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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:
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:
1st Level Kido[edit]
Any Shinigami can learn Kido of this level.
- Shō
Hadō #1
As an action for 1 Reiryoku, you send a weak burst of energy towards a creature within 60 feet of you. Make a ranged Reiryoku Attack Roll against the target. On a hit, the target takes 1d6 + your Wisdom modifier + your proficiency bonus bludgeoning damage and is pushed 5 feet back. This attack does not have disadvantage on targets due to the prone condition, even if it normally would.
- Byakurai
Hadō #4
As an action for 5 Reiryoku, you send a large burst of spiritual energy towards a target through both hands or your index finger (your choice).
If you use your index finger, make a ranged Reiryoku Attack Roll against a target within 30 feet of you. On a hit, the target takes 2d6 + your wisdom modifier + your proficiency bonus lightning damage. This attack does not have disadvantage due to hostile creatures being within 5 feet of you.
If you use both your hands, you discharge lightning in a 20 foot cone instead. Each feature in the area must make a dexterity saving throw, or take 2d6+your wisdom modifier+your proficiency bonus lightning damage. They take half as much damage on a successful save.
You can spend an amount of extra Reiryoku equal to 5 times half your proficiency bonus (rounded up). For every 5 extra Reiryoku spent, the damage increases by 2d6.
- Sai
Bakudō #1
As an action for 5 Reiryoku, you point your index and middle fingers at any number of creatures within 60 feet of you. Roll 3d8; the total is how many hit points a creature must have less than or equal to 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, as their arms lock behind their back. 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.
If you’re level 3 or higher, you can spend 5 extra Reiryoku to increase the roll to 5d8.
- Hainawa
Bakudō #4
As an action for 5 Reiryoku, you create a Reishi rope to bind a creature you can see within 60 feet of you. Make a ranged Reiryoku attack roll against the target. On a hit, the target is bound, suffering the restrained condition. A target can make a strength saving throw to break the rope or a dexterity saving throw to attempt to slip out, and on a success they are no longer restrained. They on a failure, they can attempt either saving throw at the beginning of each of their turns, ending the effect on a success.
- Shibireyubi
"Bakudo #7"
As an action for 10 reiryoku, you point your finger to a creature within your reach and force them to make a Wisdom saving throw. On a failure, they are restrained and incapacitated for 1 minute. On a success, they are immune to this kido for 24 hours. The creature may make a Strength saving throw at the beginning of their turns to end the condition early on a success.
If the creature is forced to make a Strength or Dexterity saving throws, they can remake the Strength saving throw early.
Creatures with a reiatsu level higher than yours make the Wisdom saving throw with advantage.
- Seki
Bakudō #8
As a reaction to being targetted by a melee attack roll, you can spend 5 Reiryoku to create a small orb of light blue energy on your arm in an attempt to block the attack. You increase your ac by 3 against the attack, and the attacker rolls with disadvantage. Hit or miss, the attacker must make a strength saving throw or be blown back, being pushed 15 feet directly away from you and falling prone.
- Geki
Bakudō #9
As an action for 10 Reiryoku, you use your hands to write symbols in the air, before choosing a creature you can see within 60 feet of you. The creature is coated in red energy and must make a wisdom saving throw, with advantage if it’s cr or level is equal to or greater than your own. On a failed save, the creature is stunned and reeling in agony, though it can still talk. At the start of each of its turns, and whenever it would be forced to make a Dexterity saving throw against an effect that would allow it to move to avoid it on a success, it must make this wisdom saving throw again; on a success, it is no longer stunned, and if made in response to the saving throw, it makes it normally.
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2nd Level Kido[edit]
You must be at least 3rd level in this class to be able to learn Kido of this level.
- Tsuzuri Raiden
Hadō #11
As an action for 8 Reiryoku, you unleash the power of electricity through your touch, imbuing an object with a surge of electrical energy.
By channelling electricity through your touch, you charge an object. The next creature or object that comes into contact with the charged object takes damage equal to 4d6 + your Wisdom modifier + your proficiency bonus lightning damage.
You can spend additional Reiryoku to enhance the damage. For every 5 extra Reiryoku spent, the damage increases by 2d6.
- Fushibi
Hado 12
You create a sphere of energy that can attach to a target or an area. When it detects Reiatsu, it explodes violently.
