Fullbringer (5e Class)
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Fullbringer[edit]
Fullbringers are an odd group, being born with the destructive power of a Soul Reapers, the undead nature on an Espada, and the humanity of a Quincy due to one of their parents' personal encounter with a Hollow, a powerful form of undead. With this bizarre ability, they are able to pull on the minute souls of objects to assist them. Through forming a bond with one object, they are able to take this ability to the extreme.
Creating a Fullbringer[edit]
- Quick Build
You can make a Fullbringer quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Athlete background. Third, choose the shortsword and explorer's pack equipment options.
Class Features
As a Fullbringer you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Fullbringer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Fullbringer level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength or Dexterity, Constitution
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
- If you are using starting wealth, you have you start with 4d4 x10 gp. in funds.
Level | Proficiency Bonus |
Reiryoku | Spiritual Fighter Dice | Features | Unarmored Movement | Superiority Die |
---|---|---|---|---|---|---|
1st | +2 | 4+con | 1d4 | Reiryoku, Durability, Spiritual Fighter | - | - |
2nd | +2 | 8+con | 1d4 | Fullbringer Martial Arts, Spirit Empowered Strikes | - | - |
3rd | +2 | 12+con | 1d4 | Fullbring, Unarmored Movement, Spiritual Superiority | 10 ft. | 2 |
4th | +2 | 16+con | 1d6 | Ability Score Improvement | 10 ft. | 2 |
5th | +3 | 20+con | 1d6 | Fullbring feature, Extra Attack | 10 ft. | 3 |
6th | +3 | 24+con | 1d6 | Durability improvement, Spiritual Fighter improvement | 15 ft. | 3 |
7th | +3 | 28+con | 1d8 | Fullbring feature, Physical Pull, Spiritual Evasion, Spirit Empowered Strikes improvement | 15 ft. | 4 |
8th | +3 | 32+con | 1d8 | Ability Score Improvement | 15 ft. | 4 |
9th | +4 | 36+con | 1d8 | Durability improvement, Power Transference | 20 ft. | 5 |
10th | +4 | 40+con | 1d10 | Fullbring feature, Bringer Light, Spiritual Superiority improvement | 20 ft. | 5 |
11th | +4 | 44+con | 1d10 | Extra Attack(2), Spirit Empowered Strikes improvement | 20 ft. | 6 |
12th | +4 | 48+con | 1d10 | Ability Score Improvement | 25 ft. | 6 |
13th | +5 | 52+con | 2d6 | Experienced Fighter, Durability improvement | 25 ft. | 7 |
14th | +5 | 56+con | 2d6 | Fullbring feature, Telekinesis | 25 ft. | 7 |
15th | +5 | 60+con | 2d6 | — | 25 ft. | 8 |
16th | +5 | 64+con | 2d8 | Ability Score Improvement | 30 ft. | 8 |
17th | +6 | 68+con | 2d8 | Bringer Light improvement, Spiritual Superiority improvement | 30 ft. | 9 |
18th | +6 | 72+con | 2d8 | Spirit Empowered Strikes Improvement | 30 ft. | 9 |
19th | +6 | 76+con | 2d10 | Ability Score Improvement | 30 ft. | 10 |
20th | +6 | 80+con | 2d10 | Extra Attack(3), Spiritual Fighter improvement | 30 ft. | 10 |
Reiryoku[edit]
Reiryoku (霊力, Spiritual Power) is a power aligned with the spiritual sensitivity and willpower of the user. It is used by Shinigami, Espada, Quincy, and other spiritual beings to provide power for their various abilities.
Beginning at 1st level, you have a number of Reiryoku points equal to the number listed in the Reiryoku Points column of the Quincy class table + your Constitution modifier. You regain all expended Reiryoku points when you finish a long rest. If your Reiryoku points reach a count of 0, you have Disadvantage on all saving throws, excluding death saving throws, until you regain at least 1 Reiryoku point. If you already have Reiryoku from another class, such as from the Espada class, or Reishi from the Soul Reaper class, you may add these Reiryoku points to that pool instead, and any features that use Reiryoku may use the other point pool as well.
