Captain of Gotei 13 (5e Class)

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Captain of Gotei 13[edit]

<!-Introduction Leader->[edit]

Creating a Captain of Gotei 13[edit]


Quick Build

You can make a Captain of Gotei 13 quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Captain of Gotei 13 you gain the following class features.

Hit Points

Set parameter to Hit Dice per level, e.g. 1d10

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Captain of Gotei 13

Level Proficiency
Bonus
Reiryoku Features Zanpakuto Techniques
1st +2 10 <!-Class Feature1-> 1d8 -
2nd +2 20 <!-Class Feature2-> 1d8 2 techniques
3rd +2 30 <!-Class Feature3-> 1d8 3 techniques
4th +2 40 Ability Score Improvement 1d8 4 techniques
5th +3 50 1d10 5 techniques
6th +3 60 1d10 7 techniques
7th +3 70 1d10 8 techniques
8th +3 80 Ability Score Improvement 1d10 10 techniques
9th +4 90 1d12 12 techniques
10th +4 100 1d12 14 techniques
11th +4 110 1d12 16 techniques
12th +4 120 Ability Score Improvement 1d12 18 techniques
13th +5 130 2d6 20 techniques
14th +5 140 1d6 23 techniques
15th +5 150 2d8 25 techniques
16th +5 160 Ability Score Improvement 2d8 28 techniques
17th +6 170 2d10 31 techniques
18th +6 180 2d10 34 techniques
19th +6 190 Ability Score Improvement 2d12 37 techniques
20th +6 200 2d12 40 techniques

Reiryoku[edit]

Starting at 1st level, you are able to directly utilize the power of your soul. Your access to this energy is represented by a number of Reiryoku points.

When you spend a Reiryoku point, it is unavailable until you finish a short or long rest. At the end of a short or long rest, all expended Reiryoku points returns to you.

Some of your Reiryoku features require your target to make a saving throw to resist the feature's effects, or you to make a Reiryoku attack. Charisma is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:

Reiryoku save DC: 8 + your proficiency bonus + Charisma modifier.

Reiryoku attack modifier: your proficiency bonus + Charisma modifier.


Zanpakuto[edit]

Also at 1st level, you have successfully completed your Shinigami training, having become worthy of receiving your own Zanpakuto! Your Zanpakuto take form as katana which deal 1d8 slashing damage, this damage increases as you gain levels in the Shinigami class as shown in the Zanpakuto table. Even if your zanpakuto breaks, it will become fully restored at the end of a long rest.


Unarmored Defense[edit]

Also at 1st level, your Shinigami training made you have quick enough reflexes to the point where you don't need armor. Your AC while unarmored is 10 + your Dexterity modifier + your Charisma modifier.


Fighting Style[edit]

At 2nd level, you have learned a specific method of fighting to help you out on your battles.

Aprimorated Unarmored Defense

You gain a +1 bonus to your AC while not wearing any kind of armor or shield.

Blind Warrior

You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

Classical Swordplay

While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and AC so long as you are not using Heavy Armour or a Shield.

Dual Wielding

When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you 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 for you to gain this benefit.

Versatile Fighting

Once per turn you can both attack with a versatile weapon you are wielding and grapple or shove a creature as if you replaced an attack. Such grapple or shove has a +2 to its check.

Heavyweight Fighting

You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy melee weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.

Lightfoot Fighter

You're very quick on your feet, being very refined with your weapons. While wielding a light melee weapon, you gain a +10 to your walking speed and do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.

Protector

When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.

Hand to Hand Combat

Your martial arts practice gives you mastery of combat styles that use unarmed strikes. While you are unarmed and you aren't wearing armor or wielding a shield, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. Also, you can roll your zanpakuto damage die in place of the normal damage of your unarmed strike.

Additionally, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.


Reiatsu[edit]

At 2nd level, Reiatsu is the physical force that a creature's Reiryoku creates when released.

Reikaku

You become aware of the levels of any creatures within 5 times your proficiency bonus times your Shinigami level feets of you'. You can know what class the creature is just by sensing their reiatsu.

Spiritual Power

Sometimes the reiatsu a creature constantly exerts is so great that their opponents cannot even harm them. For every level you are above a creature, you gain a bonus against their saving throws by 1, and when you reach a 3 level difference you start reducing all damage per level above times your proficiency bonus. If a creature's damage is reduced to 0 by this feature, they take the damage instead. If you are at least 10 levels above a creature, you automatically pass their saving throws and their attacks deal no damage to you.

Powerful Presence

A creature with high levels of reiatsu can make another creature even faint just from looking at them. Whenever you use your spiritual pressure feature, you may also make a Charisma (Intimidation) check with a bonus of +1 for every level you are above the creature.

