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Slayer DND 5e Breathing Forms

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Breathing Styles

At 3rd level, slayers select a style of breathing to pursue, some will come easier then others. Some even
say the technique chooses the slayer.

Style completed
Sun X
Moon
Flame X
Wind
Water
Thunder X
Stone
Mist X
Serpent
Sound X
Love
Beast
Insect
Flower

Using certain forms of breathing techniques will cost you stamina points. You regain all of your stamina
during a long rest or short rest.

At 3rd level you have 3 stamina points


At 7th level you have 7 stamina points
At 11th level you have 10 stamina points
At 15th level you have 15 stamina points
And at 19th level you have 20 stamina points

The slayer can use an action to recover half of their max stamina(rounded down)
Maximum of 3 regained per turn.
This action is described as them focusing their breath and body to recover.

Using a form uses one attack action.


Some forms require a saving throw, Your DC is 8 + dexterity mod + prof bonus
You cannot use the same form twice in a row, you must make an attack, another form, or end your turn.
Sun Breathing
Sun breathing is the original form that all breathing styles are derived from. As you utilize it, you visualize yourself
manipulating Solar flames around you and your blade...
Get +2 to initiative rolls, get +5ft movement speed, +1 attack action per turn.

Forms Stamina cost Description Effect Level


requirement
Form 1: Dance -1 -Perform a singular, vertical -Roll a D20 and 3
slash downwards in an arcing apply all ATK
motion bonuses. Deal
weapon damage
+2d4 fire damage
Form 2: Clear Blue Sky -2 -Twist your upper body and -All enemies within 3
release a quick 360* slash weapon range
makes a Dex saving
throw, if failed deal
weapon damage +
2d6 slashing + 1d4
fire
Form 3: Raging Sun -2 -Release two consecutive -**Reaction Only** 3
arcing slashes around You can strike up to
yourself, in order to strike two attacks, and one
incoming attacks attack twice. Attacks
Striked by you deal
reduced damage by
1d10+prof+lvl
Form 4: Burning Bones, -1 -perform a singular slash in a -**Reaction Only** 7
spiraling motion to defend Strike one attack in
Summer Sun
yourself front of you,
reducing damage by
1d10+prf+level
Form 5: Setting Sun -2 Perform a backflip before you Dex saving throw 7
you unleash a single Fail=
horizontal slash which to 3d6 Slashing + 1d4
decapitate fire damage
Form 6: Solar Heat Haze -3 Your weapon is enveloped in a Target makes a 7
heat haze, hiding its true wisdom saving
length and speed from the throw
target If failed, deal
weapon damage x 3
+ 1d6 fire damage
Form 7: Beneficent -2 Spiral into the air and perform Target makes a 11
an upwards strike dexterity saving
Radiance
throw
If failed, deal
weapon dmg + 2d4.
If target is in the air,
deal double damage.
Form 8: Sunflower -2 Stomp forwards and thrust D20 to hit 11
Infront of you, impaling your 3d8 piercing + 1d4
Thrust
target fire
Form 9: Sun Halo -8 Perform a large array of Every target 11
constant slashes in one selected(max 5)
Dragon Head Dance
motion to target one or makes a constitution
multiple enemies saving throw,
Each failed target
receives 2d6 fire
damage + 3d10
slashing damage.
If it is a single target.
Deal 4d8 fire
damage+3d12
slashing and success
does 2d6 fire + 3d10
slashing damage.
Form 10: Fire wheel -4 A vibrant and forceful circular -All targets within 5ft 15
slash, cutting through flesh make Dex saving
and bone alike throws
All failed targets take
4d6 fire + 2d10
slashing
Form 11: Fake Rainbow -4 Spin rapidly while heat Enemies have 15
envelopes you, creating after disadvantage on
images while you move. attacks until your
next attack or next
turn. Enemies
targeted by DC
attacks have
disadvantage for one
attack.
Form 12: Flame Dance -3 A quick vertical slash followed D20 to hit, 15
by a powerful horizontal slash 3d6 slashing
D20 to hit,
Weapon dmg + 2d6
fire
Form 13: Unnamed -20 You combine all 12 previous Against a single 19
forms into one, final attack. target, Ignores
Each form targeting a physical and fire
different vital organ. immunities and
resistance.
Unleash the combo,
The target must
make 12 constitution
saving throws.
Every failed roll
deals 1d10 fire
damage and 1d12
slashing damage.
Every attack landed
increases the
amount of dice
rolled by one. Ex:
two attacks = 2d10 +
2d12. Three attacks
3d10 3d12.
Thunder Breathing
You wield the breath of thunder, quick and powerful attacks are your forte. Thunder is visualized and
heard as you move with your blade…
+1 initiative, +10ft movement

