Demon Slayer (5e Class)
The Demon Slayer
The Demon Slayer Corps. We number in the hundreds. An organization completely unrecognized by the government. Since ancient times, we have existed to hunt down Demons."
- — Sakonji Urokodaki explaining the idea of the Demon Slayer Corps to Tanjiro Kamado
Creating a Demon Slayer
Demon Slayer, all credit and thanks to Koyoharu Gotōge |
- Quick Build
You can make a Demon Slayer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Folk Hero background.
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 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Demon Slayer level after 1st
- Proficiencies
Armor: Light armor
Weapons: longsword, shortsword
Tools: Navigator's Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) longsword or (b) shortsword
- leather armor
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus | Breathing Points | Features |
---|---|---|---|
1st | +2 | 0 | Enhanced Senses, Unarmored Defense |
2nd | +2 | 2+Constitution | Breathing Points, Breath Style, Total Concentration Breathing, Breath Feature |
3rd | +2 | 4+Constitution | Nichirin Ore |
4th | +2 | 6+Constitution | Ability Score Improvement |
5th | +3 | 8+Constitution | Extra Attack, Sword Training |
6th | +3 | 10+Constitution | Breath Feature |
7th | +3 | 12+Constitution | Silent Chase |
8th | +3 | 14+Constitution | Ability Score Improvement, Breath Feature |
9th | +4 | 16+Constitution | Total Concetration Breathing: Constant |
10th | +4 | 18+Constitution | Trained Breathing |
11th | +4 | 20+Constitution | Breath Feature |
12th | +4 | 22+Constitution | Ability Score Improvement |
13th | +5 | 24+Constitution | — |
14th | +5 | 26+Constitution | Breath Feature |
15th | +5 | 28+Constitution | Advenced Sword Training |
16th | +5 | 30+Constitution | Ability Score Improvement |
17th | +6 | 32+Constitution | Breath Feature |
18th | +6 | 34+Constitution | Crimson Red Ore,Slayer Mark |
19th | +6 | 36+Constitution | Ability Score Improvement |
20th | +6 | 40+Constitution | Master Breath Feature |
Enhanced Senses
At 1st level, you have acquired enhanced senses, either through training or other means. You gain advantage on Wisdom (Perception) checks related to a sense of your choice: smell, hearing, or touch.
Unarmored Defense
At 1st level, while you are not wearing armor, your AC is equal to 10 + Your Dexterity Modifier + Constitution Modifier.
Breathing Points
At 2nd level, you are able to concentrate your breathing to enhance your physical abilities and mental concentration. Your demon slayer level determines the number of points you have, as shown in the Breathing Points column of the table. You can spend these points to fuel various features gained in your Breathing Style. You regain all spent Breathing Points at the end of a long rest.
Breathing save DC = 8 + your proficiency bonus + your Dexterity modifier
Breath Style
At 2nd level, you chose a Breath Style. Choose between Breath of Water, Breath of Thunder, and Breath of the Beast, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 11th, 14th, and 17th level.
Total Concentration Breathing
At 2nd Level, You learn to channel your breathing, strengthening your body. As a bonus action, you may enter Total concentration for 1 minute. During this time, you gain the following benefits:
You may add half your wisdom modifier to attack rolls (rounded up, minimum of 1)
You add your wisdom modifier to your Armour Class (minimum of 1)
You gain 10 feet of walking speed
You may use dexterity, instead of strength, when determining jump distance.
You may use this feature once, and you regain use of this feature at the end of a long rest
Nichirin Ore
At 3rd level, you modify one of your melee weapons with a unique metal known to better kill demons. Successful attacks with this weapon deal twice as much damage to Fiend type targets. You may change which weapon this applies to at the end of a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Sword Training
At 5th level, your training with your sword begins to pay off. You may add your Wisdom modifier to your damage rolls made with your Nichirin Ore weapon(s) instead of your Strength or Dexterity modifier.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Silent Chase
Starting at 7th level, your footsteps don't make any noise when walking or running and you have advantage on stealth checks.
Additionally, you may spend one breath point to perform the dash action as a free action.
Total Concentration Breathing: Constant
At 9th level, you acquire, through vigorous training and breathing exercises, the ability to constantly use Total Concentration Breathing constantly.
