Way of the Demon Slayer You have joined the ancient organization known as the Demon Slaying Corps, an organization dedicated to the protection of humanity and elimination of demons. A Demon Slayer traditionally wields a Nichirin Blade, a special weapon that absorbs sunlight and allows for the permanent destruction of demons. Despite its name, the weapon is not always a blade and is usually a weapon that the Demon Slayer is comfortable with. Breathing When you choose this tradition at 3rd level, you may learn a Breath Style, its 1st Form and an additional Form. In addition, you may spend 1 ki point to activate Total Concentration Breathing as a free action. While using total concentration breathing, you gain the following benefits if you are unarmored and not using a shield: • You have advantage on Dexterity checks and Dexterity saving throws. • You have advantage on saving throws against poison, and you have resistance against poison damage. • You gain the ability to use forms from your Breath Style. • When you make an attack using your Nichirin Blade against an aberration, fiend, or monstrosity, you can add your Wisdom modifier to the damage roll of the attack. • Your forms are considered an Attack action for the purposes of your Flurry of Blows feature. Your total concentration breathing lasts for 1 minute. It ends early if you are knocked unconscious or become unable to breath. You may end total concentration breathing as a free action. Nichirin Blade At 3rd level, you are given a Nichirin Blade by a master swordsmith. This weapon takes the form of any sword that lacks the heavy and special properties. You gain proficiency with this weapon if you don't already have it and it is considered a monk weapon. Your attacks with your Nichirin Blade count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If this weapon is broken or lost, the swordsmith can be contacted to replace it for 100 gp and 1 week's work or repair it for half that amount. The Color Changing Swords Nichirin Blades are also known as color changing swords. The color usually matches the Breath Style of its wielder, such as blue for the Breath of Water or red for the Breath of Flame. Not all form a solid color and may take the pattern of something else, such as a lightning bolt. Improved Breath Form At 6th level, you may spend additional ki points to increase the strength of a form. You may not enhance a Form more than a fifth of your monk level. You must declare the enhancement before making the attack. Additionally you learn 1 additional Form from your Breath Style. Enhancement Table Monk Level Maximum Enhancements 1st-5th 1 6th-10th 2 11th-15th 3 16th-20th 4 Full Focus Breathing Starting at 11th level, you are in a constant state of total concentration breathing and no longer need to activate it. Additionally you learn 1 additional Form from your Breath Style. Demon Slayer Mark At 17th level, the Demon Slayer Mark appears on you. The mark looks unique related to your Breath Style. While using total concentration breathing, you gain the following additional benefits: • You may now add your Wisdom modifier to the damage roll of all attacks. • You gain truesight out to a range of 15 feet. • You gain resistance to bludgeoning, piercing, and slashing damage. • In addition, you learn one 17th level form from your Breath Style and two additional forms of a lower level. • You may boost your First Form until you run out of Ki points. Fate of the Marked (Manga Spoilers) Demon Slayers who have awoken their mark are said to die after the age of 25. There is no known cause, but some speculate that the mark trades the owner's lifespan for power. Breath of Water When you choose this Breath Style at 3rd level, you have learned that a calm and rational mind wins battles. You can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls of your weapons.

