Character
    Location & Atmosphere
    Breathing
    Currency
    • d4
    • d6
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    Tsukuyomi
    • Demon Slayer 5
    • Background Faceless
    • Player Name Jimmy
    • Race Half-Elf (Moon)
    • Alignment Chaotic Neutral
    • Experience Points 5,000
    Character
    Abilities
    Spells
    Cantrips
    Guides
    Notes
    Maps
    • Breathing

      You begin to learn the basics of a slayer, breathing is only the first step on a long staircase. On your turn, you can use Breathing as a bonus action. While Breathing, you gain the following benefits if you aren’t wearing heavy armor:

      • You gain a number of temporary hit points equal to your demon slayer level + your Constitution modifier (minimum of 5) for the duration of your Breathing.
      • You can use the techniques of your chosen breathing style.
      • You regain 1d4 hit points at the end of every turn that you were breathing.
      • You have an advantage on Perception checks against fiends and undead.
      • Your Breathing may be used a number of times equal to your proficiency bonus + your constitution modifier per long rest, each use gives you 1 minute of Breathing bonuses. It ends early if you are knocked unconscious, have your oxygen taken from you, or you can end it on your turn as a bonus action. Some breathing techniques may end your breathing early.

      You regain all expended uses of Breathing after a long rest.

    • Breathing (Improved)

      Starting at 5th Level, while breathing is activated, you gain the additional following benefits:

      • Your senses become preternaturally attuned to the scent of demons. While you are Breathing, you're able to detect the approximate number of undead or fiends within 60 feet of you by smell.
      • You will now regain 1d6 hit points at the end of every turn that you were breathing.
      • Advantage on all skill checks made with the ability score of your chosen combat stance.
      • Advantage on saving throws against poison.
      • While you have your breathing active your nichirin attacks now count as magical.
    • Action Surge

      Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

      Once you use this feature, you must finish a short rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    • Weapon Fighting

      Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

      Improved Critical: Your weapon attacks score a critical hit on a roll of 19 or 20.

    • Smell Detection

      Your nose has incredible smelling, and may alarm you of the smell of specific types of creatures.

    • First Form: Full Moon

      The swordsman attacks with all his rage and strength with a concentrated slash against a creature.

      Immediately after a successful hit, you can use a bonus action to deal an extra 1d6 damage to the creature. The amount of extra damage increases as you gain levels, as shown in the last column of the table.

    • 1st Form: Dark Moon - Evening Palace

      The swordsman quickly draws his sword and slashes swiftly in a singular horizontal motion in a crescent shape, dealing 2d12 radiant damage within 5 feet in front of him and creating numerous chaotic crescent blades, if using Blood Demon Art. The total amount of damage is doubled, if the sword was drawn from the sheath while performing this technique.

    • 2nd Form: Pearl Flowers - Moongazing

      As a reaction, the swordsman performs several crescent-shaped slashes that defend him from incoming attacks, reducing damage by 1D12 and creating a barrage of crescent blades around him, if using Blood Demon Art.

      The amount of damage reduction increases by 1d12 in the 5th, 8th, 11th, 14th, 17th, and 20th level.

    • Moon Breathing

      Moon Breathing is a Breathing Style derived from the Sun Breathing. Its focus is on letting your emotions run loose. You don't need any composure or balance with yourself, just let everything you feel destroy your enemy. Using a form decreases your current breathing by 6s. After performing three different forms, the swordsman regains hit points equal to your demon slayer level + your Constitution modifier + your Wisdom modifier.

      Breathing save DC = 8 + your proficiency bonus + your stance modifier

    • 3rd Form: Loathsome Moon - Chains

      The swordsman swings his sword rapidly in two gigantic crescent slashes, from which a storm of smaller crescents spread, dealing 3d12 radiant damage on a failed Dexterity Saving Throw in a 10-foot radius and creating numerous chaotic crescent blades, if using Blood Demon Art. This technique has 60 feet range and 300 feet during the night.

    • 4th Form: Full Moon

      The swordsman attacks with all his rage and strength with a concentrated slash against a creature. Immediately after a successful hit, you can use a bonus action to deal an extra 1d6 radiant damage to the creature and create various chaotic crescent blades, if using Blood Demon Art. The amount of extra damage increases by 1d6 in the 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level.

    • 5th Form: Moon Spirit Calamity

      The swordsman makes 6 curved slashes layered over one another, creating a rising vortex of sword slashes and crescent moon blades dealing 1D12 radiant damage on a failed Dexterity Saving Throw in a 30-foot cone and creating several chaotic crescent blades.

    • Lvl. 2

      Immovable Object

      2nd-level transmutation
      Casting Time: 1 action
      Range: Touch
      Duration: 1 hour

      You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

      If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

      At Higher Levels. 

      If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

    • Fire Bolt

      Casting Time: 1 action
      Range: 120 feet
      Duration: Instantaneous

      You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

      This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

    • Produce Flame

      Casting Time: 1 action
      Range: Self
      Duration: 10 minutes

      A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

      You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

      This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    • True Strike

      Casting Time: 1 action
      Range: 30 feet
      Duration: Concentration, up to 1 round

      You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

    • *Demon Slayer

      https://www.dandwiki.com/wiki/Demon_Slayer_(Kimetsu_no_Yaiba)_(5e_Class)

