Demon Slayer Homebrew Class

Demon Slayers A young human stalks quietly through the grass as a horrid Demon tears into the flesh of it's latest victim. The human dashes from the foilage and beheads the demon in a swift blow. The body slowly incinerates on the ground at the slayers feet. A young girl wiht a butterfly hairpin dashes at a hungry demon, riddling it's body with dosens of shallow cuts with quick and precise swipes of her sword. The girl walks towards it as it crumples to the ground, it's skin now a sickly purple color. A young halfling waits quietly for his foe to make it's move. As the monster barrels down at the small halfling, he calmly dashes foward and through the monster. There is a massive thunderclap as bolts of electricity originating from his sword incinerate the beast. An elf girl calms herself and regulates her breathing. She feels a rise in energy as she draws her blade and charges at the opposing Demon. It does not stand a chance. Noble Fighters Demon Slayers are warriors able to defeat monsters in a single, powerful strike. Each one wields a unique Nichirin Sword and learns a technique called Full Focus Breathing. Each Breath Style has it's own unique abilities and fighting style accompanying it. In this version, you can choose between Breath of Water, Breath of the Moon, Breath of Thunder, Breath of Wind, Breath of Flames, or Breath of the Insect. Class Features As a notary, you gain the following class features Hit Points Hit Dice: 1d8 per Slayer level

1d8 per Slayer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per notary level after 1st Proficiencies Armor: Light Armor, Medium armor

Light Armor, Medium armor Weapons: Simple weapons and Martial Weapons that are not ranged, simple ranged weapons, Nichirin Sword

Simple weapons and Martial Weapons that are not ranged, simple ranged weapons, Nichirin Sword Tools: None Saving Throws: Wisdom, Dexerity

Wisdom, Dexerity Skills: Choose two from Survival, Perception, Nature, Animal Handling Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon or (b) two simple weapons

(a) Leather Armor and a dagger or (b) Slayer Corps Armor (Padded Armor)

A Nichirin Sword Saving Throw DC Your saving throw DC is equal to 10 plus your proficiency modifier plus your constitution modifier. Level Proficiency Bonus Features 1st +2 Breath Style, Total Concentration Breathing 2nd +2 Breath Forms, Slayer's Expertise 3rd +2 Nichirin Activation 4th +2 Slayer Endurance 5th +3 Ability Score Improvement 6th +3 Slayer Sense 7th +3 Breath Style Feature, Addditional Breath Form 8th +3 Improved Total Concentration Breathing 9th +4 Ability Score Improvement, Empowered Strike 10th +4 Breath Style Feature, Additional Breath Form 11th +4 Total Concentration Constant 12th +4 Ability Score Improvement 13th +5 Improved Total Concentration Breathing 14th +5 Breath Style Feature, Additional Breath Form 15th +5 Demon's Bane 16th +5 Ability Score Improvement 17th +6 Improved Slayer Sense 18th +6 Breath Style Feature, Additional Breath Form 19th +6 Ability Score Improvement 20th +6 Breath Mastery Breath Style As a Demon Slayer, you gain access to an technique called Full Focus Breathing. How you channel the energy it provides is called a Breath Style. At level 1, Choose between Breath of Water, Breath of the Moon, Breath of Thunder, Breath of Wind, Breath of Flames, or Breath of the Insect. Total Concentration Breathing At second level, you can use your bonus action to quickly expand your lungs to increase the flow of oxygen to your cells. For one minute, you gain the following benefits: You gain a temporary +2 to your Strength and Dexterity Ability Scores to a maximum of 20.

You have advantage on Strength (Athletics) Checks.

Your Movement Speed increases by 10ft.

You gain Temporary Hitpoints equal you your proficiency modifier After each use, you gain one point of exaustion. You may use this feature a number of times equal to your constitiution modifier. Your uses reset after you take a long rest. Breath Forms You learn special attacks based on the Breath Style you have chosen, starting at level 2, Choose two Breath Forms from the list. You can either learn an additional Form, or gain an additional feature listed on the Form's description at levels 10, 14,and 18. Slayer's Expertise You are adept at killing Fiends and other Abyssal and Infernal creatures. Starting at level 2, you gain the following features: You have advantage against being charmed of frightened by Fiends.

