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Demon Slayer 5e
\pagebreakNum > “*Breathe. Focus. Strike true. There’s no second breath against a demon.*” > > *Unknown Demon Slayer* *In a world where demons lurk in the shadows, preying upon the innocent, a clandestine organization stands as humanity's last line of defense—the Demon Slayer Corps. Unrecognized by any government and shrouded in secrecy, its members dedicate their lives to hunting and exterminating demons, wielding specialized swords and mastering breathing techniques that push their human limits.*
### Becoming a Demon Slayer In order to become a Demon Slayer, an individual must pass Final Selection, a test used as an entrance exam to join the Demon Slayer Corps. During this selection, examinees must survive for seven days on the mountain top of Mount Fujikasane, a perilous domain infested with demons. The examinees must rely solely on the skills they have developed in training. The majority of candidates participating in the Final Selection have undergone extensive training under the guidance of a cultivator of a Breathing Style. Only when these candidates have reached a satisfactory level of skill and competence, are they entrusted by their Cultivator to partake in the selection. However, there is one exceptional case of a Demon Slayer who entered on their own volition without previous training. Candidates who complete the Final Selection are issued the standard uniform, as well as being given the opportunity to choose the ore for their Nichirin Sword, which is designed to eliminate demons efficiently. Each new Demon Slayer is also assigned a rare species of talking bird known as the Kasugai Crows for communication purposes.
### Masters of Breathing Techniques Demon Slayers harness the power of Total Concentration Breathing, a disciplined practice that enhances their physical and mental capabilities. Through rigorous training, they learn various Breathing Styles, each reflecting a different element or concept, such as Flame, Water, Thunder, or Beast. These styles grant them unique combat techniques, known as Forms, allowing them to battle demons on equal footing. \columnbreak ### Ranks and Hierarchy Upon passing the grueling Final Selection—a survival test on a demon-infested mountain—aspiring Demon Slayers enter the Corps at the lowest rank, Mizunoto. Through successful missions and demon kills, they ascend through ten ranks, culminating in Kinoe. The most elite warriors, known as the Hashira, are the strongest swordsmen, each representing a Breathing Style and holding immense authority within the Corps.
### Equipment and Uniform Every Demon Slayer wields a Nichirin Blade, forged from a special ore that absorbs sunlight, the demons' primary weakness. These blades change color based on the user's personality and Breathing Style. Slayers also don a distinct uniform, resistant to demon attacks, and are accompanied by a Kasugai Crow, which delivers missions and communications.
### Creating a Demon Slayer When crafting your Demon Slayer character, consider the following: Background: What tragedy or event led you to join the Corps? Perhaps a demon attack claimed your family, or you seek redemption for past failures. Breathing Style: Which style resonates with your character's spirit? This choice will influence your combat techniques and role in the party. Rank Progression: As you gain experience, your rank within the Corps will rise, reflecting your growing prowess and reputation.
> ### Quick Build > >You can make a Demon Slayer quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Wisdom. Second, choose the folk hero or haunted background.
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##### Demon Slayer | Level | Proficiency Bonus | Breath Points | Unarmored Movement | Features | |:---:|:---:|:---|:---:|:----------:| | 1st | +2 | — | — | Total Concentration: Endurance & Stamina, Slayer Knowledge | | 2nd | +2 | 4 | 10 ft. | Total Concentration Breathing, Total Concentration: Speed, Recovery Breathing | | 3rd | +2 | 6 | 10 ft. | Breathing Style, Fighting Style | | 4th | +2 | 8 | 10 ft. | Ability Score Improvement, Defensive Falling Technique | | 5th | +3 | 10 | 10 ft. | Extra Attack | | 6th | +3 | 12 | 15 ft. | Total Concentration: Strength | | 7th | +3 | 14 | 15 ft. | Breathing Style Forms, Evasion | | 8th | +3 | 16 | 15 ft. | Ability Score Improvement | | 9th | +4 | 18 | 15 ft. | Demon Slayer Mark | | 10th | +4 | 20 | 20 ft. | Breathing Style Forms | | 11th | +4 | 22 | 20 ft. | Enhanced Recovery, Extra Attack (2) | | 12th | +4 | 24 | 20 ft. | Ability Score Improvement | | 13th | +5 | 26 | 20 ft. | Extra Sensory Perception | | 14th | +5 | 28 | 25 ft. | Breathing style Forms | | 15th | +5 | 30 | 25 ft. | Total Concentration Constant | | 16th | +5 | 32 | 25 ft. | Ability Score Improvement | | 17th | +6 | 34 | 25 ft. | Breathing Style Forms | | 18th | +6 | 36 | 30 ft. | Repetitive Motion | | 19th | +6 | 38 | 30 ft. | Epic Boon | | 20th | +6 | 40 | 30 ft. | Breathing Style Execution |
## 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:** None - **Weapons:** Simple weapons, martial weapons. - **Tools:** Choose one type of artisan’s tools or one musical instrument - **Saving Throws:** Constitution, Strength - **Skills:** Choose two from: Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Perception, Survival. \columnbreak ##### Equipment - **You start with the following equipment, in addition to the equipment granted by your background:** - **(a) martial weapon (Nichirin Blade) or (b) any simple weapon** - **(a) an Monster Hunter’s pack or (b) an Explorer’s pack** - **Demon Slayer uniform (Hakama) that grants fire resistance** - **A token from your past.**
\pagebreakNum #### Nichirin Weapon *Weapon (marital, any melee weapon), uncommon, requires proficiency as a Demon Slayer* Forged from Scarlet Crimson Iron Sand and Scarlet ore that has absorbed sunlight for generations, Nichirin weapons are forged solely for the purpose of slaying demons. Each weapon changes color in response to the wielder’s soul and Breathing Style, becoming a personal symbol of their path. This weapon is made from a special sunlight-absorbing ore, forged specifically to channel a Demon Slayer's breathing techniques. The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you hit a demon or devil with this weapon, it suffers the following effects: - It has disadvantage on saving throws against your Breathing Style Forms until the end of your next turn. - If it is reduced to 0 hit points, it cannot regain hit points or benefit from regeneration until the start of your next turn. - When it takes damage from a Breathing Style Form: - Resistance is ignored. - Immunity is treated as resistance instead (it takes half damage instead of none). - Only a creature with the **Breathing Style** class feature can benefit from this weapon’s magical properties. Using the table below, the color of your Nichirin weapon’s blade will shift to your Breathing Style nature. At higher levels the Nichirin weapon gains an additional score to hit and damage up to a maximum of +3. The weapon improves at level 5 (+1), level 10 (+2), and level 15 (+3). | Breathing Style | Blade Color | |:---:|:-----------:| | Beast | Black | | Flame | Light Purple | | Flower | Blue | | Insect | Red | | Love | Yellow | | Mist | Green | | Moon | Grey | | Serpent | Light Pink | | Sound | Lavender-Blue | | Stone | Lavender | | Sun | Dark Pink | | Thunder | Amber | | Water | Indigo-Grey | | Wind | White | \columnbreak ##### Level 1: Total Concentration: Endurance & Stamina ###### Endurance While you are wearing no armor and not wielding a shield, your AC equals 10 Dexterity modifier + Wisdom modifier. ###### Stamina - You gain advantage on saving throws against exhaustion - You gain advantage on saving throws against conditions that would restrain your body's movement. Grappling, Petrified, Paralyzed, Stunned, Incapacitated, or Restrained. ##### Level 1: Slayer Knowledge You have passed the Final Selection, a strenuous test of the course of 7 days to test your mettle and see if you are full on ready for slaying demons. You gain the necessary know-how to track their extistences.You have advantage on Wisdom (Survival) checks to track fiends or abyssals, as well as on Intelligence checks to recall information about such creatures. ##### Level 2: Total Concentration Breathing Your training allows you to unleash abilities based on the breathing style you are attempting to master. Your access to this energy is represented by a number of Breath points. Your demon slayer level determines the number of points you have, as shown in the Breath Points column of the Demon Slayer table. You can spend these points to fuel various Breathing Style features. You learn more Breathing Style features as you gain levels in this class. When you spend a Breath point, it is unavailable until you finish a short or long rest, at the end of which you regain your Breath points. You must spend at least 30 minutes of the rest meditating to regain your Breath points. Some of your Breathing Style features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: **Breath Points save DC** = 8 + your proficiency bonus + your Wisdom modifier ##### Level 2: Total Concentration: Speed Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain demon slayer levels, as shown in the demon slayer table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
\pagebreakNum ##### Level 2: Recovery Breathing As a Bonus Action, you can spend 4 breath points and regain Hit Points equal to 1d12 plus half your Demon Slayer level (rounded up). ##### Level 3: Breathing Style The gift of your breathing style you have trained for starts to show and augment your combat. Choose from Sun, Water, Moon, Flame, Thunder, Stone, Wind, Flower, Serpent, Love, Sound, Beast, Mist, and Insect all detailed at the end of the class description. The style you choose grants you additional breathing style forms at 3rd, 7th, 10th, 14th, and 17th level. ##### Level 3: Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. ____________________________________________________________________________________ **Heightened Reflexes.** As a reaction, you gain a +2 bonus to AC against an attack that is targeting you and granting disadvantage to your attacker. You can use this feature a number of times equal to your proficiency bonus, when all uses are expended you regain them on a short or long rest. ____________________________________________________________________________________ **Sustained Breathing.** You can use your Breathing Style Forms when you make an attack of opportunity. ____________________________________________________________________________________ **Defensive Footwork.** While wielding a melee weapon, you can use your reaction to move up to half your movement speed without provoking opportunity attacks when a creature ends its turn within 5 feet of you. ____________________________________________________________________________________ **Relentless Pursuit.** When you hit a creature with a melee weapon attack, you can mark them until the end of your next turn. While marked, you have advantage on Athletics checks to pursue this target and can use your bonus action to move up to 10 feet toward them. ____________________________________________________________________________________ **Agile Striker.** When you take the Attack action, you can use your bonus action to move up to 10 feet across vertical surfaces or leap up to your movement speed without falling. This movement doesn't provoke opportunity attacks. ____________________________________________________________________________________ **Defensive Stance.** When a creature hits you with a melee attack, you can use your reaction to impose disadvantage on their next attack roll against you. You must be wielding a melee weapon to use this feature. ____________________________________________________________________________________ **Blade Mastery** When you miss with a Nichirin Blade attack, you can use your bonus action to immediately make another attack with advantage. You can use this feature a number of times equal to half your proficiency bonus, rounded up. Once all uses are expended, you regain them on a long rest. ____________________________________________________________________________________ **Unwavering Spirit.** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and gain 1d12 temporary hit points. Once you use this feature, you can't use it again until you finish a long rest. ____________________________________________________________________________________ **United Front.** When you take the Help action to aid an ally in combat, both you and that ally gain a +1 bonus to AC until the start of your next turn. Additionally, if either of you are targeted by an attack while this bonus is active, the other can use their reaction to force disadvantage on the attack roll against the creature that targets either ally. ____________________________________________________________________________________ **Synchronized Combat.** When an ally within 5 feet of you takes the Attack action, you can use your reaction to grant them advantage on their attack roll. You can use this feature a number of times equal to your proficiency bonus. When all uses are expended, you regain on a long rest. ____________________________________________________________________________________ **Demon Slayer Unity.** When an ally within 5 feet of you takes the Attack action or is targeted by an attack, you can use your reaction to either: - Grant them a +2 bonus to their attack roll - Grant them a +2 bonus to their AC against that attack You can use this feature a number of times equal to your proficiency bonus. Once all uses are expended, regain them on a long rest. ##### Level 4: Ability Score Improvement You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Demon Slayer levels 8, 12, and 16. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ##### Level 4: Defensive Falling Technique If you are knocked back and take damage from it you can use your reaction to reduce any damage you take by an amount equal to five times your demon slayer level. ##### Level 5: Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. ##### Level 6: Total Concentration: Strength Your training gives you strength beyond that of a normal person gaining the following effects: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You gain advantage on Strength checks and Strength saving throws. When you hit with a melee weapon attack, you can choose to push the target 10 feet away from you or knock them prone if they are Large or smaller. You can do this a number of times equal to your Constitution modifier per long rest.
