- Squad 1 Captain
- Proficiencies. Arcana +8, Perception +9, Persuasion +7
- Protection. As a reaction when a creature the shinigami can see attacks a target other than it that is within 5 feet of the shinigami, the attack gains disadvantage. The shinigami must be wielding a shield.
- Great Weapon Fighting. When the shinigami rolls a 1 or 2 on a damage die for an attack it makes with a melee weapon that it is wielding with two hands, it 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, such as a Katana or Nodachi Zanpakuto, for the shinigami to gain this benefit.
- Dueling. When the shinigami is wielding a melee weapon in one hand and no other weapons, such as a Katana, Wakizashi, or Tanto Zanpakuto, it gains a +2 bonus to damage rolls with that weapon.
- Squad 2 Captain
- Proficiencies. Perception +9, Sleight of Hand +11, Stealth +11
- Shunshin. While the shinigami's Reiatsu is released, its walking speed increases by 30 feet (60 ft. total).
- First Strike. When the shinigami rolls for initiative, it may release its Reiatsu, causing every creature that does not use this feature to be surprised.
- Squad 3 Captain
- Proficiencies. Deception +7, Perception +9, Stealth +11
- Shunpo. While the shinigami's Reiatsu is released, its walking speed increases by 15 feet (45 ft. total).
- First Strike. When the shinigami rolls for initiative, it may release its Reiatsu, causing every creature that does not use this feature to be surprised.
- General Fudo (2 Reiryoku). As an action, one creature within 30 ft. of the shinigami must succeed on a DC 16 Constitution saving throw or lose 2 Reiryoku.
- Squad 4 Captain
- Proficiencies. Arcana +8, Medicine +8, Perception +9
- General Kaido (2 Reiryoku). As an action, one creature within 5 ft. of the shinigami regains 26 (1d8 + 22) hit points.
- Kaido #44 (3 Reiryoku). As an action, 6 creatures equal within 30 ft. of the shinigami regain 24 (1d4 + 22) hit points.
- Kaido #89 (5 Reiryoku). As an action, one creature within 5 ft. of the shinigami loses one level of exhaustion, one other condition of its choice, one curse including the target's attunement to a cursed magic item, any reduction to one of the target's ability scores, or one effect reducing the target's hit point maximum.
- Squad 5 Captain
- Proficiencies. Acrobatics +11, Arcana +8, Perception +9
- Shunpo. While the shinigami's Reiatsu is released, its walking speed increases by 15 feet (45 ft. total).
- Reiatsu Strikes. While the shinigami has at least 1 Reiryoku, its unarmed strikes count as magical and deal 12 (1d4 + 10) bludgeoning damage on a hit. Additionally, the shinigami can make an unarmed strike as a bonus action, and can make two unarmed strikes as a bonus action for 1 Reiryoku.
- General Hado (2 Reiryoku). As an action, one creature within 30 ft. must make a DC 16 Dexterity saving throw. On a failure, they take 45 (1d6 + 42) radiant damage. On a success, they take half as much damage.
- Squad 6 Captain
- Proficiencies. Intimidation +7, Investigation +8, Perception +9
- Shunpo. While the shinigami's Reiatsu is released, its walking speed increases by 15 feet (45 ft. total).
- Reiatsu Strikes. While the shinigami has at least 1 Reiryoku, its unarmed strikes count as magical and deal 12 (1d4 + 10) bludgeoning damage on a hit. Additionally, the shinigami can make an unarmed strike as a bonus action, and can make two unarmed strikes as a bonus action for 1 Reiryoku.
- Reiatsu Barrage. When the shinigami takes the Attack action or makes one or two unarmed strikes as a bonus action while its Reiatsu is released, it may make an additional unarmed strike as part of the same action.
- Squad 7 Captain
- Proficiencies. Acrobatics +11, Performance +7, Persuasion +7
- Reiatsu Strikes. While the shinigami has at least 1 Reiryoku, its unarmed strikes count as magical and deal 12 (1d4 + 10) bludgeoning damage on a hit. Additionally, the shinigami can make an unarmed strike as a bonus action, and can make two unarmed strikes as a bonus action for 1 Reiryoku.
- Reiatsu Barrage. When the shinigami takes the Attack action or makes one or two unarmed strikes as a bonus action while its Reiatsu is released, it may make an additional unarmed strike as part of the same action.
- Innate Barrage. When the shinigami takes the Attack action or makes one or two unarmed strikes as a bonus action while it has at least 1 Reiryoku, it may make an additional unarmed strike as part of the same action.