Trained Breathing
At 10th level, thanks to the effort and training for full concentration breathing your lungs are now stronger than ever recovering the breathing points after a short rest.
Advanced Sword Training
At 15th level, your training with your sword has increased your strength and speed while attacking with it. You may add your Dexterity or Strength modifier to your damage rolls with your Nichirin Ore weapon(s).
Crimson Red Ore
At 18th level, you gain the ability to turn your nichirin ore crimson red for a short time. as a free action, you activate an effect that makes your attacks deal radiant damage, instead of their normal damage type, for one minute. you deal critical damage to creatures that are vunerable to radiant damage, and fiends.
this effect can be used once, replenishing on a long rest.
Slayer Mark
At 18th level, You gain the ability to manifest a mark on your face, called a demon slayer mark for a short time. marks differ in apperance, ranging from fire like patterns spaning across the face, to a small wind symbol, dotted on the cheek. as a free action, this mark manifests on your person, granting you the following benefits for 1 minute.
Your movement speed increases by 20 feet
You gain a bonus to melee attack and damage rolls equal to your strength or dexterity modifier +1
You gain a damage reduction of 5
you gain resistance to bludgeoning, piercing and slashing damage
you can see into the transparent world, allowing you to have advantage on attacks against enemies, give disadvantage to enemies attacks against you, and see how much damage is affecting a living creature.
this effect can be used once, replenishing on a long rest.
Breath of Water
- First Form: Water Surface Slash
At 2nd level, as an action, you can spend 2 breathing points create a powerful single concentrated slash against a creature. Make an attack with a melee weapon. On successful hit, you deal an additional 1d6 + your Wisdom Modifier slashing damage to the creature. The amount of extra damage increases by 1d6 in the 6th, 11th, 14th, 17th and 20th level .
- Second Form: Water Wheel
At 6th level for 4 breathing points, you use your movement to do a high jump and use your action to make an attack on a creature in reach as you land. If you moved before the jump and the attack hits, you must succeed a Dexterity saving throw or fall prone. You deal an extra 1d8 + your Wisdom modifier slashing damage for every 2 ft. that you have jumped in the air. The amount of extra damage increases by 1d8 in the 11th, 14th, 17th and 20th level.
- Eighth Form: Waterfall Basin
At 8th level for 6 breathing points, in place of your movement and action, you do a long jump at double your normal distance. Each creature that you jump over must make a Dexterity saving throw. On a failure, the creature takes 3d10 + your Wisdom modifier slashing damage. On a success, the creature takes half as much damage. This movement does not provoke opportunity attacks if you hit at least one creature. 1d10 at 14th, 17th and 20th level.
As part of this feature, while you are falling you can use your reaction to slow your momentum by making a special melee weapon attack against a creature within your reach. On a hit, you reduce any fall damage you take by half.
- Fourth Form: Striking Tide
At 11th level, The swordsman makes consecutive fast slashes while twisting their body in a flowing fashion similar to a tide. As an action for 3 breathing points, you may use all your extra attacks in a single target. On each consecutive successful attack until the beginning of your next turn, you deal an additional 1d6 damage.
- Third Form: Flowing Dance
At 14th level, The swordsman swings his blade at his opponent in a way that mimics the movement of waves on the surface of water. At the start of the turn for 5 breathing points, you can only move at half your speed and you do not provoke opportunity attacks. Until the beginning of your next turn, any ranged attacks, including spell attacks and the magic missile spell, automatically fail against you.
- Tenth Form: Constant Flux
At 17th level, the swordsman spins like a writhing dragon, gaining more force on their strikes with each rotation. As an action for 10, you move up to 10 ft. and make an attack against a creature in your range. You can repeat this process until you miss, and you may only attack each creature once. Every consecutive hit deals an additional 1d8 damage.
- Master Breath Feature: Eleventh Form: Dead Calm
At 20th level, the swordsman creates a torrent of water around themself before calming it to a mirror's surface. As an action for 12 breathing points, any spell or other effect that targets you immediately fails. If the effect would target other creatures in addition to you, they are uneffected as well.