\pagebreakNum ##### Level 7: Evasion You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ##### Level 9: Demon Slayer Mark As a Bonus Action for 1 minute, a mark appears on your body somewhere visible to the eye. This mark varies in style by user and makes your nichirin blade shine a bright red but augments your fighting, increasing strength, resistance and speed. When you activate your Demon Slayer Mark, you must roll a number of dice equal to your proficiency bonus and reduce your current health by that amount, this amount cannot be regained my any means whether magical or not. You regain the reduced health amount when the mark disappears. For the duration of the Demon Slayer Mark you gain the following benefits: - Your proficiency bonus is added onto the damage - You resist all damage from slashing, piercing, and bludgeoning attacks. - All movement speed is doubled. - Your Breathing Style form damage dice is increased by 2. The mark ends if you do not make an attack in 2 turns, take damage in 2 turns, or you become unconscious. You can use this feature a number of times equal to half your proficiency bonus rounded up. Once all uses are expended, you can’t regain them until you finish a long rest. ##### Level 11: Enhanced Recovery When you regain health from a source of healing you can reroll the dice and take the higher roll. ##### Level 11: Two Extra Attacks You can attack three times instead of once whenever you take the Attack action on your turn. \columnbreak ##### Level 13: Extra Sensory Perception Your senses are enhanced to catch even those invisible to the naked eye. When making a Wisdom (perception) check, roll with advantage. If a creature is affected by the invisibility condition within 30 feet of you, you do not roll with disadvantage. When a creature affected by the invisibility condition passes through your melee reach, your attacks of opportunity is not at disadvantage. ##### Level 15: Total Concentration Constant You have mastered the art of continuous, controlled breathing — sustaining Total Concentration Breathing even while unconscious. This state supercharges your body at all times, drastically enhancing your physical prowess. While you are not wearing heavy armor or a shield and are not incapacitated, you gain the following benefits: - Breath Point Recovery. You regain 1 Breath Point at the start of each of your turns if you have none remaining. You cannot regain Breath Points this way if you are incapacitated. **Improved Stamina.** You gain proficiency in all saving throws. **Improved Speed.** Difficult terrain does not impeed your movement. **Improved Strength.** You gain advantage on Strength ability checks and Strength saving throws. **Unconscious Breathing.** You gain the benefits of the *Alert* feat. ##### Level 18: Repetitive Motion Your training has put you at your pinnacle, opening all of your senses. Your Strength and Constitution scores increase by 4, and their maximum is now 25. While your demon slayer mark is active you gain resistance to all damage types except force damage, advantage againsts magical effects and the duration now lasts for 10 minutes. Any condition other than death does not stop your mark from being active.
\pagebreakNum ##### Level 19: Epic Boon You gain an Epic Boon feat or another feat of your choice for which you qualify. ##### Level 20: Breathing Style Execution You have what it takes to easily take down a demon. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if a creature succeeds on a Breathing Style saving throw you can force them to fail instead. Once you use this feature, you can’t use it again until you finish a short or long rest. ## Breathing Styles **Breathing Styles** are swordsmanship styles that make use of an esoteric breathing technique known as Total Concentration Breathing practiced and taught by members of the Demon Slayer Corps and are used in combat by Demon Slayers later passed on as traditional dances. At 1st level, you learn the Breathing Style invoked in combat, you can spend 1 Breath point to deal an additional 2d6 based on your breathing style from the table below. You can change breathing styles later if it suits your character’s story, but cannot add an additional breathing style. (We can’t all be Tanjiro.) The number of forms you learn at the first level varies based on your Breathing Style. As part of your attack action, unless stated otherwise, you can unleash Breathing Form using your Focus points. You learn additional Breathing Form options when you reach certain levels in the demon slayer class: 3rd level, 7th level, 10th level, 14th level, and 17th level. >###### Weapon requirements > >Stone Breathing Style, Love Breathing Style, and Sound Breathing Style are restricted to weapon types. Stone and Sound must have a weapon with a chain. Love must have a whip style weapon, this can include a weapon with a chain but is preferred to be a whip. A heavy weapon with a chain requires a Strength score of 15+ to wield. | Breathing Style | Damage Type | |:---:|:-----------:| | Beast | Necrotic | | Flame | Fire | | Flower | Psychic | | Insect | Acid | | Love | Force | | Mist | Lightning | | Moon | Necrotic | | Serpent | Acid | | Sound | Thunder | | Stone | Force | | Sun | Radiant | | Thunder | Lightning | | Water | Cold | | Wind | Cold | > ##### Creator's Taisho Era Secret > > I did not use just the breathing style forms from the official series. I also used breathing style forms from the games, such as Sun breathing I swapped out a form or two from the game to better fit the overall goal of making Demon Slayer playable in 5e/5.5e. On *top* of this, to increase the variety I made some custom made breathing style forms for certain breathing styles that showed barely any in the series. For instance Sound or Love so I do hope anyone who comes across this finds my creation interesting but also enjoyable.
\pagebreakNum ## Beast Breathing **Passive.** While you have at least 1 Breath point, the distance you can jump is tripled. ____________________________________________________________________________________ ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **First Fang: Pierce** **Breath Point Cost:** 2 As part of the Attack action, you stab your target’s neck with both blades. Make a melee weapon attack. On a hit, the target takes an additional 2d6 necrotic damage and its movement speed is reduced by 10 feet until the start of your next turn. ____________________________________________________________________________________ **Second Fang: Slice** **Breath Point Cost:** 3 You slash in an X-shape with both blades. Make two melee weapon attacks against one creature. Each deals weapon damage plus 2d6 necrotic damage. ____________________________________________________________________________________ ##### At 7th level, you gain the following breathing style forms ____________________________________________________________________________________ **Third Fang: Devour** **Breath Point Cost:** 4 You attempt a decapitating throat slash. Make two melee weapon attacks. If the second attack hits, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Each attack deals weapon damage plus 3d6 necrotic damage. ____________________________________________________________________________________ **Fourth Fang: Slice 'n' Dice** **Breath Point Cost:** 5 You unleash a flurry of diagonal slashes. Make three melee weapon attacks against any number of creatures within reach. Each attack deals weapon damage plus 3d6 necrotic damage. ____________________________________________________________________________________ **Fifth Fang: Crazy Cutting** **Breath Point Cost:** 5 While mid-air, you spin and slash in every direction. Each creature within 10 feet of you must make a DC 15 Dexterity saving throw. On a failure, it takes weapon damage plus 4d6 necrotic damage; on a success, it takes half as much damage.
