Academy Shinigami (Soul Society Supplement)

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Academy Shinigami[edit]

Medium humanoid (Pure Soul), any alignment


Armor Class 15 (Unarmored Defense)
Hit Points 15 (2d10 +4)
Speed 30


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Dex +5, Wis +4
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP)


Reiryoku. The Academy Shinigami has 10 reiryoku. Whenever they use reiryoku, it is spent. They regain all reiryoku at the end of a short or long rest.

ACTIONS

Zanpakuto. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.


The Shinigami Academy produces various types of students, ranging from your average shinigami to the next captain. These students are often trained in all four areas of the Zankensoki, with some leaving the academy even without having the base knowledge in some areas. On rare occasions, students are sent to the human world to train against dummy hollows.

Reiatsu Level

The Academy Shinigami's reiatsu level is 2.

Soul Traits

Invisible Force. The Academy Shinigami is considered invisible to creatures without the Spiritual Awareness feature.

Spiritual Awareness. The Academy Shinigami can see creatures with the Invisible Force feature.


Shinigami Specializations[edit]

Brute Shinigami
Ability Score Changes: Strength is increased to 16 and Dexterity is reduced to 10.
Proficiencies: Athletics, Intimidation.
Features:
Stamina Points. The Academy Shinigami has 8 stamina points. Whenever they use a stamina point, it is spent. They regain all stamina points at the end of a short or long rest.
Heavyweight Fighting. The Academy Shinigami has a +1 to damage rolls while wielding their zanpakuto, and also have advantage on Strength (Athletics) checks to shove.
Actions:
Lunge. The Academy Shinigami can spend 2 stamina points to lunge towards a creature within 30 feet of them. The creature is forced to make a DC 12 Dexterity saving throw. On a failure, they take 7 (1d6 +3) + 5 (1d8) slashing damage and are pushed back a number of feet equal to the amount of feets the Academy Shinigami traveled to them. On a success, they take half as much damage and are not pushed. For every 10 feets traveled by the Academy Shinigami, the damage is increased by +1.
Hozan Kenbu. The Academy Shinigami can spend 2 stamina points to grant themselves +1 bonus to their AC. Until the beginning of their next turn, if a creature misses a melee weapon attack against them while within 5 feet of them they take 6 (1d6 +3) + 4 (1d8) slashing damage.
Sword Artist Shinigami
Proficiencies: Acrobatics, Athletics.
Features:
Stamina Points. The Academy Shinigami has 8 stamina points. Whenever they use a stamina point, it is spent. They regain all stamina points at the end of a short or long rest.
Classical Swordplay. While wielding their Zanpakuto, the Academy Shinigami gains a +1 to AC and their attack rolls so long as they are not wearing heavy armor or using a shield.
Actions:
Clean Cut. The Academy Shinigami can spend 2 stamina points to force all creatures in a 5 foot wide 10 feet long line to make a Dexterity saving throw. On a failure, they take 6 (1d6 +3) + 4 (1d8) slashing damage and are knocked prone. On a success, they take half as much damage and are not prone.
Reactions:
Counter Attack. After being targeted by a melee weapon attack, regardless of the result the Academy Shinigami can spend 2 stamina points to make a melee weapon attack roll against the attacker if they are within reach. On a hit, they take 4 (1d8) additional damage.
Martial Shinigami
Proficiencies: Acrobatics, Athletics.
Features:
Stamina Points. The Academy Shinigami has 8 stamina points. Whenever they use a stamina point, it is spent. They regain all stamina points at the end of a short or long rest.
Actions:
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. This attack counts as magical.
Bonus Actions:
Sandbag Beat. Immediately after taking the attack action, the Academy Shinigami can spend 2 stamina points to make two unarmed strikes.
Spiritual Evasion. The Academy Shinigami can spend 2 stamina points to take the Dodge action.
Spellcaster Shinigami
Ability Score Changes: Wisdom is increased to 16 and Dexterity is reduced to 14.
Proficiency: Arcana, Perception.
Features:
Improved Unarmored Defense. The Academy Shinigami gains a +1 bonus to their AC while not wearing armor.
Actions:
Shō. The Academy Shinigami can spend 1 reiryoku to make a ranged reiryoku attack roll against a creature within 60 feet of them. On a hit, they take 8 (1d6 +5) bludgeoning damage and are pushed 5 feet back. This action doesn't have disadvantage on targets who are prone, even if it normally would.
Byakurai (Index Finger). The Academy Shinigami can spend 5 reiryoku to make a ranged reiryoku attack roll against a target within 30 feet of them. On a hit, the target takes 12 (2d6 +5) lightning damage. This attack roll cannot have disadvantage due to creatures being within 5 feet of them. The Academy Shinigami can spend 5 additional reiryoku to add 8 (2d6) to the total lightning damage.
Byakurai (Both Hands). The Academy Shinigami can spend 5 reiryoku to force all creatures in a 20 foot cone to make a Dexterity saving throw. On a failure, they take 13 (2d6 +5) lightning damage. On a success, they take half as much damage.
Supporting Shinigami
Ability Score Changes: Wisdom is increased to 16 and Dexterity is reduced to 14.
Proficiency: Arcana, Perception.
Features:
Improved Unarmored Defense. The Academy Shinigami gains a +1 bonus to their AC while not wearing armor.
Actions:
Sai. The Academy Shinigami can spend 5 reiryoku to point their index and middle fingers at any number of creatures within 60 feet of them. They must roll 3d8; the total is how many hit points a creature must have to be affected by this Kido Spell. If a creature is affected, they cannot use their arms or hands and suffer disadvantage on attack rolls for 1 minute. This causes them to drop whatever they are holding and to be unable to pick up or wield items or take actions that requires the use of their hands, such as kido spells.
Hainawa. The Academy Shinigami can spend 5 reiryoku to make a ranged reiryoku attack roll against a creature they can see within 60 feet of them. On a hit, the target is restrained. The target can immediatly make a Strength or Dexterity saving throw to escape the ropes, and on a success they are no longer restrained. On a failure, they can attempt either saving throw at the beginning of their turns, ending the effect on a success.
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