Your attacks ignore resistance or immunity to slashing, piercing and/or budgeoning damage when attacking Fiends

You can add your proficiency modifier to checks that involve remembering information about Fiends. Nichirin Activation At level 3, you connect to your Nichirin forged sword, causing it to change colors corresponding to your Breath Style. The details of this will be explained at the end of the class description along with the Breath Styles. The Nichirin Sword's info and stat block are at the very end of the class description. Slayers Endurance You become more used to the strenuous activities that inhabit your daily life. Starting at level 4, taking a short rest will remove one point of exaustion, and taking a long rest will remove all levels of exaustion. Ability Score Improvement At level 5, you can increase one of your ability scores by two, or two of your ability scores by 1. You can do this again at level 9, 12, 16, and 19 Slayer Sense At level 6, you hone one of your senses to an extremely high degree. Choose between hearing or smell. You gain the following benefits while using the chosen sense: The range at which you can use the chosen sense expands to 120ft

You have advantage when locating Fiends within this area.

If you succeed on a DC 14 Wisdom(Perception) check on a detected creature, you can tell that creatures species and current mood. You have advantage against Fiends. If you succeed on this check, you can identify the detected creature if they are within range without making a check unless they attempt to prevent it. (ex. Masking of scent or stealth).

Fiends automatically count as familiar sounds or scents This sense is active while you sleep, though you cannot have advantage on your roll while sleeping. You can also detect Breath Style Feature At level 7, you gain a feature provided by your Breath Style. These are detailed at the end of the class description. You gain another feature at level 10, 14 and 18. Improved Total Concentration Breathing You can hold your Total Concentration Breathing for much longer, and gain more benefits from it. Starting at level 8, while in your Concentration state, you gain the following additional benefits: You can maintain your Concentration state for up to 10 minutes. Willingly ending your concentration within a number of minutes equal to your constitution modifier will not give you exaustion

Your Strength and Dexterity Maximum increase by 2 while using Total Concentration Breathing

You are resistant to piercing, slashing, and bludgeoning damage against attacks made by Fiends Empoured Strike You are able to land the killing strike on an enemy much more easily. Starting at level 9, if you roll an 19 on an attack roll, you can choose to make that attack a critical hit. Once you use this feature, you cannot use it again once you finish a long rest. Total Concentration, Constant You have trained your lungs to hold total concentration breathing indefinitely. Starting at level 11, you gain the benefits of total concentration breathing indefinitely, even if you are asleep or incapacitated. You gain the temporary hit points offered by your Total Concentration every rest. Additionally, you cannot recieve exaustion points by any means.

Demons Bane You gain the ability to temporarily disable an enemies energy flow. Starting at level 15, if you land an attack on an enemy, you can use your bonus action to halt the flow of energy in their body. The target creature must make a Constitution saving throw or recieve 2d6 psychic damage on a failed save, and half as much on a successful one. Until the beginning of your next turn, the affected creature has disadvantage on Strenth and Dexterity saving throws, and all attacks against it have advantage. Once you use this feature, you cannot use it again until you finish a long rest. Improved Slayer Sense You have hightened your senses even further past superhuman levels. Beginnin gat level 17, you gain the following benefits: Your sensing range increases to 240ft

You allways have advantage when using your choses sense

You can sense the location of traps and hidden objects using your chosen sense.

