The Demon Slayer-Corps.

The Demon Slayer Corps is an organization that has existed since ancient times, dedicating its existence to protecting humanity from demons.

Hashira Training

is extremely strenuous; because of this, a majority of the Demon Slayers view the training session as an everlasting trip in hell, with a few notable exceptions who see the session as a chance to improve themselves. Each of the Hashira oversees a different part of the training program. Known training includes basic stamina training, flexibility training, quick movement training, sword skill training, pounding training, and muscle reinforcement training.

As a general rule, Hashira must take part in each other's training sessions. It is considered a win-win situation for both the Hashira and the Demon Slayers, as even the Hashira get to improve due to being constantly attacked by wave upon wave of juniors ranked lower than themselves.

Total Concentration Breathing

is an advanced and esoteric breathing technique where a user inhales the maximum amount of oxygen within a specific breath pattern to raise their physical and mental prowess to their utmost limits. The effects include a plethora of enhanced physical and mental abilities, like superhuman physical characteristics (i.e. strength, speed, stamina, durability and agility), faster thought processes, concentration and information processing.

Class Features

As a Demon Slayer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Demon Slayer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 8 + your Constitution modifier per Demon Slayer level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Nichirin Weapons
  • Tools: Choose one type of artisan’s tools or one musical instrument

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Athletics, Investigation, Perception, Performance, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a Nichirin Blade (Unique Two-Handed Longsword)
  • a Demon Slayer Uniform (Unarmored Defense)
  • a Kasugai Crow (1/day Find Familiar - Crow)

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Nichirin Blade

Finesse/Two-Handed

Longsword - 1d8 Slashing Damage

Color Changing Katanas

When you choose this class roll a d12 to determine the color that your Nichirin Blade adopts when you first draw it. Alternatively you may choose the color you wish.

D12 Color
1 White
2 Gray
3 Yellow
4 Indigo
5 Pink
6 Light Pink
D12 Color
7 Green
8 Red
9 Blue
10 Purple
11 Amber
12 Black

Demon Slayer Uniform

Light Armor

The members of the Demon Slayer Corps wear a uniform that is highly durable and light-weight, they are also water-resistant and non-flammable. The uniform cannot be easily damaged by minor Demons. They sport their uniforms with a white belt and hakama pants, also wearing a white long-sleeved collared shirt under the uniform. While their outer haori is styled unique to the intended wearer.

while you are wearing this armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Kasugai Crow

Grants you a Special form of the
Find Familiar Spell

Find Familiar - Raven

1th-level conjuration

You gain the service of a familiar, a spirit that takes an animal form of a raven. Appearing in an unoccupied space within range, the familiar has the statistics of a raven, though it is a fey instead of a beast.

Total Concentration Breathing (C)

Starting at 1st level, you can use your Bonus Action to focus your abilities and raise your physical and mental prowess to do so requires concentration. Total Concentration Breathing lasts for a number of rounds equal to your Proficiency Bonus and you may use it a number of times as shown on the Demon Slayer table.

If you dont have any uses of Total Concentration Breathing, you can gain a level of Exhaustion to use the ability.

  • You deal bonus damage with any Nichirin Weapon equal to your Strength Modifier
  • You gain a bonus to your Movement Speed equal to your Dexterity Modifier x 5 while in Light Armor
  • You can reduce the amount of damage you take by an amount equal to your Constitution Modifier while not wielding a Shield.
  • You may add your Intellegience Modifier to Saving Throws you make while your Raven Familiar is within 30ft of you.
  • You gain blindsight equal to your Wisdom Modifier x 5
  • At the start of your turn, Roll a D6 and subtract your Charisma Modifier if the total is 0 gain one Form Point, if you would not exceed your allowed total.

Keen Senses

Beginning at 1st level, Roll a D6 to determine your keen sense. Alternatively you can choose which you prefer.

D6 Sense
1 Sight
2 Smell
3 Hearing
D6 Sense
4 Taste
5 Touch
6 Your Choice

You have Advantage when rolling a check that utilizes your keen sense.

When you are within a mile of a Demon or Fiend you can feel its presence, you dont know its exact location or direction only that it exists.

Form Points

Beginning at 2nd level, your training allows you to harness FP. Your access to this energy is represented by a number of FP points. Your Demon Slayer level determines the number of points you have, as shown in the FP Points column of the Demon Slayer table.

