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Dd demon hunter pdf download

2021.12.17 01:54






















As part of your training, you will need to learn a stance of combat and a breathing technique to engage your enemies in battle. As you build your Demon Slayer, remember that you need to have had a special kind of training to become one. Usually, a slayer possesses enhanced strength, speed, stamina, agility, mobility of the joints, or extreme resistance to pain.


It's even common for some of the swordsmen in the Demon Slayer Corps to have naturally enhanced senses, which they use in combination with existing breathing styles or to develop new breathing styles.


Breathing Styles are specific patterns of concentrated breath used to increase the user's lung capacity and the amount of oxygen in the blood. This increase allows the slayer to enhance their physical abilities and mental concentration, enabling them to fight on par with Demons, whose physical prowess surpasses that of the average human. Focused Breathing is also capable of clotting wounds from severe injuries and slowing down the circulation of poison in the bloodstream.


All known Breathing Styles currently taught within the Demon Slayer Corps are derived from the Sun Breathing, the first one ever created. It's possible for a swordsman to use more than one Breathing Style technique at a time, allowing the slayer to take advantage of the advantageous aspects of both techniques.


It's a well-known fact that no slayer has ever used three breathing styles at the same time, it's considered an impossible feat for a human. Every basic stance comes with a different combination of hit points and proficiencies. Formally there are only five stances, but there are stories of a sixth one that only a few chosen slayer know.


These are the five common stances:. 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. You can use the techniques of your chosen breathing style. You have an advantage on Perception checks against fiends and undead. Your Breathing lasts for 1 minute 10 rounds. It ends early if you are knocked unconscious or you can end it on your turn as a bonus action. Some breathing techniques may end your breathing early.


Once you have used Breathing the number of times shown for your demon slayer level in the Breathing column of the demon slayer table, you must finish a long rest before you can use Breathing again. You adopt a particular combat stance as your specialty and describes how you fight.


You choose between five different stances, all detailed at the end of the class description. When making an attack with a Nichirin Blade, you use the ability score modifier of your stance for the Attack and Damage Rolls. You must use the same modifier for both rolls.


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. Beginning at 3rd level, you start to learn the techniques of a specific breathing style.


Choose a breathing style available to your chosen combat stance and gain access to the related breathing techniques. When you reach 4th Level, and again at 6th, 8th, 12th, 14th, 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. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead.


Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on Your Turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. By 7th level, you can reach a new level of concentration.


When you activate Breathing, you can gain the following benefits until the end of the effect, then you suffer one level of exhaustion:. Starting at 13th level, when your last charge of breathing ends, you can make a DC 12 Constitution saving throw.


On a successful save your Breathing lasts for 1 extra minute. You can repeat this saving throw each time the duration expires until you fail on the saving throw. Starting at 15th level, you no longer suffer from a level of exhaustion when using the effects of Total Concentration Breathing to increase your movement speed.


However, if you add an additional damage die to all your Breathing Style Techniques, you still suffer one level of exhaustion at the end of breathing. You adopt a particular combat stance as your specialty. Choose one of the following options, you won't get to choose again in the future, so you can't take multiple options. The strength stance focuses on the might of your blows. The harder you can hit the faster your enemies will crumble. At 1st level, your maximum hit points increases by 1 and increases by 1 again whenever you gain a level in this class.


At 1st level choose one of the following skills: Acrobatics, Insight, Intimidation, Perception, Stealth, and Survival. You are now proficient in that skill. You spent time training on your stance, to improve your survivability. At 2nd level choose one of the following:. At 10th level, when you take damage from a creature that is within 1,5 m 5 ft of you, you can use your reaction to make a melee weapon attack against that creature.


At 18th level, Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you.


When the extra turn ends, you fall unconscious if you still have 0 hit points. The dexterity stance focuses on the speed of your blows. The quicker you can hit the faster your enemies will crumble. At 10th level, you can use your action to make a melee attack against any number of creatures within 1,5 m 5 ft of you, with a separate attack roll for each target. Starting at 18th level, you learn to attack with such unexpected speed that you can turn a miss into another strike.


Once on each of your turns when you miss a weapon attack, you can make another weapon attack as part of the same action. The constitution stance focuses on your endurance.


The longer you can last the higher you're chances of winning. At 1st level, your maximum hit points increases by 2 and increases by 2 again whenever you gain a level in this class. At 1st level choose one of the following skills: Intimidation, Nature, Perception, and Survival. At 10th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby.


If you or a creature you can see within 3 m 10 ft of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon.


Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target takes half of the attack's damage. You can use this feature a number of times equal to your Constitution modifier a minimum of once , and you regain all expended uses of it when you finish a long rest.


You attain the pinnacle of resilience in battle. The intelligence stance focuses on never being predictable. The faster you can think the higher you're chances of winning. At 1st level choose two of the following skills: Deception, Insight, Intimidation, Persuasion, Perception, or Survival.