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- Squad 8 Captain
- Proficiencies. Arcana +8, Nature +8, Persuasion +7
- Dueling. When the shinigami is wielding a melee weapon in one hand and no other weapons, such as a Katana, Wakizashi, or Tanto Zanpakuto, it gains a +2 bonus to damage rolls with that weapon.
- Reiatsu Strikes. While the shinigami has at least 1 Reiryoku, its unarmed strikes count as magical and deal 12 (1d4 + 10) bludgeoning damage on a hit. Additionally, the shinigami can make an unarmed strike as a bonus action, and can make two unarmed strikes as a bonus action for 1 Reiryoku.
- General Bakudo (2 Reiryoku). As an action, one creature within 30 ft. must succeed a DC 16 Wisdom saving throw or be restrained for 1 minute with concentration. The target or a creature touching the target can make a DC 16 Strength (Athletics) or Dexterity (Acrobatics check as an action, ending this effect early on a success.
- Squad 9 Captain
- Proficiencies. Medicine +8, Perception +9, Persuasion +7
- General Bakudo (2 Reiryoku). As an action, one creature within 30 ft. must succeed a DC 16 Wisdom saving throw or be restrained for 1 minute with concentration. The target or a creature touching the target can make a DC 16 Strength (Athletics) or Dexterity (Acrobatics check as an action, ending this effect early on a success.
- Bakudo #26 (3 Reiryoku). As an action, the shinigami becomes invisible for 1 hour with concentration.
- Bakudo #81 (5 Reiryoku). As an action, the shinigami creates a 15 ft. wide translucent wall within 5 ft. of it that lasts for 1 minute with concentration. This wall has 42 hit points.
- Squad 10 Captain
- Proficiencies. Acrobatics +11, Intimidation +7, Perception +9
- Shunpo. While the shinigami's Reiatsu is released, its walking speed increases by 15 feet (45 ft. total).
- First Strike. When the shinigami rolls for initiative, it may release its Reiatsu, causing every creature that does not use this feature to be surprised.
- Reiatsu Strikes. While the shinigami has at least 1 Reiryoku, its unarmed strikes count as magical and deal 12 (1d4 + 10) bludgeoning damage on a hit. Additionally, the shinigami can make an unarmed strike as a bonus action, and can make two unarmed strikes as a bonus action for 1 Reiryoku.
- Squad 11 Captain
- Proficiencies. Acrobatics +11, Intimidation +7, Perception +9
- Great Weapon Fighting. When the shinigami rolls a 1 or 2 on a damage die for an attack it makes with a melee weapon that it is wielding with two hands, it 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, such as a Katana or Nodachi Zanpakuto, for the shinigami to gain this benefit.
- Dueling. When the shinigami is wielding a melee weapon in one hand and no other weapons, such as a Katana, Wakizashi, or Tanto Zanpakuto, it gains a +2 bonus to damage rolls with that weapon.
- Two-Weapon Fighting: When the shinigami engages in two-weapon fighting, it can add its ability modifier to the damage of the second attack.
- Squad 12 Captain
- Proficiencies. Arcana +8, Intimidation +7, Perception +9
- General Fudo (2 Reiryoku). As an action, one creature within 30 ft. of the shinigami must succeed on a DC 16 Constitution saving throw or lose 2 Reiryoku.
- Fudo #43 (3 Reiryoku). As an action, one object within 5 ft. of the shinigami is instantly transported to a location it can visualize within 30 ft. of it. If the shinigami uses this feature on a creature's body part, the target's reach extends to the chosen location for 1 minute with concentration.
- Fudo #82 (5 Reiryoku). As an action, one creature within 5 ft. of the shinigami must succeed on a DC 16 Wisdom saving throw. On a failure, they can not use Techniques from one Spiritual Expertise of the shinigami's choice.
- Squad 13 Captain
- Proficiencies. Arcana +8, Investigation +8, Perception +9
- General Hado (2 Reiryoku). As an action, one creature within 30 ft. must make a DC 16 Dexterity saving throw. On a failure, they take 45 (1d6 + 42) radiant damage. On a success, they take half as much damage.
- Hado #58 (3 Reiryoku). As an action, one creature within 30 ft. of the shinigami must make a DC 16 Dexterity saving throw. On a failure, they take 25 (1d6 + 22) bludgeoning damage and are thrown 30 ft. in any direction of the shinigami's choice. On a success, they take half as much damage and are pushed half as far.
- Hado #73 (5 Reiryoku). As an action, all creatures in a 30 ft. line must make a DC 16 Dexterity saving throw. On a failure, they take 49 (2d6 + 42) radiant damage. On a success, they take half as much damage.
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