You can tell the weaknesses, resistances,and immunities of any Fiend you detect with the chosen sense. Breath Mastery You fully master your Breath Style and Forms. Starting at level 20, you automatically learn all of your Breath Forms and gain the additional features as well. Additionally, the amount of Breath Form uses you have increases by your proficiency modifier. Breath Styles Each Demon Slayer learns a special fighting style with a set of techniques to go along with it. Each core Breath Style has it's own strengths and weaknesses unique to them. You can choose between Breath of Water, Breath of the Moon, Breath of Thunder, Breath of Wind, Breath of Flames, and Breath of the Insect. Breath Forms Overview A Breath Form is a powerful elemental attack that is extremely potent against Fiends. Any Fiend hit by a Breath Form's effects is immediately beheaded, and is reduced to 0 hit points. Fiends have disadvantage against saving throws from Breath Forms. When you hit a creature with a melee attack, you can apply the benefits of a Breath Firm to that attack. You must have Total Concentration Breathing active to use a Breath Form, and two Breath Forms cannot be used at the same time. You can use your Breath Form a number of times equal to your Constitution Modifier. Breath of Water Breath of Water users imitate a single, powerful slash similar to the surface of the water. While being the easiest to learn, this style is a force to be reckoned with, providing a perfect blend beteween defense and offense. The blade color commonly associated with Water Breath is Blue. Breath Forms Water Surface Slash: The target must succeed on a Dexterity saving throw or recieve an additional 2d6 bludgeoning damageon a failed save, and half as much on a successful one. Additional Feature: Targets who fail the saving throw recieve an additional 2d6 bludgeoning damage. Water Wheel: You make an attack in a circle around you equal to your weapon's range. Additional Feature: All targets must succeed on a Dexterity saving throw or recieve 2d6 bludgeoning damage on a failed save, and half as much on a successful one. Striking Tide: You execute multiple consecutive slashes. You take the attack action three more times in that action. You can spread them out over multiple targets, or attack just one target. Additional Feature: You gain an extra attack in addition to your standard extra three. Waterfall Jar: The target must succed on a Constitution saving throw or recieve 2d8 force damage on a failed save, and half as much on a successful one, and be knocked prone. Additional Feature: A knocked creature cannot attempt to stand up until the end of your next turn. Water Splash: Creates a pool of shallow water in an area you can see 10ft out from the blossom point. This pool can be attached to walls, ceilings, or any other space. This pool counts as "easy terrain" where you do not have to make a check to walk on it. This pool also breaks the fall of any friendly creature who falls in it. Additonal Feature: You can use your reaction to force a creature that ends it's turn in the pool to succeed on a Dexterity saving throw or be grappled by the pool below them.

Dragon of Change: You deal an additional 1d8 bludgeoning damage to the target, which increases by 1d8 each turn, and lasts for three turns. This effect ends if you do not make the attack action on one of your turns or use another Breath Form. Additional Feature: The effect does not end when you stop attacking if you use all of your movement that turn. Lull: If you do not move this turn, you can use your action to cause the next non-critical attack to miss, along with all of the consecutive hits in the same turn. Additional Feature: If the creature fails to hit you after using this ability, you can make an attack of opportunity against them. Water Breathing You become adept at fighing underwater as well as an dry land. Starting at level 1, you gain additonal hold breath time for a number of minutes equal to your constitution modifier in addition to your standard hold breath time as long as Total Focus Breathing is active. Your underwater attacks and breath forms have advantage while fighting underwater. Adaptive Style You adapt your fighting style to become a blend of attack and defense. Starting at level 7, you gain +2 to your AC if you have made the attack action on your last turn. Combat Flow You become more used to the natural flows and eddies of combat. Starting at level 10, you can use your reaction to expend one use of your Breath Forms and add +6 to your attack roll. Full Torrent You gain the unrelenting force of a crashing wave. Starting at level 14, when you hit an attack on a creature, you can use your action and expend one use of your Breath Form to knock a chosen creature up to 10ft in any direction. Additionally, attacks against the affected creature have advantage until the start of your next turn. Unrelenting Wave You fully embody the force of the tide. Starting at level 18, you can use your bonus action to apply the following effects for one minute: A whirlpool is created around your feet spanning 5ft in each direction. This pool has the same effects as the pool generated by Water Splash

You may use Lull every other turn for free. You automatically know the Breathing Form if you do not already know it. These effects end early if you you are incapacitated or use your action to dismiss them. Once you use this feature, you cannot use it again until you finish a long rest

