Captain Shinigami (Bleach Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Shinigami class and City Watch background, and as such does not follow traditional CR.

Captain Shinigami[edit]

Medium humanoid (human), neutral


Armor Class 18 (natural armor)
Hit Points 130 (20d8 + 40)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 14 (+2) 16 (+3) 12 (+1)

Saving Throws Dex +11, Con +8
Skills Athletics +6, Insight +9
Senses passive Perception 13
Languages any one
Challenge 20 (25,000 XP)


Shinigami Reiryoku. The shinigami has 20 Reiryoku which it can expend. All Reiryoku is regained at the end of a long rest.

Soul. The shinigami can only be seen, heard, smelled, touched, sensed, or interacted with by creatures with this feature or objects made of Reishi, though it can interact with creatures made of Kishi normally.

Reiatsu. The shinigami spend 1 Reiryoku at the beginning of its turn to release its Reiatsu until the beginning of its next turn, learning the direction from it of each creature within 30 feet and each of their proficiency bonuses, gaining a +6 bonus to any damage it deals to a creature within this radius, and gaining a -6 penalty to any damage it takes. If a detected creature's proficiency bonus is 3 or lower, they take 20 bludgeoning damage.

Death Spirit. While the shinigami is at 0 hit points by any means other than a critical hit or force damage and it makes a death saving throw, it may spend 1 Reiryoku to succeed before or after you roll the die. Additionally, attacks against it do not automatically become critical hits from being unconscious.

Evasion. When the shinigami is targeted by an area effect that lets it make a Dexterity saving throw to take only half damage, such as fireball, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails the save.

ACTIONS

Multiattack. The shinigami makes two attacks with its unarmed strikes or Zanpakuto.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage.

Zanpakuto (1 Reiryoku). The shinigami gains one of the following Zanpakuto until it dematerializes it as a bonus action or it falls unconscious (each shinigami only has one option available to it):

Katana. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (1d8 + 15) slashing damage, or 30 (1d10 + 25) slashing damage if used with two hands.
Wakizashi. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (1d6 + 15) slashing damage.
Nodachi. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 25 (1d10 + 20) slashing damage.
Tanto. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (1d4 + 15) slashing damage.

Reiraku (1 Reiryoku). While the shinigami's Reiatsu is released, it summons Reiraku, ribbons representing creatures' souls, around it. Each ribbon represents a single creature, and a ribbon is created for every creature within a 6 miles. The only information that can be learned from a ribbon is the proficiency bonus of the creature it represents, and its color: Shinigami have red ribbons, and souls outside of a body have transparent ribbons.

Bankai. While Shikai is active, the shinigami's Zanpakuto transforms into its Bankai form until it reverts it to its original form as a bonus action, and it does so automatically when its Zanpakuto dematerializes. All Bankai have their own unique special ability. This can be done at will for 1 Reiryoku.

BONUS ACTIONS

Shikai. The shinigami's Zanpakuto transforms into its Shikai form until it reverts it to its original form as a bonus action, and it does so automatically when its Zanpakuto dematerializes. All Shikai have their own unique special ability. This can be done at will for 1 Reiryoku.


Captains hold the seats of the original members of the Gotei 13, and are the leader of their division, operating under the direct orders of the captain-commander and Central 46. To become a captain, one must request to fill an open position and openly use their Bankai, be recommended by six captains and be approved by at least three more, or kill another captain in single combat with at least 200 witnesses. Captains are the only people widely trusted with eliminating adjuchas and vasto lordes. A captain's salary starts at ¥2,000,000.


Shinigami Archetypes[edit]

Each hollow is unique, though most tend to fall into a handful of classifications:

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.
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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