Husbando Homebrew - Demon Slayer Manual - v5 - Ara-AraOnee-San Update

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Changelog
v1.0 - Best Boy Release
Initial release
Water breathing style under construction
v1.5 - Water Boy Release
Water breathing style release
v2.0 - Best Girl Release
Beast breathing style release at page 7
Some wording correction in the Forms property of the Breathing Technique feature
v3.0 - Zap Update
Keen sense update: Removed the text 'and you can identify whether you are sensing something related to a fiend',
this is now part of a new feats (see Feats section)
Keen sense update: Added 'If you gain this feature again, you must choose a different sense.'
Seventh Fang updated text from 'where they are' in the range to 'their direction'
Flash Striker, Zenitsu's Thunder Breathing variation release at page 10
Feats section added at page 12
v4.0 - Imouto Update
Added a new race: the Hemotraitor, beginning at page 3
Warrior of Breath shifted down to page 5
Added additional wording to the Barbarian text to include Nezuko
Path of the Mountain shifted down to page 9
Flash Striker shifted down to page 12
v4.5 - Ara-ara Imouto Update
Demonic regeneration has been updated to be a little less broken: "You have a pool of hit points equal to your
level. At the start of each of your turns, you can choose to regain hit points equal to the number you expend from
that pool (no action required) provided you have at least 1 hit point. This pool replenishes after finishing a long
rest."
Flesh hunger's light activity for satiated long rests is now 8 hours instead of 4.
Added additional wording to the Barbarian text to include Nezuko
Path of the Mountain shifted down to page 9
New barbarian subclass, the Path of the Bloodfiend, beginning at page 12
Flash Striker shifted down to page 14
v5.0 - Ara-ara Onee-San Update
Added the Toxicant, a roguish archetype based on Shinobu Kocho, beginning at page page 16.
Feats moved down to page 18.

Credits
Demon Slayer Kimetsu no Yaiba
Written and created by Koyoharu Gotouge

Published by Shueisha and Viz Media (English)

Anime by Ufotable

Anime licensed by

Madman Entertainment (AUS)

Anime Limited (BI)

Aniplex of America (NA)

Muse Communication (SA/SEA)

2 Created by My Wife is the MC!


Races
In a world with a hidden war against demons, most of it is Size. Hemotraitors vary widely in height and build just like
populated with regular humans. Some have elevated regular humans, from barely 5 feet to well over 6 feet tall.
themselves by becoming demon slayers, but the ones that Regardless of your position in that range, your size is
separate from humanity are those who prey on them. Medium.
For the Demon Slayer's Manual, you can choose an Speed. Your base walking speed is 30 feet.
aberrant variation of the predatory demons, the hemotraitor, Languages. You can speak, read, and write Common and
based on Kamado Nezuko and Lady Tamayo. Infernal.
Creature Type. You are a Fiend.
Hemotraitor Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
Hemotraitors, otherwise known as blood traitors, are those light. You can't discern color in darkness, only shades of gray.
whose wills are separate from the progenitor that sired them.
They are free from the curse of their intended master and
instead live according to their own desires.
Progenitor's Prodigal Child
Like all other demons, hemotraitors are sired by a progenitor
demon via blood infusion. This macabre ritual is intended to
increase the demon populace, but also bind them to the
progenitor's will. The hemotraitor, however, is an aberration
of their kind. Their will is their own, and their ties to the
progenitor are effectively severed.
Power and Hunger
Hemotraitors are as physically gifted as their bloodkin, and
perhaps have a unique power within them that can surpass
their contemporaries. This power comes at a cost, however,
as their natural instincts to feed on humanity suppresses
their free will.
Night Walker
Much like their bloodkin, hemotraitors disintegrate when
exposed to direct sunlight for too long. In spite of their
aberrant nature compared to other demons, they are still
incapable of any sort of daylight activities.
Hemotraitor Names
Hemotraitors are born human, and as such, retain their
names. Some choose a different name upon their turning, but
still retain some aspects of their society's conventions.
Hemotraitor Traits
Your hemotraitor character has traits that stem from their
demonic physiology.
Ability Score Increase. Your Constitution score increases
by 2, and one other ability score of your choice increases by 1.
Age. Hemotraitors sired by the progenitor cease to age
upon their transformation.
Alignment. Hemotraitors have a tendency to rebel against
their kind, either distancing from society through neutrality
or helping humanity through good. In most cases, their
altered physiology makes it difficult to fit in, forcing them
towards a chaotic alignment.