As an action for 10 Reiryoku you choose an area or target within your reiatsu radius; the target can either be 5 foot radius centered on a point, or a kido spell you casted. The sphere attaches to the target for 1 minute. If the target is hit by another Kido before the sphere dissipates, or the sphere was attached to a kido spell, it explodes, dealing 3d8 fire damage to all creatures in a 10-foot radius around the sphere.
You may spend an additional amount of Reiryoku on this ability equal to your proficiency bonus times 5. For every 5 extra Reiryoku spent, the damage increases by 1d8, and the radius of the explosion increases by 5 feet.
- Hakufuku
"Bakudo #11"
As an action for 10 reiryoku, a creature within reach of yourself starts seeing the illusion of purple cherry blossoms around them, which forces them to make a Wisdom saving throw. On a failure, they fall asleep on the spot, becoming unconscious for 1 minute. On a success, they are immune to this kido for 24 hours.
If the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake they lose the condition.
This Kido spell only works on creatures that are 9 levels below your reiatsu level. In addition, creatures with reiatsu level 1 or lower can also be affected.
When using this kido, you may spend up to your proficiency bonus times 5 additional reiryoku, with every 5 reiryoku reducing the reiatsu level a creature needs to be by 1.
- Inemuri
"Bakudo #19"
As an action for 5 reiryoku, you hold your hand in front of the face of a creature within your reach and forces them to make a Wisdom saving throw. On a failure, they fall unconscious for 1 hour. On a success, they are not affected by this kido for 1 minute.
They may remake the saving throw at the beginning of every minute, ending the effect early on a success.
You may only use this kido spell on creatures which you are at least 10 levels above or more in reiatsu. In addition, creatures with reiatsu level 1 or lower can also be affected.
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3rd Level Kido[edit]
You must be at least 5th level in this class to be able to learn Kido of this level.
- Mushikuidama
Hado #20
The practitioner creates and fires a small but potent energy blast, creating a circle-shaped hole upon impact with a surface. As an action for 5 reiryoku, you make a reiryoku attack roll against a target within 30 feet of you. On a hit, they take 5d8 force damage.
This Kido spell deals thrice as much damage to objects and structures.
- Jūgeki Byakurai
Hado #20
A modified version of Hadō #4. Byakurai. As an action for 10 reiryoku, make a reiryoku attack roll against a target within 30 feet of you. On a hit, the target takes 6d8 + your wisdom modifier + your proficiency bonus lightning damage. This attack does not have disadvantage due to hostile creatures being within 5 feet of you.
This Kido spell ignores resistances and immunities, and also ignores damage thresholds or reductions.
- Sekienton
Bakudo #21
As a bonus action for 5 reiryoku, you place the palms of your hands down on the ground, red smoke bursts forth from the point of contact, swiftly engulfing everything within a 15 foot-radius until the beginning of your next turn. The area is now considered heavily obscured. You can spend up to 5 times your proficiency bonus extra Reiryoku on this spell. For every 5 Reiryoku spent beyond the original cost, the radius increases by 5 feet.
- Kyokko
Bakudo #26
As an action for 10 reiryoku, you hide yourself and your reiatsu, turning you invisible for up to an hour. While invisible, your reiatsu cannot be detected.
This effect ends if you make an attack, deal damage, cast a spell, use a feature of your zanpakuto, force a creature to make a saving throw, or do something else similarly harmful, as determined by your dm. A creature with 5 or more reiatsu levels greater than you sees through the effect.
- Noren Mekuri
Bakudo #27
As an action for 15 Reiryoku you eliminate an illusory effect within range. Choose an illusion within 60 feet of you (for example, a user of Bakudo #26). You make a wisdom saving throw versus the illusion caster’s Reiryoku dc. On a success, the illusion is dispelled. This does not work on Kyoka Suigetsu.
- Hanki
Bakudo #29
As a reaction for 20 reiryoku to a creature casting a 3rd level kido or lower within your reiatsu radius, you send a Kido with the same quality and power to cancel it.
You may spend up to 5 times half of your proficiency bonus(rounded down) when using this kido spell, with every 5 reiryoku spent adding a spell level to the amount you can cancel. For example, if you spend 30 reiryoku on this kido, you can cancel kidos spells of up to 5th level or lower.
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4th Level Kido[edit]
You must be at least 7th level in this class to be able to learn Kido of this level.