Breath of Thunder
- First Form: Thunderclap and Flash
At 2nd level, the swordsman dashes forward and slashes at their opponent with incredible speed. Immediately after a successful hit, you can use a bonus action to deal an extra 1d4 + Dexterity modifier Lightning damage to the creature for 3 breathing points. You can also choose to propel yourself up to 30 ft. in any direction. The amount of extra damage increases by 1d4 in the 6th, 11th, 14th, 17th and 20th level.
Six Fold is a compilation of the First Form with a series of six dashes. Primarily used by Zenitsu. Eight Fold Zenitsu dashes eight times within one use of this technique. God Speed Further augments the speed of Thunderclap and Flash.
- Second Form: Rice Spirit
At 6th level, the swordsman cuts the target vertically. You use your movement to do a high jump (PHB p182) and use your action to do an attack on a creature in reach as you land.
If you moved before the jump and the attack hits, the creature can roll a dexterity saving throw with a DC of 10 + your prof. bonus to not fall prone. You deal an extra 1d6 of Lightning damage for every 60 cm (2 ft) that you have jumped in the air. This damage increases by 1d6 at 14th, 17th, and 20th level.
- Third Form: Thunder Swarm
At 8th level, you can use your attack action to spend 8 breathing points to generate a spinning wave of lightning in all directions. All creatures in a 45 ft. radius, friendly or not, must make a DC 16 Constitution saving throw or take 2d8 Lightning damage. The targets take half of that damage rounded down on a success. This damage increases by 1d8 at 17th and 20th level.
- Fourth Form: Distant Thunder
At 11th level, the user ignores the principle of mastered breathing and releases multiple ranged strikes towards a target. As an action, you may use all your extra attacks in a single one. If the attack hits you deal an extra 1d8 + Dexterity modifier of Lightning damage for every extra attack you have. These attacks gain an extra 10 ft. of distance. Your current breathing ends.
- Fifth Form: Heat Lightning
At 14th level, the user can send a single, focused, and accurate slashing attack. As an action, the user can spend 16 breathing points to attack a target for 2d12 + Constitution modifier Lightning damage. This attack will ignore 2 of the target's AC. (The target has 19 AC, using this technique makes the requirement to hit 17 AC.) The damage increases by 1d12 at 17th and 20th level.
- Sixth Form: Rumble and Flash
At 17th level, a series of strong ranged attacks are released around the user. This is actually the user slashing around them faster than the eye can see. This can be used as an action or a reaction, by spending 30 breathing points. When used as an action, every target in a 15 ft. radius takes 15d4 + Dexterity modifier Lightning damage on a hit. As a reaction to a melee attack, you can roll a DC 17 Dexterity save to parry the attack and deal 6d4 + Dexterity modifier + Constitution modifier Lightning damage, sending the target back 15 ft. As a reaction to a ranged attack, you can roll a DC 18 Dexterity save to deflect the projectile in a 60 ft. cone, dealing 1d20 Lightning damage to an enemy or ally, or piercing straight through a solid object.
- Master Breath Feature: Thunder Limit Break
At 20th level, the user can expend every single one of their breathing points to gain 1000 ft. of movement, and all other forms become free to use for the rest of this cycle. The user also gains 2 extra dice and actions for all attacks. Once this form is lost, the user will gain 5 levels of exhaustion and will be unable to fight until after a long rest.
Breath of Flame
- First Form: God of Fire
At 2nd level,the swordsman charges towards his opponent at high speed, initiating a single concentrated slash. Immediately after a successful hit, you can use a bonus action to deal an extra 1d6 damage to the creature. The amount of extra damage increases by 1d6 in the 6th, 11th, 14th, 17th and 20th level .
- Second Form: Eternal Flame
At 6th level,the swordsman cuts the target vertically. You use your movement to do a high jump (PHB p182) and use your action to do an attack on a creature in reach as you land.
If you moved before the jump and the attack hits, the creature can roll a dexterity saving throw with a DC of 10 + your prof. bonus to not fall prone. You deal an extra 1d6 of damage for every 60 cm (2 ft) that you have jumped in the air.