Laijutsu
If you utilize a katana(or any sheathed weapon), you can use the Quickdraw feature. If you do not move before
your attacks, add double your dexterity modifier as damage, instead of just your modifier. If you use a Thunder
breathing form and meet Quickdraw criteria, add the effect corresponding effect in the “effect” tab. If a Thunder
form causes you to move, you still add Quickdraw effects, BUT you cannot move before hand. EX: Without moving
beforehand you add the Quickdraw effect to Form 1.
Unconscious Warrior
At 11th level, when you are knocked unconscious, you make your saving throws as normal. You can expend one
stamina point to continue fighting. You cannot be charmed, or frightened. You may play as normal, however
reaching 0 stamina will stop this feature. If you regain hit points or succeed death saves, wake up and continue
playing as normal. If you fail death saves, character dies as normal.
Electrified Blade
Critical attacks inflict paralyzed for 1 turn, or if DC rolls for Forms are a Nat 1, also inflict paralyzed.

Forms Stamina cost Description Effect Level


requirement
Form 1: ThunderClap and -1 You grip your weapon, 60-80ft range 3
flash visualizing lightning rising D20 to hit
around you. You explode in 2d8 slashing
movement, dashing Quickdraw:
forward to slash your +1d8 slashing
target.
Form 2: Rice Spirit -2 Quickly slash 5 times 5ft range 3
against your target Target makes
Constitution saving
throw,
Failure deals 5d8
slashing,
Success deals 5 flat
damage
Form 5: Heat Lightning -1 A quick lightning charged 10ft up, 5ft range 7
slash upwards Target makes dexterity
saving throw,
Failure deals weapon
damage + 1d6 lightning
dmg

Form 4: Distant Thunder -5 Unleash a ball of lightning Summon an orb of 7


that releases waves of lightning,
powerful lightning bolts The orb lasts two turns.
Everyone within 20 ft of
the orb must make a Dex
saving throw each turn,
if it fails take 3d8
lightning dmg
Form 3:Thunder swarm -2 Surround the enemy with 5 ft range 11
waves of arched lightning Target makes a Con
slashes saving throw,
On failure take 3d8
lightning dmg
On success take 1d6
lightning dmg
Quickdraw:
Add 1d8 lightning dmg
to fails
Form 6: Rumble and Flash -3 Release multiple, long 60-100ft range 11
ranged, lightning attacks Fire 3 attacks(1 extra for
from your weapon every point spent past
three)
Targets make a Dex
saving throw. Success
does nothing, Failure
deals 2d12 lightning
damage
Quickdraw:
+1d6 piercing to fail
Form 1, Variant 6 fold -6 A stronger variant of form 60-80ft range 11
1, repeated 6 times. Range reset for each
Tearing the target apart Form 1.
You get to repeat Form 1
6 times.
Quickdraw: +1d8
slashing to each form
Form 1, Variant Godspeed -10 A form 1 variant with the Duration:2 turns 15
speed tweaked to blinding (increase duration by 1
speeds. turn for every 5 extra
stamina points spent)
Sound Breathing
Booming Strikes
Every attack made by the Slayer now emits thunderous sounds.
Every enemy within 15ft of the Slayer’s must make a constitution saving throw, failure does 1d6 thunder damage.
At level 11 this increases to 1d8.
Musical Score Technique
You can read your opponents attacks as sounds.
When attacked, roll a d6. If you roll a 6, you gain advantage on your next attack against that enemy.
You may strike (1+dex mod) attacks with 1d10 damage for a reaction. This damage lowers the damage received.
(get attacked for 15 damage, roll a 4 on the d10. It now deals 11 damage.)
This feature only works if you can hear your opponent, only works for physical attacks.
Sound Control
At 8th level, you may use an action to create a deafening sound, every living creature nearby must make a
constitution saving throw. Failure causes confusion. Success deals 1 flat damage.
You may use this once per short rest.
You may use a bonus action to make all actions on your current turn silent.
You may use this 3 times per short rest
Chained weaponry
All weapons have a chain on them in some form. EX: sword has a small chain on the bottom.