Breath of the Moon The Breath of the Moon techique allows the user to create many "chaotic blades" when slashing that vary in length and size. This allows Breath of the Moon users to inflict powerful area of effect attacks. The Breath of the Moon is extremely hard to master, but is very powerful and rare. The blade color commonly associated with Breath of the Moon is White. Breath Forms Dark Moon- Evening Palace: Choose two additional creatures inside your attack range. They must succeed on a Dexterity saving throw or recieve 2d6 force damage on a failed save, or half as much on a successful one. Additional Feature: You gain an additional attack, and may direct more than one of the additional attacks onto the same creature. Loathsome Moon- Chains: Create a torrent of slashes in front of you.You can use your action to force each creature within a 15ft cone in front of you must make a Dexterity saving throw or recieve 2d4 slashing damageon a failed save, and half as much on a successful one. Creatures hit by this attack have disadvantage on their next attack roll or saving throw. Additional Feature: The cone extends to 20ft. Moon Spirit Calamitous Eddy: Each creature within 5ft must succeed on a constitution saving throw, or recieve 2d4 slashing damage on a failed save, and half as much on a successful one. Creatures hit with this attack are knocked ten feet away from your location. Additonal Feature: Creatures knocked back by the attack fall prone. Perpetual Night, Lonely Moon - Incessant: Release a wild storm of numerous slashes at your target. You target must succeed on a Constitution saving throw or be automatically hit by the attack and recive an additional 1d4 slashing damage. Mirror of Misfortune - Moonlit: Create a deceptive frontal attack that splits into a multi-directional volley. The target must succeed on a Wisdom saving throw or become stunned until the end of your next turn. Additonal Feature: Failing the Wisdom saving throw causes the initial attack to hit automatically Moon-Dragon Ringtail: A frontal attack that instead creates a massive foward slash. Deals an extra 2d8 force damage to all creatures in a rectangle extending 5ft in each direction and 20ft feet foward in front of you. Additional Feature: The Rectangle's length extends to 30ft in front of you. Catastrophe - Tenman Crescent Moon Create a chaotic vortex of powerful omni-directional slashes in front of you. Choose a blossom point within 10ft of you. Any creature within 10ft of the blossom point must succeed on a Dexterity saving throw or recive 2d8 slashing damage on a failed save, and half as much on a successful one. The vortex lasts until the end of your next turn, and any creature that enters or ends it's turn in the vortex must make the saving throw or take aformentioned damage. Chaotic Blades You gain the ability to summon extra crecent shaped cuts through the air along with your standard attack. Starting at level 1, whenever you make the attack action, you can use your bonus action to make another attack against a creature within 5ft of the target. The extra target recieves 1d4 slashing damage on a hit. This damage increases to 2d4 at level 5, 3d4 at level 10, 3d4 at level 15, and 5d4 at level 20. Improved Chaotic Blades You can control your chaotic blades without much mental effort. At level 7, whenever you attempt to make an attack of opportunity against a creature, you can forgo using your reaction to make a standard attack and instead use only the extra attack from your chaotic blades feature. Chaotic Defense You learn to use your chaotic blades not just offensively, but defensively. Starting at level 10, If a creature you can see takes the attack action against you, you can use your reaction to add +4 to your AC until the end of the affected creature's attack action. Blade Barrage You throw a barrage of blades in front of you, damaging and disabling enemies in front of you. Starting at level 14, you can expend your action and one use of your Breath Form to deal 2d6 damage in a 10ft cone in front of you. All creatures within the affected area must succeed on a Dexterity saving throw or take Chaotic Blade damage and be knocked prone. Battle Focus You focus your energy into a hieghtened state of awareness and power. Starting at level 18, you can use your action to gain the following features for one minute: Using your Chaotic Blades does not use a bonus action.

You can use your reaction to bestow your Chaotic Blades on another creature withing 60ft you can see. The target creature gains usage of your Chaotic Blades and Chaotic Defense features until the start of your next turn. These effects end early if you are incapacitated or use your action to dismiss them. Once you use this feature, you cannot use it again until you finish a short rest.