In order to use FP on your Breathing Style Forms you must be Utilizing Total Concentration Breathing.
When you spend a FP, it is unavailable until you finish a short or long rest, at the end of which you regain all of your expended FP.
Some of your Form features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

FP save DC = 8 + your proficiency bonus + your Wisdom modifier


Breathing Style

Starting at 2nd level, you gain a Breathing Style. You may choose from

  • Flame Breathing
  • Thunder Breathing
  • Water Breathing

Enhanced Form

At 3rd level, Choose two skills from the following in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. If you dont have proficiency with two of the following skills gain proficiency, in place of the expertise.

  • Athletics
  • Acrobatics
  • Investigation
  • Perception
  • Performance

Enduring Focus

Starting at 3rd level, Whenever you fail to make a Constitution Saving Throw to maintatin your Concentration you may use your Reaction to expend 1 hit die, adding it to the failed roll. If the roll would now be a succees treat it as such, then gain one level of Exhaustion when your Concentration ends.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Extrasensory Perception

Beginning at 6th level, You have further advanced the effectiveness of your chosen sense you can now determine the direction of nearby Demons and Fiends while they are within a mile of you, In addition you gain the following ability

Enhanced Vision
You possess extremely sharp eyesight, being able to accurately predict your opponent's next attack and movements by simply observing the subtle shifts of their muscles, joints and the slight movements of their eyes. Once per combat you can give opponents Disadvantage when they attempt to attack you until the end of your next turn, As a Bonus Action.
Enhanced Smell
You possess an extremely sharp sense of smell. It is strong enough for you to smell the 'opening thread', the slight pause in an enemy's movement which allows you an opening in which to strike. Once per combat you can give yourself Advantage on Attacks you make until the end of the current turn, As a Bonus Action.
Enhanced Hearing
You have such precise hearing you can clearly make out a whisper if its made in your presence. Creatures within your movement speed, are audible to you if they talk.
Enhanced Touch
You have developed a sharp and incredibly sensitive sense of touch. Your skin can even feel the small vibrations in the air. You can even pinpoint the exact location an enemy might strike. Once per combat you can use your reaction when hit to gain a +2 to your AC until the end of your next turn. *You can know if the triggering attack hit but not what the roll was before you decide to use this ability.
Enhanced Taste
You have developed an incredibly precise taste and can distinguish between every piece of a dish, also allowing you to be able to identify if anything is off with it. You can detect ingested poisons and secret ingredients.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ability Score Improvement

When you reach 8th level, and again 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Demon Slayer

At 9th level, Your attacks with your Nichirin Weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, You have Resistance to Bludeoning, Piercing and Slashing Damage caused by Demons and Fiends.

Recovery Breathing

Starting at 10th level, while you have your Total Concentration Breathing active you may use your Bonus Action, to expend a Hit Die and gain a number of Temporary Hitpoints equal to half your Demon Slayer level + The amount rolled on the die.

Demon Slayer Mark

Beginning at 11th level, You develop a mysterious tattoo, scar, or birthmark. It resembles the demon crests that appear on the bodies of most demons and has a catalyst-like effect. These marks are referred to as Demon Slayer Marks. Each Demon Slayer Mark looks unique, relating to the Breathing Style of the bearer.

You may exert yourself to make your next attack hit for maximum damage after which you gain 3 levels of Exhaustion.

Ability Score Improvement

When you reach 12th level, and again at 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Dodge and Parry

After 13th level If the only Action you took on your turn was to Dodge you can attempt to parry incoming attacks, make an opposed attack roll against each melee attack made against you that hits until the start of your next turn. If the Attack rolled against you is higher than your roll you are hit as normal, If your Attack roll is higher than the incoming attack the attack becomes a miss.

Extra Attack

Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Curse of the Mark

Starting at 15th level, You may exert yourself to the brink and make your next attack a Critical Hit that deals Maximum Damage after which you roll a D6 and Gain that many levels of Exhaustion.

Ability Score Improvement

When you reach 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Total Concentration Constant

At 17th level, The effects of your Total Concentration Breathing ability become permanant and no longer require concentration.

Transparent World (C)

Starting at 18th level, You gain the ability to awaken your perceived vision, the world around you moves as if it were in slow motion, you can't be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the you for the duration. This ability last for 8 hours or until you lose Concentration on it. After which you must take a Long Rest to use it again.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Demon Slayer Rank Hashira

At 20th level, your Strength, Dexterity, Constitution, Intelliegence, Widom and Charisma scores become 20.