- Third Form: Imposing Sun*
At 8th level,the swordsman spins his sword in a circular motion, deflecting his enemy's attacks. As a combat action, you impose a disadvantage against all attack rolls against you, and every creature that fails to hit you can roll a Wisdom saving throw against a DC of 10 + your stance ability score + your proficiency bonus, to not become frightened by you until your next turn.
- Fourth Form: Flame Tiger
At 11th level,a series of sword slashes done as fast as a tiger can attack. As an action, you may use all your extra attacks in a single one. If the attack hits you deal an extra 1d6 of damage for every extra attack you have. Your current breathing ends.
- Fifth Form: The Last Kindle*
At 14th level,even when failing to hit, the swordsman leaves no chance for the enemy to gain some ground on him. After a failed hit, you can use your reaction to retry the same attack with the every bonus you had, this time with an advantage. If the attack hits the target can make a Wisdom saving throw against a DC of 10 + your stance ability score + your proficiency bonus, to not become frightened by you until your next turn. Your current breathing ends only on a successful hit. If the hit fails you decrease your current breathing by six seconds as usual.
- Sixth Form: Fire Demon*
At 17th level,the swordsman appears more focused and fearsome than before, concentrating his vision on his target. As an action, you try to intimidate a creature in your range, who can make a Wisdom saving throw against a DC of 10 + your stance ability score + your proficiency bonus, to not become frightened. Then you make a single weapon attack with an advantage if the enemy is frightened. If the attack hits, the enemy will remain frightened until the next short rest. Your current breathing ends.
- Master Breath Feature:
At 20th level,
Breath of Love
- First Form: Shivers of First Love
At 2nd level,the swordsman dashes forward with a series of slashes.
- Second Form: Love Pangs
At 6th level,an extended whipping slash.
- Third Form: Catlove Shower
At 8th level,the swordsman leaps and unleashes a series of ranged arced attacks in quick succession.
- Fourth Form :Dance of the Bride
At 11th level,the user will dash right up at the opponent while spinning their sword, before decapitating them. This gives the effect of a bride walking down the aisle.
- Fifth Form: Swaying Love - Wildclaw
At 14th level,the swordsman somersaults backward through the air, creating a long whiplike string of attacks, before coiling her sword around her opponents neck.
- Sixth Form: Cat-Legged Winds of Love
At 17th level,the swordsman twirls upside-down and creates a helical slash with her sword, deflecting incoming attacks.
- Master Breath Feature:
At 20th level,
Breath of Wind
- First Form: Cold Mountain Wind
At 2nd level,the swordsman uses his arm to slash around his body to create a whirlwind around him that slices up everything in its path. Immediately after a successful hit, you can use a bonus action to deal an extra 1d6 damage to the creature. The amount of extra damage increases as you gain levels, as shown in the last column of the table.
- Second Form: Clean Storm
At 6th level,the swordsman cuts the target vertically. You use your movement to do a high jump (PHB p182) and use your action to do an attack on a creature in reach as you land. If you moved before the jump and the attack hits, the creature can roll a dexterity saving throw with a DC of 10 + your prof. bonus to not fall prone. You deal an extra 1d6 of damage for every 60 cm (2 ft) that you have jumped in the air.
- Third Form: Purifying Wind*
At 8th level,the swordsman suddenly changes his fighting style, becoming too fast to be followed by an inexperienced foe. As a bonus action on your turn, you can give yourself an advantage on the first weapon attack that you make against every foe until the end of the current breathing.
- Fourth Form: Rising Dust Storm
At 11th level,the swordsman swings his blade downwards from several directions against a single enemy. As an action, you may use all your extra attacks in a single one. If the attack hits you deal an extra 1d6 of damage for every extra attack you have. Your current breathing ends.
- Fifth Form: Sudden Tornado*
At 14th level,adding more to his unpredictability, the swordsman uses a combination of two different fighting styles, making a joined double strike. If you take the Attack action on your turn and have an advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
- Sixth Form: Oppressive Typhoon*
At 17th level,the swordsman strikes from the side while rotating the body in a position to deliver an uppercut movement, creating a slashing tornado. As a bonus action on your turn, immediately before a weapon attack, your target can make a Dexterity saving throw against a DC of 10 + your proficiency bonus + your stance ability score, to not undergo a -4 to his AC. If he succeeds, your breathing decreases by six seconds as usual. If he fails your current breathing ends. The decreased AC is only for one hit.
