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Sun Breathing Techniques
\pagebreak ### Sun Breathing Technique, First Form: Dawn **Casting Time:** *1 Action* **Range:** *Weapon Range* **Duration:** *Instant* **Cost:** *5 HP* ___ The first Technique of the Sun Breath. You Gather Air in your Lungs, and Bring down your blade in a Single high-powered Vertical slash, utilising all of your bodies Strength, and Blinding your opponent with the light of the rising Sun. ___ Select a creature you can see in range and make a single Weapon attack, with a +1 bonus to your critical threat range. On a hit, you deal your weapons damage + 2d6 fire damage and the target is overwhelmed by the light of dawn, causing them to be blinded until the beginning of their next turn, or the first time they are targeted by an attack before their turn. ___ Once, until the end of your turn, you can target one affected creature with a Sun Breathing Finisher regardless of range, using either an Action or Bonus action, ignoring its listed casting time. ### Sun Breathing Technique: Second Form: Clear Blue Summer Sky **Casting Time:** *1 Action* **Range:** *Self (30-foot cylinder)* **Duration:** *Instant* **Cost:** *9 HP* ___ The user spins their body horizontally to deliver a 360° slash, incinnerating all who stand in your path. ___ Your weapon releases a funnel of flame that erupts from you as you manifest a funnel of flame all around you. All creatures excluding you in a 30 foot high cylinder with a 10 foot radius centered on yourself must make a Dexterity saving throw. Depending on the severity of their failure they suffer additional effects. On a successful save, they take half of the following damage; Weapons damage + 5d6 fire damage. - Failed by 1~4: Weapon Damage + 5d6 fire damage. - Failed by 5~9: Weapon Damage + 6d6 fire damage and get set on fire for 1d6 damage. - Failed by 10~14: Weapon Damage + 7d6 fire damage and get set on fire for 2d6 damage. - Failed by 15+: Weapon Damage + 8d6 fire damage and get set on fire for 3d6 damage. An Enemy that was set on fire takes the listed amount of damage at the begining of each of their turns until either 1 minute passes, or they (or an adjacent creature) spend an action to put it out. \columnbreak ### Sun Breathing Technique, Third Form: Raging Sun [Finisher] **Casting Time:** *1 Action* **Range:** *Weapons Range* **Duration:** *Instant* **Cost:** *30 HP* ___ The user unleashes two horizontal slashes to hit or defend from incoming attacks. You begin to collect air in your lungs and manifest a bright flame, lacing the striking portion of your weapon, causing it to shine, like the rising sun. This flame glows with enough intensity to nullify any magical or natural darkness until the end of your current turn. ___ Make two melee Weapon attacks with reverence behind each swing. On a successful hit, you deal your weapons damage + 10d6. ___ On a miss, you instead gain a +5 bonus to your AC until the beginning of your next turn. This bonus does not stack with itself. ___ If this Technique is used as a Finisher, you instead make three melee Weapon attacks. On a miss, you instead gain a +8 bonus to your AC, instead of +5. ### Sun Breathing Technique, Fourth Form: Burning Soul, Summer Sun **Casting Time:** *1 Reaction, which you take when you would take damage from a melee attack or would take damage as a result of a Strength, Dexterity or Constitution saving throw* **Range:** *Self (10 feet)* **Duration:** *Instant* **Cost:** *8 HP* ___ The user unleashes a large circular slash that defends from imminent frontal attacks. ___ You and all creatures of your choice within range reduce incoming damage by your weapon damage + 4d6. This damage reduction is doubled against fire or slashing damage.
