ThunderBreathing (5e Other)

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Breath of Thunder First Form: Thunderclap and Flash At 2nd level, the swordsman can spend 2 breathing points as an action to dash forward and slash at their opponent with incredible speed. Immediately after a successful hit with a melee weapon attack, you can use a bonus action to deal an additional 1d4 + Dexterity modifier lightning damage to the target and/or move up to 30 ft. for 3 breathing points. The amount of extra damage increases by 1d4 to 1d6 at 6th, 1d8 at 11th, 1d10 at 14th, 1d12 at 17th, and 2d12 at 20th level. At 6th level Thunderclap and Flash evolves into Six Fold; a compilation of attacks with a series of six dashes. After moving due to the feature, you may make a single melee weapon attack for 1 breathing point. On a hit, you may move and make another attack for 1 breathing point, and each attack deals an additional 1d4. You may make a number of attacks granted by Six Fold up to 6 times. Evolving again at 8th level, becoming 8 fold, allowing you to use this feature up to 8 times. At 20th Thunderclap and Flash becomes its perfected form; Godlike Speed. You may spend 2 additional breathing points to cause Thunderclap and Flash to apply to any attack, instead of just a melee weapon attack, and you may roll an additional d20 on an attack roll for Thunderclap and Flash, taking the highest result out of any d20 rolls for the attack. Second Form: Rice Spirit At 6th level, the swordsman uses an action making 6 slashes in the direction of one target with range equal to your movement.On a hit, you deal an extra 1d6 lightning damage for every 5 ft. between you and the target. This damage increases by 1d6 at 8th, 14th, 17th, and 20th level. Third Form: Thunder Swarm At 8th level, you may spend 8 breathing points as an action to generate a spinning wave of lightning in all directions. All creatures in a 45 ft. radius must make a Wisdom saving throw or take 4d8 lightning damage. The targets take half of that damage rounded down on a success. This damage increases to 5d8 at 12th level, 6d8 at 17th level, and 7d8 and 20th level. Fourth Form: Distant Thunder At 11th level,As an action, you may make a single strike releasing a cone slash a number of feet of reach equal to your movement. Forcing anyone in its path to make a Dexterity saving throw. You deal 2d10+ 1d10 for every 10 feet the slash travels.


Fifth Form: Heat Lightning At 14th level, as an action for 10 breathing points, you may make a melee weapon attack against one creature within 30ft, causing them to take 5d12 + your Wisdom modifier lightning damage on a hit. This attack has a +2 bonus to its attack roll. This damage increases to 6d12 at 17th level, and 7d12 at 20th level.

Sixth Form: Rumble and Flash At 17th level, as an action or a reaction for spending 15 breathing points, you slash around yourself faster than the eye can see. When used as an action, every creature in a 30 ft. radius must make a Constitution saving throw and takes 15d8 + Dexterity modifier lightning damage or half as much on a success As a reaction to an attack targeting you, you make a melee weapon attack against it. If your roll is higher, their attack automatically fails and any creatures within a 30 ft. cone must attempt a Dexterity saving throw. On a failure, they take 10d8 + your Dexterity modifier + your Wisdom modifier lightning damage and are sent 20 ft. away from you. On a success, they take half as much damage and are moved half as far. Master Breath Feature: Thunder Limit Break At 20th level, the user can expend 40 breathing points as a bonus action to gain 1000 ft. of movement, and all other forms become free to use for 1 minute. After each use you gain 1 level of exhaustion. The effects of exhaustion do not apply when using this ability.

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