Spiritual Pressure

If one or more creatures level or CR is half your own or lower, you may force them to attempt a Strength saving throw at the beginning of each of your turns. On a failure, they are knocked prone and their movement speed drops to 0 until the beginning of your next turn, and they take force damage based on the level difference. For example, if you're a level 10 and fight a level or cr 1 creature, they will receive 9 force damage.

The amount of damage you cause with your spiritual pressure depends on how well refined your reiryoku is. Depending on your Charisma modifier, your force damage will turn into a number of dies equal to the difference instead of your level. See the table bellow for reference:

Spiritual Pressure Damage Dice
If you have a +1 in Charisma d4
If you have a +2 in Charisma d6
If you have a +3 in Charisma d8
If you have a +4 in Charisma d10
If you have a +5 in Charisma d12

Kido[edit]

1st Level Kido[edit]

2nd Level Kido[edit]

3rd Level Kido[edit]

4th Level Kido[edit]

5th Level Kido[edit]

6th Level Kido[edit]

7th Level Kido[edit]

8th Level Kido[edit]

9th Level Kido[edit]

Forbidden Kido[edit]


Ability Score Improvement[edit]

When you reach 4th level, and again at 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. As normal, you can't increase an ability score above 20 using this feature.

Kido Expertise[edit]

Spoken-After Incantation

At 5th levels, You have learned that even after you’ve already cast a Kido its chant can still empower it. On your turn if a Kido you cast with an ongoing duration is still up you may use your action to speak its chant, spending half the reiryoku the spell would normally cost (rounded down). Doing so resets its duration and refills any hit points the Kido had.

Incantation Abandonment

At 5th levels, Your skill allows you to cast some Kido spells without even speaking the incantation. When you cast a 5th level or lower Kido spell you may reduce its action cost by 1. (Ex. Full Round Action -> Action -> Bonus Action -> Free Action) When you cast a Kido spell in this way you may not cast another Kido spell on the same turn and any damage or healing from the Kido is reduced to 1/3rd (rounded down). Kido spells of 3rd level or lower do not suffer the damage and healing penalty when cast this way. At 14th level this increases to Kido spells of 7th level and 5th level, and to Kido spells of 9th and 7th level at 20th level.

Twofold Incantation

At 11th levels, You’ve reached such a level of Kido mastery that you can fuse the chants of two Kido spells to perform both at once. As a full round action while in combat you begin chanting a combination of two Kido spells you know, spending resources as if you cast both Kido. Until the beginning of your next turn you are considered to be concentrating on a spell. On your next turn if your concentration has not been broken you gain an additional action. On that turn both your actions must be used to cast the two spells you choose, and each one can only be cast once that turn. If either of these spells force a creature to make a saving throw it is made at disadvantage, and if either of these spells make an attack roll it is made with advantage.


Extra Attack[edit]

At 5th level, you can now attack twice instead of once when you take the attack action. At 11th level, you can attack three times instead of twice when you take the attack action. At 17th level, you can attack four times instead of three when you take the attack action.

Imbued Reiatsu[edit]

At 6th level, your reiryoku constantly flows through your body in the form of reiatsu, enhancing your combat prowess. Your zanpakuto now counts as a magical weapon.

Additionally, your unarmed strikes also count as magical for the sake of ignoring resistances and immunities.

Shikai[edit]

At 7th level, after countless battles with your zanpakuto, it has finally spoken with you, and revealed it's name. Every zanpakuto is different by nature, with two Shinigamis with the exact same zanpakutos being a extremely rare occasion.

Shatter! Kyoka Suigetsu
aizen-shikai.gif
The Shikai state of Kyoka Suigetsu, [1]

As a bonus action for 5 Reiryoku while wielding your zanpakuto, you may call out the name of your zanpakuto with a command word to release it, entering in it's Shikai state for 1 minute. It's name was Kyoka Suigetsu, it turns the zanpakuto into a normal katana with the finesse and light properties, with the only decoration being it's tsuba, being a hexagon. When you release your zanpakuto, every creature that saw the shikai release must make a Wisdom saving throw. On a failure, their senses are now completely under your control for a number of rounds equal to your Charisma modifier added twice. On a success, their senses are not affected and they have immunity to Kyoka Suigetsu's effect for a number of rounds equal to their Wisdom modifier.

While a one or more creatures are under the Kyoka Suigetsu's effect, you can use your bonus action or part of activating Kyoka Suigetsu to active your shikai ability. You make terrain in an area up to your reiatsu radius times your Charisma modifier look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. You may also disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area.