\pagebreakNum ### Sun Breathing Technique, Fifth Form: Setting Sun **Casting Time:** *1 Action* **Range:** *Special* **Duration:** *Instant* **Cost:** *12 HP* ___ The user flips into the air above their target to deliver a powerful upended sword slash that aims to decapitate their target. ___ Select a creature you can see that you could reach using your full movement. Move into a space adjacent to the target creature within your movement range. Make a single melee Weapon attack against the Target, with a +3 bonus to your critical threat range. On a hit, you deal your weapons damage + 3d6+3 fire damage. ___ If this Technique scores a critical hit, it deals an additional 2d6 fire damage, and the target is set on fire, causing it to keep taking 1d6 fire damage at the begining of each of their turns until either 1 minute passes, or they (or an adjacent creature) spend an action to put it out. ___ Once, until the end of your turn, you can target one affected creature with a Sun Breathing Finisher regardless of range, using either an Action or Bonus action, ignoring its listed casting time. ### Sun Breathing Technique, Sixth Form: Solar Heat Haze [Finisher] **Casting Time:** *1 Action* **Range:** *Weapons Range* **Duration:** *Instant* **Cost:** *40 HP* ___ This Technique can only be used as a Finisher. ___ The user charges towards the target, unleashing a horizontal slash seemingly covered in a haze that fails to land, but actually does hit the target. Your Weapon begins to glow brightly with enough intensity to nullify any magical or natural darkness until the end of your current turn. ___ Make a melee weapon attack as quickly or slowly as you like. Regardless of the result of the attack, you automatically hit. You can roll to hit and declare the attack a hit or a miss, and the target can choose to react accordingly as they normally would, but regardless of the result or any penalties they impose or bonuses they gain, without fail, you automatically hit, dealing your weapons damage + 15d12. This Technique cannot gain the benefits of a critical hit, damage dice multiplication or alteration effects. \columnbreak ### Sun Breathing Technique, Seventh Form: Beneficent Radiance **Casting Time:** *1 Action* **Range:** *Weapons Range* **Duration:** *Instant* **Cost:** *14 HP* ___ The user spirals into the air and delivers a powerful slash that surrounds the enemy, Inhibiting their movement and setting up for a Killing blow. ___ Make a melee Weapon Attack, dealing Your Weapons damage + 6d6 Fire Damage and forcing the target creature to make a constitution saving throw, being Paralyzed on a failed save until the end of their next turn. ### Sun Breathing Technique, Eight Form: Lotus Flower thrust [Finisher] **Casting Time:** *1 Action.* **Range:** *Self (60-foot line)* **Duration:** *Instant* **Cost:** *13 HP* ___ The user unleashes a single thrust attack with the point of the blade hitting all enemies in a 5-foot wide, 60- foot-long line, originating from you. ___ You stab foreward, unleashing a bright, powerful and burning gout of flame. Make one melee Weapon attack. All creatures whose space your line passes through become the target of this attack comparing their AC vs your attack result. On a successful attack you deal your weapons damage + 7d6 Fire Damage. If you score a critical hit with this attack, only one creature, of your choice suffers the effects of a critical hit. You can spend 6 additional HP per creature hit , to make all all of them suffer the effect of the critical hit. ___ If this Technique is used as a Finisher, you instead deal your weapons damage +11d6 fire damage, and your attack has a +1 bonus to it's critical threat range. \pagebreakNum ### Sun Breathing Technique, Ninth Form: Sun Dragon Halo Dance [Finisher] **Casting Time:** *1 Action.* **Range:** *Self (60-foot line)* **Duration:** *Instant* **Cost:** *13 HP* ___ The user unleashes a continuous fast and powerful sword attack that seemingly takes the form of a Japanese dragon made of solar flames in a technique capable of decapitating multiple targets at once. ___ Select a creature you can see within range. You fire in a straight line towards them. All creatures in a straight line, 10 feet wide, between you and the target becomes the target of this attack. ___ Make one Melee Weapon attack. All creatures of your choice whose space your line passes through become the target of this attack comparing their AC vs your attack result. On a successful attack you deal your weapons damage+8d4+8 Fire Damage. If you score a critical hit with this attack, only one creature of your choice suffers the effects of acritical hit. You can spend 6 additional HP per creature hit , to make all all of them suffer the effect of the critical hit. ___ If this Technique is used as a Finisher, you instead deal your weapons damage + 12d4+12 fire damage, and your attack has a +1 bonus to its critical threat range. \columnbreak
