demon slayer(class)

by f3nir

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Demon Slyaer Class Table
Level Proficiency Bonus Features constant breathing points stamina point
1st +2 Constant Breathing 2
2nd +2 Breathing Styles, Breathing Forms 2 8
3rd +2 3 8
4th +2 Ability Score Improvement 3 8
5th +3 Extra Attack 3 9
6th +3 improved stances 4 9
7th +3 4 9
8th +3 Ability Score Improvement 4 9
9th +4 4 10
10th +4 Constant Breath Flux (Style Feature) 5 10
11th +4 Extra Attack 5 10
12th +4 Ability Score Improvement 5 10
13th +5 5 11
14th +5 Secret Technique (Style Feature) 5 11
15th +5 6 11
16th +5 Ability Score Improvement 6 11
17th +6 6 12
18th +6 6 12
19th +6 Ability Score Improvement 6 12
20th +6 True Demon Slayer unlimited 12
# Demon Slayer

The demon slayers are a group of samurai who hunt down the demons that come at night. They also master the mysterious teachings of breathing styles that can make humans as strong as demons, however not much is know of breathing teachings.

Creating a Demon Slayer

Demon slayers are taught by masters or teachers of the breathing art forms, or create there own styles and forms of breathing art. Once a student has mastered there respected breathing art, the teacher shall let them go to the final selection or if they created there own form the demon slayer corps invites you to it.

Class Features

As a Demon Slayer, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Demon Slayer level
  • Hit Points at 1st Level: 1d10 + your constitution level
  • Hit Points at Higher Levels: 1d10 plus your modifier

Proficiencies


  • Armor: light armor
  • Weapons: simple melee weapons
  • Tools: thieve's tools

  • Saving Throws: saving strength
  • Skills: Choose two from skills
  • Athletics
  • Acrobatics
  • Intimidation
  • Investigation
  • Perception
  • Survival

Equipment

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

  • (a) a katana,cloak,bedroll or
  • (b) two katanas and a tent, two-person

Constant Breathing

upon level 1 you learn a certain way to breath that, makes you as strong as demons. You activate Constant breathing by wasting one of your constant breathing points with a bonus action, When you do you gain the following abilites

  • you gain resistance to bludgeoning, piercing, and slashing
  • you gain advantages on your breathing forms.
  • you have advantage on strength saving throws and skills that use strength.

you can replenish your breathing points by a long rest. Constant breathing last for one round. It ends early if you are knocked out or prone.

Breathing Styles

starting at level 2 you find a teacher or master of a breathing style, this teacher will teach you stances of his or hers breathing style and teach you the basics of constant flux breathing. Once he or she has taught you everything he will allow you to go to final selection, where you must survive on a demon infested mountain for 7 days and must survive without aid from the outside world.

Breathing Forms

upon level 2 you learn breathing forms from your teacher, these breathing forms is one of the main tools in your arsenal for killing demons to use them you must waste a certain amount of stamina points that can be replenish by a long rest, the breathing forms can be used depending on the details of the breathing forms. You can find information about the breathing forms from the breathing style you chose to learn from.

Breathing Forms attack modifier = your proficiency bonus + your strength modifier

Improved Stances

upon 6th level

Constant breathing Flux (Style Feature)

through using your stances and mastering constant breathing you learn constant breathing flux, when you activate constant breathing you gain a 10ft diameter aura that grants you abilities depending on what style breathing you chose.

Secret Technique (Style Feature)

upon 14th level you gain a full understanding of your breathing style and learn a stance either by creating it yourself or you learn it from your peer.

True Demon Slayer

you mastered the teachings of constant breathing and can do it for unlimited times now. your strength and constiuion scores increase by 4 for a mazium of 24

Note

I could not make certain stances because I did not have enough info from the fandom or story to come up with anything.