Any creature that interacts with anything created by Kyoka Suigetsu instantly thinks that it's completely real, and while they think the effects are real the effects cannot interact with them in the real world.

Even after a creature realizes it's an illusion or you deactivate your shikai, the illusion doesn't stop until you choose to end it at will or the duration ends.

If the creature cannot believe the illusion is real for one reason or another(an ally attacking them for no reason for example), they can start remaking the Charisma saving throw at the beginning of their turns.

Additionally, a creature's strenght may increase or decrease the duration of Kyoka Suigetsu's effects.

Below. A creature's inferiority to you makes the illusions last for more time.

  • If the creature is 1 level bellow the illusion lasts for 2 additional rounds.
  • If the creature is 2 levels bellow you the illusion lasts for 4 additional rounds.
  • If the creature is 3 levels bellow you the illusion lasts for 6 additional rounds.
  • If the creature is 4 levels bellow you the illusion lasts for 8 additional rounds.
  • If the creature is 5 levels bellow you the illusion lasts for 1 additional minute.
  • If the creature is 6 levels bellow you the illusion lasts for 2 additional minutes.
  • If the creature is 7 levels bellow you the illusion lasts for 4 additional minutes.
  • If the creature is 8 levels bellow you the illusion lasts for 8 additional minutes.
  • If the creature is 9 levels bellow you the illusion lasts for 20 additional minutes.
  • If the creature is 10 levels bellow you or can be damaged by your Reiatsu feature, the illusion may last until you end it at will.

Above. A creature's superiority to you makes the illusions last for less time.

  • If the creature is 1 level above you the illusion's duration is reduced by 1 round.
  • If the creature is 2 levels above you the illusion's duration is reduced by 2 rounds.
  • If the creature is 3 levels above you the illusion's duration is reduced by 3 rounds.
  • If the creature is 4 levels above you the illusion's duration is reduced by 4 rounds.
  • If the creature is 5 levels above you the illusion's duration is reduced by 5 rounds.
  • If the creature is 6 levels above you the illusion's duration is reduced by 6 rounds.
  • If the creature is 7 levels above you the illusion's duration is reduced by 7 rounds.
  • If the creature is 8 levels above you the illusion's duration is reduced by 8 rounds.
  • If the creature is 9 levels above you or more the illusion's duration is reduced by 9 rounds.


Resistant[edit]

At 7th level, your strength as a Shinigami has allowed you to resist certain area effects, such as a blue dragon's lightning breath or a fireball spell. Choose one of the following ability scores:

Brawn - Strength

Evasion - Dexterity

Endurance - Constitution

Intuition - Wisdom

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. When you reach your 20th level, you may choose another saving throw to benefit from this.

Air Walk[edit]

At 9th level, you have learned how to treat air as if it was solid ground. As a free action as long as you have at least 1 reiryoku, you may gain flying speed equal to your walking speed. You must spend 1 Reiryoku at the end of your turns to keep flying, and you may stop your flight at will. This doesn't count as hovering, as you're simply standing on the air.

Power Transference[edit]

At 10th level, while not much used by Shinigamis due to not being a safe thing to do so, you have learned how to transfer your power to a willing soul. As a action while a willing soul is within your reach, you can stab them with your zanpakuto to grant them your power. After having received your powers, the soul will gain a number of levels in the Shinigami class equal to half of your Shinigami level(rounded down). You will lose an equal amount of levels in the Shinigami class, as part of your powers are stripped away from you. However, if the soul has a larger reiryoku pool than you, they will gain a number of Shinigami levels equal to all of your Shinigami level -1, turning you into a level 1 Shinigami.

To recover your Shinigami powers, you must wait inside a Gigai. For every 10 days worth of downtime you pass inside said gigai, you regain one level in the Shinigami class. You can only gain levels in the Shinigami class this way up to the level you were before using power transference.

You cannot perform Power Transference on a Hollow. Additionally, you cannot perform power transference again until you regain all of your levels in the Shinigami class.

Spirit Materialization[edit]

At 11th level, you have finally reached bankai level, being able to materialize your spirit into the world to fight it. Once per day, you can spend an action to make a DC 30 Arcana check using Wisdom instead of Intelligence to try to materialize your zanpakuto. This DC is reduced by your Shinigami level(rounded down). On a failure, nothing happens and you must wait until the next day to try again. On a success however, you summon your zanpakuto spirit in 30 feet in front of you, challenging it for battle.