\columnbreak ##### At 10th level, you gain the following breathing style forms ____________________________________________________________________________________ **Sixth Fang: Palisade Bite** **Breath Point Cost:** 6 You saw through your opponent with a brutal double slash. Make two melee weapon attacks against one target. On a hit, each deals weapon damage plus 4d6 necrotic damage. If the target fails a Strength saving throw, it is knocked prone. ____________________________________________________________________________________ **Seventh Form: Spatial Awareness** **Breath Point Cost:** 3 As a bonus action, you heighten your senses through air vibrations. You gain blindsight out to 30 feet and advantage on initiative rolls for 1 minute. ##### At 14th level, you gain the following breathing style forms ____________________________________________________________________________________ **Eighth Form: Explosive Rush** **Breath Point Cost:** 7 You rush your enemy with reckless speed. Until the end of your turn, you are immune to opportunity attacks and have resistance to all damage. As part of this action, make one melee weapon attack. On a hit, it deals weapon damage plus 5d6 necrotic damage. ____________________________________________________________________________________ **Ninth Fang: Extending Bendy Slash** **Breath Point Cost:** 6 You extend your arm unnaturally to strike at range. Your next melee weapon attack gains 15-foot reach and deals weapon damage plus 5d6 necrotic damage. ____________________________________________________________________________________ ##### At 17th level, you gain the following breathing style forms **Tenth Fang: Whirling Fangs** **Breath Point Cost:** 7 You spin your swords to form a barrier. Until the start of your next turn, you have advantage on Dexterity saving throws against ranged attacks, and all ranged attacks against you are made with disadvantage. ____________________________________________________________________________________ **Eleventh Fang: Sudden Throwing Strike** **Breath Point Cost:** 7 You hurl your blades in a spinning strike. Make a ranged weapon attack against a creature within 30 feet. On a hit, the target takes 6d6 necrotic damage. If the target is Large or smaller, it must succeed on a DC 17 Dexterity saving throw or be restrained until the end of its next turn. \pagebreakNum ## Flame Breathing ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **First Form: Unknowing Fire** **Breath Point Cost:** 2 **Range:** 40 feet As part of the Attack action, you dash up to 40 feet toward a creature you can see. This movement does not provoke opportunity attacks. The target must succeed on a **Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier)** or be knocked **prone**. Then, make one weapon attack. On a hit, the attack deals an additional 2d6 fire damage. ____________________________________________________________________________________ **Second Form: Rising Scorching Sun** **Breath Point Cost:** 2 As part of the Attack action, make one weapon attack. If the target is surprised, the attack is a critical hit. On a hit, the attack deals an additional 2d8 fire damage. At 11th level, a surprised creature hit by this attack also takes ongoing fire damage equal to your Dexterity modifier at the start of its turn for 1 minute, ending early on a successful Constitution save at the end of each of its turns. ____________________________________________________________________________________ ##### At 7th level, you gain the following breathing style forms ____________________________________________________________________________________ **Third Form: Blazing Universe** **Breath Point Cost:** 3 As part of an Attack action, make one weapon attack. On a hit, the attack deals an additional 3d8 fire damage. The target must also succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or drop one item of your choice that it is holding. This item is launched 10 feet in a direction you choose. At 15th level, if the item is a weapon, it is considered red-hot: the creature has disadvantage on weapon attacks with it until the end of its next turn. ____________________________________________________________________________________ **Sixth Form: Dancing Ember Waltz** **Breath Point Cost:** 3 As part of an Attack action, you spin in a blazing vortex, lashing out at every nearby foe. Choose up to a number of creatures within 5 feet of you equal to your Dexterity modifier (minimum 1). Make one melee weapon attack against each chosen target. On a hit, the target takes normal weapon damage plus 2d8 fire damage. After making these attacks, you may immediately move up to 10 feet without provoking opportunity attacks. \columnbreak
##### At 10th level, you gain the following breathing style forms ____________________________________________________________________________________ **Fourth Form: Blooming Flame Undulation** **Breath Point Cost:** 3 As a bonus action, you take the Dodge action until the start of your next turn. While this Dodge is active, when a creature misses you with a melee attack, you can use your reaction to make one weapon attack against it. On a hit, the attack deals an additional 3d10 fire damage. You can make this reactive attack once per turn. At 17th level, the attacker is also set ablaze on a hit, taking fire damage equal to your Dexterity modifier at the start of its next turn. ____________________________________________________________________________________ **Seventh Form: Phoenix Ascent** **Breath Point Cost:** 4 As part of an Attack action, you leap high into the air, trailing a blazing tail of fire, before plunging down with force. You may leap up to 20 feet vertically and 20 feet in any direction, landing adjacent to a creature. Make one melee weapon attack against that creature. On a hit, the attack deals normal damage plus 4d10 fire damage, and the target must succeed on a Strength saving throw or be knocked prone. On a miss, the target takes half of the fire damage and isn’t knocked prone. You land in an unoccupied space within 5 feet of the target.
\pagebreakNum ##### At 14th level, you gain the following breathing style forms ____________________________________________________________________________________ **Fifth Form: Flame Tiger** **Breath Point Cost:** 5 **Range:** 30 feet As part of the Attack action, you charge up to 30 feet in a straight line. This movement does not provoke opportunity attacks. You may make a number of weapon attacks equal to your proficiency bonus against a creature in that line. Each hit deals an additional 2d10 fire damage. At 18th level, if you hit the target with 3 or more of these attacks, the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or become Blinded until the end of your next turn due to intense heat and light. ____________________________________________________________________________________ **Eighth Form: Eternal Flame Prison** **Breath Point Cost:** 5 As part of an Attack action, you conjure a blazing ring of fire to trap your foe. Choose one creature within 30 feet. It must make a Dexterity saving throw. On a failed save, the creature takes 5d10 fire damage and becomes restrained until the end of your next turn. On a success, it takes half damage and is not restrained. While restrained in this way, the target takes fire damage equal to your Dexterity modifier at the start of its turn. At the start of each of your turns, you can extend the prison by spending 2 Breath Points, causing the saving throw to repeat.
\columnbreak ##### At 17th level, you gain the following breathing style forms ____________________________________________________________________________________ **Ninth Form: Rengoku** **Breath Point Cost:** 7 As part of the Attack action, you assume a high stance and dash in a straight line toward a target within 90 feet. This movement does not provoke opportunity attacks. Make one weapon attack. On a hit, the attack deals an additional 6d12 fire damage. On a critical hit, this extra damage is tripled (18d12). Aftershock Cone: Creatures in a 20-foot cone behind the target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, they take 6d12 fire damage and are knocked prone. On a success, they take half damage and are not knocked prone. ____________________________________________________________________________________ **Tenth Form: Solar Corona Strike** **Breath Point Cost:** 6 As part of an attack action, you unleash the blazing heart of the sun in a radiant explosion. All creatures of your choice within 15 feet must make a Constitution saving throw. On a failed save, a creature takes 8d10 fire damage and is blinded until the end of its next turn. On a success, it takes half damage and is not blinded. After releasing the corona, you gain immunity to fire damage until the start of your next turn. The area within 30 feet of you is illuminated with bright light for 1 minute. \pagebreakNum ## Flower Breathing ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **Second Form: Honorable Shadow Plum** **Breath Point Cost:** 1 As a reaction, when you are hit by a melee or ranged weapon attack that deals Bludgeoning, Piercing, or Slashing damage. You twist your blade in a whirling motion, deflecting the force of the blow. Reduce the damage taken by 1d10 + your Strength modifier + half your Demon Slayer level (rounded up). ____________________________________________________________________________________ **First Form: Dancing Cherry Storm** **Breath Point Cost:** 1 As part of an attack action, make a melee weapon attack against each creature within 5 feet of you. On a hit, a target takes normal weapon damage plus 1d4 Psychic damage. Each target must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Constitution modifier) or be unable to make opportunity attacks until the start of your next turn. ##### At 7th level, you gain the following breathing style forms ____________________________________________________________________________________ **Fourth Form: Crimson Hanagoromo** **Breath Point Cost:** 2 As part of the Attack action, your strike twists through the air with supernatural grace. If you have advantage on the attack roll, reduce the AC bonus the target gains from spells, shields, or magic effects by half until the end of your next turn. If you have scored a critical hit against the target this turn before using this form, you further reduce its AC by 1 (up to -3 at 14th level). On a hit, the attack deals an additional 2d6 Psychic damage. ____________________________________________________________________________________ **Third Form: Lotus Mirror Dance** **Breath Point Cost:** 2 As a Bonus Action, you conjure an illusory double of lotus petals. Until the start of your next turn, you may use your reaction when targeted by an attack to swap places with the double, causing the attack to miss. The double vanishes after use or at the start of your next turn. \columnbreak ##### At 10th level, you gain the following breathing style forms ____________________________________________________________________________________ **Fifth Form: Peonies of Futility** **Breath Point Cost:** 3 As part of the Attack action, you unleash a flurry of elegant strikes that swirl like petals in the wind. Make six weapon attacks, each dealing normal damage plus 1d6 Psychic damage on a hit. ____________________________________________________________________________________ **Seventh Form: Chrysanthemum Crown Strike** **Breath Point Cost:** 2 As part of an attack action, make a melee weapon attack. On a hit, the target takes normal weapon damage plus 3d6 Psychic damage. If the attack hits, you may make a second attack against a different creature within 5 feet of the first, dealing the same damage on a hit.
\pagebreakNum ##### At 14th level, you gain the following breathing style forms ____________________________________________________________________________________ **Sixth Form: Whirling Peach** **Breath Point Cost:** 2 As a reaction, when a creature misses you with an attack roll, or you succeed on a Dexterity saving throw. Spinning with the flow of motion, you redirect your momentum into a precise counterattack. You can immediately make a single melee weapon attack against a creature within your reach. On a hit, it deals normal weapon damage plus 2d6 Psychic damage. ____________________________________________________________________________________ **Eighth Form: Wisteria Dream Veil** **Breath Point Cost:** 3 As part of an Attack action, you create a 15-foot-radius sphere of swirling wisteria petals centered on you, lasting until the start of your next turn. The area is lightly obscured. Each creature of your choice in the area must make a Wisdom saving throw (DC = 8 + proficiency bonus + Constitution modifier). On a failed save, a creature is charmed by you until the start of your next turn and takes 3d8 Psychic damage. On a success, it takes half damage and is not charmed. ##### At 17th level, you gain the following breathing style forms ____________________________________________________________________________________ **Final Form: Equinoctial Vermilion Eye** **Breath Point Cost:** 4 As a bonus action, you enter a transcendent state of perception. Concentrating for 1 minute as if you were concentrating on a spell. For the duration: - All attack rolls made against you are at disadvantage. - You gain a +2 bonus to AC. - You have advantage on Dexterity saving throws and Dexterity checks. If you roll a natural 1 on a concentration check, you become Blinded until the condition is cured with greater restoration or similar magic. If you use this form on two consecutive turns, you make the second concentration check at disadvantage. ____________________________________________________________________________________ **Ninth Form: Sacred Lotus Enlightenment** **Breath Point Cost:** 4 As an action, you trace a lotus blossom with your blade, entering a state of perfect clarity for 1 minute. For the duration: - Your weapon attacks score a critical hit on a roll of 19–20. - When you hit with a weapon attack, your attacks treat invulnerability as resistant and resistant as a normal attack. Once per turn when you deal Psychic damage, you regain hit points equal to half the Psychic damage dealt.