Breathing styles/Subclasses

Water breathing

Water breathing is the easiest of out of all the other breathing styles to learn and master it is also the most flexible one of all the breathing styles because the stance emulate the movement of water.

Breathing Forms

your teacher teaches you the 10 forms of water and what they do and what situation calls for them when fighting a demon.

Note: You can add damage die on breathing forms depending on what level you are at level 10 you can add one damage die, at level 15 add two damage die, at level 20 add three damage die to your breathing forms. Some breathing forms can not add dice to. (You must need a bladed weapon to perform these forms)

First Form: Water Surface Slash


  • Casting Time: 1 action
  • Range: 5ft
  • Damage Effect: Cold damage
  • Cost: 3 stamina points
  • Damage: 3d8 Cold Damage

Description: you swing your sword in a horizontal slash which follows with water behind it, causing (3d8 cold damage).

Second Form: Water Wheel


  • Casting Time: 1 action
  • Range: 20ft
  • Damage Effect: Cold damage
  • Cost: 5 stamina points
  • Damage: 5d8 cold

Description: you spin with your sword making a wave of water around you. Anyone caught up in a diameter of 20ft must make a saving dex save of 15, on fail they take half damage, on success they take full damage(5d8 cold damage)

Third Form: Flowing Dance


  • Casting Time: 1 action
  • Range: 30ft
  • Damage Effect: Cold damage
  • Cost: 3 stamina points
  • Damage: 1d8 cold

Description: You run 30ft in a direction, you can make one bonus action for each person that is close to you while you are running in that direction causing (1d8 cold damage).

Fourth Form: Striking Tide


  • Casting Time: 1 action
  • Range: 5ft
  • Damage Effect: Cold damage
  • Cost: 2 stamina points

Description: you make three strikes with your, each strike causes (1d8 cold damage)

Fifth Form: Blessed Rain After the Drought


  • Casting Time: 1 action
  • Range: 8ft
  • Damage Effect: Cold damage
  • Cost: 5 stamina points

Description: a slow strike to the neck where the enemy can feel no pain from this strike, causing (2d8 damage). If you land a critcal 20 on hitting the target you can cut off the targets head, unless the DM saids no.(level damage die can not be added)

Sixth Form: Whirlpool


  • Casting Time: 1 action
  • Range: self
  • Damage Effect: Cold damage
  • Cost: 4 stamina points

Description: you strike in a 10ft diameter releasing a whirlpool of water anyone 10ft feet away from yourself are pulled into causing (4d8 cold damage)

Seventh Form: Piercing Rain


  • Casting Time: 1 reaction
  • Range: self
  • Damage Effect: Cold damage
  • Cost: 3 stamina points

Description: you thrust your blade at a incoming object at yourself cutting it in half. (level damage die can not be added)

Eighth Form: Waterfall Basin


  • Casting Time: 1 reaction
  • Range: 30ft
  • Damage Effect: Cold damage
  • Cost: 4 stamina points

Description: you swing your sword into the ground summoning four pillars of water to a enemy of your choosing, the enemy must make four dex saves of 15 for every save the enemy fails add (1d8 cold damage), if he succeed in one of the saves the enemy does not get a added (1d8 cold damage).

Ninth Form: Splashing Water Flow


  • Casting Time: 1 action
  • Range: your own speed
  • Damage Effect: none
  • Cost: 2 stamina points

Description: you can run on unstable ground or on the ceiling until you run your full movement. (level damage die can not be added)

Tenth Form: Constant Flux


  • Casting Time: 1 action
  • Range: your own speed
  • Damage Effect: cold
  • Cost: 5 stamina points

Description: you run in a direction of your choosing if anything comes at you in a 10ft diameter you can cut them with (1d8 cold damage), each time you do a successive cut you can add another 1d8 cold damage die to it and each time until you have reached you max run limit. (level damage die can not be added)

Constant Breathing Flux

through using your stances and mastering constant breathing you learn constant breathing flux, when you activate constant breathing you gain a 10ft diameter aura that grants you the following abilities

  • anyone in your aura that you deem an enemy, they take 1d8 cold damage.
  • whenever you succeed in hitting a enemy with one of your forms they take 1d8 cold damage for 4 turns.
  • you become immune to cold damage

Secret Technique

you learn from your peer or take all you learn from the waters forms you mastered and make a new breathing form. This breathing form causes no stamina, instead you can only use this breathing form twice before a long rest.

