases as you gain levels, as shown in the last column of the table.

Second Form: Eternal Flame

The swordsman cuts the target vertically. You use your movement to do a high jump (PHB p182) and use your action to do an attack on a creature in reach as you land.

If you moved before the jump and the attack hits, the creature can roll a dexterity saving throw with a DC of 10 + your prof. bonus to not fall prone. You deal an extra 1d6 of damage for every 60 cm (2 ft) that you have jumped in the air.

Third Form: Imposing Sun*

The swordsman spins his sword in a circular motion, deflecting his enemy's attacks. As a combat action, you impose a disadvantage against all attack rolls against you, and every creature that fails to hit you can roll a Wisdom saving throw against a DC of 10 + your stance ability score + your proficiency bonus, to not become frightened by you until your next turn.

Fourth Form: Flame Tiger

A series of sword slashes done as fast as a tiger can attack. As an action, you may use all your extra attacks in a single one. If the attack hits you deal an extra 1d6 of damage for every extra attack you have. Your current breathing ends.

Fifth Form: The Last Kindle*

Even when failing to hit, the swordsman leaves no chance for the enemy to gain some ground on him. After a failed hit, you can use your reaction to retry the same attack with the every bonus you had, this time with an advantage. If the attack hits the target can make a Wisdom saving throw against a DC of 10 + your stance ability score + your proficiency bonus, to not become frightened by you until your next turn. Your current breathing ends only on a successful hit. If the hit fails you decrease your current breathing by six seconds as usual.

Sixth Form: Fire Demon*

The swordsman appears more focused and fearsome than before, concentrating his vision on his target. As an action, you try to intimidate a creature in your range, who can make a Wisdom saving throw against a DC of 10 + your stance ability score + your proficiency bonus, to not become frightened. Then you make a single weapon attack with an advantage if the enemy is frightened. If the attack hits, the enemy will remain frightened until the next short rest.
Your current breathing ends.

Using a form decreases your current breathing by 6s. Every extra die isn't multiplied by a critical hit.