Unarmored Defense.
At 1st level, while you are not wearing armor, your AC is equal to 10 + Your Dexterity Modifier + Constitution Modifier.
Breathing Points.
At 1st level, you are able to concentrate your breathing to enhance your physical abilities and mental concentration. Your demon slayer level determines the number of points you have, as shown in the Breathing Points column of the table. You can spend these points to fuel various features gained in your Breathing Style. You regain all spent Breathing Points at the end of a long rest.
Breathing save DC = 8 + your proficiency bonus + your Dexterity modifier.
Nichirin Ore.
At 1st level, you modify one of your melee weapons with a unique metal known to better kill creatures of darkness. Successful attacks with this weapon deal an extra 1d4 of damage to Fiend, Undead or Monstrosity type targets. You may change which weapon this applies to at the end of a long rest, even if you do not have the original weapon. Only one weapon may have this effect at a time, and changing weapons removes this effect from the original.
The die bonus increases by 1d6 at levels 8, 11, 14.
Sword Training.
At 2th level, your training with your sword begins to pay off. You may add your Wisdom modifier to your attack rolls made with your Nichirin Ore weapon(s).
cold nova.
At 2nd level, you can spend 2 breathing points, to conjure a wave of cold wind that travels 50ft. make an attack roll and deal 2d8 cold damage.
every extra 2 breathing points you spend, you gain another die of damage.
sarounding breath.
At 3rd level, you may change the damage type of your attack to your breathing style.
Sword technique.
At 3rd level, Since you’ve trained so hard, you gain a flat bonus to damage equal to twice your level.
Expert Forgery.
You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Kenku Training.
You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Mimicry.
You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Languages.
You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Features & Traits