Eleventh Form: Dead Calm


  • Casting Time: 1 reaction
  • Range: 20ft diameter
  • Damage Effect: cold

Description: you stand very still with no signs of movement, anything that is coming to you, you cut with your blade causing (3d8 damage), if it is a object you can cut it in half.

Flower breathing

This style of breathing is used for agility and flexability, it also is the only stance to affect the body, but it comes at a huge cost you cold become blind if you use it for to long.

Breathing Forms

your teacher teaches you the 4 forms of flower breathing and what they do and what situation calls for them when fighting a demon.

Note: You can add damage die on breathing forms depending on what level you are at level 10 you can add one damage die, at level 15 add two damage die, at level 20 add three damage die to your breathing forms. Some breathing forms can not add dice to. (You must need a bladed weapon to perform these forms)

First Form: Honorable Shadow Plum


  • Casting Time: 1 reaction
  • Range: 20ft diameter
  • Damage Effect: poison
  • Cost: 4 stamina points

Description: you rotate your weapon in circular motions in a 20ft diameter around you, blocking and slashing anything that is in that 20ft diameter causing (3d8 poison damage) if the opponent fails a dex save of 15, however if the opponent success in the save they take no damage.

Second Form: Crimson Hanagoromo


  • Casting Time: 1 action
  • Range: 5ft
  • Damage Effect: poison
  • Cost: 2 stamina points

Description: you swing your sword in a powerful curve causing (2d8 poison damage)

Third Form: Peonies of Futility


  • Casting Time: 1 action
  • Range: 5ft
  • Damage Effect: poison
  • Cost: 4 stamina points

Description: you strike 7 times each time you succeed in a hit you add a (1d8 damage), if you fail in hitting you do not get to add that damage die to your total damage. (level die can not be added)

Fourth Form: Whirling Peach


  • Casting Time: 1 reaction
  • Range: 5ft
  • Damage Effect: poison
  • Cost: 3 stamina points

Description: you doge a melee attack and take the motion from dodging that attack to use on a powerful strike causing (2d8 poison damage)

Costant Breathing Flux

through using your stances and mastering constant breathing you learn constant breathing flux, when you activate constant breathing you gain a 10ft diameter aura that grants you the following abilities

  • anyone in your aura that you deem an enemy, they take 1d8 poison damage.
  • whenever you succeed in hitting a enemy with one of your forms they take 1d8 poison damage for 4 turns.
  • you become immune to poison damage

Secret Technique

you learn from your peer or take all you learn from the flower forms you mastered and make a new breathing form. This breathing form causes no stamina, instead you can only use this breathing form twice before a long rest, if you try to use the technique a third time or more you must make a con save of 18, if fail you become blind and can no longer use this teaching, if you succeed however you use the teaching again.

Fifth Form: Equinoctial Vermilion Eye


  • Casting Time: 1 reaction
  • Range: N/A
  • Damage Effect: no damage effects

Description: your eyes become red as the world slow down around you, you doge all range and melee attacks until the opponent turn is done.

Flame Breathing

Flame breathing is one of the main decedent of sun breathing, flame breathing mimics the burning effect of flame and how it gathers power from around them

Breathing Forms

your teacher teaches you the 5 forms of flame breathing and what they do and what situation calls for them when fighting a demon.

