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Martial Archetype : Demon Slayer

Demon slayers, warriors that imitate the elemental power of mother nature, using a mystical breathing technique called breath
style, with the sole purpose to hunt every fiend and monster that plagues the world.
.
Focused Warrior One with the Elements
When you choose this archetype at 3rd level, you choose a At 10th level, Depending on the Breath Style you practice,
Breath Style. You can use Breath Styles only with weapons you gain an additional benefit.
that lack the Heavy & Two Handed (excluding versatile Breath of Water - You flow like water. Your movement
weapons) properties. speed increases by 15.
Breath Styles / Forms - You choose one Breath Style to Breath of Fire - You are a raging fire. You can critically
practice, and two Forms from that Breath style only. Many strike on a 19-20.
Forms enhance an attack in some ways. You can use only Breath of Stone - You are as strong as a mountain. You
one Form per attack. You learn one additional Form of have advantage on all Strength related checks.
your choice at 5th, 10th, and 15th level (excluding Final
Breath) only from your chosen Breath Style. You can use Breath of Wind - You are as light as the wind. When you
this feature a number of times equal to 2 + your fall you can glide up to 30 feet in a line without taking
Constitution modifier. You regain all charges of this damage (falling from higher altitudes still adds to damage).
feature after you finish a short or long rest. Breath Style Prodigy
Whenever you use a Form you expend one use of this At 15th level, You mastered your Breath Style to the point
Feature that you are able to harness the actual power of your element
Saving Throws Some of your Forms require your target for one deadly attack. You can use your action to use your
to make a saving throw to resist the effects. The saving most powerful breathing technique, the Final Breath. You
throw DC is calculated as follows: can use this feature once per long rest. (Reference for "Final
breath" look under Breath Styles.)
Form save DC = 8 + your proficiency bonus + your
Constitution modifier. Vanquisher of Demons
At 18th level, Your intimidating presence makes demons
Hunter of Demons quiver in their boots. Undead and Fiend creatures have
disadvantage on all attacks and saving throws against you. In
At 3rd level, You can awaken one of your senses to detect an addition, when you roll initiative and have no uses of Breath
undead or fiendish presence near you. Style remaining, you regain half of your maximum uses.
As an action for 1 minute, you know the general location of
any fiend, undead or place that has been desecrated within 1
mile of you, but not their numbers or identity.
In Addition, you can cast the spell Protection from evil
and good once without material components to yourself.
Both of these traits refresh after you finish a short or long
rest.
Total Concentration Breathing
Starting at 7th level, you master a state where Breath Style
users inhale the maximum amount of oxygen with a specific
breath pattern to raise their physical and mental strength to
their utmost limits.
When you hit a creature with a Breath Style attack, you can
use Total Concentration Breathing to enable the Focused
feature of the attack.
You can use this feature a number of times equal to 1+
your Constitution Modifier. You can use this feature even
beyond that, but for every time you use it you will gain a level
of exhaustion until you finish a long rest.

Credits
Art by Gao Haotong Art by Conor Smith Art by Yerbol
Bulentayev
Created by Maostyle
1
Breath Styles
Breath of Water Breath of Fire
1. First Form: Water Surface Attack - When you make a 1. First Form: Unknowing Fire - If you moved at least 20
weapon attack roll against a creature you may expend one feet in a straight line before you attacked a creature you
use of Focused Warrior, to add an additional 1d8 to the may expend one use of Focused Warrior, in order to deal
roll.(Focused - You add the extra roll to the damage.) an extra 1d10 damage, in addition you can make one
additional attack as a bonus action. (Focused - The attack
2. Second Form: Water Wheel - When you make a melee has advantage and the extra damage increases to 2d10.)
weapon attack you may expend one use of Focused
Warrior, in order to choose another creature within 5 feet 2. Second Form: Rising Scorching Sun - When you hit
of the target to take equal damage, if the original attack with a melee weapon attack you may expend one use of
roll would hit the second creature.(Focused - The first Focused Warrior, to make a creature unable to take
target needs to make a Strength saving throw or fall prone reactions until the start of its next turn. (Focused - in
and the second target takes full damage.) addition , if the attack causes the target to make a
Constitution saving throw to maintain concentration, it
3. Third Form: Dance of the Rapid Current - Immediately has disadvantage on that save.)
when you hit with a weapon attack you may expend one
use of Focused Warrior, and you can move 15 feet away 3. Third Form: Blooming Flame Undulation - When you
from a target without provoking an attack of opportunity. get hit by a melee weapon attack you may expend one use
(Focused - You gain a +1 to hit on your next weapon of Focused Warrior, and use your reaction to gain +2
attack for every 5ft of movement.) bonus AC for that attack. (Focused - You gain +3 AC
instead).
4. Fourth Form: The Merciful Rain of a Dry Day - When
you reduce a creature to 0 hit points you may expend one 4. Fourth Form: Flame Tiger - When you hit a creature
use of Focused Warrior to gain the damage you dealt as with a weapon attack you may expend one use of Focused
temporary hit points (maximum of 20 Hit Points). Warrior, and force the creature to make a Wisdom saving
(Focused - Every ally within 30 feet also gains half of the throw or become frightened by you until the end of your
damage as temporary hit points.) next turn. (Focused - if the target is frightened by you he
takes an additional 1d8 psychic damage from your next
5. Fifth Form: Water Flow - You may expend one use of attacks).
Focused Warrior, in order to use the Dash action as a
bonus action. (Focused - You gain +15 movement speed 5. Fifth Form: Heat Haze - When you critically strike a
and your movement is unaffected by Difficult Terrain.) creature you may expend one use of Focused Warrior and
add an extra 1d6 to the damage roll. (Focused - You add
6. Final Breath: The Dragon of Change an extra 3d6 instead).
You call the power of the water element to create a water
dragon form that extends your weapon range, and make a 6. Final Breath: Purgatory
continuous attack that increases in power with each You call the power of the fire element for a devastating fire
rotation. Choose up to five creatures you can see within attack initiated from a high stance. You purge everything
30 feet of you. Make a melee weapon attack against each in a line of 100 feet long and 5 feet wide from you in a
target. On a hit, the target takes your weapon damage + direction you choose. Each creature in the line must make
1d8 that increases by 1d8 on each creature hit, to a max a Dexterity saving throw. A creature takes 12d6 fire
of 5d8. after using this ability you cant take reactions until damage on a failed save, or half as much damage on a
the start of your next turn. successful one.