\pagebreakNum ## Insect Breathing **Passive.** While a Insect Breathing Form is active: - Your speed increases by 10 feet. - You can move through a creature’s space (treated as difficult terrain) without provoking opportunity attacks. Once per turn when you deal acid damage, you can deal extra acid damage equal to your proficiency bonus. ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **Dance of the Butterfly: Caprice** **Breath Point Cost:** 2 As part of the Attack action, make a melee weapon attack. On a hit, the target takes extra acid damage equal to your proficiency bonus × 1d4. If the target is surprised or poisoned, it cannot resist this acid damage. ____________________________________________________________________________________ **Dance of the Bee Sting: True Flutter** **Breath Point Cost:** 3 Choose a creature you can see within 30 feet. You dash toward it and make a melee weapon attack. On a hit, the target takes your weapon damage + 1d6 acid damage. It must succeed on a Constitution saving throw or become poisoned for 1 minute. While poisoned this way, it takes 1d4 acid damage at the start of each of its turns. It can repeat the save at the end of each of its turns. ##### At 7th level, you gain the following breathing style forms ____________________________________________________________________________________ **Dance of the Dragonfly: Compound Eye Hexagon** **Breath Point Cost:** 5 Make six consecutive melee weapon attacks against a single target. The first hit deals 1d4 acid damage. Each additional hit increases the damage dice by 1d4 (e.g., 2d4, 3d4... up to 6d4 if all six hit). If at least three hits land, the target must succeed on a Constitution saving throw or be poisoned until the end of its next turn. ____________________________________________________________________________________ **Dance of the Centipede: Hundred-Legged Zigzag** **Breath Point Cost:** 4 Choose a creature within 50 feet. You dash in a zigzag pattern to reach it. The target must make a Wisdom saving throw. On a failed save, you gain advantage on your attack against it this turn. On a hit, the attack deals weapon damage + 2d6 acid damage. \columnbreak ##### At 10th level, you gain the following breathing style forms ____________________________________________________________________________________ **Swift Thrust** **Breath Point Cost:** 5 Choose a creature within 60 feet. You teleport to within 5 feet of it and make a melee weapon attack. On a hit, roll your weapon’s damage dice twice (as if you scored a critical hit, but this does not trigger crit effects). ____________________________________________________________________________________ **Rising Thrust** **Breath Point Cost:** 4 As part of a melee weapon attack, choose a creature of Large size or smaller. It must succeed on a Strength saving throw or be launched 15 feet into the air, land prone, and take 1d6 bludgeoning damage. On a success, it takes normal weapon damage and remains standing.
\pagebreakNum ##### At 14th level, you gain the following breathing style forms ____________________________________________________________________________________ **Sixfold Thrust** **Breath Point Cost:** 6 Make five rapid melee weapon attacks. If any of them hit, you may make a sixth attack with advantage. This final strike deals normal weapon damage plus half the total damage dealt by the first five attacks. ____________________________________________________________________________________ **Dance of the Hornet Swarm** **Breath Point Cost:** 7 As part of an attack action, you blur into motion, your strikes multiplying like a swarm of hornets. Choose up to three creatures within 30 feet of each other. Make two melee weapon attacks against each chosen target. On a hit, the attack deals normal weapon damage plus 2d6 acid damage. If both attacks hit the same creature, it must make a Constitution saving throw. On a failure, it is poisoned until the end of its next turn. While poisoned this way, it takes 2d4 acid damage at the start of its turn.
\columnbreak ##### At 17th level, you gain the following breathing style forms ____________________________________________________________________________________ **Butterfly Dance: Caprice, Illusory Light** **Breath Point Cost:** 8 Make four melee weapon attacks. On the fifth hit, the target must succeed on a Strength saving throw or be shoved 5 feet and knocked prone. You then leap 20 feet into the air, transforming into a radiant butterfly of light, and dive down to make one final attack. After this dive, an 80-foot radius psychic shockwave erupts centered on you. Each creature of your choice in the area must make a Wisdom saving throw, taking: 6d6 psychic damage on a failed save, or half as much on a success. ____________________________________________________________________________________ **Dance of the Praying Mantis: Fatal Strike** **Breath Point Cost:** 8 As part of an attack action, you assume a predatory stance before unleashing precision strikes that target vital points. Choose one creature within 30 feet. Make three melee weapon attacks with advantage against it. On a hit, each attack deals normal weapon damage plus 3d6 acid damage. If at least two attacks hit, the target must make a Constitution saving throw. On a failed save, it suffers the following effects for 1 minute: - Poisoned condition - Speed is reduced by half - Disadvantage on attack rolls - Takes 3d6 acid damage at the start of each of its turns The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. \pagebreakNum ## Love Breathing **Passive.** Opportunity attacks against you are made at disadvantage during your turn. ____________________________________________________________________________________ ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **1st Form: Shivers of First Love** **Breath Point Cost:** 2 As part of an Attack action, you dash through the air toward a visible creature within 30 feet, delivering a flourish of strikes that spiral around the body in a winding pattern. Make a melee weapon attack. On a hit, roll triple your weapon’s damage dice (e.g., 3d6 if your weapon normally deals 1d6) and add your modifier to the damage once per turn. ____________________________________________________________________________________ **Fourth Form: Embracing Heart Strike** **Breath Point Cost:** 2 As part of an Attack action, make a melee weapon attack. On a hit, the target takes normal weapon damage plus 2d6 Force damage. You may pull the target up to 10 feet closer to you. If you do, the next attack you make against that creature before the end of your next turn has advantage. ##### At 7th level, you gain the following breathing style forms ____________________________________________________________________________________ **2nd Form: Love Pangs** **Breath Point Cost:** 3 As part of an Attack action, you deliver a whip-like swing charged with spiraling emotion, slashing across multiple angles. One creature within your reach must make a Dexterity saving throw. On a failed save, the target takes 3d6 Force damage; half as much on a successful save. ____________________________________________________________________________________ **Seventh Form: Dancing Love Butterfly** **Breath Point Cost:** 3 As a bonus action, until the end of your turn, your movement does not provoke opportunity attacks, and you may move through hostile spaces. When you move through a creature’s space, you may make a melee weapon attack against them. On hit, the attack deals normal weapon damage plus 1d8 Force damage. \columnbreak ##### At 10th level, you gain the following breathing style forms ____________________________________________________________________________________ **3rd Form: Catlove Shower** **Breath Point Cost:** 3 As part of an Attack Action, you leap skyward in a flourish and unleash a cascade of arcing slashes like falling petals. Make 1d6 + 1 weapon attacks. Each hit deals an additional 1d6 Force damage. You can divide these attacks among creatures within 10 feet of you. ____________________________________________________________________________________ **Eighth Form: Passionate Heart’s Reflection** **Breath Point Cost:** 4 As part of an attack action, you choose up to three creatures you can see within 30 feet. Each must make a Dexterity saving throw (DC = 8 + proficiency bonus + Constitution modifier). On a failed save, a creature takes 3d8 Force damage and has disadvantage on the first attack roll it makes before the start of your next turn. On a success, the creature takes half damage and no additional effect.
\pagebreakNum ##### At 14th level, you gain the following breathing style forms ____________________________________________________________________________________ **5th Form: Swaying Love, Wildclaw** **Breath Point Cost:** 5 As part of an Attack action, with an aerial somersault, you unleash a storm of loving rage. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on you must make a Dexterity saving throw. On a failed save, it takes 4d6 Slashing + 4d6 Force damage, is pushed 10 feet away, and cannot take reactions until the start of its next turn. On a successful save, it takes half damage and no additional effects. ____________________________________________________________________________________ **Ninth Form: Eternal Love’s Embrace** **Breath Point Cost:** 5 As part of an Attack action, you create a protective dome of swirling love in a 15-foot radius sphere centered on you, lasting until the start of your next turn. Allies in the area gain +2 AC. Enemies that enter or start their turn in the area take 3d6 Force damage and must succeed on a Strength saving throw (DC = 8 + proficiency bonus + Constitution modifier) or be pushed 10 feet away. ##### At 17th level, you gain the following breathing style forms ____________________________________________________________________________________ **6th Form: Cat-Legged Winds of Love** **Breath Point Cost:** 5 As part of an Attack action, you unleash a blinding storm of retracting and extending lashes, weaving love and destruction in tandem. Make 2d4 weapon attack rolls. Each hit deals an additional 2d6 Force damage. If you score a critical hit, your next attack gains advantage and your critical hit range increases to 19–20 until the end of your next turn. ____________________________________________________________________________________ **Tenth Form: Love’s Ultimate Devotion** **Breath Point Cost:** 6 As part of an Attack action, make three melee weapon attacks. On each hit, the target takes normal weapon damage plus 4d6 Force damage. For each hit, choose one of the following effects: Heal yourself for half the damage dealt. The target cannot make opportunity attacks until the start of your next turn. Push the target 15 feet in any direction.
\pagebreakNum ## Mist Breathing ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **First Form: Low Clouds, Distant Haze** **Breath Point Cost:** 2 As part of the Attack action, you make a single melee weapon attack. On a hit, the attack deals weapon damage plus 2d6 acid damage. The target's speed is reduced by 10 feet until the start of your next turn as spectral mist clings to their legs. ____________________________________________________________________________________ **Second Form: Eight-Layered Mist** **Breath Point Cost:** 3 As part of the Attack action, make four melee weapon attacks, divided between any creatures within reach. Each attack deals weapon damage plus 1d6 acid damage. Creatures you hit have disadvantage on opportunity attacks against you until the start of your next turn. ##### At 7th level, you gain the following breathing style forms ____________________________________________________________________________________ **Third Form: Scattering Mist Splash** **Breath Point Cost:** 4 Each creature of your choice within 15 feet must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take 3d6 acid damage and be pushed 10 feet away. On a success, a creature takes half damage and isn’t pushed. Until the start of your next turn, ranged weapon attacks that target you or an ally within 10 feet are made with disadvantage. ____________________________________________________________________________________ **Fourth Form: Shifting Flow Slash** **Breath Point Cost:** 3 As part of the Attack action, you dash up to your movement speed without provoking opportunity attacks, then make one melee weapon attack. On a hit, the attack deals weapon damage plus 2d6 acid damage. \columnbreak ##### At 10th level, you gain the following breathing style forms ____________________________________________________________________________________ **Fifth Form: Sea of Clouds and Haze** **Breath Point Cost:** 5 Move up to your speed in a zig-zag pattern, ignoring opportunity attacks. Each creature you move past must succeed on a Dexterity saving throw (DC = 8 + proficiency + Dex mod) or take 3d6 acid damage. At the end of this movement, make two melee weapon attacks, each dealing weapon damage plus 2d6 acid damage. ____________________________________________________________________________________ **Eighth Form: Phantom Mist Replication** **Breath Point Cost:** 5 You dissolve into mist, conjuring three illusory duplicates of yourself within 30 feet. Until the end of your next turn: When you take the Attack action, you may make your attacks from the position of any duplicate. Each duplicate can move up to your speed on your turn. When a creature targets you with an attack, the attack instead targets one of the duplicates (determined randomly). When a duplicate is hit, it vanishes in a burst of mist, dealing 2d6 acid damage to the attacker.