- Master Breath Feature:
At 20th level,
Breath of Stone
- First Form: Up the Mountain
At 2nd level,the swordsman uses the strength of all his body to create a powerful single concentrated slash against a creature. Immediately after a successful hit, you can use a bonus action to deal an extra 1d6 damage to the creature. The amount of extra damage increases as you gain levels, as shown in the last column of the table.
- Second Form: Upper Avalanche
At 6th level,the swordsman cuts the target vertically. You use your movement to do a high jump (PHB p182) and use your action to do an attack on a creature in reach as you land. If you moved before the jump and the attack hits, the creature can roll a dexterity saving throw with a DC of 10 + your prof. bonus to not fall prone. You deal an extra 1d6 of damage for every 60 cm (2 ft) that you have jumped in the air.
- Third Form: Stone Skin*
At 8th level,the swordsman focuses all his strength on defense. When a target is trying to attack you, as a reaction you may gain +4 AC. You lose this benefit the next time that you move or take an action, bonus action, or reaction. On your next turn, you cannot take actions, bonus actions, or reactions and your speed becomes 0.
- Fourth Form: Volcanic Eruption
At 11th level,the swordsman uses the entirety of his current strength to make multiple consecutive slashes. As an action, you may use all your extra attacks in a single one. If the attack hits you deal an extra 1d6 of damage for every extra attack you have. Your current breathing ends.
- Fifth Form: Arc of Justice*
At 14th level,the swordsman focuses all his strength in his legs. The next attack roll has doubled the weapon roll damage, immediately after, the current breathing ends.
- Sixth Form: Down the Mountain*
At 17th level,the swordsman makes a single strike with a weapon he is currently holding in two hands, concentrating all his strength in his hands. As an action you attack a creature with a disadvantage and your attack doesn't deal any damage. If the attack hits, the creature has to take a constitution saving throw with a DC of 10 + your Strength modifier + your prof. bonus to not become incapacitated for one minute. Immediately after, your current breathing ends.
- Master Breath Feature:
At 20th level,
Breath of the Beast
- Tenth Fang: Rotating Fang
At 2nd level, you can spend 2 breathing points to quickly rotate your weapon to deflect projectiles and take half of the damage. You may also apply your Nichirin Ore to one additional weapon}}.
- Dual Wielding
At 6th level, you learn an method of wielding two swords at once, allowing you to dual wield more easily. When you engage in two weapon fighting, you may use longswords instead of shortswords. In addition, when wielding two swords you gain a +1 to your AC.
- Bestial Drive
At 8th level, you make an attack with one sword and then you press it with the other to make a more powerful cut by spending 4 breathing points. This powerful attack deals double sword's damage. If it is a critical, roll extra dice before doubleing.
- Seventh Fang: Spatial Awareness
At 11th level, you learn a method of sensing the presence of others around you by spending 6 breathing points. As an action, you may sense other creatures (living or dead) within 100 feet x your wisdom modifier (minimum of 100 feet).
- Fifth Fang: Uncontrolled Slash
At 14th level, as an action for 8 breathing points, you can do 3d6 damage to all creatures withing melee range. This attack deals the same damage as your weapon.
- Throwing Attack
At 17th level, as an action, You can throw your swords with an advantage by spending 15 breath points. Doing this your swords will double their damage.
- Master Breath Feature: Bestial Recovery
At 20th level, you learn a way to recover your strength in battle. In combat, as a bonus action, you can spend 12 breathing points you may gain a surge of energy that grants you a specific effect. Such effects are listed below.
- The energy heals your wounds. You recover an amount of hit points equal to 3d8 + your Demon Slayer level.
- The energy boosts the strength of your attacks. You gain a +3 damage to all of your attacks for 1d8+1 turns.
- The energy heightens your focus. You gain advantage on all attacks made with swords for 1d8+1 turns.
Breath of Mist
- First Form: Low Clouds, Distant Haze
At 2nd level, a straightforward thrust attack. For 1 breathing point you can double the damage done with any form of sword.