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Progenitor's Aberration. You are immune from the effects
of your progenitor's curse. In addition, the progenitor cannot
locate you through magical means or communicate with you
telepathically. This includes spells such as locate creature or
sending.
Demonic Regeneration. You have a pool of hit points
equal to your level. At the start of each of your turns, you can
choose to regain hit points equal to the number you expend
from that pool (no action required) provided you have at least
1 hit point. This pool replenishes after finishing a long rest.
In addition, any severed body member of yours other than
your head is restored after 2 minutes, or at the end of your
current turn if you have no missing hit points. The severed
body part disintegrates after a full restoration. If you have a
severed part, including your head, and hold it to the stump,
your regeneration causes the limb to knit to the stump at the
start of your next turn.
Empowered Body. Your unarmed strikes deal 1d6 + your
Strength modifier on a hit. The damage is your choice of
bludgeoning or slashing, as you can choose to use your claws
to make the attack. When you reach 5th level, this damage
becomes magical.
Fiendish Resilience. You can no longer be killed through
conventional means. You can suffer the effects of exhaustion,
but you cannot die from it. You die if you are reduced to 0 hit
points from taking radiant damage. You can also die if you are
beheaded by a silvered weapon. Regardless of means, you
slowly disintegrate into ash within 1 minute upon death.
If you are reduced to 0 hit points by any other means, you
make death saving throws as normal. Failing three death
saving throws or taking enough damage to cause instant
death places you into a death-like state of unconsciousness
for 24 hours. You cannot regain hit points while in this state
and you can only wake up earlier when a spell such as revivify
is cast upon you.
Sunlight Hypersensitivity. While in sunlight, the you have
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. In addition, you take
radiant damage equal to your level whenever you start your
turn while in sunlight.
Flesh Hunger. Regular rations cannot sustain you and any
spell that creates food that isn't cast with a 5th level slot or
higher cannot satiate you. Instead, you subsist on humanoid
flesh or blood (see page 185 of the Player's Handbook).
Consuming at least one pound of either keeps you satiated
for the next 24 hours. While satiated, you do not need to
sleep, and you can spend 8 hours of light activity such as
reading or keeping watch to gain the benefits of a long rest.
If you are suffering at least one level of exhaustion while
conscious, and you have not eaten humanoid flesh or blood
for the past 24 hours, you must make a DC 10 Wisdom
saving throw every hour. On a failed save, you attack the
nearest humanoid for 1 minute, with the intent to kill and
consume it. On a successful save, the DC increases by 1 (up
to a maximum of 18) and you do not attack anything. The DC
resets upon finishing a long rest or by consuming at least one
pound of humanoid flesh or blood.
You do not need to consume humanoid flesh or blood for
the next 8 hours if you sleep for at least 16 hours, which
counts as a long rest. You remain aware of your surroundings
while asleep in this manner.
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Fighter
At 3rd level, a fighter chooses a martial archetype and gains
their first archetype feature. The Warrior of Breath is
available to you when making that choice, taking on the role
of a demon slayer trained in the breathing forms of warfare.
Warrior of Breath
The Warrior of Breath is trained in special styles of breathing
integrated into their martial prowess in order to destroy the
demons that haunt their land. A Warrior of Breath has a
unique attunement to the way their body reacts to the ways of
controlled breathing. They control the air within their body.
willing it to enhance the motion of their muscles through
hyper-visualization of the natural world that magically
manifests through their weapon. One might visualize water
flowing along their blade, while another might think of fire
blazing along the edge of their sword.
Keen Sense
At 3rd level, your training grants you sharper senses. Pick
one sense between hearing, seeing, smelling, tasting, and
touching. You have advantage on Wisdom (Perception)
checks and gain a +5 bonus to your passive Wisdom
(Perception) that rely on your sense of choice. If you gain this
feature again, you must choose a different sense.
Breathing Technique
When you choose this archetype at 3rd level, you specialize in
one style of breathing technique fueled by your Second Wind
feature.
Breathing Style. Choose one breathing style between fire
and water. Your chosen breathing style grants you access to
the forms associated with that style.
Concentrated Breathing. Your Second Wind feature gains
additional uses equal to your Wisdom modifier (minimum of
+0).
When you use your Second Wind feature, you enter a state
of concentrated breathing, allowing you to use your forms
until the end of your next turn. When you do so, any hit points
regained in excess of your maximum hit points become
temporary hit points for you. As part of the same bonus
action, you also use the breathing form of your chosen
breathing style.
Forms. When you take this archetype, you learn the
breathing form and the first four forms of your chosen
breathing style, which are listed below. Several forms
enhance your attack in some way. You can only use one form
per attack, and you cannot use the same form consecutively.
You learn additional forms as you gain levels in this class.
You learn next three forms for the breathing style of your
choice at 7th, and the final forms at 10th level.
Saving Throws. Some forms require your target to make a
saving throw to resist the form's effects. The saving throw DC
is calculated as follows:
Style save DC = 8 + your proficiency bonus + your Wisdom
modifier