\pagebreakNum ##### At 14th level, you gain the following breathing style forms ____________________________________________________________________________________ **Sixth Form: Lunar Dispersing Mist** **Breath Point Cost:** 6 As part of an Attack action, you leap up to 20 feet without provoking opportunity attacks. Choose up to four creatures within 10 feet of your landing point. Make one melee weapon attack against each. On a hit, the attack deals weapon damage plus 3d6 acid damage. Each creature hit must succeed on a Constitution saving throw (DC = 8 + proficiency + Dex mod) or be blinded until the start of your next turn. ____________________________________________________________________________________ **Ninth Form: Corrosive Mist Veil** **Breath Point Cost:** 6 As part of an Attack action, you exhale a dense, caustic fog, filling a 20-foot radius sphere centered on you that lasts until the start of your next turn. The area is heavily obscured, but you can see through it normally. When a creature starts its turn in the mist or enters it for the first time on a turn, it takes 4d6 acid damage and must succeed on a Constitution saving throw or be poisoned until the end of its next turn. ##### At 17th level, you gain the following breathing style forms ____________________________________________________________________________________ **Seventh Form: Obscuring Clouds** **Breath Point Cost:** 7 As a bonus action, you cloak yourself in illusory mist for 1 minute. While active: You have advantage on Dexterity (Stealth) checks. Attack rolls against you are made with disadvantage if the attacker relies on sight. Once per turn, when you hit a creature with a melee weapon attack, you may force it to make a Wisdom saving throw (DC = 8 + proficiency + Dex mod) or become blinded until the start of your next turn. You may end this form early (no action required). ____________________________________________________________________________________ **Tenth Form: Endless Mist Labyrinth** **Breath Point Cost:** 7 As part of an Attack action, you summon a reality-bending mist in a 30-foot radius sphere centered on you that lasts for 1 minute. While active: - The area is heavily obscured to all creatures except you. - You can teleport up to 30 feet as a bonus action. - When you hit a creature with a melee weapon attack, it must succeed on a Wisdom saving throw or be teleported to a random location within the mist (GM’s choice or roll randomly). At the start of each creature’s turn in the mist, it must succeed on a Wisdom saving throw or become confused until the start of its next turn, moving in a random direction.
\pagebreakNum ## Moon Breathing ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **1st Form: Dark Moon, Evening Palace** **Breath Point Cost:** 2 As part of the Attack action, you unleash a long, crescent-shaped slash in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Dexterity saving throw or take 2d6 Necrotic damage plus your weapon damage. On a success, they take half damage. If a creature fails by 5 or more, it has disadvantage on attack rolls until the end of its next turn. ____________________________________________________________________________________ **2nd Form: Pearl Flower Moongazing** **Breath Point Cost:** 3 Choose a creature within 30 feet. As part of the Attack action, make three melee spell attacks against it. On a hit, each deals weapon damage + 1d6 Necrotic damage. ##### At 7th level, you gain the following breathing style forms ____________________________________________________________________________________ **3rd Form: Loathsome Moon, Chains** **Breath Point Cost:** 4 You release twin crescent-shaped slashes that explode in a storm of blades. Each creature in a 30-foot cone must make a Dexterity saving throw, taking 4d6 Necrotic damage on a failed save, or half on a success. ____________________________________________________________________________________ **5th Form: Moon Spirit Calamitous Eddy** **Breath Point Cost:** 4 Choose a creature within 50 feet. As part of the Attack action, make a number of ranged spell attacks equal to your proficiency bonus. On a hit, each deals 1d6 Necrotic damage. ##### At 10th level, you gain the following breathing style forms ____________________________________________________________________________________ **6th Form: Perpetual Night, Lonely Moon – Incessant** **Breath Point Cost:** 5 Choose a creature within 60 feet. As part of the Attack action, make a number of melee spell attacks equal to 2 + your Constitution modifier (minimum 2). On a hit, each deals weapon damage + 1d6 Necrotic. ____________________________________________________________________________________ **7th Form: Mirror of Misfortune, Moonlit** **Breath Point Cost:** 6 You unleash a chaotic burst of crescent slashes in a 60-foot cone. Each creature in the area must make a Dexterity saving throw, taking 6d6 Necrotic damage on a failed save, or half on a success. ____________________________________________________________________________________ **8th Form: Moon-Dragon Ringtail** **Breath Point Cost:** 5 You perform a massive, sweeping strike in a 20-foot half-circle centered on you. Make an attack roll against each creature in the area. On a hit, each target takes weapon damage + 2d6 Necrotic damage. \columnbreak ##### At 14th level, you gain the following breathing style forms ____________________________________________________________________________________ **9th Form: Waning Moonswaths** **Breath Point Cost:** 6 You release a flurry of curving blades in a 15-foot radius centered on yourself. Each creature must make a Dexterity saving throw, taking 6d6 Necrotic damage on a failed save, or half on a success. You can exclude a number of creatures equal to your Constitution modifier. ____________________________________________________________________________________ **10th Form: Drilling Slashes, Moon Through Bamboo Leaves** **Breath Point Cost:** 7 Choose a creature within 80 feet. You conjure three saw-like moon slashes, making a spell attack roll for each. On a hit, each deals 2d6 Necrotic damage and imposes disadvantage on the target’s next attack roll before the end of its next turn. ##### At **17th level**, you gain the following breathing style forms ____________________________________________________________________________________ **14th Form: Catastrophe, Tenman Crescent Moon** **Breath Point Cost:** 8 - You create a vortex of crescent slashes expanding outward. Each creature within 60 feet must make a Dexterity saving throw. Creatures within 0–20 ft: 9d6 Necrotic - Creatures within 21–40 ft: 6d6 Necrotic - Creatures within 41–60 ft: 3d6 Necrotic On a failed save, a creature takes full damage from its range zone; on a success, half. ____________________________________________________________________________________ **16th Form: Moonbow, Half Moon** **Breath Point Cost:** 9 Choose up to 6 locations within 300 feet. Each is struck by a 30-foot-long, 10-foot-wide arc of crescent blades. Each creature in a slash must make a Dexterity saving throw, taking 3d6 Slashing + 3d6 Necrotic damage on a failed save, or half on a success.
\pagebreakNum ## Serpent Breathing **Passive.** You can move through the space of any creature one size larger than you without penalty. ____________________________________________________________________________________ ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **1st Form: Winding Serpent Slash** **Breath Point Cost:** 2 As part of an attack action, you perform a fluid, coiling slash that weaves through a foe's guard. Make a melee weapon attack. On hit, the target takes an additional 2d6 Acid damage and can’t take reactions until the start of your next turn. ____________________________________________________________________________________ **Sixth Form: Serpent’s Coiling Defense** **Breath Point Cost:** 2 As a reaction when a creature hits you with a melee attack. You weave your body in a serpentine motion, creating confusing afterimages. The triggering attack is made with disadvantage. If the attack misses, you can immediately move up to 5 feet without provoking opportunity attacks, and make one melee weapon attack that deals an extra 1d6 acid damage on a hit. ##### At 7th level, you gain the following breathing style forms ____________________________________________________________________________________ **2nd Form: Venom Fangs of the Narrow Head** **Breath Point Cost:** 3 As part of an Attack action, you dart behind a foe with blinding speed and aim a venomous decapitating strike. Choose a creature within 30 feet. You teleport to an unoccupied space behind it (if available), ignoring opportunity attacks. Make a melee weapon attack. On hit, the target takes an additional 3d6 Acid damage, and the attack’s critical hit range becomes 19–20. The target is also Poisoned until the end of your next turn. ____________________________________________________________________________________ **Seventh Form: Forked Tongue Strike** **Breath Point Cost:** 3 As part of an Attack action, your blade splits into two illusory strikes, forcing your foe into a deadly guessing game. Before making the attack, the target must choose “high” or “low.” If they guess wrong, your attack roll has advantage, and the attack deals an extra 2d6 acid damage. On a hit, regardless of the guess, the target has disadvantage on the next saving throw it makes before the end of your next turn. \columnbreak ##### At **10th level**, you gain the following breathing style forms ____________________________________________________________________________________ **3rd Form: Coil Choke** **Breath Point Cost:** 4 As part of an attack action, you twist around your foe in a tightening spiral, lashing out in all directions. Choose one creature within 5 feet. The target must succeed on a Dexterity saving throw or take 2d8 weapon damage + 2d6 Acid damage and become Grappled (escape DC = your Breath Save DC). On a successful save, it takes half damage and is not grappled. While grappled this way, the target takes 1d4 Acid damage at the start of each of its turns. ____________________________________________________________________________________ **Eighth Form: Constricting Serpent’s Embrace** **Breath Point Cost:** 4 As part of an attack action, you coil your blade into a binding arc of acidic energy. Make a melee weapon attack against one creature. On a hit, the target takes weapon damage plus 2d8 acid damage. In addition, the ground in a 10-foot radius centered on the target becomes difficult terrain until the start of your next turn. A creature that enters or starts its turn in this area must make a Dexterity saving throw or become restrained until the end of its turn.
\pagebreakNum ##### At 14th level, you gain the following breathing style forms ____________________________________________________________________________________ **4th Form: Twin-Headed Reptile** **Breath Point Cost:** 5 As part of an Attack action, you strike out in two directions like twin serpent heads. Leap up to 15 feet in a straight line, ignoring difficult terrain. Choose up to two creatures within 5 feet of your path. Make a melee weapon attack against each. On hit, the target takes an additional 3d8 Acid damage and must succeed on a Strength saving throw or be knocked prone. ____________________________________________________________________________________ **Ninth Form: Viper’s Ambush Strike** **Breath Point Cost:** 5 As a bonus action, you slip into the shadows like a viper before striking without warning. You become invisible until the end of your turn, and during this time, you can move through spaces occupied by other creatures. The first melee weapon attack you make while invisible deals an additional 4d6 acid damage. On a hit, the target must make a Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ##### At 17th level, you gain the following breathing style forms ____________________________________________________________________________________ **5th Form: Slithering Serpent** **Breath Point Cost:** 6 As part of an Attack action, you rush forward in a twisting, winding arc, slashing wildly with venomous precision. Each creature in a 60-foot cone must make a Constitution saving throw (DC = 8 + Proficiency Bonus + Wisdom modifier). On a failed save, a creature takes 6d6 Slashing damage + 6d6 Acid damage, is Poisoned, and can’t take reactions until the start of your next turn. On a successful save, the creature takes half damage and suffers no additional effects. ____________________________________________________________________________________ **Tenth Form: Thousand Serpent Convergence** **Breath Point Cost:** 6 As part of an Attack action, you conjure a swarm of serpentine afterimages that strike from every direction. Choose up to three creatures within 30 feet. You teleport adjacent to each one in any order and make a melee weapon attack against each. On hit, the target takes weapon damage plus 4d8 acid damage, and is afflicted with lingering venom. At the start of its turn, an afflicted creature must make a Constitution saving throw or take 2d6 acid damage and have its speed halved until the start of its next turn.