Breath of Thunder The Breath of Thunder is a stlye focused on channeling energy into the users legs. Users of the Breath of Thunder style are able to release devastatingly powerful and fast atttacks. The Breath of Thunder style is unique as each form is build off of the first style. The blade color commonly associated with Breath of Thunder is Yellow. Breath Forms Thunderclap and Flash: You dash forward and inflict heavy lightning and thunder damage. You move up to 30ft in any direction in a straight line. Any creature you pass through must make a Dexterity saving throw or recieve 2d6 lightning damage on a failed save, and half as much on a successful save. Additonal Feature: Any creature that fails the saving throw recieves an additional 1d6 thunder damage. Lightning Ball: You generate multiple straight attacks around you in a single moment. Choose three creatures within 15ft. They must succeed on a Dexterity saving throw or recieve 3d4 lightning damage on a failed save, and half as much on a successful one. Additional Feature: You can choose one extra creature, or cause one creature to automatically fail their saving throw. Buzzing Mosquito Thunder: You generate a spinning wave of lightning in all directions. All creatures within 5ft must succeed on a Dexterity saving throw or recieve 2d6 Lightning damage on a failed save, or half as much on a successful one. Additional Feature: Increase the attack's range by 5ft. Distant Thunder: You can use your actions to force each creature in a 60ft line in front of you must succeed on a Dexterity saving throw or recieve 2d6 Lightning damage on a failed save, or half as much on a successful one. Additional Feature: Deal an additional 2d6 Lighning damage. Heat Lightning: You release a powerful lightning based slash at the target. The target must succeed on a Constitution saving throw or recieve 2d4 thunder damage on a failed save, and half as much on a successful one. Additioanally, the target is stunned until the end of your next turn. Additional Feature: The target will always recieve 2d4 lightning damage, but only become stunned if it fails the saving throw. Electric Lightning Shower: You release a number of powerful ranged attacks originating from your location. You can use your action to make a ranged spell attack on up to three targets within 30ft. Each target hit with an attack recieves 2d10 lightning damage. Flaming Thunder God: You deal an additional 1d8 Thunder damage to the target, which increases by 1d8 Thunder damage each turn, and lasts for three turns. This effect ends if you do not make the attack action on one of your turns or use another Breath Form. Additional Feature: The effect does not end when you stop attacking if you use all of your movement on that turn. Iaijutsu You can draw and sheathe your sword in a single fluid motion. Starting at level 1, drawing and sheathing your sword is part of your attack action. Additionally, you have advantage on attacks made during the first round of combat. Thunderclap You become more adept at inflicting electric based damage. Starting at level 7, you inflict Lightning and Thunder damage against Fiends , no matter their current resistances and immunities. Thunder Blink You can easily move at speeds faster than the eye can see. Starting at level 10, you can use your action and expent one use of your Breath Form to teleport up to 40ft away in an unoccupied space you can see. All creatures within 10ft of the place you reenter at must make a Constitution saving throw or recieve 2d6 lightning damage. Lightning Agility You become even more agile, this time in your Total Concentration Breathing state. Starting at level 14, When using Total Concentration Breathing, your speed increase is instead 20ft. Additionally, you have advantage on Dexterity (Acrobatics) checks as well. Lightning God Avatar You inhabit the spirit of a powerful Lightning based entity. Starting at level 15, you can use your action to gain the following benefits for one minute: Your Movement speed increases to 60ft, and you do not gain the speed benefits of Total concentration breathing until this effect ends.

You can use your Thunder Blink feature at will as a bonus action.

You bypass resistance and immunity to Lightning and Thunder damage. These effects will end early if you are incapacitated or use your action to dismiss them.

Breath of Wind Breath of Wind users are able to create violent Cyclone attacks with their swords. Each attack can create cyclones similar to the chaotic blades Breath of the Moon users create. The Nichirin Sword color commomnly associated with Breath of Wind is Green. Breath Forms Dust Whirlwind Cutter: You dash foward and realease a cyclone of slashes. Move up to 10ft in any direction and make an attack. The target must succeed on a Constitution saving throw or recieve 2d4 force damage on a failed save, and half as much on a successful one, and be launched back up to 10ft away from the user. Additional Feature: The target creature falls prone if it fails the saving throw. Claws-Purifying Wind: You create four extra slashes that each deal 1d4 slashing damage each. You can target one enemy with all the slashes, or spread them out across multiple targets. Additional Feature: Each blade's damage increases to 1d6 slashing damage. Clean Storm Wind Tree: Each creature within 5ft of the target must succeed on a constitution saving throw or recieve 1d10 slashing damage and be launched backwards up to 10ft. Additional Feature: Extends the attacks knockback range to 20ft. Rising Dust Storm: You swing your blade doqnwars from several directions. The target must succeed on a Wisdom saving throw or be launched back up to 10ft and knocked prone. Additonal Feature: If the creature fails the saving throw, they recieve an additional 1d6 force damage. Winter Gale: You strike from above with a flurry of attacks. The target must succeed on a Constitution saving throw or recieve 3d4 additional cold damage on a failed save, and half as much on a successful one. Additional Feature: Your gain advantage while attacking in the air. Black Wind Mountatin Mist: You strike from the side and deliver a devastating uppercut, creating a slashing tornado. You create an area of difficult terrain extending 5ft from you until the end of your next turn. Enemies have disadvantage agianst you during this effect's duration. Additional Feature: Ranged attacks against you autoatically fail. Primary Gale Slash: You create circular torrents of wind around you. Until the start of your next turn, any creatures within 10ft has disadvantage on attack rolls while within this range. Additional Feature: Ranged attacks are nullified if they enter the affected space at any point. Gale Fighting You become used to fighting in the air and during strong winds. Starting at level 1, you cannot be given accuracy or movement penalties given while flying or buffeted by wind effects. Whirlwind Blade You learn to control gale forces in your attacks. Starting at level 7, When you take the attack action during your turn, you can use your Bonus Action to deal 2d4 additional force damage and knock the target up to 5ft away from you. The damage increases to 3d4 at level 10, and 4d4 at level 20. Rising Air Blade You learn to channel your wind into bladed attacks. Starting at level 10, You can use your action and expend one use of your Breath Form to deal 2d6 slashing damage to a creature within 30ft of you. Hurricane You can create an area of strong downdraft that blocks ranged attacks. You can expend one use of your breath forms and use your action to create a 30ft wide square of strong downdrafts withing an area you can see withing 60ft. Any ranged atacks passing through the area are immediately, blocked, and it counts as difficult terrain for any creature that can fit inside the effect's area other than you. This effect lasts until the end of your next turn. Tempest Blast You become better tuned to the powerful inner tempest of energy inside you, allowing you to release it in a concentrated blast. Starting at level 18, you can use your action to realease a powerful wind attack. All creatures in a 30ft cone in front of you recieve 4d6 force damage and be knocked prone. Creatures within the first 15ft of the blast are stunned until the end of your next turn.