- Shakkahō
Hado 31
Generating high-temperature flames, the user discharges an orb of crimson red energy on thier palm or finger. The orb can be small, medium, or large, depending on the level of power being used. As an Action for 10 Reiryoku, you shoot a fireball from your hand at a target within 80ft. Each creature within a 20ft radius of the target must make a Dexterity Saving Throw. On a failure, they take 4d8 Fire Damage + 4d8 Bludgeoning Damage, and half as much on a success.
You can spend an amount of extra Reiryoku equal to 5 times half your proficiency bonus (rounded up) when using this kido spell. For every 5 extra Reiryoku spent, the damage increases by 1d8 Fire and 1d8 Bludgeoning. If cast using 20 Reiryoku or more, the spell becomes a 20 foot wide 80 foot tall cylinder instead with the explosive radius for each target within the radius.
- Ōkasen
Hado 32'
Raising their Zanpakutō horizontally in front of them, the user generates a yellow orb, which widens itself along the length of their sword. Once it is fully charged, it fires a wide, horizontal arc of yellow energy at the target. As an Action for 10 Reiryoku, you fire a 5ft wide, 60ft long line of yellow Reiatsu, forcing those within range to make a Dexterity Saving Throw. On a failure, they take 9d8 Radiant Damage and are pushed back 10ft. On a success, they take half as much damage and receive no additional effects.
If this is cast while you are wielding a melee weapon, the width increases to 10ft instead of 5ft.
- Sōkatsui
Hado 33
The practitioner aims the palm of their hand at their target and generates a torrent of blue energy before firing it at their target. As an Action for 10 Reiryoku you fire a 5 foot wide 30 ft long line of blue fire. All creatures within the cone must make a Dexterity Saving Throw. On a failure, they take 10d8 Fire Damage. On a success, they take half as much damage.
You can spend up to half your proficiency bonus times 5(rounded down) in reiryoku when using this spell, adding a d8 to the total fire damage and +10 ft to the line per 5 reiryoku spent.
If you spend at least 20 reiryoku while using this spell, it becomes a cone with the same height as its length. Additionally, it deals twice as much damage to objects and structures.
- Shitotsu Sansen
Bakudo #30
As an action for 10 reiryoku, you generate a burst of crackling yellow energy in your palm, you draw an inverted yellow triangle, which generates solidified energy in the shape of smaller triangles from its three points. The smaller triangles fire against a creature within 30 feet of you. Make a reiryoku attack roll against said creature. On a hit, the creature is pushed back a number of feets equal to 2 times the amount of reiryoku spent, if it hits any type of surface such as the ground or a wall the creature will become restrained for 1 minute. The creature may make a Strength saving throw at the beginning of their turns, ending the effect early on a success. For every 10 feet the creature was moved before hitting a surface, they take 1d4 bludgeoning damage.
You may spend additional reiryoku on this kido up to your proficiency bonus times 5, with every 5 reiryoku spent adding to the distance the creature is pushed.
- Tsuriboshi
Bakudo #37
As a bonus action or reaction to a creature or object falling for 10 reiryoku, you create a ball of blue energy within your sight range. It fires out six ropes from its center, they attach to any solid surfaces or objects within at least 10 times every 5 reiryoku spent feets. The center then turns into a flat elastic cushion which completely negates fall damage once a creature falls on it.
You may spend additional reiryoku on this kido up to your proficiency bonus times 5.
- Enkōsen
Bakudo #39
Once per round as a reaction to an attack roll, you can spend 10 reiryoku to use both of your hands or your zanpakuto to generate a dull yellow energy, which takes the form of a large spinning disk of condensed Reiatsu in front of yourself. The disk has hit points equal to twice your Shinigami level + your Wisdom modifier, it takes all damage for you and for creatures behind you while it is active. When it reaches 0 hit points or when your next turn starts it breaks, with the rest of the damage affecting yourself if it broke by being reduced to 0 hit points.
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5th Level Kido[edit]
You must be at least 9th level in this class to be able to learn Kido of this level.
- Chocolate Bar Slider
Hado #49
As an action for 20 reiryoku, you create a line of five rectangular prisms in between your hands. Make five reiryoku attack rolls against one or more targets within 60 feet of you. Each prism deals 3d8 bludgeoning damage on a hit. The prisms all strike simultaneously.