\pagebreakNum ## Sound Breathing ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **First Form: Roar** **Breath Point Cost:** 2 As part of an Attack action, you raise your twin swords overhead and slam them down with explosive force, creating a thunderous boom audible up to 100 feet away. Each creature of your choice within 15 feet (excluding yourself) must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, they take 2d6 thunder damage and are pushed 10 feet away from you, or half as much on a success and are not pushed away. ____________________________________________________________________________________ **Second Form: Resonant Strike** **Breath Point Cost:** 2 When you take damage, you can use your reaction to clash your blades together in a defensive resonance. Until the start of your next turn, you gain resistance to thunder damage. In addition, whenever a creature hits you with a melee attack during this time, it takes 1d6 thunder damage. ##### At **7th level**, you gain the following breathing style forms ____________________________________________________________________________________ **Fourth Form: Constant Resounding Slashes** **Breath Point Cost:** 4 As part of an Attack action, you hold your twin swords apart and spin rapidly, creating a circular barrier of slashing, ringing steel. Until the start of your next turn, you gain +2 to AC. Additionally, any creature that ends its turn within 5 feet of you takes 1d8 thunder damage. ____________________________________________________________________________________ **Third Form: Percussion Symphony** **Breath Point Cost:** 3 As an action, you unleash a flurry of synchronized strikes. Make three special melee attacks against up to three different creatures within reach. On a hit, the target must succeed on a Constitution saving throw or be deafened until the end of your next turn. On a critical hit, the target is also stunned until the end of your next turn. \columnbreak ##### At **10th level**, you gain the following breathing style forms ____________________________________________________________________________________ **Fifth Form: String Performance** **Breath Point Cost:** 5 As part of an Attack action, you grip the chain connecting your twin swords and spin them at high speed while charging forward up to 30 feet in a straight line. Make a melee weapon attack against each creature in a 5-foot wide path. On a hit, the target takes 2d6 slashing + 2d6 thunder damage. Each target hit must also succeed on a Dexterity saving throw (DC = 8 + proficiency + Dexterity modifier) or be pushed 10 feet away and knocked prone. **Sixth Form: Echo Chamber** **Breath Point Cost:** 4 As an action, you create a 15-foot cube of reverberating sound centered on yourself that persists until the start of your next turn. A creature that enters the area or starts its turn there takes 2d8 thunder damage. While in the area, creatures have disadvantage on Wisdom (Perception) checks that rely on hearing.
\pagebreakNum ##### At 14th level, you gain the following breathing style forms ____________________________________________________________________________________ **Rising Kick** **Breath Point Cost:** 3 As a Bonus Action or part of an Attack action, you perform a high-rising side-kick, launching your opponent skyward. One creature within reach must make a Strength saving throw (DC = 8 + proficiency + Strength or Dexterity modifier). On a failed save, the target is launched 10 feet into the air, becomes prone, and takes 1d8 bludgeoning damage when it lands at the end of its next turn. ____________________________________________________________________________________ **Seventh Form: Sound Wave Dance** **Breath Point Cost:** 5 As an action, you move like a cutting wave of sound. You teleport up to 30 feet to an unoccupied space you can see, passing through creatures’ spaces during this movement. Each creature you pass through must make a Constitution saving throw, taking 3d6 thunder damage on a failed save, or half as much on a success. On a failure, the creature is also deafened for 1 minute (save ends at the end of each of its turns). \columnbreak ##### At 17th level, you gain the following breathing style forms ____________________________________________________________________________________ **Fifth Form (Enhanced): String Performance, Bursting Bloom** **Breath Point Cost:** 7 As part of an Attack action, you unleash a finishing flurry: a whirlwind of slashes that lifts your opponent into the air. You then hurl explosive beads skyward and spin your chained swords in a wide arc to ignite them mid-air. The target of the initial melee attack takes 2d6 additional thunder damage if hit. All creatures in a 20-foot-radius sphere centered on the final explosion must make a Dexterity saving throw. On a failed save, they take 4d6 thunder damage and 4d6 slashing damage, or half as much on a success. ____________________________________________________________________________________ **Eighth Form: Crescendo Finale** **Breath Point Cost:** 6 As an part of an Attack action, you release a devastating sonic finale. Each creature of your choice within 30 feet must make a Constitution saving throw. On a failed save, a creature takes 6d8 thunder damage and is stunned until the end of your next turn. On a successful save, the creature takes half damage and isn’t stunned. Once you use this form, you can’t use it again until you finish a long rest.
\pagebreakNum ## Stone Breathing ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **First Form: Serpentinite Bipolar** **Breath Point Cost:** 2 As part of an Attack action, make a melee weapon attack. On a hit, the target takes an additional 2d10 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone. If the target is prone after this attack, you may make one additional melee weapon attack against it as a bonus action. ____________________________________________________________________________________ **Third Form: Earth Breaker’s Stance** **Breath Point Cost:** 1 As a bonus action, for 1 minute. You assume a heavy stance, grounding yourself like unyielding stone. For the duration: Your melee weapon attacks deal +1d4 bludgeoning damage. Once per turn, when you hit a creature, you may attempt a shove as a free action. You have advantage on saving throws against being pushed or pulled against your will. You can’t activate this form again until you finish a short or long rest. ##### At 7th level, you gain the following breathing style forms ____________________________________________________________________________________ Second Form: Upper Smash **Breath Point Cost:** 3 As an action, leap up to 20 feet vertically without using movement. Then make a melee weapon attack. On a hit, the target takes an additional 4d8 bludgeoning damage and must make a Constitution saving throw. On a failed save, it is stunned until the end of your next turn. Creatures of Large size or smaller have disadvantage on the saving throw. ____________________________________________________________________________________ **Seventh Form: Seismic Pincer Strike** **Breath Point Cost:** 3 AS part of an Attack action, you perform a crushing pincer maneuver with both weapons. Make a melee weapon attack against one creature within 5 feet. On a hit, the target takes normal damage plus 2d8 bludgeoning damage and must succeed on a Strength saving throw or be launched 20 feet into the air. If the save fails, debris erupts in a 15-foot radius around you. The target takes an additional 2d6 piercing damage, and the area becomes difficult terrain until the start of your next turn. As part of the same action, you may pull the target back toward you. The target makes a second Strength saving throw. On a failure, they are pulled adjacent to you and take an extra 3d8 bludgeoning damage from the impact. \columnbreak ##### At 10th level, you gain the following breathing style forms ____________________________________________________________________________________ Third Form: Stone Skin **Breath Point Cost:** 6 As a bonus action, you spin your chain weapon defensively around your body. Until the start of your next turn: You gain resistance to bludgeoning, piercing, and slashing damage from all sources. You cannot be moved or knocked prone. Any creature that hits you with a melee attack takes 1d8 bludgeoning damage. You may use your reaction to make one melee weapon attack against a creature within reach. ____________________________________________________________________________________ **Tenth Form: Stone Skin — Crushing Deva Strike** **Breath Point Cost:** 4 As part of an Attack action, you unleash a devastating combination of strikes and leaps. Choose one target within 30 feet and make a melee weapon attack. On a hit, the target takes normal weapon damage and must succeed on a Strength saving throw or be knocked prone. You may then leap up to 20 feet into the air without provoking opportunity attacks, making three weapon attacks against the same target (or other creatures within reach). Each hit deals an additional 1d8 force damage. Finally, you plummet down onto your original target. It must succeed on a Dexterity saving throw or take 3d8 bludgeoning damage and become restrained until the end of your next turn. On a success, it takes half damage and isn’t restrained. You can’t use this form again until you complete a long rest.
\pagebreakNum ##### At **14th level**, you gain the following breathing style forms ____________________________________________________________________________________ **Fourth Form: Volcanic Rock, Rapid Conquest** **Breath Point Cost:** 7 As part of an Attack action, you launch forward in a devastating charge, flail and axe spinning. Move up to 30 feet in a straight line, passing through creatures. Make a separate melee weapon attack against each creature you pass through. On a hit, a creature takes weapon damage plus an additional 2d8 bludgeoning damage, and must succeed on a Strength saving throw or be pushed 10 feet to the side and knocked prone. This movement does not provoke opportunity attacks. ____________________________________________________________________________________ **Fourteenth Form: Dance of the Guardian Deity** **Breath Point Cost:** 5 As part of a reaction when you are targeted by an attack. You spin your weapon in wide arcs, becoming a living fortress. Until the start of your next turn: You gain +2 AC against all attacks. You may immediately make one weapon attack against any creature that enters your reach or makes a melee attack against you (no action required). You have advantage on Dexterity saving throws. The area within 5 feet of you is difficult terrain for enemies. You have a number of uses equal to your proficiency bonus. Once all these are uses are expended, they are regained on a long rest. \columnbreak ##### At 17th level, you gain the following breathing style forms ____________________________________________________________________________________ **Fifth Form: Arcs of Justice** **Breath Point Cost:** 8 As part of an Attack action, you execute a devastating combo with both weapons. Make two melee weapon attacks—one with your flail, one with your axe. If both attacks hit the same creature, that creature takes an additional 6d6 bludgeoning damage and must make a Constitution saving throw. On a failure, the target is restrained by the chain until the end of its next turn. On a success, the creature is still knocked prone. ____________________________________________________________________________________ **Seventeenth Form: Tectonic Devastation** **Breath Point Cost:** 6 As part of an Attack action, you slam your weapon into the ground, sending out a cataclysmic shockwave. All creatures in a 30-foot cone must make a Constitution saving throw. On a failure, a creature takes 8d10 force damage, is knocked prone, and is stunned until the end of your next turn. On a success, it takes half damage and suffers no conditions. The cone’s ground becomes difficult terrain, and a 60-foot-high wall of stone erupts along the cone’s edge, lasting 1 minute. You can choose up to three allies in the cone to be unaffected.