Note: You can add damage die on breathing forms depending on what level you are at level 10 you can add one damage die, at level 15 add two damage die, at level 20 add three damage die to your breathing forms. Some breathing forms can not add dice to. (You must need a bladed weapon to perform these forms)

First Form: Unknowing Fire


  • Casting Time: 1 action
  • Range: your speed
  • Damage Effect: fire
  • Cost: 3 stamina points

Description: you run in a direction where fire is produce where you ran and strike one enemy with a flurry of strikes with your weapon causing (4d8 fire damage)

Second Form: Rising Scorching Sun


  • Casting Time: 1 action
  • Range: 5ft
  • Damage Effect: fire
  • Cost 3 stamina points

Description: you make a upward strike with your weapon that is followed with streams of fire sending your opponent 10 ft in the air causing (2d8 fire damage)

Third Form: Fiery Spirits


  • Casting Time: 1 action
  • Range: 10ft arc
  • Damage Effect: fire
  • Cost: 3 stamina points

Description: you swing your sword in a 10ft arc that is followed by fire causing (3d8 fire damage)

Fourth Form: Blooming Flame Undulation


  • Casting Time: 1 reaction
  • Range: 10ft arc
  • Damage Effect: fire
  • Cost: 3 stamina points

Description: you swing your sword in a circular motion blocking ranged attacks and causing melee attack damage if they fail a dex save of 15 causing (2d8 fire damage).

Fifth Form: Flame Tiger


  • Casting Time: 1 action
  • Range: 30ft
  • Damage Effect: fire
  • Cost: 5 stamina points

Description: you swing your weapon 5 times in quick succession making flame arcs each one causing (1d8 fire damage), or you swing your sword summoning a powerful fire tiger that runs and strikes 1 opponent of your choosing that is in 30ft of you causing (5d8 fire damage).

Costant Breathing Flux

through using your stances and mastering constant breathing you learn constant breathing flux, when you activate constant breathing you gain a 10ft diameter aura that grants you the following abilities

  • anyone in your aura that you deem an enemy, they take 1d8 Fire damage.
  • whenever you succeed in hitting a enemy with one of your forms they take 1d8 Fire damage for 4 turns.
  • you become immune to Fire damage

Secret Technique

you learn from your peer or take all you learn from the flame forms you mastered and make a new breathing form. This breathing form causes no stamina, instead you can only use this breathing form twice before a long rest.

Sixth Form: Rengoku


  • Casting Time: 1 action
  • Range: 40ft
  • Damage Effect: fire

Description: you begin to run to your opponent at very fast speeds making you look like a flaming dragon as you run, as you run you can make a action to one opponent and stop running making all the momentum you collected be able to have a powerful strike causing (8d8 fire damage).

Sun Breathing

Sun breathing is the original style of all breathing forms being the most powerful and having effects of the sun, because of the breathing form almost coying the sun Muzan tried to destroy all the children of sun breathing almost succeeding but it live on in secret.

Breathing forms

you are teached a mysterious dance by one of your parents, eventually as you grow older and try to learn a breathing style you begin to learn that you can not do any breathing forms. As time goes on you learn the secret of the dance and separate into the original sun breathing forms that it was.

First Form: Clear Blue Sky


  • Casting Time: 1 reaction
  • Range: 20ft diameter
  • Damage Effect: N/A
  • Cost 3 stamina points

Description: you spin your body vertically with a weapon in your hand creating a 20ft diameter swing with your weapon, cutting all objects that are coming to you.

Second Form: Raging Sun


  • Casting Time: 1 reaction or action
  • Range: 10ft
  • Damage Effect: Radiant

Description: you can use this to slice two range attacks or slash twice to hit an opponent each one causing (1d8 Radiant damage).

Third Form: Fake Rainbow


  • Casting Time: reaction 1
  • Range: N/A
  • Damage Effect: N/A
  • Cost: 4 stamina points

Description: you doge a melee attack so fast that you leave a after image of your self, that stays for one turn.