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Fire Breathing Forms
The forms for the fire breathing style are presented in the
order that you learn them.
Breathing Form: Fire. When you use your Second Wind
feature, you exhale a breath of confidence. Until the end of
your next turn, you and each ally within 10 feet of you gain a
+2 bonus to Strength and Dexterity saving throws until the
end of your next turn.
First Form: Unknowing Fire. After moving at least 10
feet in a straight line, your next melee weapon attack scores a
critical hit on a roll of 19 or 20.
Second Form: Rising Scorching Sun. You swing your
weapon upwards creating a circular arc of flames, breaking
through an enemy's guard. When you miss with a melee
weapon attack, you can add 1d6 to the attack roll, potentially
causing the attack to hit.
Third Form: Blazing Universe. You move 10 feet forward
as part of making a melee weapon attack and deal an
additional 1d6 fire damage on a hit. This movement does not
provoke opportunity attacks.
Fourth Form: Blooming Flame Undulation. After making
a melee weapon attack, you release a burst of protective
flames around you. The next time you are targeted by an
attack before the end of your next turn, you increase your AC
against that attack by an amount equal to your Wisdom
modifier.
Fifth Form: Flame Tiger. When you take the Attack
action, you replace one of your attacks and instead release a
flaming visage of a tiger that travels in a 20-foot line that is 5
feet wide. Each creature within that line must make a
Dexterity saving throw, taking 2d6 fire damage on a failed
save or half as much on a successful one.
Sixth Form: Vengeful Flame. When you are hit by a
melee attack that you can see, you can use your reaction to
wreathe your weapon in flames. The next time you hit with a
melee weapon attack before the end of your next turn, you
deal an additional 2d8 fire damage.
Seventh Form: Cutting Embers. When a creature makes
a melee weapon attack against you, you can use your reaction
to make one melee weapon attack against the attacker. On a
hit, you deal an additional 1d8 fire damage. Hit or miss, the
target must reroll the attack and take the lower result.
Eighth Form: Burning Passion. When you take the Attack
action on your turn, you can one replace of your attacks and
replace it with an impressive stance. Each creature of your
choice within 30 feet of you that can see you must make a
Wisdom saving throw, or become frightened of you until the
end of your next turn. In addition, the next melee weapon
attack you make before the end of your next turn has
advantage.
Ninth Form: Rengoku. You conjure the visage of a flaming
dragon that roils around you. When you take the Attack
action, you also cast the Ashardalon's stride spell before
making your first attack. You do not need to concentrate on
the spell when cast in this way, and its duration lasts until the
end of your next turn. The next time you hit with a melee
weapon attack before the spell ends, you deal an additional
4d8 fire damage. You can use this form once, and you can do
so again the next time you enter concentrated breathing.