\pagebreakNum ## Sun Breathing ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **First Form: Dance** **Breath Point Cost:** 2 As part of the Attack action, make one melee weapon attack. On a hit, the target takes an additional 2d6 radiant damage. If the attack hits, you have advantage on your next attack roll before the end of this turn. ____________________________________________________________________________________ **Second Form: Clear Blue Sky** **Breath Point Cost:** 3 As part of the Attack action, spin in a blazing arc. Make a melee weapon attack against each creature within your reach. On a hit, each target takes an additional 3d6 radiant damage. ____________________________________________________________________________________ **Third Form: Raging Sun** **Breath Point Cost:** 2 As a reaction when you are hit by an attack, reduce the damage taken by 1d10 + your Strength modifier + your Demon Slayer level. If this reduces the damage to 0, you may immediately make one melee weapon attack against a creature within 5 feet. \columnbreak ##### At 7th level, you gain the following breathing style forms ____________________________________________________________________________________ **Fourth Form: Cross Slash** **Breath Point Cost:** 4 As part of the Attack action, choose one creature within 40 feet. That creature must make two Dexterity saving throws (DC = 8 + your proficiency bonus + your Dexterity modifier). On each failed save, the target takes 4d8 radiant damage, or half as much on a success. ____________________________________________________________________________________ **Fifth Form: Setting Sun Transformation** **Breath Point Cost:** 4 As part of the Attack action, you flip and strike a creature one size larger than you. Make a melee weapon attack. On a hit, deal an additional 6d8 radiant damage. On a critical hit, triple the damage dice instead of doubling. ____________________________________________________________________________________ **Sixth Form: Phoenix Flash** **Breath Point Cost:** 4 As part of the Attack action, choose a creature within 50 feet. You teleport in a flash of sunlight to a space within 5 feet of the target. Make a melee weapon attack. On a hit, the target takes an additional 6d8 radiant damage. ##### At 10th level, you gain the following breathing style forms ____________________________________________________________________________________ **Seventh Form: Beneficent Radiance** **Breath Point Cost:** 5 As part of the Attack action, leap up to 10 feet and make a melee weapon attack. On a hit, the target takes an additional 5d8 radiant damage. ____________________________________________________________________________________ **Eighth Form: Sunflower Thrust** **Breath Point Cost:** 3 As part of the Attack action, make a precise melee weapon attack. On a hit, the target takes an additional 5d6 radiant damage.
\pagebreakNum ##### At 14th level, you gain the following breathing style forms ____________________________________________________________________________________ **Ninth Form: Sun Halo Dragon Head Dance** **Breath Point Cost:** 6 As part of the Attack action, unleash a flurry of slashes in a 60-foot cone. Each creature in the cone must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, a creature takes 8d8 radiant damage and is blinded until the end of its next turn. On a success, it takes half damage and is not blinded. ____________________________________________________________________________________ **Tenth Form: Fire Wheel** **Breath Point Cost:** 3 As part of the Attack action, flip behind a creature no more than one size larger than you and make a melee weapon attack. On a hit, the target takes an additional 4d8 radiant damage. ____________________________________________________________________________________ **Eleventh Form: Fake Rainbow** **Breath Point Cost:** 4 As a reaction when you are targeted by an attacl. Create an illusory afterimage to absorb the attack. You teleport to a space within 5 feet of the attacker and may make a melee weapon attack. On a hit, the target takes an additional 5d6 radiant damage. \columnbreak ##### At 17th level, you gain the following breathing style forms ____________________________________________________________________________________ **Twelfth Form: Flame Dance** **Breath Point Cost:** 5 As part of the Attack action, make two consecutive melee weapon attacks: first a vertical slash, then a horizontal slash. Each hit deals an additional 4d6 radiant damage. ____________________________________________________________________________________ **Thirteenth Form: Scorching Rush** **Breath Point Cost:** 6 As part of the Attack action, perform a five-hit combo: - Low left slash (2d6), - Low right rising slash (3d6), - Spinning wave (4d6), - Upward strike (5d6), - Overhead finisher (6d6). Make a separate melee weapon attack roll for each strike
\pagebreakNum ## Thunder Breathing ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **First Form: Thunderclap and Flash** **Breath Point Cost:** 2 As a bonus action, you blur forward in a straight line up to 60 feet without provoking opportunity attacks. After this movement, make one weapon attack. On a hit, the attack deals an additional 2d6 lightning damage. The target must also succeed on a Constitution saving throw or be stunned until the start of your next turn. ____________________________________________________________________________________ **Second Form: Rice Spirit** **Breath Point Cost:** 2 As an action, unleash a blast of lightning in a wide arc. Each creature in a 10-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 3d6 lightning damage and can't take reactions until the start of its next turn. On a successful save, the creature takes half damage and suffers no other effects. \columnbreak ##### At 7th level, you gain the following breathing style forms ____________________________________________________________________________________ **Third Form: Thunder Swarm** **Breath Point Cost:** 3 When you hit with a melee weapon attack, you can chain lightning to two other creatures within 10 feet of the original target. Each must succeed on a Dexterity saving throw or take 3d8 lightning damage, or half as much on a success. ____________________________________________________________________________________ **First Form: Thunderclap and Flash – Sixfold** **Breath Point Cost:** 4 As an action, teleport up to 15 feet before each of six consecutive melee weapon attacks. Each hit deals an additional 1d6 lightning damage. You must target different creatures if possible. This movement ignores opportunity attacks and can pass through hostile creatures. ##### At 10th level, you gain the following breathing style forms ____________________________________________________________________________________ **Fourth Form: Distant Thunder** **Breath Point Cost:** 4 As an action, you conjure a sphere of crackling lightning at a point you can see within 60 feet. The orb explodes, unleashing multi-directional arcs of electricity. Each creature within 20 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 5d8 lightning damage and is pushed 10 feet away from the center. On a successful save, it takes half damage and is not pushed. This burst ignores total cover for the purpose of targeting but not damage; creatures behind total cover still make the save but gain advantage. ____________________________________________________________________________________ **Fifth Form: Heat Lightning** **Breath Point Cost:** 5 As an action, choose a point within 30 feet. Lightning lashes out in a 15-foot-radius, 20-foot-high cylinder centered there. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 lightning damage and is blinded until the end of its next turn. On a successful save, it takes half damage and is not blinded.
\pagebreakNum ##### At 14th level, you gain the following breathing style forms ____________________________________________________________________________________ **Sixth Form: Rumble and Flash** **Breath Point Cost:** 6 Until the end of your turn, you can teleport up to 15 feet before each melee weapon attack. Immediately make up to three attacks. Each attack deals an additional 2d10 lightning damage. On a hit, the target must succeed on a Strength saving throw or be knocked prone. ____________________________________________________________________________________ **Extension Form: Godspeed** **Breath Point Cost:** 6 As a bonus action, enter a heightened speed state for 1 minute (concentration required). While active, you gain: - Triple movement speed - Advantage on Dexterity checks and saves - +1 AC - All Thunder Breathing techniques deal +2d8 lightning damage \columnbreak ##### At 17th level, you gain the following breathing style forms ____________________________________________________________________________________ **Seventh Form: Honoikazuchi no Kami** **Breath Point Cost:** 8 As an action, dash up to 90 feet in a straight line. Each creature in your path must make a Dexterity saving throw. On a failed save, a creature takes 10d8 lightning damage and is stunned until the end of its next turn. On a successful save, it takes half damage and is not stunned. If you move at least 60 feet with this technique, the damage increases to 12d8, and you ignore all difficult terrain and obstacles during this movement. After using this form, you gain resistance to lightning damage until the end of your next turn. ____________________________________________________________________________________ **Tenth Form: Thunderclap and Flash, Ephemeral** **Breath Point Cost:** 8 As part of an Attack action, you become a living conduit of lightning, striking with blinding speed and devastating force: Teleport up to 60 feet in a straight line or split into up to three separate teleports. Make four melee weapon attacks against up to two different targets within range (split attacks as you choose). Each hit deals weapon damage + 6d6 Lightning damage. On a hit, the target must make a DC 18 Strength saving throw or be knocked prone and pushed 15 feet. After completing your attacks, all creatures within 15 feet of you take 4d6 Lightning damage and must succeed on a Dexterity saving throw or be restrained until the start of your next turn, as arcs of lightning bind them. The terrain you move through becomes difficult terrain until the start of your next turn.
\pagebreakNum ## Water Breathing ##### At 3rd level, you gain the following breathing style forms ____________________________________________________________________________________ **First Form: Water Surface Slash** **Breath Point Cost:** 1 As part of your Attack action, make one melee weapon attack. On a hit, the attack deals an extra 1d8 cold damage. If this attack reduces a creature to 0 hit points, regain 1 Breath Point. You can regain BP this way only once per turn. ____________________________________________________________________________________ **Second Form: Water Wheel** **Breath Point Cost:** 2 You leap into the air and perform a vertical spinning slash. Make one melee weapon attack; on a hit, the attack deals an extra 2d8 cold damage. Each creature within 5 feet of you must succeed on a Strength saving throw or be knocked prone. You have advantage on this attack if you moved at least 10 feet immediately before using it. ____________________________________________________________________________________ **Third Form: Flowing Dance** **Breath Point Cost:** 3 Move up to 20 feet in a 5-foot-wide line. Each creature in the path must succeed on a Dexterity saving throw or take 2d10 cold damage (half on success). If you hit two or more creatures with this form, you gain a +2 bonus to AC until the start of your next turn. \columnbreak ##### At 7th level, you gain the following breathing style forms ____________________________________________________________________________________ **Fourth Form: Striking Tide** **Breath Point Cost:** 3 When you take the Attack action, make a number of melee weapon attacks equal to half your proficiency bonus (rounded up). Each hit deals an extra 1d10 cold damage. ____________________________________________________________________________________ **Fifth Form: Blessed Rain After the Drought** **Breath Point Cost:** 2 Make a melee weapon attack against a creature within 30 feet that is unconscious, willing, or has ≤25% of its max HP. On a hit, the attack deals an extra 3d10 cold damage. A critical hit with this form deals triple damage instead of double. If this attack kills the target, they cannot be resurrected except by True Resurrection or Wish. ##### At **10th level**, you gain the following breathing style forms ____________________________________________________________________________________ **Fourth Form: Turbulent Striking Tide** **Breath Point Cost:** 4 Make a number of melee attacks equal to your full proficiency bonus. Each hit grants +1 to hit with this form, stacking to +3 until the start of your next turn. On a critical hit, reduce the target’s AC by 1 until the start of your next turn (stacking up to -3). ____________________________________________________________________________________ **Sixth Form: Whirlpool** **Breath Point Cost:** 4 You create a swirling vortex centered on yourself with a 40-foot radius. At the start and end of each creature’s turn within the radius, they must succeed on a Strength saving throw or be pulled 20 feet toward you and have their movement reduced to 0 until the start of their next turn. Creatures within 10 feet of you must succeed on a Dexterity saving throw or take 3d8 cold damage (half on success). **Underwater:** Radius and pull distance double. Cold damage increases to 6d8. ____________________________________________________________________________________ **Seventh Form: Drop Ripple Thrust** **Breath Point Cost:** 2 When a creature moves into your reach or uses a movement ability within 15 feet, you can use your reaction to make one melee weapon attack. On a hit, deal 2d10 cold damage and reduce its speed to 0 until the start of your next turn.