      Level Proficiency
      Bonus
      Features Breathing Points
      1st +2 Combat Stance, Breathing, Nichirin Blade 0
      2nd +2 Slayer Determination, Combat StanceFeature 2 + Constitution modifier
      3rd +2 Breathing Style,Improved Perception 4 + Constitution modifier
      4th +2 Ability Score Improvement 6 + Constitution modifier
      5th +3 Improved Breathing 8 + Constitution modifier
      6th +3 Breathing Styles Feature, Extra Attack 10 + Constitution modifier
      7th +3 Total Concentration Breathing, Silent Chase 12 + Constitution modifier
      8th +3 Ability Score Improvement, Combat Stance feature 14 + Constitution modifier
      9th +4 Slayer Determination Improvement, Breathing Styles Feature 16 + Constitution modifier
      10th +4 Combat Stance Feature 18 + Constitution modifier
      11th +4 Extra Attack 20 + Constitution modifier
      12th +4 Ability Score Improvement 22 + Constitution modifier
      13th +5 Path to the 5th Rank 24 + Constitution modifier
      14th +5 Breathing Style Feature 26 + Constitution modifier
      15th +5 Slayer Mark 28 + Constitution modifier
      16th +5 Ability Score Improvement 30 + Constitution modifier
      17th +6 Full Slayer Mark 32 + Constitution modifier
      18th +6 Combat Stance Feature 34 + Constitution modifier
      19th +6 Ability Score Improvement 36 + Constitution modifier
      20th +6 Transparent World 40 + Constitution modifier
    • Demon Slayer

      Demon Slayer Guide

      Level Proficiency Bonus Features Breathing
      1st +2 Combat Stance, Breathing, Nichirin Blade 1
      2nd +2 Action Surge (one use),
      Combat Stance Feature
      1
      3rd +2 Breathing Style 2
      4th +2 Ability Score Improvement 2
      5th +3 Improved Breathing,
      Extra Attack
      3
      6th +3 Ability Score Improvement 3
      7th +3 Total Concentration Breathing 4
      8th +3 Ability Score Improvement 4
      9th +4 5
      10th +4 Combat Stance Feature 5
      11th +4 Extra Attack (2) 6
      12th +4 Ability Score Improvement 6
      13th +5 Path to the 5th Rank 7
      14th +5 Ability Score Improvement 7
      15th +5 Total Concentration Constant 8
      16th +5 Ability Score Improvement 8
      17th +6 Action Surge (two uses) 9
      18th +6 Combat Stance Feature 9
      19th +6 Ability Score Improvement 10
      20th +6 Extra Attack (3) 10
    • Moon Breathing

      Moon Guide

      Level Technique Rage Rank DMG
      3rd First Form: Full Moon 1st 1d6
      4th   1st 1d6
      5th Second Form: Moongazing 1st 1d6
      6th   1st 1d6
      7th Third Form: Endless Darkness +3 2nd 1d8
      8th   +3 2nd 1d8
      9th   +3 2nd 1d8
      10th   +3 2nd 1d8
      11th   +3 2nd 1d10
      12th Fourth Form: Crescent Moon +3 3nd 1d10
      13th   +3 3rd 1d10
      14th   +3 3rd 1d10
      15th Fifth Form: Perpetual Night +4 4th 1d12
      16th   +4 4th 1d12
      17th   +4 4th 1d12
      18th Sixth Form: New Moon +4 5th 1d12
      19th   +4 5th 2d6
      20th   +4 5th 2d6
    • Flame Breathing

      Flame Guide

      Level Technique Rank Extra
      3rd First Form: God of Fire 1st 1d6
      4th   1st 1d6
      5th Second Form: Eternal Flame 1st 1d6
      6th   1st 1d6
      7th Third Form: Imposing Sun 2nd 1d8
      8th   2nd 1d8
      9th   2nd 1d8
      10th   2nd 1d8
      11th   2nd 1d10
      12th Fourth Form: Flame Tiger 3nd 1d10
      13th   3rd 1d10
      14th   3rd 1d10
      15th Fifth Form: The Last Kindle 4th 1d12
      16th   4th 1d12
      17th   4th 1d12
      18th Sixth Form: Fire Demon 5th 1d12
      19th   5th 2d6
      20th   5th 2d6
    • Barovia

    • Distances

    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Acrobatics (Dex)
    • Animal Handling (Wis)
    • Arcana (Int)
    • Athletics (Str)
    • Deception (Cha)
    • History (Int)
    • Insight (Wis)
    • Intimidation (Cha)
    • Investigation (Int)
    • Medicine (Wis)
    • Nature (Int)
    • Perception (Wis)
    • Performance (Cha)
    • Persuasion (Cha)
    • Religion (Int)
    • Sleight of Hand (Dex)
    • Stealth (Dex)
    • Survival (Wis)
    Armor Class
    Initiative
    Speed
    Failures
    Successes
    Equipment
    • Nichirin Katana

      (1d8 or 1d10) + str.
      Crit. 19 or 20
      Reroll dmg. on 1 or 2

    • Chain Shirt

      13 ac + dex. mod.

    Inspiration
    Proficiency Bonus
    Inventory
    • Gray Bag of Magic Tricks (3 random objects a day)
    • Elixir of Health: cures disease and status effects
    • Windmill Deed
    • 2 potions of nothing
    • Black Book
    • 1 Healing Potion
    • Spyglass
    • Grappling Hook
    • 3 Healing Kit
    • Dungeoneer Pack
    • crowbar
    • hammer
    • 10 pitons
    • 10 torches
    • tinderbox
    • 10 days of rations
    • 50 feet of rope
    • 50gold
    • 270electrum
    • 350silver
    • 25 gold, gold locket 25gold with painted portrait of woman
    • 5 gem stones, 50 gold each
    Personality
    Persevering. Passionate.
    Ideals
    Ending societal & cultural structures that put arbitrary boundaries on peoples' capabilities.
    Bonds
    Meg-chan.
    Flaws
    Tsukuyomi is burdened by the need to prove himself and his abilities. Sometimes this drive can manifest in a way that is worse than intended.
    Languages
    • Common
    • Infernal
    Other Proficiencies
    • Light/Medium Armor
    • Simple/Martial Weapons