Fourth Form: Sunflower Thrust


  • Casting Time: reaction 1
  • Range: N/A
  • Damage Effect: Radiant
  • Cost: 5 stamina points

Description: you thrust your blade at your opponent causing (4d8 Radiant), can only be used if the opponent miss his or her attack.

Fifth Form: Setting Sun Transformation


  • Casting Time: reaction 1
  • Range: 15ft
  • Damage Effect: Radiant
  • Cost: 4 stamina points

Description: you backflip and move so to not lose the momentum. and strike your opponent causing (3d8 radiant damage).

Sixth Form: Dragon Sun Halo Dance


  • Casting Time: action
  • Range: your speed
  • Damage Effect: Radiant
  • Cost: 5 stamina points

Description: you run in a direction of your choosing if anything comes at you in a 10ft diameter you can cut them with (1d8 radiant damage), each time you do a successive cut you can add another 1d8 radiant damage die to it and each time until you have reached you max run limit. The final hit looks like a flaming ancestral dragon as you strike you blade into your opponent (level damage die can not be added)

Costant Breathing Flux

through using your stances and mastering constant breathing you learn constant breathing flux, when you activate constant breathing you gain a 10ft diameter aura that grants you the following abilities

  • anyone in your aura that you deem an enemy, they take 1d8 Radiant damage.
  • whenever you succeed in hitting a enemy with one of your forms they take 1d8 Radiant damage for 4 turns.
  • you become immune to Radiant damage

Secret Technique

you learn the true meaning of the flame dance and know how to use it probly you weapon. This breathing form causes no stamina, instead you can only use this breathing form once before a long rest.

Final Form: Flame Dance


  • Casting Time: 1 action
  • Range: 40ft
  • Damage Effect: Radiant

Description: you begin to use the flame dance and move faster as you dance you leave huge flames behind you each one growing as you dance and then you begin to strike causing (12d8 Radiant damage) (no level dice can be added).

Moon Breathing

Moon breathing is the opposite of sun breathing an was founded by the demon moon Kokushibo making only someone of demons or of demon decent can use. Moon breathing create long arc slashes that can appear as the shape of crescent moons it is also the only other breathing style to have a breathing dance.

Breathing forms

you are teached by finding Kokushibo Journals or are teached by Kokushibo himself. The main function of moon breathing are the crescent moon arcs slashes that appear from using your breathing forms, crescent slashes causes (1d8 Necrotic damage) there range is 50ft, level dice can be used on the crescent slashes.

Note: You can add damage die on breathing forms depending on what level you are at level 10 you can add one damage die, at level 15 add two damage die, at level 20 add three damage die to your breathing forms. Some breathing forms can not add dice to. (You must need a bladed weapon to perform these forms)

First Form: Dark Moon


  • Casting Time: 1 action
  • Range: 10ft
  • Damage Effect: Necrotic
  • Cost: 2 stamina points
  • crescent Moon Arcs: 1

Description: you draw your sword and make a quick strike causing (2d8 damage)

Second Form: Moon Gazing


  • Casting Time: 1 reaction
  • Range: 10ft
  • Damage Effect: Necrotic
  • Cost: 4 stamina points
  • Crescent Moon Arcs: 4

Description: you perform several slashes that block all incoming attacks.

Third Form: Loathsome Moon


  • Casting Time: 1 action
  • Range: 40ft
  • Damage Effect: Necrotic
  • Cost: 5 stamina points
  • Crescent Moon Arcs: 4

Description: you swing your swords in two big arcs creating two enchanted Crescent Moon Arcs that cause (2d8 necrotic). When a enchanted Crescent Moon Arcs hits an opponent the enchanted Crescent Moon splits in two smaller ones that cause regular damage and there range is 10ft.