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Water Breathing Forms Ninth Form: Splashing Water Flow. When you take the
Attack action, you replace one of your attacks and instead you
The forms for the water breathing style are presented in the shift your footwork and rotate your body in a fluid manner.
order that you learn them. Until the end of your next turn, you gain the effects of the
Breathing Form: Water. When you use your Second Wind freedom of movement spell and your next attack before then
feature, your breathing calms you into a meditative trance. has advantage. You can use this form once, and you can do so
Until the end of your next turn, you have advantage on saving again the next time you enter concentrated breathing.
throws against becoming charmed or frightened. Tenth Form: Constant Flux. You move in a constant
First Form: Water Surface Slash. Water surrounds your flowing motion as you strike, manifesting a water dragon as
weapon to deliver a concentrated strike. When you hit with a you do so when you take the Attack action. Until the end of
melee weapon attack and roll for damage, you can reroll the your current turn, your weapon attacks gain a +1 bonus to hit
damage dice and take the higher result. and deal an additional 1d8 cold damage for every 10 feet of
Second Form: Water Wheel. You spin along with your distance you move before making the attack. You can use this
strike, creating a wheel of water around you. When you make form once, and you can do so again the next time you enter
a melee weapon attack, you can choose one additional target concentrated breathing.
within 5 feet of you. You use the same attack roll for both
targets. On a hit, you deal damage as normal to the first
target and half as much to the additional target.
Third Form: Flowing Dance. After making a melee
weapon attack, you can move up to half of your movement
speed toward another hostile creature you can see. This
movement does not provoke opportunity attacks. If you have
the Extra Attack feature, you can perform this movement
after each attack.
Fourth Form: Striking Tide. You twist and turn your body
in a flowing fashion as you strike. When you make a melee
weapon attack and roll a 15 or higher on the D20, you can
make one additional attack. When you reach 15th level in this
class, you can make the additional attack with a roll of 12 or
higher on the D20. You can use this form only once on your
turn.
Fifth Form: Blessed Rain After the Drought. You deliver
a merciful strike that causes no pain. When you hit a creature
with a melee weapon attack and reduce it to 0 hit points, you
can cast the calm emotions spell as part of the same attack.
Sixth Form: Whirlpool. You perform a fierce twist along
your body as you swing your weapon upwards. When you
take the Attack action, you can replace one of your attacks
and instead create a cutting whirlpool of water in a 5-foot-
radius, 15-foot-high cylinder centered around you. Each
creature within the whirlpool must make a Dexterity saving
throw, taking 1d6 slashing damage and 1d6 cold damage on
a failed save, or half as much on a successful one. If you use
this form while underwater, the damage increases to 1d8
slashing and 1d8 cold.
Seventh Form: Drop Ripple Thrust. When a ranged
attack is made against you or any creature you can see within
5 feet of you, you can use your reaction to perform fast
motions to create a semi-permeable ward of water in a 5-foot
radius centered around you that lasts until the start of your
next turn. Each creature within this ward gets a bonus to its
AC against ranged attacks equal to your Wisdom modifier.
Eighth Form: Waterfall Basin. You deliver a downward
strike followed by a crash of water upon your foe. When you
hit with a melee weapon attack, you deal an additional 1d8
bludgeoning damage and 1d8 cold damage. This damage
increases to 1d10 bludgeoning damage and 1d10 cold
damage if the target is prone or if you are in mid-air and the
target is on the ground.

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Total Concentration Breathing
At 7th level, you can inhale the maximum amount of oxygen
with a special breathing pattern to maximize your physical
capabilities. When you use your Second Wind feature, you
take the maximum value from the die roll and you suppress
the effect of any poison and the poisoned condition for 1
minute. In addition, you cast the haste spell on yourself, the
duration of which lasts until the end of your next turn. You
can use this feature once, and you must finish a short or long
rest in order to do so again.
Total Concentration: Constant
Beginning at 10th level, you are able to maintain a constant
state akin to concentrated breathing. Your movement speed
increases by 10 feet and you use twice your Constitution
modifier for the purposes of holding your breath (see page
183 of the Player's Handbook under "Suffocating").
In addition, you can use any of your known forms from first
to seventh without entering concentrated breathing once
during your turn.
Recovery Breathing
Also at 10th level, you are able to regain control of your
locomotion through controlled breathing. When you start
your turn while you are paralyzed or stunned, you can expend
one use of your Second Wind feature to remove one of those
conditions.
Repetitive Action
At 15th level, you can reach a state of concentrated breathing
through meditation. As an action, you tap into an emotional
state that allows you to directly control your breathing, such
as recalling the faces of your loved ones or reliving a
treasured memory. Make a DC 15 Wisdom saving throw. On
a successful save, you can choose to regain one use of your
Second Wind feature or one use of Total Concentration
Breathing, and you cannot use this feature again until you
finish a long rest.
On a failed save, your next Wisdom saving throw within the
next hour has disadvantage, and you can't attempt this again
until you finish a short or long rest.
Demon Slayer Mark
At 18th level, you manifest a magical mark upon your body
that symbolizes the pinnacle of your breathing technique to
reach supernatural physicality. When you use your Second
Wind feature, you can cast the tenser's transformation spell,
the duration of which lasts until the end of your next turn.
You can do this once, and you must finish a long rest in order
to do so again.