- Second Form: Eight-Layered Mist
At 6th level, the swordsman unleashes multiple slashes one on top of the other in quick succession. For 2 points you can attack twice in a turn.
- Third Form: Scattering Mist Splash
At 8th level, a circular slash that blows away projectile attacks from enemies. For 2 points you can blow everyone in a 10 foot area another 10 feet back.
- Fourth Form: Shifting Flow Slash
At 11th level,a quick slash from the sheathe reminiscent of an Iaidō technique. For 3 spirit points you get the sneak attack bonus even if you aren't hidden from the enemy. (Refer to the rogue section of the Player's Handbook for more details.
- Fifth Form: Sea of Clouds and Haze
At 14th level, the swordsman charges towards an enemy attack at high speed and unleashes a flurry of slashes.
- Sixth Form: Lunar Dispersing Mist
At 17th level, the swordsman leaps high in the air and sends a series of countless ranged slashes downwards.
- Master Breath Feature - Seventh Form: Obscuring Clouds
At 20th level,a technique in which the swordsman drastically changes the tempo of his movement to disorient an enemy. When he shows himself, his speed will appear to be extremely slow but when he hides, he moves in the blink of an eye.
Breath of the Insect
- Butterfly Dance: Caprice
The swordsman jumps forwards towards the opponent, stinging them multiple times with the blade to inject poison.
- Dance of the Bee Sting: True Flutter
The swordsman dashes at the target with incredible speed and delivers a single thrust strengthened by the momentum to inject the poison.
- Dance of the Dragonfly: Compound Eye Hexagon
A six-strike-based attack where the user attacks the target in six different areas of the body in order to inject lethal poison in each area, increasing the chances of them succumbing to the poison.
- Dance of the Centipede: Hundred-Legged Zigzag
The swordsman runs at full speed in a zigzag pattern to generate enough momentum, creating a powerful single thrust that simultaneously injects poison into the intended victim. The blinding speed and erratic pattern also serve to throw the opponent into confusion and create an appropriate opening.
- Master Breath Feature:
At 20th level,
Breath of the Serpent
- First Form: Winding Serpent Slash
the swordsman rotates and releases a circular slash in front of him.
- Second Form: Venom Fangs of the Narrow Head
the swordsman goes behind his opponent at blinding speed and lops off their head.
- Third Form: Coil Choke
the swordsman curves his sword like a slithering snake and quickly decapitates his opponent.
- Fourth Form: Twin-Headed Reptile
the swordsman leaps forward and performs a horizontal slash that slices through the target.
- Fifth Form: Slithering Serpent
the swordsman using his bending sword, curves it right to left at incredible speeds. This technique is capable of decapitating multiple targets at once.
- Master Breath Feature:
At 20th level,
Breath of the Sound
- First Form: Roar
the swordsman lifts his twin swords above his head and slams them down with great force whilst simultaneously creating an explosion with his bombs, causing a loud sound resembling thunder.
- Fourth Form: Constant Resounding Slashes
the swordsman holds his swords apart and spins them rapidly in conjunction with releasing his bombs, making this technique a combination of offense and defense.
- Fifth Form: String Performance
the swordsman holds one of his swords with a reverse grip and spins the other using the chain that connects them. He couples this by also releasing numerous bombs to detonate.
- Master Breath Feature:
At 20th level,
Breath of the Moon
- First Form: Full Moon
At 2nd level,you can spend 2 breathing points to attack with all his rage and strength with a concentrated slash against a creature. Immediately after a successful hit, you can use a bonus action to deal an extra 1d6 damage to the creature. The amount of extra damage increases by 1d6 in the 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th level.
- Second Form: Moongazing
At 6th level,you can spend 2 breathing points and the swordsman cuts the target vertically. You use your movement to do a high jump (PHB p182) and use your action to do an attack on a creature in reach as you land.
If you moved before the jump and the attack hits, the creature can roll a dexterity saving throw with a DC of 10 + your prof. bonus to not fall prone. You deal an extra 1d8 + your damage dices of damage for every 60 cm (2 ft) that you have jumped in the air.