Breath of Flame Users of the Breath of Flame are powerful offensive swordsmen and women that can deal devastating fire based slashes and cuts. Users of the Breath of Flame are usually very passionate and powerful. The Nichirin Sword color commonly associated with Breath of Flame is Red. Breath Forms: Unknowing Fire: You rush towards the enemy with high damage potential. The enemy must succeed on a Dexterity saving throw or recieve 3d4 fire damage on a failed save, and half as much on a successful one. The target is burned if it fails the saving throw. Additional Feature: The target is burned. Rising Scorching Sun: The target must succeed on a Dexterity saving throw or recieve 1d8 fire damage on a failed save, and half as much on a successful one, and be launched back up to 10ft away from you. Additional Feature: The target is also burned if they fail the saving throw. Booming Flame Undulation: You create a flaming tornado that can block enemy ranged attacks. You can use your reaction to give any ranged attacks against you disadvantage until the end of your next turn. Additional Feature: Enemies within 5ft are burned. Flame Tiger: You dash foward and unleash a series of slashes that take the form of a tiger. You move up to 20ft in a straight line as part of your action, dealing an additional 2d6 fire damage on a failed save, and half as much on a successful one to all creatures you pass through. Additional Feature: The enemy burns on a failed saving throw. Purgatory: You deal an additional 2d4 fire damage on a failed save, and half as much on a successful one. You gain temporary hitpoints equal to half the damage you dealed with the attack. Additional Feature: You may choose one other creature within 5ft to also gain the same benefits. Flaming Heart You can use your internal spark to power your fire attacks. Starting at level 1, you can use your bonus action to apply the burn effect onto the target of your next attack. Enemies that are burned recieve 1d6 fire damage at the end of each of their turns, and you have advantage on attack rolls against burning enemies. This effect ends if the target or another creature uses their action to put out the flames. Virtuous Spirit You gain the ability to share the power of your spark with others. Starting at level 7, you can use your action to give a number of creatures equal to your Constitution modifier the benefits of your Flaming Heart feature for one minute. Erupting Smite You gain the ability to deal massive fire damage to a target with your melee weapon. Starting at level 10, you can expend any number of Breath Form uses to deal 2d8 fire damage plus an additional 1d8 fire damage for every Breath Form usage spent higher than one. Scorched Earth You gain the ability to create areas of flames on the ground. Starting at level 14, you can use your action and expend one use of your Breath Style to create 20ft wide area of fire within 60ft of you. Those who end their turn in the area recieve 1d4 fire damage and are burned. Flaming Tiger Form The image of a flaming tiger envelops you, granting your supernatural abilities. Starting at level 18, you can use your action to grant the following benefits for up to minute: You can choose to create buring areas that deal the same effects of your Scorched Earth feature on the path you walked last turn. These areas lose this property when your Tiger Form ends.