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Barbarian
At 3rd level, a barbarian gains the Primal Path feature. For
the Demon Slayer's Manual, the Path of the Mountain
represents bestial and self-taught breathing techniques based
on Inosuke Hashibira, while the Path of the Blood Demon
represents the incredible ferocity of Nezuko's demonic
prowess.
Path of the Mountain
A barbarian who is molded by the raw power of nature,
whose skill with the sword is as sharp as the fangs of their
beastly brethren, takes the primal path of the wilds that they
hail from. Such warriors are self-taught in the ways of
breathing, in a form of bodily control through applied use of
their inner rage. In a world plagued by demons who feast on
the weak, it takes the ferocity of the mountain gods to turn
these predatory fiends into prey.
Animal Imitation
At 3rd level, you have integrated the stances of wild animals
into your combat style. You learn one Fighting Style option of
your choice from the fighter class. If you already have a style,
the one you choose must be different.
Whenever you reach a level that grants the Ability Score
Improvement feature, you can replace this feature's fighting
style with another from the fighter class that you don't have.
Beast Breathing
Beginning at 3rd level, you can integrate the ferocious
prowess of nature into your attacks while you are raging.
Fangs. You learn your own variation of breathing forms
called fangs. You learn the first four fangs when you take this
primal path, which are listed below. You can use one fang
once on a turn.
You learn additional fangs as you gain levels in this class.
You learn the fifth to seventh fangs at 6th level, and the eighth
to eleventh fangs at 10th level.
Saving Throws. Some fangs require your target to make a
saving throw to resist its effects. The saving throw DC is
calculated as follows:
Style save DC = 8 + your proficiency bonus + your
Constitution modifier.

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Beast Breathing Fangs Tenth Fang: Whirling Fangs. When you take the Attack
action, you replace one of your attacks and instead spin your
The fangs of the beast breathing style are presented in the melee weapon rapidly. Until the start of your next turn, your
order that you learn them. AC against melee attacks increase by an amount equal to
First Fang: Pierce. You strike at the neck of your target. your rage damage bonus, and twice as much against ranged
When you hit a creature with a melee weapon attack, you attacks. Using this fang also generates wind of moderate
deal an additional 1d4 piercing damage. If you are grappled speed.
or restrained by the target, the damage becomes 1d6 or 1d8 Eleventh Fang: Sudden Throwing Strike. When you take
respectively. the Attack action, you can grant your weapons the thrown
Second Fang: Slice. When you take the Attack action, you property (20/60 ft.), which lasts until the end of your current
replace one of your attacks and instead release a wild cross- turn. During this time, you add your rage damage bonus to
shaped strike with your melee weapon in a 10-foot cube your damage rolls whenever you hit with a ranged weapon
radiating from you. Each creature within that cube must attack using a thrown weapon. In addition, your ranged
make a Dexterity saving throw, taking 1d12 of your weapon's weapon attacks with thrown weapons gain the benefits of
damage type plus your rage damage bonus on a failed save or your Reckless Attack feature and two-weapon fighting on the
half as much on a successful one. turn that you use this fang.
Third Fang: Devour. You deliver a strike intended to
decapitate the target. When you make a melee weapon
attack, you add 1d4 to the attack roll. If the total value of the
d20 and the d4 is 20 or higher, and the attack hits, the hit
becomes a critical hit.
Fourth Fang: Slice 'n' Dice. Like the maw of a beast, you
deliver several strikes from both sides of the target when you
hit with a melee weapon attack that has advantage. You deal
an additional 2d4 piercing damage and the target must make
a Strength saving throw or be knocked prone.
Fifth Fang: Crazy Cutting. When you take the Attack
action, you replace one of your attacks and instead swing
your melee weapon wildly in all directions. Each creature
within 5 feet of you must make a Dexterity saving throw,
taking 2d6 of your weapon's damage type on a failed save, or
half as much on a successful one. This damage becomes 2d8
if you use this fang while in midair.
Sixth Fang: Palisade Bite. When you hit a Large or
smaller creature with a melee weapon attack after using the
Reckless Attack feature, you can force it to make a Strength
saving throw or become restrained by you until the start of
your next turn, as your weapon sinks into the target. The next
time you hit the restrained target before then, you deal an
additional 1d8 of your weapon's damage type.
Seventh Fang: Spatial Awareness. As an action, you
expend one use of your Rage to sense minute disturbances in
the air and determine the direction and distance of certain
creatures within 1 mile of you. If you are within mountainous
or forest terrain, this extends to 6 miles. The creatures must
be Small or larger humanoids, fiends, or other creatures
hostile to you. If you are familiar with the creature, you can
determine their direction within that range. You can use this
fang even if you are not raging, and you must not be wearing
any armor in order to do so.
Eighth Fang: Explosive Rush. When you take the Dash
action, you swing your melee weapon wildly as you move
until the end of your current turn. When you move within 5
feet of a creature or an object that isn't being worn or carried,
it takes 1d6 of your weapon's damage type plus your rage
damage bonus. A creature or object can take this damage
only once during a turn.
Ninth Fang: Extending Bendy Slash. When you take the
Attack action, you dislocate your joints and increase the
reach of each of your melee weapon attacks by 5 feet until the
end of your current turn. During this time, you also add your
rage damage bonus to your attack rolls.
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Second Bite
Beginning at 6th level, you can use two fangs on your turn. As
several fangs enhance your attack in some way, you can only
use one fang per attack and you cannot use the same fang
consecutively.
Total Concentration Raging
At 10th level, your breathing technique enhances your
resilience. While raging, you can use your reaction to add
your rage damage bonus to your Strength, Dexterity, or
Constitution saving throws. In addition, you suppress the
effects of poison or exhaustion for the duration of your rage.
Repetitive Action, Boar Rush
At 14th level, you open all of your senses to expand your
physical prowess. At the start of your turn while raging, you
can expend one use of your rage (no action required) to
double your rage damage bonus until the end of your next
turn. You can use this feature twice, and must finish a long
rest in order to do so again.

