Demon Slayer - Hydro Breathing

by AcidRaeyn

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Demon Slayer: Hydro Breathing

Hydro Breathing is the 4th form of Breathing, developed by Weebs who wanted to be Aquaman.
You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
Class Name
Level Proficiency Bonus Features Rank Hydro (Cold) Damage
1st +2 First Form and Rank 1 1d6
2nd +2 First Form Ascended 1 1d6
3rd +2 Second Form 1 1d6
4th +2 Third Form 1 1d6
5th +3 Second Rank 2 1d6
6th +3 Fourth Form 2 1d6
7th +3 --- 2 1d8
8th +3 Fifth Form 2 1d8
9th +4 Third Rank 3 1d8
10th +4 Sixth Form 3 1d8
11th +4 --- 3 1d10
12th +4 Seventh Form 3 1d10
13th +5 Fourth Rank 4 1d10
14th +5 Eighth Form 4 1d10
15th +5 --- 4 1d12
16th +5 Ninth Form 4 1d12
17th +6 Fifth Rank 5 1d12
18th +6 Tenth Form 5 1d12
19th +6 --- 5 2d6
20th +6 Eleventh Form 5 2d6

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: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Demon Slayer level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: All melee weapons with Finesse
  • Tools: Medicine Kit
  • Saving Throws: Dexterity, Constitution
  • Skills: Choose three from Acrobatics, History, Investigation, Medicine, Religion, Sleight of Hand, Stealth, and Survival

Equipment

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

  • Any weapon with the Finesse property.
  • (a) leather armor or (b) scale mail
  • (a) dungeoneer's pack or (b) explorer's pack

Breathing

As a bonus action, you can enter your Breathing state for ten minutes if you aren't wearing heavy armor. You may do this a number of times per long rest equal to your Constitution modifier. You may also use a bonus action to end your Breathing.

While Breathing, you can use a number of Forms equal to your proficiency bonus with a melee Finesse weapon of your choice. You may expend another use of your Breathing as a bonus action to refresh your Breathing. Refreshing your Breathing allows you to once again use a number of Forms equal to your proficiency bonus, however, it does not "roll over" unspent Forms from the previous Breathing.
In the event a target has to make a Saving Throw against one of your Breathing abilities, the DC is equal to 8 + your proficiency bonus + your Constitution modifier

Hydro Breathing Forms

There are a total of seven original forms that can be used with Moon Breathing, with the first form said to be the foundation for the rest of them.

First Form: Water Surface Slash

As an attack, choose a target within melee range. Make an attack against them, dealing additional Hydro damage to them and any creatures within 5 feet of them that are also within your melee range.

Ascension:

You may deal your Hydro damage to any creatures of your choice within a 10-foot line of your target.

Second Form: Water Wheel

As an attack while being flanked, you make a melee attack against any one of your flankers, dealing additional Hydro damage to all creatures flanking you, and removing the 'flanked' status from yourself (if using the optional flanking rules).

Third Form: Flowing Dance

As an attack, choose any number of creatures within melee range of eachother. You may move in and out of melee with them without provoking opportunity attacks. You may make an attack on any one of these creatures, dealing additional Hydro damage.

Fourth Form: Striking Tide

You may activate this Form as a bonus action. When you do, designate a target. Every time you attack this target, your Critical Range increases until you critically strike or attack another target. A critical strike deals additional Hydro damage while this Form is active.

Slayer Rank

As you explore the world and learn about new and interesting types of creatures, your expertise grows.

Whenever your Rank increases, you gain an Ability Score Improvement, in addition to the specific benefits of that rank and the ranks below.
1st Rank
  • At first rank, you gain the ability to cast Find Familiar once per day for no material cost and without expending a spell slot, however the only form it can take is that of a crow.

  • Additionally, while Breathing, you have advantage on checks made to recall information about fiends and undead. Finally, you have advantage on checks made to track fiends and undead you are aware of.

2nd Rank
  • You gain the Extra Attack feature, as is outlined in every other martial class page.

  • You gain proficiency in Performance. If you already have proficiency in this skill, you instead gain Expertise.

3rd Rank
  • You gain a climbing speed equal to your walking speed.

  • Upon reaching this rank, you can use an action to know the path to the strongest undead or fiend within 300 feet for the next ten minutes, even behind full cover, as long as there is a direct path to that creature. (A regular door wouldn’t block this feature, but a completely sealed vault door would). You may use this feature again after completing a long rest.

4th Rank
  • You gain resistance to poison damage, and advantage on saving throws made against poison. In addition, whenever you make a saving throw against poison, you become aware of the fact that you are being poisoned, and the type of contact that caused the poison.

  • When you expend one or more hit dice during a short rest, you may choose to expend one use of your Breathing to add your Constitution modifier to each die a second time.

5th Rank
  • At the start of each of your turns while Breathing, you gain temporary hit points equal to your Lunar dice plus your Constitution modifier.

  • You are immune to poison while Breathing.

  • You have advantage on saving throws caused by fiends and undead as long as you are not surprised.

Fifth Form: Blessed Rain

As an attack, you plunge your blade into the corpse of a dangerous creature you have killed this turn. Its blood rains in a 30ft radius around you, giving creatures of your choosing in the radius Hydro damage as healing twice.

Sixth Form: Whirlpool

As a full round action, you begin to spin, protecting and attacking the area within 15 feet of you. All creatures within the area that you designate take Hydro damage three times when you begin this action or when they enter for the first time, and another set of creatures that you designate within the area receive three-quarters cover and cannot be flanked. This effect ends at the start of your next turn.

Seventh Form: Droplet Thrust

Before you attack, you may choose to activate this form as a bonus action. Your next successful attack will deal maximum damage on all dice, and will deal additional Hydro damage.

Eighth Form: Waterfall

As a free action, you may cast the Jump spell on yourself without expending a spell slot, which lasts until the end of your turn. If you jump and successfully strike a creature, designate a line 30 feet long, 30 feet tall, and 5 feet wide centered on the creature. All creatures within this line take Hydro damage and must make a Dexterity Saving Throw. All creatures who fail take additional Hydro damage equal to the damage you would have taken from falling from this height. On a success, creatures take half damage. You take no damage from falling in this way.

Ninth Form: Splashing Water Flow

As a bonus action, activate this Form to cast Freedom of Movement on yourself and to move up to your speed. On subsequent turns until Freedom of Movement ends, you may use your bonus action to dash.

Tenth Form: Constant Flux

As a full round action, you may activate this form until the end of your turn. When you do, you begin attacking relentlessly. While using this form, Critical hits no longer guarantee a hit. You may attack as many times as you wish. Each subsequent attack receives a stacking -2 to hit, but deals additional Hydro damage. You may use this form once per long rest.

Eleventh Form: Dead Calm

As a reaction once per long rest, you become immune to all attacks and targeted spells that would not kill you outright while you continue Breathing. This effect lasts until you attack or become blinded, charmed, deafened, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, or unconscious.

 

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