First Form: Water Surface Slash This form costs 1 ki point. You create a powerful single concentrated slash. As an action, make a melee weapon attack. On a hit, you deal extra damage equal to your Wisdom modifier plus three of your Martial Arts die on a hit. You may make an additional attack for each 2 additional ki points you spend. At 5th level, the damage increases by your Martial Arts die. Second Form: Water Wheel This form costs 1 ki points. You leap and spin in the air while releasing a flowing attack in a circular motion. As an action, move up to 10 feet in a straight line and make a melee weapon attack against any number of enemies, with a separate attack roll for each target. This movement does not provoke opportunity attacks. On a hit, you deal extra damage equal to your Martial Arts die. You may increase the damage roll by your Martial Arts die for each additional ki point you spend. At 5th level, the damage increases by your Martial Arts die. Third Form: Dance of the Rapid Current (6th level Required) This form costs 2 ki points. You swing your blade in a way that mimics the movement of waves on the surface of water. Your movement is reduced by 20 this turn but does not provoke opportunity attacks. While moving, you may make a melee weapon attack against any number of targets, with a separate attack roll for each target. On a hit, you deal extra damage equal to two of your Martial Arts die. You may reduce the movement penalty by 5 for each additional ki point you spend. Fourth Form: Striking Tide (6th level Required) This form costs 2 ki points. As an action, make a number of melee weapon attacks up to your Wisdom modifier. You may make an additional attack for each 2 additional ki points you spend. Fifth Form: The Merciful Rain of a Dry Day This form costs 1 ki point. A "sword strike of kindness" that kills the target with little to no pain. Only usable when the target is willing. As an action, the target is decapitated and instantly killed. Sixth Form: Twisting Whirlpool (11th Level Required) This form costs 3 ki points. You fiercely twist your upper and lower body, creating a whirlpool that cuts anything caught in it. As an action, make two melee weapon attacks against any enemies within 5 feet of you, with a separate attack roll for each target. On a hit, you deal extra damage equal to three of your Martial Arts die. Additionally, the target must make a Dexterity saving throw or be pushed 10 feet away and knocked prone. You may increase the damage by your Martial Arts die and the knockback increases by 5 feet for each additional ki point you spend. Seventh Form: Piercing Raindrop This form costs 1 ki point. A fast and accurate stab. As an action, make a melee weapon attack with advantage. On a hit, you deal extra damage equal to two of your Martial Arts die. You may use this form as a reaction against a creature that attacks you. At 5th level, the damage increases by your Martial Arts die. Eighth Form: Waterfall Basin (11th Level Required) This form costs 3 ki points. As an action, leap a number of feet into the air equal to 5 times Wisdom modifier + 5 feet, and make a melee weapon attack as you land. On a hit, you deal extra damage equal to your Martial Arts die for every 10 feet you fall. The target must also make a Strength saving throw. The target is stunned and knocked prone on a failed save, or only knocked prone on a successful one. You may jump an additional 10 feet for each additional ki point you spend. You may alternatively use this form for 1 ki point to prevent all falling damage. Jumping with Step of the Wind Using the Step of the Wind features doubles your jump for forms that involve jumping. Ninth Form: Water Splash This form costs 1 ki point. Minimizes the landing time and surface needed when landing, allowing the user to move without limits. As a bonus action, you ignore difficult terrain for 1 minute. Spending an additional ki point allows you to walk on water. Tenth Form: The Dragon of Change (17th Level Required) This form costs 6 ki points. A continuous attack that increases in power with each rotation, creating a strong slash. As an action, make a number of melee weapon attacks equal to 1 + your Wisdom modifier. On a hit, you deal an extra 1d10 damage for each consecutive attack that hit it previously. ie If the first attack hits, do not add 1d10 to that damage roll. If the second attack hits, add 1d10 to that damage roll. if the third attack hits, add 2d10 to that damage roll. If you miss an attack the counter resets. You may make an additional attack for each additional ki points you spend Eleventh Form: Lull (17th Level Required) This form costs 5 ki points. You cease any body movements and engage a skill that disables and nullifies incoming attacks. As an action you gain the following benefits until the start of your next turn: • Your movement becomes 0. • All creatures that you can see have disadvantage on attack rolls against you. • You gain the benefits of the Evasion feature. • Damage you take from any attack is reduced by 1d10 + your Dexterity modifier + your Wisdom modifier + your monk level.