### Sun Breathing Technique, Tenth Form: Sun Wheel **Casting Time:** *1 Bonus Action* **Range:** *Weapons Range* **Duration:** *Instant* **Cost:** *12 HP* ___ The user leaps behind the opponent and spins in the air downward, releasing a sword attack in a circular motion. Chose an enemy within range, make one Weapon Attack, comparing it to the Ac of your chosen enemy and each creature of your choice within 10 feet of the enemy, dealing your weapons damage on each hit. ___ For each successful hit you make using this Technique, you gain a +1d4 to hit on your next Weapon Attack made as an attack action, or as part of a Sun Breathing Technique this turn. ___ Once, until the end of your turn, you can target one affected creature with a Sun Breathing Finisher regardless of range, using either an Action or Bonus action, ignoring its listed casting time. \pagebreakNum ### Sun Breathing Technique, Eleventh Form: Fake Rainbow **Casting Time:** *1 Reaction, which you take when targeted by an attack* **Range:** *Self* **Duration:** *1 Round* **Cost:** *18 HP* ___ The user performs high-speed twists and rotations, thus creating afterimages used mostly to evade attacks. The afterimages work most effectively on enemies with good vision. ___ Until the beginning of your next turn, creatures cannot add their proficiency bonus to attacks made against you as they hesitate to follow through with the attack instinctually. ___ Creatures that get a Bonus to their Perception Skill that does not come from their Wisdom Modifier, also make all attacks against you at disadvantage. ___ Additionally, One per turn, until the end of your next turn, you can target one affected creature with a Sun Breathing Finisher regardless of range, using either an Action or Bonus action, ignoring its listed casting time. ### Sun Breathing Technique, Twelth Form: Sun Dance **Casting Time:** *1 Action* **Range:** *Weapons Range* **Duration:** *Instant* **Cost:** *15 HP* ___ A two-combo strike which starts with a vertical slash and then a horizontal one right after Each swing creates hazy distortions in the area, devastating the terrain and manifesting waves of flame capable of completely obliterating everything in its path. ___ You swing your weapon twice with such precision, that the space around you distorts, removing all resistance in its way. Make two melee Weapon attacks, dealing your weapons damage + 5d8. This Attack ignores Damage Resistance, and treats Immunity as resistance. ___ Additionally, you can choose to spend 10 HP to trigger a shockwave of destruction. If you do, all creatures of your choice within 15 feet of you must make a Dexterity saving throw, taking 7d8 slashing damage on a failed save and half as much on a success. ___ Once, until the end of your turn, you can target one affected creature with a Sun Breathing Finisher regardless of range, using either an Action or Bonus action, ignoring its listed casting time. \columnbreak ### Sun Breathing Technique, Thirteenth Form: Sunset on a free World **Casting Time:** *none* **Range:** *Self* **Duration:** *Special, up to 12 rounds* **Cost:** *0 HP* ___ The user continuously performs all twelve forms of Sun Breathing in repetitive succession to increase the accuracy and agility of its movements while reducing fatigue. This form was created solely for the purpose of killing Muzan Kibutsuji, since the repetition of all twelve forms aims to destroy Muzan's twelve vital organs (seven hearts and five brains) that move freely inside his body. ___ For the Duration of this Technique, You are Immune to all conditions, and don't start dying when you reach 0 HP, instead you must be reduced to an amount of Negative HP equal to Half Your Maximum HP before you die. ___ While this Technique is active, you can use each Sun Breathing Technique once, paying their action and HP cost as usual. For Each Technique that scored at least 1 Hit, or had at least 1 enemy fail a saving throw, increases your Breathing Techniques critical threat range by +1 until the end of this technique. ___ This Technique Ends, once you have performed Every Sun Breathing Technique once, or end your turn without having performed a sun breathing technique. ___ Once This Technique ends, you Immediately fall unconcious for 1d4 hours as you get hit by the backlash of using so many sun breathing forms at once. A creature can attempt to wake you after 1 minute, but you will still be incapacitated. After another minute has passed, A successful DC 20 Medicine check used on you by another creature, can remove the incapacitated Condition