Fourth Form: Moon Spirit


  • Casting Time: 1 action
  • Range: 30ft diameter
  • Damage Effect: Necrotic
  • Cost: 3 stamina points
  • Crescent Moon Arcs: 5

Description: you make multiple curving Crescent Moon arcs from a rising vortex causing (5d8 necrotic damage)

Fifth Form: Lonely Moon


  • Casting Time: 1 action
  • Range: 50ft
  • Damage Effect: Necrotic
  • Cost: 5 stamina points
  • Crescent Moon Arcs: 5

Description: you create a barrage of Crescent Moon Arcs causing (5d8 necrotic damage)

sixth Form: Moon Dragon Ringtail


  • Casting Time: 1 action
  • Range: 50ft
  • Damage Effect: Necrotic
  • Cost: 4 stamina points
  • Crescent Moon Arcs: N/A

Description: you swing in a huge arc that creates a enchanted longer crescent Moon arc able to hit three people causing (4d8 Necrotic damage)

seventh Form: Waning Moons wraith


  • Casting Time: 1 action
  • Range: 10ft
  • Damage Effect: Necrotic
  • Cost: 4 stamina points
  • Crescent Moon Arcs: N/A

Description: you create a endless stream of claw like vertical slashes and horizontal slashes causing (5d8 necrotic Damage).

Eight Form: Catastrophe Crescent Moon


  • Casting Time: 1 action
  • Range: 20ft diameter
  • Cost: 3 stamina points
  • Damage Effect: Necrotic
  • Crescent Moon Arcs: N/A

Description: you create a vortex of moon slashes eliminating all range attacks and melee attacks, anyone who is making a melee attack must make a dex save of 15. If fail the opponent takes (3d8 Necrotic).

Costant Breathing Flux

through using your stances and mastering constant breathing you learn constant breathing flux, when you activate constant breathing you gain a 10ft diameter aura that grants you the following abilities

  • anyone in your aura that you deem an enemy, take 1d8 necrotic damage.
  • whenever you succeed in hitting a enemy with one of your forms they take 1d8 necrotic damage for 4 turns.
  • you become immune to necrotic damage

Secret Technique

you learn the final form of moon breathing by taking everything you learn and put it into a single motion. This breathing form causes no stamina, instead you can only use this breathing form once before a long rest.

Final Form: Lunar Moon


  • Casting Time: 1 action
  • Range: 40ft
  • Damage Effect: necrotic
  • Crescent Moon Arcs: N/A

Description: you take every moon breathing form and put into one form and then take a swift motion with your weapon and create a pure white crescent moon arc causing (12d8 necrotic)

Thunder and Lighting Breathing

Thunder breathing is one of the main 5 forms that was descended from sun breathing, this breathing style is known for speed and versatile attacks.

Breathing forms

your teacher teaches you the 6 forms of lighting and thunder breathing and what they do and what situation calls for them when fighting a demon.

Note: You can add damage die on breathing forms depending on what level you are at level 10 you can add one damage die, at level 15 add two damage die, at level 20 add three damage die to your breathing forms. Some breathing forms can not add dice to. (You must need a bladed weapon to perform these forms)

First Form: Thunderclap and Flash


  • Casting Time: 1 action
  • Range: 30ft
  • Damage Effect: lighting
  • Cost: 3 stamina points

Description: you unsheathed your weapon and dash forward at blinding speeds making you look like a flash of lighting. as you are dashing you can strike one person as you are dashing causing (3d8 lighting damage).

Second Form: Lighting Spirit


  • Casting Time: 1 action
  • Range: 10ft
  • Damage Effect: lighting
  • Cost: 4 stamina points

Description: you unleash five arching slashes in one movement causing (5d8 lighting damage)

Third Form: Thunder Swarm


  • Casting Time: 1 action
  • Range: 10ft
  • Damage Effect: lighting
  • Cost: 5 stamina points

Description: your weapon begins generating electricity and for a brief moment with seemingly not to move, you make a flurry of attacks causing (8d8 lighting damage)

Fourth Form: Distant Thunder


  • Casting Time: 1 action
  • Range: 30ft diameter
  • Damage Effect: lighting
  • Cost: 4 stamina points

Description: your weapon begins generating electricity and you point it to the sky sending a bolt of lighting to the air that summons a lighting cloud that brings down five lighting bolts each one causing (1d8 lighting damage) of a 30ft diameter around you.