• At the start of your turn make a melee weapon attack against all creatures within reach that attacked you. On a hit, the attack deals an extra damage equal to 10d10. You may move before making an attack for 1 additional ki point, up to a maximum of 5 times. Breath of Thunder This Breath Style teaches the importance of overwhelming speed and surgical strikes. At 3rd level, you have advantage on initiative rolls. First Form: Thunderclap and Flash This form costs 1 ki point. You dash forward and slash at your opponent with incredible speed. As an action, teleport yourself to an unoccupied space adjacent to an enemy that you can see within your movement speed and make a melee weapon attack. This attack can score a critical hit on a roll of 19-20. On a hit, you deal extra lightning damage equal to your Martial Arts die. You may repeat this form an additional time for each 2 additional ki points you spend. At 5th level, the damage increases by your Martial Arts die. Second Form: Lightning Ball This form costs 1 ki points. You generate four straight attacks around yourself in a single moment. As an action, you make up to four melee weapon attacks against any number of enemies. You may only attack the same target twice and hitting two attacks deals extra lightning damage equal to your Martial Arts die. You may make an additional attack for each 2 additional ki points you spend. At 5th level, you may make an additional attack. Third Form: Buzzing Thunder (6th level Required) This form costs 2 ki points. You generate a spinning wave of lightning in all directions. As an action, you make a melee weapon attack against any number of enemies within 5 feet of you. On a hit, you deal lightning damage equal to two of your Martial Arts die. You may repeat this form an additional time for each 2 additional ki points you spend. Fourth Form: Distant Thunder (6th level Required) This form costs 2 ki point. You release multiple ranged strikes towards a target. As an action, you make up to two ranged attacks with your Nichirin Blade. This attack has a normal range of 30 feet and a long range of 60 feet. On a hit, you deal thunder damage equal to two of your Martial Arts die + your Dexterity modifier. You may make an additional attack for each 2 additional ki points you spend. Fifth Form: Thermal Storm (11th Level Required) This form costs 3 ki points. You make a single, devastating strike. As an action, make a melee weapon attack. On a hit, you deal extra lightning damage equal to four of your Martial Arts die. If the target willingly moves before the start of your next turn, it immediately takes thunder damage equal to twice your Martial Arts die and fire damage equal to twice your Martial Arts die. You may increase both damage rolls by your Martial Arts die for each 2 additional ki points you spend. Sixth Form: Lightning Shower (11th Level Required) This form costs 3 ki points. You unleash a series of strong ranged attacks released around yourself. As an action, you make two melee weapon attacks against any number of enemies within 30 feet of you. On a hit, you deal extra lightning damage equal to your Martial Arts die, and must succeed on a Constitution saving throw or be paralyzed until the end of your next turn. You may make an additional attack for each 2 additional ki points you spend. Seventh Style: Raging Thunder God (17th Level Required) This form costs 6 ki points. You conjure the image of a dragon of lightning while attacking at blinding speeds. As an action, you teleport yourself to an unoccupied space you can see within your movement speed and make a melee weapon attack with advantage. This attack can score a critical hit on a roll of 18-20. On a hit, you deal an extra 6d10 thunder damage. You may increase the damage roll by 1d10 damage for each additional ki point you spend. Breath of Wind When you choose this Breath Style at 3rd level, you have learned that your enemies can't avoid your attacks if they're surrounded by cutting gales. You can use your Dexterity modifier instead of your Wisdom modifier for your Ki save DC. First Form: Whirlwind Slice This form costs 1 ki point. You dash forward and create a cyclone of slashes. As an action, move up to your movement in a straight line and each adjacent enemy during this movement must make a Dexterity saving throw. This movement does not provoke opportunity attacks. A target takes damage equal to your weapon die + your Dexterity modifier + two of your Martial Arts die on a failed save, or half as much damage on a successful one. You may repeat this form an additional time for each 2 additional ki points you spend. At 5th level, the damage increases by your Martial Arts die. Second Form: Wind Claws This form costs 1 ki points. You slash down creating three blades of wind that slashes down on the enemy like claws. As an action, a target you can see within 60 feet must make a Dexterity saving throw. The target takes damage equal to your weapon die + Dexterity modifier + three of your Martial Arts die on a failed save or half as much damage on a successful one. You may increase the damage roll by your Martial Arts die for each additional ki point you spend. At 5th level, the damage increases by your Martial Arts die. Third Form: Whirlwind Tree This form costs 1 ki points. You slash around your body to create a whirlwind around you that slices up everything in its path. As an action, each target within 5 feet of you must make a Dexterity saving throw. A target takes damage equal to your weapon die + your Dexterity modifier + your Martial Arts die,

