The document describes the six forms of Water Breathing style in Demon Slayer. The forms allow the user to execute powerful slashes and attacks by harnessing momentum. The first form creates a powerful single slash, while the second involves a high jump attack. The third lets the user jump over opponents. The fourth uses consecutive fast slashes, and the fifth mimics wave-like movement to attack surrounding enemies. The sixth creates a continuous wave of attacks that increase in power with each consecutive hit.
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Water Breathing (5E D&D Class Supplement) _ GM Binder
The document describes the six forms of Water Breathing style in Demon Slayer. The forms allow the user to execute powerful slashes and attacks by harnessing momentum. The first form creates a powerful single slash, while the second involves a high jump attack. The third lets the user jump over opponents. The fourth uses consecutive fast slashes, and the fifth mimics wave-like movement to attack surrounding enemies. The sixth creates a continuous wave of attacks that increase in power with each consecutive hit.
The document describes the six forms of Water Breathing style in Demon Slayer. The forms allow the user to execute powerful slashes and attacks by harnessing momentum. The first form creates a powerful single slash, while the second involves a high jump attack. The third lets the user jump over opponents. The fourth uses consecutive fast slashes, and the fifth mimics wave-like movement to attack surrounding enemies. The sixth creates a continuous wave of attacks that increase in power with each consecutive hit.
Water Breathing The swordsman generates enough momentum to create a
Water Breathing is one of the six main Breathing Styles powerful single concentrated slash against a creature. directly derived from the Sun Breathing. It is said to be the Immediately after a successful hit, you can use a bonus action most common Breathing Style among Demon Slayers due to to deal an extra 1d6 damage to the creature. The amount of being the easiest to learn for beginners. Its focus is to hit the extra damage increases as you gain levels, as shown in the fastest swing in the right place at the right time. last column of the table. To become a master of Water Breathing you need training Second Form: Waterfall Basin and the ability to concentrate even in the hardest time of your life. Between slayers, there is a saying that goes: The swordsman cuts the target vertically. You use your "Water breathing used by a demon slayer with no movement to do a high jump (PHB p182) and use your action composure won't produce any results." to do an attack on a creature in reach as you land. If you moved before the jump and the attack hits, the Water Breathing Forms 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 There are six known forms but some 4th and 5th ranked damage for every 60 cm (2 ft) that you have jumped in the air. water style users have created exclusive ones. Third Form: Water Wheel* You can use your movement to do a long jump (PHB p182) Level Technique Rank Extra over a creature at double your normal distance and use your attack action. Each creature that you jump over must make a 3rd First Form: Water Surface Slash 1st 1d6 Dex saving throw equal to 8 + your stance modifier + your 4th 1st 1d6 prof. bonus. On a fail, the creature is hit. On a success, the creature takes half as much damage. This movement does 5th Second Form: Waterfall Basin 1st 1d6 not provoke opportunity attacks if you hit at least one enemy. 6th 1st 1d6 Additionally, while you are falling you can use your reaction to slow your momentum by making a special melee weapon 7th Third Form: Water Wheel 2nd 1d8 attack against a creature within your reach. On a hit, you 8th 2nd 1d8 reduce any fall damage you take by half. 9th 2nd 1d8 Fourth Form: Riptide 10th 2nd 1d8 The swordsman makes consecutive fast slashes while 11th 2nd 1d10 twisting their body in a flowing fashion similar to a tide. As an action, you may use all your extra attacks in a single 12th Fourth Form: Riptide 3nd 1d10 one. If the attack hits you deal an extra 1d6 of damage for 13th 3rd 1d10 every extra attack you have. Your current breathing ends. 14th 3rd 1d10 Fifth Form: Flowing Dance* 15th Fifth Form: Flowing Dance 4th 1d12 The swordsman swings his blade at his opponent in a way 16th 4th 1d12 that mimics the movement of waves on the surface of water. At the start of the turn, you can only move at half your speed 17th 4th 1d12 and you do not provoke opportunity attacks. You can use your 18th Sixth Form: Constant Flux 5th 1d12 extra attacks on any creature that enters your range while you are moving. If you enter the range of a creature but you 19th 5th 2d6 don't try to hit it, you will still provoke an opportunity attack. 20th 5th 2d6 When this form finishes, your current breathing ends. Sixth Form: Constant Flux* A continuous attack that increases in power with each hit, creating a strong wave of attacks. Using an attack action, you may initiate this technique and move up to 3m (10 ft) to use one of your extra attacks on a creature in your range. You can repeat this process until you miss, until you have finished your movement speed or until you have finished your extra attacks. Every consecutive hit deals an extra 1d8 of damage. When this form finishes, your current breathing ends.
Using a form decreases your current breathing by
6s. Every extra die isn't multiplied by a critical hit.