\pagebreakNum ##### At **14th level**, you gain the following breathing style forms ____________________________________________________________________________________ **Eighth Form: Waterfall Basin** **Breath Point Cost:** 3 When falling at least 10 feet, you can leap and make a melee weapon attack against a target within reach. On a hit, deal 3d10 cold damage and 1d6 force damage. You take only half damage from the fall. ____________________________________________________________________________________ **Eighth Form: Waterfall Basin, Destruction** **Breath Point Cost:** 6 **Description.** You unleash a devastating series of water-imbued strikes, creating the image of crashing waterfalls that pulverize your enemy. As part of the Attack action, you make three consecutive melee weapon attacks against a single creature within reach: - **First Strike.** You make a spinning leap with advantage. On a hit, the attack deals its normal weapon damage plus 2d8 force damage. - **Second Strike.** You immediately teleport behind the target and strike again. On a hit, the attack deals its normal weapon damage plus 2d8 force damage. - **Final Strike.** You launch the target and yourself 20 feet into the air. Make the attack with advantage. On a hit, the attack deals its normal weapon damage plus 4d8 force damage, and both you and the target fall. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take 3d6 bludgeoning damage and fall prone. On a success, it takes half damage and isn’t knocked prone. You take no damage from this fall. **Waterfall Collapse.** If all three attacks hit, massive spectral waterfalls crash down on the target. The target takes an additional 4d10 force damage, and the ground in a 10-foot radius centered on the target becomes difficult terrain until the end of your next turn. \columnbreak ##### At **17th level**, you gain the following breathing style forms ____________________________________________________________________________________ **Tenth Form: Constant Flux** **Breath Point Cost:** 6 As part of the Attack action, you dash up to 90 feet, summoning a massive spectral water dragon that spirals around you for 1 minute (concentration required). The dragon acts immediately after you on initiative. AC 18, Hit Points = 7 × your Demon Slayer level (scaled up for 17th-level durability). While active, whenever you make a melee weapon attack, the dragon makes a bite attack against a creature within 15 feet of it. **Spectral Water Dragon (Bite Attack):** - **To Hit:** Your attack modifier to hit, reach 15 ft., one target. - **Hit:** 3d8 piercing + 3d8 cold damage. Each consecutive hit you land on the same target during the dragon’s duration increases its damage by +1d8 piercing and +1d8 cold, up to 5d8 + 5d8. ____________________________________________________________________________________ **Eleventh Form: Dead Calm** **Breath Point Cost:** 4 As a bonus action, you enter a trance-like stillness for up to 1 minute. While active: - Your movement speed is 0. - Weapon attacks against creatures within 10 feet deal 0 damage unless the attacker has advantage. - You have resistance to all weapon damage. - Once per use, when you take damage, reduce it by 3d12. - You cannot take reactions or bonus actions during this state.
\pagebreakNum ## Wind Breathing **Passive.** While using Wind Breathing you have advantage on saving throws to avoid being knocked prone. ##### At **3rd level**, you gain the following breathing style forms ____________________________________________________________________________________ **First Form: Dust Whirlwind Cutter** **Breath Point Cost:** 2 As part of an Attack action, you dash forward in a horizontal cyclone of slashes. Move in a 30-foot line (5 feet wide). Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes your weapon’s damage + 2d6 Cold damage and is pushed 5 feet back. On a success, the creature takes half damage and is not pushed. ____________________________________________________________________________________ **Second Form: Claws – Purifying Wind** **Breath Point Cost:** 3 As part of an Attack action, you unleash four vertical slashes in a 15-foot cone. Make a separate melee weapon attack against up to four creatures in the area. On a hit, a target takes your weapon’s damage + 2d6 Cold damage. ##### At **7th level**, you gain the following breathing style forms ____________________________________________________________________________________ **Third Form: Clear Storm Wind Tree** **Breath Point Cost:** 2 As a reaction, when a creature hits you with an attack, reduce the damage taken by 1d10 + your Strength modifier + your Demon Slayer level. If you reduce the damage to 0 or less, you may spend 1 additional Breath Point to make one melee weapon attack against each creature within your melee reach. ____________________________________________________________________________________ **Fourth Form: Rising Dust Storm** **Breath Point Cost:** 4 As part of an Attack action, you unleash a spinning upward gale. Each creature in a 15-foot radius, 30-foot high cylinder centered on you must make a Dexterity saving throw. On a failed save, a creature takes 4d6 Cold damage and is launched 10 feet upward. On a success, it takes half damage and is not launched. \columnbreak ##### At 10th level, you gain the following breathing style forms ____________________________________________________________________________________ **Fifth Form: Cold Mountain Wind** **Breath Point Cost:** 4 As part of an Attack action, you leap and swing in a spiraling arc. Choose a 50-foot cone originating from your location and extending outward and upward. Each creature in the area must make a Dexterity saving throw, taking 5d6 Cold damage and having their movement halved until the start of your next turn on a failed save, or half damage on a success. ____________________________________________________________________________________ **Sixth Form: Black Wind Mountain Mist** **Breath Point Cost:** 3 As part of an Attack action, make one melee weapon attack with +5 feet extended reach. On a hit, the target takes your weapon’s damage + 4d6 Cold damage and must succeed on a Strength saving throw or be knocked prone.
\pagebreakNum ##### At 14th level, you gain the following breathing style forms ____________________________________________________________________________________ **Seventh Form: Gale – Sudden Gusts** **Breath Point Cost:** 5 As a Bonus Action, you generate a swirling wind trail behind you. Until the end of your next turn, you leave a 5-foot wide trail as you move. Each creature that enters, starts, or ends its turn in this trail must make a Constitution saving throw, taking 5d6 Cold damage on a failed save, or half as much on a success. The trail is considered difficult terrain for enemies. ____________________________________________________________________________________ **Eighth Form: Primary Gale Slash** **Breath Point Cost:** 5 As part of an Attack action, leap high and release a spiraling cyclone. Choose a 20-foot radius, 60-foot high cylinder centered on a point within 30 feet directly below you. Each creature in the area must make a Dexterity saving throw, taking 5d6 Cold damage on a failed save, or half as much on a success. Creatures that fail are knocked prone. \columnbreak ##### At 17th level, you gain the following breathing style forms ____________________________________________________________________________________ **Ninth Form: Idaten Typhoon** **Breath Point Cost:** 6 As part of an Attack action, you perform a rising backflip, slashing downward mid-air and releasing a massive storm vortex. Each creature in a 60-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes 8d6 Cold damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and suffers no other effect. ____________________________________________________________________________________ **Winter Storm Dragon Dance** **Breath Point Cost:** 7 As part of an Attack action, you perform a complex series of spinning slashes while leaping across the battlefield, conjuring the image of an ethereal frost dragon. You can teleport up to 60 feet, dividing this movement into up to three separate teleports before, between, or after attacks. Make three weapon attacks against different targets within range. On a hit, each attack deals normal weapon damage plus 4d6 Cold damage. After each hit, the target must make a Constitution saving throw. On a failed save, ice forms around the creature to restrain them until the start of your next turn. On a Successful save, the creature is not restrained, but instead Movement Speed is halved until the end of your next turn.
\pagebreakNum # Image Credits - Page 8 - Koyoharu Gotouge and Ufotable - Page 9 - [dj.artspeaks](https://www.instagram.com/p/CZlfTxvPZ-E/ "Rengoku") - Page 10 - Koyoharu Gotouge and Ufotable - Page 11 - Koyoharu Gotouge - Page 12 - Koyoharu Gotouge - Page 13 - Koyoharu Gotouge and Ufotable - Page 14 - [naive_day](https://www.instagram.com/naive_day/ "Shinobu") - Page 15 - Koyoharu Gotouge and Ufotable - Page 16 - [Blackfawn](https://www.pinterest.com/pin/1059612618552462836/ "Michiru") - Page 17 - Koyoharu Gotouge and Ufotable - Page 18 - Koyoharu Gotouge and Ufotable - Page 19 - Koyoharu Gotouge - Page 20 - Koyoharu Gotouge - Page 21 - Koyoharu Gotouge - Page 22 - Koyoharu Gotouge - Page 23 - Koyoharu Gotouge and Ufotable - Page 24 - Koyoharu Gotouge - Page 25 - Koyoharu Gotouge - Page 26 - Koyoharu Gotouge and Ufotable - Page 27 - Koyoharu Gotouge - Page 28 - [Davez](https://steamcommunity.com/sharedfiles/filedetails/?id=1963756701 "Zenitsu") - Page 29 - Koyoharu Gotouge - Page 30 - [AnZaLJ](https://www.deviantart.com/anzalj/gallery "Tanjirou and Water Dragon") - Page 31 - Koyoharu Gotouge and Ufotable - Page 32 - Koyoharu Gotouge - Page 33 - Koyoharu Gotouge