The Demon Slayer
Level Proficiency Bonus Features Total Concentration Breathing FP
1st +2 Total Concentration Breathing, Keen Senses 1 0
2nd +2 Form Points, Breathing Style 1 1
3rd +2 Enhanced Form, Enduring Focus 1 1
4th +2 Ability Score Improvement 1 2
5th +3 Extra Attack 2 2
6th +3 Extrasensory Perception 2 3
7th +3 Evasion 2 3
8th +3 Ability Score Improvement 2 4
9th +4 Demon Slayer 3 4
10th +4 Recovery Breathing 3 5
11th +4 Demon Slayer Mark 3 5
12th +4 Ability Score Improvement 3 6
13th +5 Dodge and Parry 4 6
14th +5 Extra Attack (2) 4 7
15th +5 Curse of the Mark 4 7
16th +5 Ability Score Improvement 4 8
17th +6 Total Concentration Constant 8
18th +6 Transparent World 9
19th +6 Ability Score Improvement 9
20th +6 Demon Slayer Rank Hashira 10

Flame Breathing - Subclass

You may replace any Melee Attack using your nichirin weapon with one of your known Forms. By spending the required amount of FP. You may use more than one form in a turn if you have the attacks to do so, by spending an additional FP for each Form beyond the first in a turn.

First Form-Unknowing Fire

Requires level 2 - 1FP (To Hit/Save)
You may make a Melee Weapon Attack against one creature that you can reach with your remaining movement. The Target takes your Proficiency Bonus Fire Damage in D4's in addition to the Melee Attack and if you travelled 15ft before the attack must make a Strength Saving Throw being knocked prone on a failure, no effect on a success.

Second Form-Rising Scorching Sun

Requires level 2 - 1FP (To Hit/AoE Save)
You may make a Melee Weapon Attack against one creature that is within reach. Striking upward through the enemy you release a Solar Flare at the apex of your swing creatures within 10ft must make a Constitution Saving Throw taking your Proficiency Bonus of Fire Damage in D4's and becoming Blind until the end of your next turn on a failure, or half damage on a success with no other effects.

Third Form-Blazing Universe

Requires level 4 - 2FP (AoE Save)
You ignite yourself and erupt with flames creatures within 20ft of you must make a Dexterity Saving Throw taking Fire Damage equal to your Proficiency Bonus in D6's and igniting them on a failed save, half damage on a success no other effects.
Ignited - at the start of each of its turns until the effect ends, the target must make a Constitution Saving Throw. On a failed save, it takes 2D6 Fire Damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.

Fourth Form-Blooming Flame Undulation

Requires level 4 - 2FP (AoE Save)
You expel a massive heat wave that pushes back enemies within 10ft of you, creatures must make a Dexterity Saving throw taking Fire Damage equal to your Proficiency Bonus in D6's and being pushed back 10ft on a Failure, or half damage on a success.
In addition, the intense heat causes a mirage effect causing ranged attacks against you to have disadvantage and granting a +2 AC bonus until the end of your next turn.

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Fifth Form-Flame Tiger

Requires level 6 - 3FP (To Hit/Save)
You lash out at your target with cat like reflexes enveloping your blade in flame until it leaps forth with the ferocity of a tiger. The Target must make a Dexterity Saving Throw taking Fire Damage equal to your Proficiency Bonus in D8's and being knocked prone and grappled on a failure, or half damage and grappled on a success.
The Flame Tiger uses your Stats for breaking its grapple. If a creature breaks free the Flame Tiger fades. A creature may use its Action to attempt to break free. The Creature makes a Strength or Dexterity Saving throw vs. Your Strength Check. The creature takes 2D8 Fire Damage on a failure, or on a success the effect ends.

Flame of Death and Rebirth

Requires level 6
When you are reduced to 0 hit points but not killed outright, you can expend x Hit Die dealing fire damage to creatures within 10ft of you equal to the total, as well as healing you. You can’t use this feature again until you finish a long rest.

One with Flame

Requires level 8
You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.

Intense Flame

Requires level 8
The Demon Slayer's ability to channel their Breathing Forms becomes more potent. The damage done by your form abilities, Ignore Resistance to your Breathing Style's Element.

Ninth Form-Rengoku

Requires level 10 - 5FP (Multi-Hit/AoE Save)
Each of your strikes manifest an image of a Flame Dragon, until you miss and it takes life erupting on the area around you.
Whenever you make an attack you may spend 5 form points to repeat that attack until you miss taking an additive -3 to hit for each subsequent attack. You may choose a new target for each attack. When you miss an attack creatures within 30ft of you must make a Dexterity Saving Throw taking Proficiency Bonus of D12's on a failed save, or taking half damage on a success.