You are now proficient in those skills. At 10th level, when a Hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature in his range other than itself of your choice. This individual is a demon hunter. Demon hunters are individuals who have chosen to make a pact with a vengeful angel or a devil in order to exterminate demons. A demon hunter's pact can take many forms, it may be a brand on their skin, it may allow the demon hunter to glow with white or black energy, or it may even affect the very way a demon hunter thinks and speaks.


Even so, through this pact, demon hunters gain the ability to harness magic as well as the power to feel the life essences of fiends and undead. Their tenacity in combat, along with their effective use of finesse and magic allows them to adapt to a variety of circumstances both in and out of combat.


Those who choose this path tend to crave battle and power, and at times, are often known to enter a trance where they kill their targets with no remorse.


By choosing to become a demon hunter, these individuals have chosen to a life of killing as they know their job doesn't stop with the death of one demon, it only ends with either the extermination of all demons or their death. Many demon hunters therefore choose to travel with others, as alone, demon hunters often fall into an endless cycle of killing with no remorse.


As you are creating a demon hunter, keep in mind how your character relates to society and why they took up monster hunting. Why are you devoted to a cause of killing demons? Why did you decide to make a deal with your patron? Was it for revenge, power, or does it serve some other purpose? Is your patron an angel or a devil? Why would your character decide to group up with others? Do you have another goal besides the killing of demon's?


Typically, a demon hunter without a goal or cause is lost. You can make a demon hunter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score followed by Wisdom then Constitution. Second, choose the Faction Agent background. Third, choose the leather armor , a rapier for the martial weapon and a shield, the arcane focus, and the dungeoneer's pack. Beginning 1st level, you have advantage on Wisdom Survival checks to track undead and fiends, as well as on Intelligence checks to recall information about them.


Upon reaching 6th level, you have advantage on Wisdom Insight checks and Wisdom saving throws against undead and fiends. At 1st level, your arcane research and the magic bestowed on you by your angelic or devil patron have given you facility with spells.


You know the eldritch blast cantrip and one other cantrip of your choice from the demon hunter spell list. If you already know the eldritch blast cantrip, you instead learn two other cantrips of your choice from the demon hunter spell list.


You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demon Hunter table. The Demon Hunter table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your demon hunter spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.


For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke , you must spend one of those slots, and you cast it as a 2nd-level spell. At 1st level, you know two 1st-level spells of your choice from the demon hunter spell list.


The Spells Known column of the Demon Hunter table shows when you learn more demon hunter spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.


When you reach 9th level, for example, you learn a new demon hunter spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the demon hunter spells you know and replace it with another spell from the demon hunter spell list , which also must be of a level for which you have spell slots. Wisdom is your spellcasting ability for your demon hunter spells, so you use your Wisdom whenever a spell refers to your spellcasting ability.


In addition, you use your Wisdom modifier when setting the saving throw DC for a demon hunter spell you cast and when making an attack roll with one. Beginning at 2nd level, when you cast eldritch blast , you may add your Wisdom modifier to the damage it deals on a hit if you do not already add an ability modifier to the spell's damage. Beginning at 2nd level, you have trained for years with two weapons of your choice that have become your preferred weapons. Choose a martial melee weapon and a martial ranged weapon.


The amount of bonus damage increases as you gain levels, as shown in the Bonus Weapon Damage column of the Demon Hunter table. At 10th level, you may also choose another martial melee weapon and martial ranged weapon to also gain this benefit. Beginning at 3rd level, you choose a subclass that you emulate in the exercise of your hunter abilities: Deathblade, Power Fiend, or Arcane Devastator, all detailed at the end of the class description.


Your subclass choice grants you features at 3rd level and again at levels 7th, 14th, and 18th. 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. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Beginning at 9th level, you gain darkvision for 60 feet. If you already have darkvision , the range is instead increased by an additional 30 feet.


Starting at 11th level, before the results of a roll have been announced, you may add 1d6 to any roll you make. You may not use Sheer Skill more than once on any roll you make. You may use this feature an amount of times equal to your proficiency bonus and you regain all uses of this feature after you finish a short or long rest.


Through practice, you have learned how to anticipate upcoming attacks in order to dodge them. You may take a specialized Dodge action as a bonus action, which gives you the effects of the Dodge action and advantage on Dexterity saving throws until the start of your next turn.


You may use this feature a number of times equal to your half your Dexterity modifier rounded up minimum of one , and you regain all uses of this feature after you finish a long rest. You have focused all your training efforts into learning how to properly connect with your spells and cantrips. You have spent ages learning how to effectively kill your hated enemies. You have advantage on your first weapon attack roll each turn when targeting a demon or undead, and deal additional damage equal to your proficiency bonus on that attack.


You have trained your hands at the point of mastery at handling of crossbows. Beginning at 20th level, you attain the pinnacle of resilience on battle.


You can not use this feature if you have 0 hit points. Deathblade demon hunters who adhere to this path are no strangers to the grimmer parts of their job as demon hunters. Due to the strain of the job, some of these individuals lose themselves over time, becoming more and more immersed with death as time goes by.