You can use your action to charge forward up to 20ft, dealing 2d4 fire damage and burning creatures you pass through. These effects end early if you are incapacitated or use your action to dismiss them.

Breath of the Insect While most users of the Breath of the Insect style are not capable or beheading a Demon, they use powerful poisons made from a flower called Wisteria, which is extremely toxic to them. Breath of Insect users focus on speed and agility over brute strength, and are more inclined to deal damage VIA poison rather than directly. The Nichirin Sword color commonly associated with Breath of the Insect is Purple. Breath Forms Dance of the Butterflies-Frolic: You move foward up to 15ft towards your target. The target must succeed on a Constitution saving throw or recieve 4d4 poison damage on a failed save, and half as much on a successful one, and become poisoned. Additional Feature: Increases the lunge range by 10ft. Dance of the Bee Sting-Mere Fluttering: You rush foward with a single thrust to inject poison into the target. The target is forced to immediately save against the poison. If they fail the saving throw, they are paralyzed for a number of minutes equal to half the poison damage they have recieved in the last hour to a minimum of one. The target must continue to save against the poison as if they were unconscious. Additional Feature: The poison time increases to a number on minutes equal to the amount of poison damage they have recieved in the last hour. Dance of the Dragonfly-Compound Eye Hexagon: You leap towards the target and unleash a flurry of six attacks. The target is poisoned and must save against it as if you have hit them six times. Additional Feature: You gain a leap distance of 15ft that can be used before or after the attack action. Dance of the Centipede-Hundred-Legged Zigzag: You move in a confusing pattern in order to score a decicive hit. You move up to 20ft as part of your attack action and force your target to make a Wisdom saving throw. If the target fails, the attack automatically hits, dealing 2d4 poison damage and poisoning the target. Addditional Feature: The Wisdom save DC increases by 2 for each stack of poison recieved. Wisteria Poisoner You gain the knowlege on the making of Wisteria poison, a poison made from toxic flowers especially potent against Demons. Starting at 1st level, you gain a number of poison attacks equal to your Dexterity Modifier each long rest. Whenever you land a melee attack, you can expend one of those charges to poison the target creature. The affected creature must succeed on a Constitution saving throw or become poisoned. Poisoned enemies must make a Constitution saving throw at the start of each of their turns. If they fail, the target recieves 1d6 poison damage and cannot spend actions. Poisoned creatures can only stumble, moving half their normal speed. Poisoned creatures repeat their saving throws at the start of each round. Creatures who are dropped to 0 hitpoints or otherwise incapacitated by the poison automatically fail any death saves they might make. You poison and poison attacks damage Fiends normally, regardless of any resistances or immunities they might have. Additinally, Fiends who fail the saving throw are automatically reduced to 0 hitpoints. Striking an enemy with another poison attack increases the DC of the following saves by 3, and the poison effect of a Breath Form does not cost a charge. Nimble Combatant You become much more agile in battle. Starting at level 7, you gain the following features: Your Total Concentration Breathing and Breath Form charges can either depend on your Consitution or Dexterity stats. This choice becomes permanent once you make it.

Instead of a Strength bonus when your Total Concentration Breathing is active, you instead gain +4 to your Dexteruty score, which maximum increases to 24 at level 8.

You gain a 5ft lunge that takes effect right before your attack action as part of it. Efficient poisoner You become more efficient in poisoning your targets, and can hit crucial areas poison spreads quickly in more easily. Starting at level 10, you inflict normal poison damage to all creatures, regardless of what resistances or immunities it may have. You also gain resistance to poison damage and immunity to the poisoned condition. Additionally, landing a critical hit on an enemy with a poison attack causes their next save to automatically fail. Acid Spray You are able to convert your poisons into powerful acids that have similar effects. Starting at level 14, you can use your action and expend one use of your Wisteria Poison to create a 20ft cone of acid in front of you. Each creature within the area must succeed on a Constitution saving throw or recieve 4d4 acid damage on a failed save, and half as much on a successful one, and poison the target. Fiends have disadvantage on the saving throw. Full Dosage You have stored a large amount of poison in your body over a long period of time. If a creature succeeds on a melee attack against you, you can use your reaction to recieve 4d4 poison damage. The opposing creature then recieves 4d4 + your dexterity modifier poison damage and becomes poisoned.