Created by Maostyle
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Breath of Stone Breath of Wind


1. First Form: Serpentinite Hydra - When a creature 1. First Form: Dust Whirlwind Cutter - As a reaction when
damages you with a melee weapon attack, you may a creature within 5 feet of you misses you with a melee
expend one use of Focused Warrior and use your reaction weapon attack, you can expend one use of Focused
to gain resistance to that attack (Focused - Your next warrior, and move up to half your speed away from it
attack against that creature is at an advantage.) without provoking an attack of opportunity. (Focused - You
2. Second Form: Upper Smash - When you hit a creature also get to attack that creature).
with a weapon attack you may expend one use of Focused 2. Second Form: Rising Dust Storm - As a reaction, you
Warrior, and force the target to make a Strength saving expend one use of Focused warrior to create a defensive
throw, On a failed save, it drops an object you choose that dust wind current around you in order to interrupt
the creature is holding. The object lands at its feet. incoming projectiles, all ranged weapon attacks have
(Focused - The object lands to a spot of your choice within disadvantage to hit you until the start of your next turn.
15 feet of the target, and the target has disadvantage on (Focused - You also gain a +2 to your AC).
his next attack). 3. Third Form: Purifying Wind Claw - When you make a
3. Third Form: Stone Bulwark - As a reaction you may melee weapon attack you may expend one use of Focused
expend one use of Focused Warrior to impose Warrior, to extend your range up to 20 feet. (Focused -
disadvantage on an enemy that targets an ally of yours You deal an additional 2d6 Bludgeoning damage).
within 5 feet of you.(Focused - In addition, you give your 4. Fourth Form: Clean Storm Wind - When you take the
ally +3 Bonus AC for the attack). Attack action on your turn, you can forgo one of your
4. Fourth Form: Rapid Conquest - When you hit a creature attacks and expend one use of Focused Warrior, to make
with a weapon attack you may expend one use of Focused every creature Large or smaller within 5 feet of you make
Warrior, and force the creature to make a Constitution a Strength saving throw or be pushed 20 feet away.
saving throw or become Stunned until the end of its next (Focused - You can push Huge or Smaller creatures and,
turn. (Focused - In addition, you push the target back 10 creatures that failed the saving throw also fall prone).
feet). 5. Fifth Form: Reverse Gust - As a bonus action you may
5. Fifth Form: Mountain Arc - Immediately after you hit expend one use of Focused Warrior, and attempt to draw a
with a weapon attack you may expend one use of Focused creature using the air around it towards you. Choose a
Warrior, and use your bonus action to attempt to grapple target within 15 feet of you that is Large or smaller, they
the target. (Focused - You have advantage on checks to must make a Strength saving throw. on a failed save you
maintain the grapple, and the target has disadvantage on pull them within 5 feet of you. (Focused - You can pull up
them). to 4 creatures, also creatures pulled become stunned until
6. Final Breath: Stone Rupture the start of their next turn).
You call the power of the earth element, and you create a 6. Final Breath: Winter Gale
huge rupture around you. The technique carves a deep You call the power of the wind element, and you create an
impression in the ground. Each creature in a 40 feet incredibly powerful whirlwind that obliterates everything
radius sphere originating from you must make a Dexterity in its path. You create a 10 feet wide 30 feet tall whirlwind
saving throw. A target takes 6d12 bludgeoning damage that moves in a 60-foot straight line. Each creature in that
and falls prone on a failed save, or half as much damage line must make a Dexterity saving throw. On a failure, a
on a successful one. Additionally, the ground in that area target takes 7d10 Bludgeoning damage and are ejected 15
becomes difficult terrain. feet in the air. On a successful save, a target only takes
half as much damage and is not lifted into the air.

Created by Maostyle
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