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6th Level Kido[edit]
You must be at least 11th level in this class to be able to learn Kido of this level.
- Haien
Hado 54
Haien is a flame attack which eradicates the very existence of its target. As an Action for 20 Reiryoku, you make a ranged Reiryoku Attack Roll against a target within 60ft of you. On a hit, the target takes 12d10 + your Wisdom modifier Fire Damage. If a creature or a limb is reduced to 0 Hit Points by this attack, it is fully incinerated; being reduced to nothing but less than dust. All items carried on the person or limb are also fully incinerated, with the exception of magic items, such as Zanpakuto.
- Daichi Ten'yō
Hado 57
The practitioner thrusts their hands outward, causing objects around them to levitate and throwing them toward the destination which the wielder chooses. As an Action for 15 Reiryoku, you can choose an amount of objects equal to your Wisdom Modifier that weigh less than a total of 1,000 pounds within 60 ft of you to move and levitate in the air. If the object is being worn or carried, the target must make a Strength Saving Throw against your Reiryoku DC or have the object be taken on a failure. If launched at as an attack, make a ranged Reiryoku roll and on a hit, they take damage depending on the size of the object in question:
Tiny: 1d4 + Wisdom Modifier
Small: 1d8 + Wisdom Modifier
Medium: 2d6 + Wisdom Modifier
Large: 2d10 + Wisdom Modifier + Proficiency Bonus
Huge: 2d12 + Wisdom Modifier + Proficiency Bonus
You are considered concentrating while using this hado spell. Additionally, while active with a free levitation slot as a Reaction to being targeted with a ranged attack you roll a d20+Wisdom Modifier + Proficiency Bonus to contest the attack. If your roll is higher than the attackers', the attack misses.
- Tenran
Hado 58
Levitating their sheathed Zanpakutō in front of them, the user lightly hits one of its ends, causing it to spin like a fan. Stopping it, they create a widening tornado-like blast, which is fired toward the target. As an Action for 20 Reiryoku you force all targets within a 60 ft cone to make a Dexterity Saving Throw. On a failure, they take 7d10 Bludgeoning Damage + 7d10 Slashing Damage and are pushed back 30 ft. On a success they take half as much damage and are not moved.
- Kakushitsuijaku
Bakudo #58
Material Component: Black Powder
As an action for 15 reiryoku, you choose a creature you have seen before and draw a circle with the appropriate symbols set apart in four quadrants upon the ground using black powder. After that, you may place your palms down under the circle to activate the Kido spell, the circle glows with a blue light as the symbols within the circle are animated, causing various numbers to appear within until the specific set is found. The number set correlates to longitude and latitude. After drawing the circle, you know exactly where that creature is as long as they are in the same plane as you for 1 hour.
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7th Level Kido[edit]
You must be at least 13th level in this class to be able to learn Kido of this level.
- Raikoho
Hado #63
Generating an orb of yellow lightning above the palm of their hand, the practitioner fires the built-up energy at their target as a massive concentration of energy which resembles a lightning strike. As an action for 25 reiryoku, make a reiryoku attack roll against a target within 80 feet of you. On a hit, the target takes 15d10 lightning damage.
This targets all creatures and objects within 10 feet of the target. This spell deals twice as much damage to objects and structures.
- Bakudo 61: Rikujōkōrō
Bakudo #61
As an action for 20 reiryoku, you point your index finger at a single target, generating a spark of yellow energy, which summons six thin, wide beams of light that slam into a target's midsection. The target must make a Dexterity saving throw. On a failure, they are held in place by the beams of light becoming restrained for 1 minute. While restrained, the target is unable to use their arms or legs, nor use any items they are wielding. On a success, they aren't restrained. They can make Wisdom saving throws at the beginning of their turns, ending the condition early on a success.
- Hyapporankan
Bakudo #62
As an action for 20 reiryoku, you generate a blue-white glowing rod of energy in your hand, them throw it at a point within at least 10 times every 5 reiryoku spent feet of you. It multiplies into a hundred more rods, which rain down on the target and force all creatures within an x foot radius of that point (where x is 5 for every 5 Reiryoku spent on this spell) to make a Dexterity saving throw. On a failure, they receive xd4 piercing damage(with x being 1 for every 5 reiryoku spent on this spell) and are restrained on the closest solid surface within the area and cannot use their arms or legs for 1 minute. On a success, they take half as much damage and are not restrained. The creature may make Strength saving throw at the beginning of it's turns, ending the condition earlier on a success.