Fifth Form: Heat Lighting


  • Casting Time: 1 action
  • Range: depends on the weapon
  • Damage Effect: lighting
  • Cost: 2 stamina points

Description: your weapon begins generating electricity making the blade weapon longer than it was increasing the range of it by 10ft the weapon also causes plus your own weapon damage (1d8 lightning damage)

Sixth Form: Rumble and Flash


  • Casting Time: 1 action
  • Range: depends on the weapon
  • Damage Effect: lighting
  • Cost: 4 stamina points

Description: you strike 4 times in a 30ft diameter of yourself each strike causes (1d8 light damage)

Costant Breathing Flux

through using your stances and mastering constant breathing you learn constant breathing flux, when you activate constant breathing you gain a 10ft diameter aura that grants you the following abilities

  • anyone in your aura that you deem an enemy, take 1d8 lighting damage.
  • whenever you succeed in hitting a enemy with one of your forms they take 1d8 lighting damage for 4 turns.
  • you become immune to lighting damage

Secret Technique

you learn the final form of thunder and lighting breathing by taking every speed breathing form and put it into one breathing form. This breathing form causes no stamina, instead you can only use this breathing form twice before a long rest.

Seventh Form: Lighting Dragon


  • Casting Time: 1 action
  • Range: 50ft
  • Damage Effect: lighting

Description: you go into a stance that generates lighting all around almost seemingly forming into a dragon, then you dash in blinding speeds as you do you strike one opponent causing (10d8 lighting damage)

Wind breathing

wind breathing is one of the main decedent from wind breathing, its forms focus on the air around them and use it as a weapon.

Breathing forms

your teacher teaches you the 6 forms of lighting and thunder breathing and what they do and what situation calls for them when fighting a demon.

Note: You can add damage die on breathing forms depending on what level you are at level 10 you can add one damage die, at level 15 add two damage die, at level 20 add three damage die to your breathing forms. Some breathing forms can not add dice to. (You must need a bladed weapon to perform these forms)

First Form: Dust Whirlwind Cutter


  • Casting Time: 1 action
  • Range: 25ft
  • Damage Effect: Force

Description: you dash forward with your weapon collecting all the air around you as you dash and make a cyclone that causes (3d8 force damage).

Second Form: Purifying Wind


  • Casting Time: 1 action
  • Range: 15ft
  • Damage Effect: Force

Description: you lift your sword above your head and unleash four vertical strikes each one causing (1d8 force damage).

Third Form: Storm Wind Tree


  • Casting Time: 1 reaction
  • Range: 12ft diameter
  • Damage Effect: Force

Description: you unleash a whirlwind of strikes around you cutting all range attacks and block all melee attacks in a 12ft diameter around you.

Fourth Form: Rising Dust Storm


  • Casting Time: 1 reaction
  • Range: 20ft diameter
  • Damage Effect: Force

Description: you stirke around you in upper and downward slashes creating small wipples of wind as you do causing (2d8 force damage) for anyone who is caught in a 20ft diameter around you.

Fifth Form: Cold Mountain Wind


  • Casting Time: 1 reaction
  • Range: 5ft
  • Damage Effect: Force

Description: you unleash a flurry of circular motion strikes, each one collecting air to make ripples of wind causing (5d8 force damage) on hit.

Sixth Form: Black Mountain Mist


  • Casting Time: 1 action
  • Range: 10ft diameter
  • Damage Effect: Force

Description: you rotate your body with your weapon and collect the wind around you then with all the wind you collect you swing your weapon and make a rising tornado of 10ft

 

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