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Path of the Bloodfiend
Most warriors choose their path, while others have a path
laid out for them. The ones who walk the Path of the
Bloodfiend are among the latter, and among the many demon
children sired by the progenitor. They channel the power of
their fiendish blood, manifesting it as a raw and ferocious
expression of their rage.
Restriction: Hemotraitors Only
Only hemotraitors can walk the Path of the Bloodfiend. Their
power is directly tied to their existence as a child of the
progenitor.
Your DM can lift this restriction to better suit the
campaign, as the restriction exists for a setting similar to
Demon Slayer: Kimetsu no Yaiba. Alternatively, you can
change your race to that of a hemotraitor when you choose
this barbarian path.
Flesh Manipulation
At 3rd level, you gain the ability to change your body's size. As
an action, you can transform yourself to one size category
smaller than your original size, or vice versa. You can do this
outside of rage, and you change back to your original size
when you enter rage.
Also while outside of rage, you can use your reaction when
an attack is made against you to change size. When you do
so, the attacker must reroll the attack and take the lower
result.
Blood Demon Art: Exploding Blood
Starting when you choose this path at 3rd level, your blood
becomes an explosive conduit of your rage. The first time a
creature within 10 feet of you hits you on a turn while you are
raging, it becomes bathed in your blood. Also while raging,
you can use an action to ignite your blood.
Choose a number of creatures, up to your rage damage
bonus, within 30 feet of you that is bathed in your blood. Each
chosen creature must make a Dexterity saving throw, taking
1d8 fire damage on a failed save, or half as much on a
successful one. On a success or fail, the blood is removed.
The DC is equal to 8 + your proficiency bonus + your
Constitution modifier. Your blood is removed from all
creatures when your rage ends.
The fire damage you deal increases by 1d8 when you reach
5th level in this class (2d8), 9th level (3d8), and 16th level
(4d8).
Alternatively, you can ignite your blood as you strike while
you are raging. When you hit a creature bathed in your blood
with a melee weapon attack, you deal an additional 1d6 fire
damage. At the end of the same turn you hit the creature,
your blood is removed from it.

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Protective Flame
At 6th level, the fire in your blood can protect yourself and
others. While not raging, you can use your action to expend
one use of your Rage and cast the lesser restoration spell.
Constitution is your spellcasting ability for the spell.
In addition, when you or another creature you can see
within 10 feet of you takes damage, you can use your reaction
while raging to reduce the damage by 2d10 + your rage
damage bonus. Doing so expends one use of your rage.
Awakened Demon
At 10th level, you can tap into the full potential of your
demonic blood. When you enter rage, or as a bonus action on
your turn while raging, you can choose to transform into your
awakened form. This form can resemble a mature form of
yourself, or you might grow a demonic horn, or manifest
bespoke markings along your body.
For the duration of your rage while in this state, you gain
the following benefits:
You can make one additional melee weapon attack as a
bonus action after taking the Attack action or after using
your action to ignite your blood.
You can take the Dash action as a bonus action.
You regain hit points equal to your rage damage bonus at
the start of each of your turns, and you regenerate any
severed limbs (other than your head) at the start of each of
your turns.
The fire damage from your blood demon art ignores
resistance and immunity against fire damage, and
prevents affected creatures from regaining any hit points
until the end of your next turn.
Using this form takes a toll on your mind. When you start
your turn within 30 feet of another humanoid that you can
see, you must make a DC 10 Wisdom saving throw. On a
failed save, you are compelled to attack the nearest humanoid
with hungry intent. On a successful save, you are not
compelled to attack and the DC increases by 1 (up to a
maximum of 18). The DC resets when your rage ends.
When your rage ends after using this form, you suffer one
level of exhaustion. You can use this form once, and you must
finish a long rest in order to do so again.
Chosen Demon
At 14th level, you reach the full potential of your demonic
power. You become immune to the effects of extreme
environments and you no longer suffer the effects of any
negative racial traits that deal damage to you, such as
sunlight hypersensitivity. In addition, your awakened demon
form no longer takes a toll on your mind.