You may spend additional reiryoku on this kido up to your proficiency bonus times 5.
- Sajō Sabaku
Bakudo #63
As an action for 20 reiryoku, you raise your palm to a creature within your reiatsu radius and close your hand into a fist and calls forth yellow energy, taking a form of very thick rope that forces the creature to make a Dexterity saving throw. On a failure, they are restrained and cannot use their arms in any way shape or form for 1 minute. On a success, they dodge the ropes and are not restrained.
The creature may make a Strength saving throw at the beginning of it's turns, ending the condition earlier on a success. If their Strength score level is lower than your reiryoku dc, they have disadvantage on the Strength saving throw.
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8th Level Kido[edit]
You must be at least 15th level in this class to be able to learn Kido of this level.
- Soren Sōkatsui
Hado #73
An advanced form of Hadō #33. Sōkatsui, having twice the effectiveness. Generating blue energy with their index and middle fingers, the practitioner makes a pushing motion with both of his/her palms to push the gathered energy toward the target in a concentrated blast. As an action for 30 reiryoku, you force all creatures within a 60 foot cone to make a Dexterity saving throw. On a failure, they take 20d10 fire damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.
This Kido spell deals twice as much damage to objects and structures.
- Zangerin
Hado #78
The practitioner generates a large amount of energy from their Zanpakutō before blasting it outward with enough power to level a building. As an action for 20 reiryoku, you force all creatures within a 100 foot circle centered on yourself to make a Dexterity saving throw. On a failure, they take your melee weapon damage die + 10d10 force damage. On a success, they take half as much damage.
This Kido spell deals twice as much damage to objects and structures.
- Sentan Hakuja
Bakudo #70
Material Component: white cloth with at least 10 feet of lenght
As a full round action for 10 reiryoku, you start spinning a cloth around in a x ft circle centered on you(with x being the cloth's lenght). At the end of your turn, you and any creatures within range are teleported to another location as if using the teleport spell.
Unwilling creatures with a reiatsu level higher than yours can choose to not be teleported alongside you.
- Tōzanshō
"Bakudo #73"
As an action for 25 reiryoku, you cause a barrier to form around you, appearing as an upside down pyramid, trapping creatures within a 30 foot cube with you at the center inside (though the cube looks like an upside-down pyramid). The barrier has a number of hit points equal to your shinigami level times (your wisdom modifier + your proficiency bonus). It has an armor class equal to your own with unarmored defense, and takes damage as though it was a creature with your reiatsu level (assuming whatever’s damaging it can damage objects). If destroyed by an area, creatures inside suffer the effect as though its damage was equal to the amount the barrier didn’t take due to reaching 0 hit points. You can dismiss this barrier as an action.
- Gochūtekkan
"Bakudo #75"
As an action for 30 reiryoku, you clasp your hands and summon 5 tall and thick pillars which are connected to each other by chains. One creature within x feet of you must make a Dexterity saving throw. On a failure, they are pinned to the ground becoming restrained and incapacitated for 10 minutes. On a success, they dodge the pillars and do not receive any conditions.
You count as concentrating while the kido spell is active, and you may dispel it at will.
If any creature attempts to harm the creature while they are under this kido spell, the Kido is instantly dispelled, resolving any resulting rolls without the restrained or incapacitated condition.
If a creature has a greater Reiatsu level than you, they may make a strength save at the beginning of each of their turns, ending the effect on a success.
- Tenteikūra
"Bakudo #77"
Material Component: Black Powder or the user's blood
As an action for 5 reiryoku, you draw symbols upon your arms, hands, and the ground using a black powder or their own blood. Holding their palms out in front of themselves, the practitioner generates a glowing rectangular box and performs various hand movements to create various root-like extensions in the air, which connect to the glowing rectangle. Placing their hands up to the rectangle, the practitioner activates the spell, causing the root-like extensions to glow and create a network extending out from the rectangle.
You can now communicate with all creatures that have sensed your reiatsu with Reikaku before as long as they are within your reiatsu radius times your proficiency bonus. This channel of communication lasts for one minute, and you count as concentrating during it.
While creatures that haven't sensed your reiatsu with Reikaku before won't listen to the message, they may know the Kido Spell is being cast as long as they're within your reiatsu radius and have a higher reiatsu level than you.