is pushed 5 feet away on a failed save, or half as much damage on a successful one. In addition, the area is considered lightly obscured. You may increase the damage roll by your Martial Arts die and the target is pushed an additional 5 feet away for each additional ki point you spend. At 5th level, the damage increases by your Martial Arts die. Fourth Form: Rising Sandstorm (6th level Required) This form costs 2 ki point. You swing your blade downwards from several directions. As an action, make two melee weapon attacks. If the first attack hits, the following attacks are made at advantage and deal additional damage equal to your Martial Arts die on a hit. You may make an additional attack for each 2 additional ki points you spend. Fifth Form: Winter Gale (6th level Required) This form costs 2 ki points. You strike from above while falling in a multitude of arced slashes. As an action, leap a number of feet into the air equal to 5 times your Dexterity modifier + 5 feet , and make two melee weapon attacks against targets in a 5 foot radius as you land. On a hit, you deal extra damage equal to your Martial Arts die for every 10 feet you fell. You may jump an additional 5 feet for each additional ki point you spend. You may alternatively use this form for 1 ki point to prevent all falling damage. Sixth Form: Mist Storm (11th Level Required) This form costs 3 ki point. You strike from the side, while rotating the body in a position to deliver an uppercut movement, creating a slashing tornado. As an action, make a weapon attack. On a hit, you deal extra damage equal to your Martial Arts die and the target makes a Strength saving throw. The target is thrown a number of feet into the air equal to 10 times your Dexterity modifier on a failed save, or half as many feet - 5 on a successful one. The damage roll of the falling damage uses your Martial Arts die. You may increase the damage roll by your Martial Arts die and the target is thrown an additional 10 feet for each 2 additional ki points you spend. Seventh Form: Tengu Squall (11th Level Required) This form costs 3 ki point. You leap into the air while swinging your blade which generates gale-force winds to shred your opponent apart. As an action, move up to your movement in a straight line and each adjacent enemy during this movement must make a Dexterity saving throw. This movement does not provoke opportunity attacks. A target takes damage equal to twice your weapon die + your Dexterity modifier + twice your Martial Arts die on a failed save, is pushed 10 feet away and knocked prone, or half as much damage on a successful one. In addition a strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you for 1 minute. The wind grants the following benefits until the end of your next turn: • It deafens you and other creatures in its area. • It extinguishes unprotected flames in its area that are torch-sized or smaller. • It hedges out vapor, gas, and fog that can be dispersed by strong wind. • The area is difficult terrain for creatures other than you. • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind. You may increase the damage roll by your Martial Arts die for each additional ki point you spend. Eighth Form: Gale Slash (17th Level Required) This form costs 6 ki points. You dash forward and deliver a powerful, circular slash. As an action, move up to your movement in a straight line. This movement does not provoke opportunity attacks. Targets within a 14 foot-radius of where you end the movement must make a Dexterity saving throw at disadvantage. A target takes damage equal to 6d10 + your weapon die + your Dexterity modifier, and knocked prone on a failed save, or half as much damage on a successful one. You may increase the damage roll by 1d10 for each additional ki point you spend. This form costs 6 ki points. You backflip into the air and swing your blade to release a circular gust of wind. As an action, you jump up to 30 feet backwards. This movement does not provoke opportunity attacks. Each target in a 60-foot cone must make a Dexterity saving throw. A target takes damage equal to 6d10 + your weapon die + your Dexterity modifier, is pushed 15 feet away, and knocked prone on a failed save, or half as much damage on a successful one. You may increase the damage roll by 1d10 for each additional ki point you spend. Breath of the Beast When you adopt this style at 3rd level, you have learned the art of dual-wielding and obtain a second Nichirin Blade. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, you may use your Nichirin Blade for your Flurry of Blows feature. First Fang: Pierce This form costs 1 ki point. You stab your opponent with both blades. As an action, make a melee weapon attack with each of your blades. On a hit, you deal extra damage equal to your Martial Arts die and the target is wounded. You may repeat this form for each 2 additional ki points you spend. At 5th level, you may make an additional attack. Wounded At the start of the wounded creature's next turn, it takes damage equal to your Martial Arts die for each time you've wounded it. The target then loses all stacks of Wounded. The damage is the same type as your Nichirin Blade. Note: If anyone has a better mechanic for Breath of the Beast, it'd be much appreciated.