Your zanpakuto spirit has the exact same sheet as you, however they are level 15 in the Shinigami class. If your level is already higher than this, they are the same level as you. The combat must be made by you and your spirit only, with any outside interference caused by another creature automatically making the zanpakuto spirit dissapear. The combat ends once one of you is reduced to 0 hit points, where the one with more than 0 hit points wins. If you lose, you are reduced to 0 hit points but is considered stable, and cannot challenge your spirit again until 1d4 days have passed. However, if you win your zanpakuto spirit will recognize your strenght, granting you access to your Bankai feature.

Bankai[edit]

Design Note: You must have beaten your zanpakuto spirit in battle to unlock this feature

At 11th level, your zanpakuto has reached it's evolved state, granting you access to your bankai. As an action or bonus action if your Shikai is active for 10 reiryoku, you may enter your Bankai state for 1 minute. While on your Bankai state, you gain the following benefits:

  • You gain a +2 to your Strength, Dexterity and Wisdom scores, including their maximums.
  • Your Reiatsu feature's range doubles and deals twice as much damage.
  • You count as one level higher for your Reiatsu feature.
Mugen Kyoka Suigetsu

The Bankai state of Kyoka Suigetsu doesn't change from the shikai, however the blade starts shining a bright white light. When you release your bankai, you can choose one creature within your reiatsu radius times your Charisma modifier that's currently affected by your shikai to force to make a Wisdom saving throw. On a failure, they are under a complete illusion that's also semi-real for a number of rounds equal to your Charisma modifier added four times. On a success, they are blinded until the beginning of your next turn.

Once a creature is under the effects of your Bankai, all creatures under your Shikai's effects are now out of the illusion.

A creature under the effects of Mugen Kyoka Suigetsu can be affected in the same way that it is affected in their shikai. The difference between the shikai, is that anything that you generate will actually harm and affect creatures in the real world. The creature affected, for all intents and purposes other than damage and conditions (other than the restrained condition) interacts with the illusion as though it was real; their attacks don’t pass through an illusory wall, their attacks can hit an illusory person, they can walk on and interact with an illusory structure, etc. However, while the creatures can interact with the illusions they cannot kill them or benefit from it. Additionally, any damage caused by your illusions is turned into a xd6, where x is your Charisma modifier added twice. The illusions may only deal damage once per round.

If nobody is under your bankai effect, you can reapply your shikai effect to one person.


In addition, you can now use your Shikai as a free action.

Senkaimon[edit]

At 13th level, you have learned how to open a portal back to soul society. As an action for 10 Reiryoku while holding your Zanpakuto, you stab the air and twists the blade, making paper door open between dimensions in front of you, sending you to Soul Society. If you or other creatures do not move more than 5 feet away from the point, you are transported to any location you can visualize in Soul Society or a random location on the plane, or to the last place you used Senkaimon, at the end of your next turn.

If you are already within Soul Society, this portal can send you and any other creatures to any location you can visualize in the human world or a random location on the plane.

Mastered Art[edit]

At 15th level, you have mastered the craft of one of your Shinigami arsenals, perfecting it. You must choose one of the following arts to master:

Zanjutsu Mastery

You now add your zanpakuto modifier a additional time on damage rolls.

Hakuda Mastery

Your unarmed strikes now deal force damage, and deal additional force damage equal to your Reiatsu die.

Kido Mastery

Your Kido spells cost are reduced by your proficiency bonus.

Hoho Mastery

Your movement speed now doubles when using flashstep, or triples in case you have the faster flashstep hoho technique.

Once chosen, you cannot change your mastered art.

Mastered Zanpakuto[edit]

At 18th level, you have completely mastered your zanpakuto, even being able to call your zanpakuto without it's release command.

Shikai

You have mastered your Shikai, even being able to summon it without speaking it's command word.

  • You can now use Shikai' at will.
  • Your Shikai's duration is increased to 2 minutes.
Bankai

You have mastered your bankai, reaching a point where using your bankai is something easy.

  • You may use bankai as a bonus action or free action if you are already on shikai.
  • Your Bankai's duration is increased to 2 minutes.
  • You count as two levels higher for your Reiatsu feature.


Mastered Zanpakuto

You have mastered Kyoka Suigetsu.

You gain the following benefits while Kyoka Suigetsu is in it's Shikai State:

  • Your zanpakuto damage die tier is increased by one tier.
  • The duration of your shikai effect is now your Charisma modifier added four times.

You gain the following benefits while Kyoka Suigetsu is in it's Bankai State:

  • Your zanpakuto damage die tier is increased by two tiers.
  • The duration of your bankai's effects is now your Charisma modifier added four times.
  • The damage of your illusions are now your Charisma modifier added thrice.


Multiclassing[edit]

You cannot multiclass into this class

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