- Kuyō Shibari
"Bakudo #79"
As an action for 10 reiryoku, you create eight black holes with purple outlines which emit spiritual energy in the space surrounding a target within your reiatsu radius, with the ninth black hole manifesting itself in the center of the target's chest. The target must make a Dexterity saving throw. On a failure, they are restrained and incapacitated for 1 minute. On a success, they are not affected by this bakudo. They can make a Wisdom saving throw at the beginning of their turns, ending the condition early on a success.
If the creature's reiatsu level is higher than yours it makes the saving throw with advantage.
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9th Level Kido[edit]
You must be at least 17th level in this class to be able to learn Kido of this level.
- Hiryū Gekizoku Shinten Raihō
"Hado #88
The practitioner raises his/her arm forward and outstretched, occasionally using their free hand to grip the firing arm for extra support, with the palm facing flat toward the target, and fires a gigantic beam of electrical and spiritual energy. As an action for 30 reiryoku, you force all creatures in a 10 foot wide 100 foot long line to make a Dexterity saving throw. On a failure, creatures take 30d12 force damage. On a success, they take half as much.
If a creature was at the end of the line, they make the Dexterity saving throw with disadvantage.
This Kido spell deals twice as much damage to objects and structures.
- Senju Kōten Taihō
Hado #91
Generating ten pink energy points around themselves, the practitioner fires them all at their target, resulting in an exceedingly devastating explosion. As an action for 30 reiryoku, make a reiryoku attack roll against a target within 60 feet of you. On a hit, they take 10d12 force damage. Hitting or missing, all creatures within a 30 foot radius of the target(including itself) must make a Dexterity saving throw. On a failure, they take 30d12 force damage and are blinded until the beginning of your next turn. On a success, they take half as much damage and are not blinded.
This Kido spell deals twice as much damage to objects and structures.
- Ura Hadō: Sannodō — Teppūsatsu
"Hado #98
The practitioner makes a chopping motion with their hand, creating a golden aura shaped like the head of a large dragon that blows a powerful wind from its mouth at the enemy. As an action for 40 reiryoku, you force all creatures in a 20 foot wide 100 foot long line to make a Strength saving throw. On a failure, they take 30d12 bludgeoning damage + 30d12 slashing damage and are pushed 60 feet back. On a success, they take half as much damage and are half as pushed.
This Kido spell deals twice as much damage to objects and structures.
- Dankū
"Bakudo #81
As a reaction to being targeted by a kido spell or similar effect, or being forced to make a saving throw by said spells or effects for 20 reiryoku, you create a 100 foot-tall 30 foot-wide invisible wall in front of you. Any Kido spells of number 89 or lower cannot affect creatures behind the barrier, including the spells that triggered this reaction. The wall lasts for one minute, ending early if hit by a kido spell that deals damage.
- Kin
"Bakudo #99 Part 1"
As an action for 10 reiryoku, you hold your palms away from yourself with your arms extended out to the sides before clasping your hands together with your fingers intertwined intricately, forcing a creature within your reiatsu radius to make a Dexterity saving throw. On a failure, the creature's arms are bound to their back with spiritual fabric and iron shafts, making them gain the restrained condition however they can still move and cannot use their arms or items they're wielding for 10 minutes. On a success, they dodge it and don't receive any of the conditions.
There is a stronger version of this kido you may obtain by picking it up again. You may instead spend a full round action and 30 reiryoku. If they fail, in addition to binding its arms to their back, it also wraps the spiritual fabric around the target's entire body and continues to pin the target, with the spiritual fabric stacked to the ground around the target, with several iron shafts in the shape of an x, making them gain the restrained and incapacitated condition for 1 hour.
Independent of the version, whenever a creature receives damage(but only once per turn) they may make a Strength saving throw, ending the kido spell on a success.
The Strength saving throw is made at the beginning of every 10 minus the number of reiatsu levels more than you the creature has, in case the creature has a reiatsu level higher than yours.
- Bankin
"Bakudo #99, Part 2"
As an action 40 reiryoku, you slams your fingers into the ground and release white spiritual energy, which coalesces into a white fabric that targets a creature within your reiatsu radius. The creature must make a Strength saving throw. On a failure, the fabric wraps around the opponent, covering them from head to toe which makes them restrained and blinded. On a success, they resist the cloth and break free of it.