Created by My Wife is the MC! 13


Rogue
At 3rd level, a rogue gains the Roguish Archetype feature. For
the Demon Slayer's Manual, the Flash Striker represents
Agatsuma Zenitsu's thunderous mastery of a single technique
of thunder breathing, while the Toxicant represents the
venomous strikes of Shinobu Kocho's Insect Breathing
technique.
Flash Striker
Not all demon slayers are masters of their breathing
technique. While the best among them have perfected their
craft to the point of creating their own, the Flash Striker
dedicates their training in a single breathing form. They
sharpen their skill and give their all in a single deadly strike.
Keen Sense
At 3rd level, your training grants you sharper senses. Pick
one sense between hearing, seeing, smelling, tasting, and
touching. You have advantage on Wisdom (Perception)
checks and gain a +5 bonus to your passive Wisdom
(Perception) that rely on your sense of choice. If you gain this
feature again, you must choose a different sense.
First Form: Thunderclap and Flash
Beginning at 3rd level, you have mastered the first form of
Thunder Breathing that puts emphasis on quick-draw strikes.
You gain an additional way to use your Sneak Attack; you
don't need advantage on your attack roll or another enemy of
the target within 5 feet of it to use Sneak Attack if you move
at least 10 feet in a straight line towards the target before
making a melee weapon attack against it, and you don't have
disadvantage on the attack roll. All the other rules for Sneak
Attack still apply to you.
In addition, you do not provoke opportunity attacks if you
continue moving in the same straight line direction after
making the attack.
Thunderclap and Flash, Manifold
At 9th level, your incredible momentum empowers your
quick-draw strike. When you use your Sneak Attack, you can
reroll a number of Sneak Attack dice once and take the
higher result for each rerolled die.
The number of dice you can reroll is equal to the number
of times you moved in 10-foot straight lines in non-
consecutive directions on the same turn before you hit with
the attack.

14 Created by My Wife is the MC!


Godspeed
At 13th level, your mastery of your first form has reached its
peak. When you use Thunderclap and Flash, Manifold, you
can choose to maximize the damage dice of your Sneak
Attack instead of rerolling them. You can use this feature
twice, and you regain expended uses after finishing a long
rest or if you expend half or more of your hit dice after
finishing a short rest. When you reach 17th level in this class,
you gain one additional use of this feature.
Using the form in this way places incredible stress on your
legs. If you expend all uses of this feature, your speed is 0
until the end of your next turn, and halved until you finish a
short or long rest. You regain your speed early if you regain at
least 1 hit point.
Seventh Form: Flaming Thunder
God
At 17th level, your mastery of the first form has evolved to
creating a new form for the Thunder Breathing style. As an
action, you expend one use of your Godspeed feature and
move forward in a straight line up to your movement speed.
This movement ignores difficult terrain and you can move
through other creatures.
This blinding quick-draw strike is followed by a conjured
lightning dragon that quickly follows your step. Each creature
you move through must make a Dexterity saving throw. The
DC is equal to 8 + your proficiency bonus + your Dexterity
modifier. Roll your Sneak Attack dice. A creature takes
lightning damage equal to the number rolled from your
Sneak Attack dice on a failed save, or half as much on a
successful one.
In order to use this form, you must be wielding a melee
weapon that allows you to use your Sneak Attack feature.

Created by My Wife is the MC!