Flame Breathing Feature

Requires level 10

Flame Breathing Feature

Requires level 12

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Thunder Breathing - Subclass

You may replace any Melee Attack using your nichirin weapon with one of your known Forms. By spending the required amount of FP. You may use more than one form in a turn if you have the attacks to do so, by spending an additional FP for each Form beyond the first in a turn.

First Form-Thunderclap and Flash

Requires level 2 - 1FP (To Hit/AoE Save)
You dash forward up to your movement speed in a straight line pursued by a bolt of lightning that follows in your wake. During this attack you do not provoke attacks of opportunity and you can move through enemies.

Creatures you pass through must make a Dexterity Saving Throw taking Lightning Damage equal to your Proficiency Bonus in D4's and being Deafened until the end of your next turn on a failure, or half damage and no other effects on a success.

Second Form-Rice Spirit

Requires level 2 - 1FP (To Hit/Save)
You lash out at the targets weak points with blurring speed. The target must make a Wisdom Saving Throw taking your Proficiency Bonus of Lightning Damage in D4's and being Paralyzed until the end of your next turn on a failure, half damage and no other effects on a success.

Third Form-Thunder Swarm

Requires level 4 - 2FP (AoE Save)
You radiate electricity that charges your surroundings until the end of your next turn, creatures within 20ft of you must make a Dexterity Saving Throw taking Lightning Damage equal to your Proficiency Bonus in D6's, half damage on a success no other effects.
When a creature inside the charged area moves it must make a Dexterity Saving Throw taking 2d6 Lightning Damage and being Stunned until the end of their turn on a failure, or half damage and no other effects on a success.

Fourth Form-Distant Thunder

Requires level 4 - 2FP (AoE Save)
You teleport up to your movement speed to a location you can see creatures within 10ft of the location you left must make a Constitution Saving Throw taking Thunder Damage equal to your Proficiency Bonus in D6's and being Deafened until the end of your next turn on a failure, or taking half damage and no other effects on a success.
Creatures within 10ft of where you teleport to must make a Dexterity Saving Throw taking Lightning Damage equal to your Proficiency Bonus in D6's and being Stunned until the end of your next turn on a failure, or taking half damage and no other effects on a success.

Fifth Form-Heat Lightning

Requires level 6 - 3FP (Save)
You call down lightning on one creature at range up to your movement speed. The target takes Lightning Damage equal to your Proficiency Bonus in D8's and is Paralyzed until the end of your next turn.

Sixth Form-Rumble and Flash

Requires level 6 - 3FP (To Hit)
You move and strike with incredible speed Choose up to five creatures you can see within range of your movement speed. This attack doesn't use your movement speed, you do not provoke opportunity attacks and you can move through enemies.
Make a melee attack against each target. On a hit, the target takes Lightning Damage equal to your Proficiency Bonus in D8's. You then Teleport to anyplace you could reach within your movement speed.

Seventh Form-Honoikazuchi No Kami

Requires level 8 - 4FP (Multi-Hit/Multi Save)
Each of your strikes manifest an image of a Thunder Dragon that marks your target, until you miss and it manifests unleashing lightning bolts at each creature you hit with this attack.
Whenever you make an attack you may spend 5 form points to repeat that attack until you miss taking an additive -3 to hit for each subsequent attack. You may choose a new target for each attack. When you miss an attack creatures you hit must make a Dexterity Saving Throw taking your Proficiency Bonus of Lightning Damage in D10's on a failed save, or taking half damage on a success.

Potent Thunder

Requires level 8
The Demon Slayer's ability to channel their Breathing Forms becomes more potent. The damage done by your form abilities, Ignore Resistance to your Breathing Styel's Element.

One with Storms

Requires level 10
You gain resistance to Lightning Damage and Thunder Damage. In addition you also gain a magical flying speed of 60 feet

Thunder Breathing feature

Requires level 10

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Thunder Breathing feature

Requires level 12

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Water Breathing - Subclass

You may replace a Melee Attack using your nichirin weapon with one of your known Forms. By spending the required amount of FP. You may use more than one form in a turn if you have the attacks to do so by spending an additional FP for each Form beyond the first in a turn.

First Form-Water Surface Slash

Requires level 2 - 1FP (To Hit/Save)
You Strike your target with you Nichirin Weapon as you release a wave of water to pummel your opponent.
You may make a Melee Weapon Attack against one creature that you can reach. If you hit the target must make a Strength Saving Throw taking your Proficiency Bonus Bludeoning Damage(Water) in D4's in addition to the Melee Attack and being pushed back 10ft by water on a failed save, or taking half the damage and no other effects on a success.

