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First Form: Water Surface Slash

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.

rev 0

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