Toxicant
Conventional warfare against the nigh-invincible demons are
specialized breathing techniques intended to quickly
decapitate the creatures. In contrast, the Toxicant uses
specialized poisons in conjunction with their Insect
Breathing technique to disable and destroy the fiends from
within, completely ignoring their supernatural phsyicality.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency with the poisoner's kit, and the Medicine and
Nature skills. If you are already proficient, you gain expertise
instead.
Toxicologist
At 3rd level, you are able to produce special poisons called
toxins that can affect creatures that are normally resistant to
conventional poisons. You can carry a number of toxins equal
to your proficiency bonus + your level in this class. When you
finish a long rest, you can use your poisoner's kit to replenish
your supply of toxins.
Some features that expend your toxins require your target
to make a saving throw to resist the feature's effects. The
saving throw DC is calculated as follows:
Toxin save DC = 8 + your proficiency bonus + your Dexterity
modifier
Butterfly Dance: Caprice
Beginning at 3rd level, you can inject your toxin through your
melee weapon. When you hit a creature with a melee weapon
attack and use your Sneak Attack, you can expend a number
of toxins up to your proficiency bonus and choose a number
of d6s from your sneak attack dice equal to the number of
toxins expended to deal poison damage instead of your
weapon's damage type. When you do so, the target must
make a Constitution saving throw, or become poisoned for 1
minute. At the end of each of its turns, the target can make
another Constitution saving throw, ending the condition on a
success.
If the number of toxins expended is equal to or greater
than the target's Constitution modifier, and the target is not a
construct or elemental, you ignore its resistance or immunity
to poison damage and its immunity to the poisoned condition
for the duration of the effect. Similarly, if the poison damage
you deal from a single attack is equal to or greater than the
target's Constitution score, it automatically fails the initial
Constitution saving throw from the hit.
While poisoned in this way, the target cannot regain any hit
points. If the target is a fiend and is reduced to 0 hit points
while poisoned in this way, or it takes poison damage from
this feature that reduces it to 0 hit points, it dies immediately
and its body disintegrates to ash within 1 minute.

16 Created by My Wife is the MC!


Dance of the Bee Sting: True
Flutter
Starting at 9th level, your can apply your momentum to
strengthen the injection of your toxins. You gain advantage on
your melee weapon attacks whenever you use your Cunning
Action to take the Dash action and move at least 15 feet in a
straight line immediately before making the attack.
Dance of the Dragonfly: Compound
Eye Hexagon
At 13th level, you become fast enough to inject multiple
toxins upon your target. After using Butterfly Dance: Caprice
and the target fails its initial saving throw against becoming
poisoned, you can expend additional toxins as part of the
same attack to add one more effect that lasts for the duration
of the poison.
Toxins
Expended Additional Effect
3 The target's speed is halved.
Attacks against the target have
5
advantage.
7 The target is restrained.
10 The target is stunned.
13 The target is paralyzed.

A target can only be affected by an additional effect once,


and it cannot be affected by this feature again until the next
time it is poisoned by Butterfly Dance: Caprice.
Dance of the Centipede: Hundred-
Legged Zigzag
At 17th level, your incredible speed allows you to inject
deadly amounts of poison upon a creature. When you use at
least 15 feet of movement and hit with a melee weapon
attack to use Butterfly Dance: Caprice, you ignore the target's
resistance or immunity to poison and its immunity to the
poisoned condition if you expend a number of toxins equal to
at least half of its Constitution modifier (rounded up).

Created by My Wife is the MC! 17


Feats
If your campaign uses the optional feats rule, you can choose Supernatural Senses
from an expanded list of feats. These options are based on
the special abilities of certain demon slayers that aren't part Prerequisite: Wisdom 13 or higher
of their core training or breathing techniques.
Your senses can perceive minute subtleties within creatures
Unconscious Fighting or objects. You gain proficiency in the Insight skill. If you are
already proficient in the skill, you add double your proficiency
You enter a semi-consciousness state that allows you to fight bonus to checks you make with it. In addition, you can cast
without fear. When you regain consciousness, which is at the the detect evil and good spell as a ritual.
end of a short or long rest or if you regain hit points while
unconscious, you can choose to enter this state and begin
concentrating, as if concentrating on a spell. You can also
enter this state as a reaction when you become frightened or
when you start your turn with have half or fewer hit points
remaining.
While in this state, you gain a blindsight of 60 feet, and you
become immune to becoming blinded and frightened.
This state lasts 10 minutes, and you can speak and remain
aware of your surroundings for the duration. You can enter
this state once, and you must finish a long rest in order to do
so again.
Extreme Flexibility
Prerequisite: Dexterity 13 or higher
You are able to contort yourself at extreme angles. Regardless
of your size, you are considered Small for the purposes of
squeezing through spaces. In addition, moving while prone
and moving through other creatures not hostile to you doesn't
cost you any extra movement.
In order to gain the benefits of this feat, you must not be
wearing medium or heavy armor.

Created by My Wife is the MC!


 
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