Second Form-Water Wheel

Requires level 2 - 1FP (AoE to Hit)
You spin 360 degrees while striking all enemies you can reach as you spin you create a orbs of water that bash into the surrounding enemies.
You may make a Melee Weapon Attack against one creature that you can reach. Use your roll against the AC of all enemies within 5ft of you/seperately, Then deal your Proficiency Bonus in D4's Bludeoning Damage (Water) to all creatures hit in addition to the Melee Attack.

Third Form-Flowing Dance

Requires level 4 - 2FP (To Hit)
You deal an extra amount of Bludeoning Damage (Water) equal to your Proficiency Bonus in D6's. In addition, When you use Third Form - Flowing Dance as part of an attack you may use the Dash, Disengage or Dodge Action as a Bonus Action this turn.

Fourth Form-Striking Tide

Requires level 4 - 2FP (To Hit)
Whenever you use Striking tide as part of an attack against a creature you may gain a Bonus to Hit equal to your Proficiency Bonus then deal extra Bludeoning Damage (Water) equal to your Proficiency Bonus in D6's if the attack hit.

Fifth Form-Blessed Rain After the Drought

Requires level 6 - 3FP (Die Total)
With extreme mercy you attempt a fast yet fatal strike against your foe dealing as little pain as possible. You may roll your Proficiency Bonus worth of D6's.
Then starting with the highest health enemy in range of your movement speed, You kill that creature if its health total is less than the total of the dice rolled. Then subtract the damage that killed the creature and move to the next highest health enemy until that creature has more health than the remaining amount on the dice. If the first enemy targeted has a higher health total then the total dice roll nothing happens.

Sixth Form-Whirlpool

Requires level 6 - 3FP (AoE Save)
You spin with extreme force until you create a powerful whirlpool, pulling enemies toward you.
Creatures within 30ft of you must make a Strength Saving Throw taking your Proficiency Bonus in D8's Bludeoning Damage (Water) and being pulled 30ft or until they are unable to get closer to you on a failed save, or taking half damage and being pulled 15ft.

Seventh Form-Drop Ripple Thrust

Requires level 8 - 4FP (To Hit)
You launch a spear of water at a target you can see who is moving within 60ft of you as a reaction, Make a ranged attack roll against them if you hit the target takes your Proficiency Bonus in D10's Bludeoning Damage (Water) and lowering their movement speed to 0, their AC by 2 and giving them Disadvantage on Dexterity Saving Throws while Incapacitating them until the end of your next turn.

Eighth Form-Waterfall Basin

Requires level 8 - 4FP (AoE Save)
If you fell at least 10ft before making this attack you land with tremendous force like the great falls pulverizing those beneath you. Creatures within 20ft of where you land must make a Dexterity Saving Throw taking Bludoning Damage (Water) equal to you Proficiency Bonus in D10's and being knocked unconcious until the end of your next turn on a failed save, or taking half damage with no other effects on a success.

Ninth Form-Splashing Water Flow, Turbulent

Requires level 10 - 5FP
Whenever you use Splashing Water Flow as part of an attack you gain the ability to create pools of water that will hold your weight for 1 min, this allows you to essentially fly as you run from pool to pool. In addition you may add 4FP worth of Form Abilies to this attack limited to two forms. Examples Whirlpool into Water Wheel = 4FP or Waterfall Basin = 4FP

Tenth Form-Constant Flux

Requires level 10 - 5FP (Multi-Hit/AoE Save)
Each of your strikes manifest an image of a Water Dragon, until you miss and it forms a 10ft wide tidal wave that travels 40ft in the direction of your choosing.
Whenever you make an attack you may spend 5 form points to repeat that attack until you miss taking an additive -3 to hit for each subsequent attack. You may choose a new target for each attack. When you miss an attack each creature in the path of the tidal wave must make a Dexterity Saving Throw taking Proficiency Bonus of Bludeoning Damage in D12's and being knocked Prone on a failed save, or taking half damage on a success with no other effects.

Eleventh Form-Dead Calm

Requires level 12 - 6FP
You cease all body movements and enters a state of complete tranquility, deflecting, blocking and cutting any incoming attacks with imperceptible speed with your blade.
After using Dead Calm every attack against you misses and you succeed on all Saving throws until you use an Action, Bonus Action, Reaction or the end of your next turn. You may Spend another FP to extend the effects another turn.