Second Fang: Rip and Tear This form costs 1 ki point. You rend the flesh in an X-shape. As an action, make a melee weapon attack with each of your blades. On a hit, you deal extra damage equal to your Martial Arts die and the target is wounded. You may cause each hit to wound an additional time for each additional ki point you spend. At 5th level, the target is wounded an additional time. Third Fang: Devour This form costs 1 ki point. You concentrate your slashes at the same point with both blades. As an action, make a melee weapon attack with each of your blades. On a hit, you deal extra damage equal to your Martial Arts die and the target is wounded. You may increase the damage roll by your Martial Arts die for each additional ki point you spend. At 5th level, the damage increases by your Martial Arts die. Fourth Fang: Slice 'N Dice (11th Level Required) This form costs 3 ki points. You strike repeatedly at the same target until they are a bloody mess. As an action, make two melee weapon attacks against a target with each of your blades. On a hit, you deal extra damage equal to two of your Martial Arts die and the target is wounded. You may make an additional attack for each 2 additional ki points you spend. Fifth Fang: Mad Cleave (6th Level Required) This form costs 2 ki points. You spin around while flailing your blades. As an action, make a melee weapon attack against any enemies within 5 feet of you with each of your blades. On a hit, you deal extra damage equal to your Martial Arts die and the target is wounded. You may increase the damage roll by your Martial Arts die for each additional ki point you spend. Sixth Fang: Palisade Bite (11th Level Required) This form costs 2 ki points. You chop your foe with both blades. As an action, make a melee weapon attack with each of your blades. On a hit, you deal extra damage equal to three of your Martial Arts die and the target is wounded. You may increase the damage roll by your Martial Arts die for each additional ki point you spend. Seventh Fang: Spatial Awareness This form costs 1 ki point. You can identify the position of enemies by feeling small disturbances in the air. As a bonus action, you know the location of any aberration, fiend, or monstrosity within 100 feet of you that is not behind total cover. You know the type (aberration, fiend, or monstrosity) of any being whose presence you sense, but not its identity Eighth Fang: Explosive Rush (11th Level Required) This form costs 3 ki points. You charge towards your opponent while dual wielding and use your momentum to slice them apart. As an action, move up to your movement in a straight line and make a melee weapon attack with both your blades. On a hit, you deal extra damage equal to your Martial arts for every 10 feet you moved and the target is wounded. You may move an additional 10 feet for each additional ki point you spend. Ninth Fang: Extending Slash (6th Level Required) This form costs 2 ki points. You dislocate the joints of your arm to increase the range of your attack. As an action, make a melee weapon attack with each of your blades. Your reach increases by 5 feet for both attacks. On a hit, you deal extra damage equal to three of your Martial Arts die and the target is wounded. You may increase the damage roll by your Martial Arts die for each additional ki point you spend. Tenth Fang: Whirling Fangs (17th Level Required) This form costs 6 ki points. You spin your swords in a circular motion and eviscerate targets around you. As an action, make three melee weapon attacks against any enemies within 5 feet of you with each of your blades. On a hit, you deal an extra 1d10 damage and the target is wounded. You may make an additional attack for each additional ki point you spend. Eleventh Fang: Throwing Strike (6th Level Required) This form costs 2 ki points. You chuck both your swords at an enemy. As an action, make a ranged attack with each of your blades. This attack has a normal range of 30 feet and a long range of 60 feet. On a hit, you deal extra damage equal to two of your Martial Arts die and the target is wounded three times. You may increase the damage roll by your Martial Arts die for each additional ki point you spend. Dance of the Fire God At 3rd level, you have learned the original Breath Style. This beautiful dance is passed down from father to son and dedicated to the elimination of a specific demon. You can choose to add your Charisma modifier, instead of your Wisdom modifier, to your Ki Save DC and AC from Unarmored Defense. You also gain proficiency in the Performance skill or expertise if you are already proficient in it. First Dance: Flash Waltz This form costs 1 ki point. You rush forward and make a single powerful slash. As an action, move up to your movement in a line and make a melee weapon attack. This movement does not provoke opportunity attacks. On a hit, you deal extra radiant damage equal to two of your Martial Arts die. You may repeat this form an additional time for each 2 additional ki points you spend. At 5th level, the damage increases by your Martial Arts die.