- Third Form: Endless Darkness*
At 8th level,the swordsman enters a state where only his dark emotions are able to be free. On Your Turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor:
You have an advantage on Dexterity or strength checks and saving throws. When you make a melee weapon attack you gain a +3 bonus to the damage. This bonus increase in +3 per level after the level 1. Resistance to bludgeoning, piercing, and slashing damage. Your rage lasts until the end of your breathing. It ends early if you are knocked unconscious or if your breathing ends.
You can also end your rage as a bonus action.
Once you have raged the maximum number of times, you must finish a long rest before you can rage again. You may rage a number of times equal to your proficiency bonus.
- Fourth Form: Crescent Moon
At 11th level,the swordsman makes 9 curved slashes layered over one another, resembling a rising vortex. As an action, you may use all your extra attacks in a single one. If the attack hits you deal an extra 1d8+ your damage dices. using half your breathing points.
- Fifth Form: Perpetual Night*
At 14th level,the swordsman releases a wild storm of slashes in multiple directions, hitting even further than his normal range. You can use your action to make a melee attack against any number of creatures within 3 m (10 ft), with a separate attack roll for each target, using 8 breathing points.
- Sixth Form: New Moon*
At 17th level,the swordsman finds some peace in his heart, and he uses it as its newfound strength. After using this form, for the rest of the turn, you are considered as if you had +4 to your Strength or Dexterity modifier. At the end of the turn, using 10 breathing points..
- Master Breath Feature: Seventh Form: Bloody Moon
At 20th level, you are able to generate a wave of uncontrolled destruction, cutting everything that is in front of you with a range of 30 ft. All creatures within range must attempt a DC 20 + your damage dices + your proficiency bonus Dexterity saving throw. On a failure, they take 20d20 + your damage dices of slashing damage. At the end of the turn, your current breathing ends.
Breath of the Sun
- Fake Rainbow
At 2nd level,the user utilizes this technique to evade incoming attacks with high-speed twists and rotations, thus creating afterimages. As an action for 3 breathing points, You make 3 Non-illisionary clones. when a creature targets you with an attack or spell, roll a d20. if you roll a 6 or above with 3 clones, a 7 or above with 2 clones, or a 11 or above with one clone, you evade the attack or effect and a clone dissapears.
- Burning Bones, Summer Sun
At 6th level,you make a circular slash that defends from imminent frontal attacks. as a reation for 3 breathing points, you gain a bonus to your Armour Class equal to your wisdom modifier. this ends at the start of your next turn.
- Solar Heat Haze
At 8th level,the user charges towards the target, attacking it with a haze covered slash that seemingly fails to land, but actually does hit the target. as an action for one breathing point, make an attack roll against the target. You have advantage on this attack roll, and gain a bonus to attack rolls equal to your level.
- Beneficent Radiance
At 11th level,the user spirals into the air to deliver a powerful slash to those caught in it. as an action for 3 breathing points, you make a melee weapon attack against all of the creatures within a 10 foot radius of you. This attack deals 3d10 extra radiant damage, and increases by another 1d10 at 14th, 17th and 20th level.
- Dragon Sun Halo Head Dance
At 14th level,resembling a dragon, the user moves in circles to avoid enemy attacks and slashes then multiple times at the target. as an action for 5 breathing points, you can enter a state where you are forced to circle a target. when that target attacks you, they have disadvantage on the attack roll, and you take only half damage. you then take the attack action against that target with advantage.
- Flame Dance
At 17th level, you perform a two-combo strike which starts with a vertical slash and then a horizontal one right after. as an action for 5 breathing points, you take 2 attacks against the target. these attacks deal 3d12 extra radiant damage on a hit.
- Master Breath Feature - Thirteenth Form
At 20th level,the user continuously performs all twelve forms of the breathing style in repetitive succession to increase the accuracy and agility of his movements. as a full turn action, the user expends all of their breathing points to enter a purpetual attacking state. the user makes 13 weapon attacks against a single target.
Multiclassing
Prerequisites. To qualify for multiclassing into the Demon Slayer class, you must meet these prerequisites: Dexterity 13 & Constitution 13
Proficiencies. When you multiclass into the Demon Slayer class, you gain the following proficiencies: Longsword
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