Forms Stamina cost Description Effect Level


requirement
Form 1: Roar -3 You raise your weapon Target makes a 3
before bringing it down in constitution saving
a powerful, explosive throw, if they fail deal
strike. weapon damage plus
5d6 thunder damage.
Success deals 2d6
thunder damage only.
If you are silenced by
sound control, deal an
extra d6 thunder
damage on fail or
success.

Form 4:Constant -2 Rapidly spin your blade, As a reaction, swing your 3


resounding slashes effectively creating a weapon rapidly and
barrier in front of you. block up to 3 attacks
until the start of your
next turn, reducing
damage by 1d8+level.
Critical hits cancel your
block completely.
Form 5: String -5 Grab your chain and Charge up to double 7
performance charge the enemy while your movement speed,
rotating the weapon all enemies hit must
rapidly make dex saving throws.
Deal weapon damage on
success, on failure
double the damage. Max
targets(or attacks) = dex
mod
Sonic Burst -2 Prepare yourself, and For a bonus action, 15
launch forward with a double your speed for
boom before striking with the rest of your turn and
incredible power. make one attack with
your weapon. This attack
deals triple damage,
critical deals double
damage on topo of this.
(6xweapon dmg)
Flame Breathing
Burning Blade
All critical set the target on fire. Dealing 1d4 fire damage per round until they make a DC 10 STR roll to stop it.
Blazing heart
Your heart burns with a fighting flame to stay alive, burning brighter then any other fire.
At 7th level, If your hitpoints go below 50% of its maximum, gain advantage for all attacks, physical stat checks or
saving throws.
Stance: Infernus
You take up a powerful stance, your blade bursting with angry flames, igniting yourself to push you even further.

While in this stance, you are immune to fire damage. At the start of your turn while using this stance, take 1d4 fire
damage(this ignores your immunity). This lasts until you leave your stance or go unconscious.

All attacks and forms deal +1d4 fire damage and you gain an extra attack action. Gain 20 ft movement.

Forms Stamina cost Description Effect Level


requirement
Form 1: Unknowing Fire -2 Dash towards your enemy, Range 50 ft 3
before unleashing a Target makes Con saving
incredibly fast slash at your throw.
targets neck. Failure does 1d6 fire +
3d6 slashing damage.
Form 2:Rising Scorching -1 Create an upwards arcing D20 attack, deal weapon 3
Sun slash coated in bright damage plus 2d4 fire
flames damage.
Form 3:Blazing Universe -1 From a high guard, strike Target makes con saving 7
down, bringing a blazing throw.
strike. Failure does weapon +
2d6 fire damage
Form 4: Blooming Flame -2 Swing you weapon in **Reaction only** 7
circular motions, creating a Create a wall in front of
wall of fire to defend you, reducing all damage
yourself from attacks by
1d10+level+prof

Form 5: Flame tiger -6 Charge and swing with Target makes con saving 11
force and flame, throw.
resembling a flaming tiger Failure deals 4d6 fire +
wrapped around the user. 3d6 slashing damage
Success deals 3d6 fire
damage
Mist Breathing

Obscured Fighter
You don baggy clothing, and produce mist as you fight. Your movements are foggy and hard to read.
Attacks requiring a line of sight have disadvantage against you.

Mist Cloak
For one stamina point, you create a cloak of mist around yourself, making you blend into the terrain. Strike quickly
from the shadows.
While the cloak is active, gain advantage on stealth checks.
While the cloak is active, gain +1 AC
You lose the cloak once hit.
Forms Stamina cost Description Effect Level
requirement
Form 1: Hanged Sky -1 Lunge forward, slashing Target makes a wisdom 3
distant mist horizontally. saving throw,
Failure deals 2d8
slashing
Form 2: 8-layered mist -3 Unleash 8 slashes one Target makes a wisdom 3
after another in quick saving throw,
succession. Failure 4 x weapon dmg
Form 3:Demisting Blast -2 Blow away enemy As a reaction, 3
projectiles in a blast of Reduce all projectile
mist. damage in front of you
by 2d4+level+Prof
Form 4: advection slash -3 A quick slash, faster a Target makes a wisdom 7
fiercer then form one. saving throw,
Failure deals 3d12
slashing
Form 5: Sea of clouds and -3 Charge forward whilst Target makes a wisdom 7
haze releasing a barrage of saving throw with
slashes disadvantage,
Failure deals

Form 6: Moonlit mist -8 Leap above your foes 50 ft range 11


before firing a barrage of Target makes Wisdom
ranged arced attacks saving throw with
disadvantage
Failure deals 8d6
slashing damage.

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