If they fail the first effect, you must spend your turn next round taking a full round action to continue the spell. The creature is impaled by numerous metal bolts taking piercing damage equal to your reiatsu die and suffering the incapacitated condition. The creature must make a Strength saving throw at the end of their turn;; on a success, they break free of the fabric and bolts, no longer suffering the incapacitated condition. Next round, you must take a full round action to finish the spell. The target then must then make a Dexterity saving throw; they automatically fail if they failed both strength saving throws. On a failure, the target is smashed with an immense metal cube from above taking xd12 bludgeoning damage(with x being your reiatsu level, or double it if they failed both strength saving throws) killing them outright if their hit points are reduced to 0 hit points and forcing them prone. On a success, they take half as much damage and aren't prone.
If a creature's reiatsu level is lower than yours they are knocked unconscious the moment the metal cube hits them.
The creature may make Strength saving throws at the beginning of every minute, ending the condition early on a success. This Strength saving throw is made with disadvantage in case they have failed both saving throws.
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Forbidden Kido[edit]
You need to learn these forbidden kidos from Shinigamis who know them, or learn them from people.
- Kurohitsugi
Hado #90
The practitioner generates purple/black spiritual energy, which envelops the target with a powerful torrent of gravity before taking the form of a box of black energy, covered in several spear-like protrusions which pierce the box, lacerating the one inside from head to toe. As an action for 40 reiryoku, you force a creature within 30 feet of you to make a Constitution saving throw. On a failure, they take 30d12 necrotic damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. If they fail the save by 5 or more, they are also Bleeding.
You may cast this spell as a full round action by spending 10 additional reiryoku, using its full power. It has the same effects, however the box now covers a 100 foot large 100 foot tall square, forcing every creature of your choice to make the Constitution saving throw. Additionally, it deals 60d12 necrotic damage instead of 30d12.
- Ittō Kasō
Hado #96
The practitioner can only activate the spell by using their own body as the catalyst. The spell causes a brief shockwave followed by a massive pillar of red fire erupting from the ground in the shape of a katana's tip. As an action for 20 reiryoku, you can reduce one or more limbs you have to 0 hit points, losing an equal amount of hit points. All creatures in a 30 foot wide 100 foot tall cylinder must make a Dexterity saving throw. On a failure, they take the amount of hit points you’ve lost in fire damage. On a success, they take half as much damage.
This Kido spell ignores Evasion, and deals twice as much damage to objects and structures.
- Goryūtenmetsu
Hado #99
Upon activation, energy ruptures a large area around the user, causing the ground to rise up in pillars, before rising into the air to form five enormous, light purple dragons above the user. As an action for 60 reiryoku, you force every creature within your reiatsu radius of your choice to make a Dexterity saving throw. On a failure, they take 60d12 force damage and are knocked Prone. On a success, they take half as much damage.
This Kido spell turns the entire area within your reiatsu radius into difficult terrain, and deals twice as much damage to objects and structures.
- Keikagi
Bakudo #71
As an action for 20 reiryoku while in the Human World, you connect the space tying the Human World and Hueco Mundo by creating a Garganta within 5 feet of you, which is opened at the beginning of your next turn if you don’t lose concentration (as if concentrating on a spell). The Garganta lasts for 1 round or until you lose concentration (as if concentrating on a spell).
The garganta functions as normal, however you may spend additional 20 reiryoku to keep the garganta open for 24 hours instead of one round, though it still requires concentration.
- Kūkanten'i
Bakudo #90
As an action for 20 reiryoku, you choose an area within your reiatsu radius. That entire area and creatures inside of it are teleported to an exact place of your choice. This does not stop any currently active kido spells in the area.
- Jikanteishi
Bakudo #98
As an action for 40 reiryoku, you choose an area within your reiatsu radius. That entire area and willing or unconscious creatures inside of it are in a state of suspended animation. Time ceases to flow for it, and nothing inside grows older.
The Kido Spell lasts until a condition you specify happens or if you dispel it at will. It also ends early if one of the creatures being affected by the spell are damaged, though only for the damaged creature.
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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.
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.
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
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The Shikai state of Kyoka Suigetsu, [1]
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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.
Design Note: You must have beaten your zanpakuto spirit in battle to unlock this feature
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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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