Some of your Reiryoku features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Constitution 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 + your Constitution modifier.
Reiryoku attack modifier= your proficiency bonus + your Constitution modifier
Spiritual Fighter[edit]
At 1st level, you have trained your physical power to fight off evil spirits. While you have at least 1 reiryoku points, your unarmed strikes deal 1d4 + your Strength or Dexterity modifier bludgeoning damage, and may increase to 1d6 at 4th level, 1d8 at 7th level, 1d10 at 10th level, 2d6 at 13th level, 2d8 at 16th level, and 2d10 at 18th level.
At 6th level, your unarmed strikes are considered magical, for the purposes of overcoming resistance and immunitý to non-magical damage.
At 20th level, you may add your proficiency bonus to the damage of your unarmed strikes.
Durability[edit]
At 1st level, you've trained your endurance significantly to be able to keep up with your competition. While you are wearing no armor or shield and have at least 1 Reiryoku point, your AC is equal to 10 + your Constitution modifier + your Strength or Dexterity modifier.
At 6th level, your gains a +1 AC bonus, at 9th level this bonus increases to +2, and at 13th this bonus increases to +3. This bonus is not cumulative with magical bonuses (such as those granted by magical tattoos, bracers or rings).
Fullbringer Martial Arts[edit]
At 2nd level, due to your fullbringer training you have aquired powerfull martial techniques, making you gain the following:
- Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 3 Reiryoku points to make two unarmed strikes as a bonus action.
- Perfect Dodge
You can spend 3 Reiryoku points to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.
- Stand Ground
You can spend 3 Reiryoku points to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.
- Fullbringer Jump
You may spend 3 Reiryoku points and use a bonus action to make a jump kick at an enemy 30 feet or less away, making one melee weapon attack.
- Exchange Blows
When you are attacked, you can spend 6 Reiryoku points as a reaction to make an unarmed attack.
- Fullbringer Dash
You may spend 6 Reiryoku points and forfeiting your action and bonus action to Dash forwards at 4x your movement speed, passing through enemies with them taking opportunity attacks at disadvantage.
- Stunning Blow
When you hit an unarmed strike, you can spend 4 reiryoku points to try to stun the target. The creature must make a Constitution saving throw, on a sucess nothing happens, on a failure they are stunned until the beggining of your next turn.
- Fullbringer Surge
You may spends 25 Reiryoku points to push your body to the limit as a bonus action, granting you another action on the same turn.
Spirit Empowered Strikes[edit]
At 2nd level, you learn how to imbue your fists, or one of your weapons with spiritual energy to increase their damage output. You can spend 4 Reiryoku points to surround your fists with spiritual pressure to add xd4 to the total damage roll (With X being your proficiency bonus).
At 7th level your spiritual pressure has increased, giving you the option to spend 6 Reiryoku points to add xd6 to the total damage.
At 11th level your spiritual pressure have increased to the point of being considered immense, giving you the option to spend 8 Reiryoku points to add xd8 to the total damage.
Fullbring[edit]
At 3rd level, you chose an object to bind your Fullbring to. Choose between the Arms, Badge, Bookmark, Brass Knuckle, and Hairpin, all detailed at the end of the class description. Your choice grants you additional features at 7th level, and again at 10th and 14th level. You are proficient in any weapons gained by your Fullbring.
Unarmored Movement[edit]
At 3rd level, you can now run faster when not wearing armor. You will gain +10ft of walking speed while unarmored, and this will increase as showm in the class table.
Spiritual Superiority[edit]
At 3rd level, your spiritual knowledge made you understand more of how your attacks work, making you gain a new special kind of die called Superiority Die.
You have 2 superiority Die at the 3rd level, and will gain more as you level up in this class. Your superiority die is a d4, and it may increase to a d6 at 10th level, and to a d8 at 17th level.
You may use a superiority die when making attack or damage rolls with your unarmed strikes or weapons you are proficient with, they will add to the total amount rolled.
They can also be used in Athletics and Initiative rolls.
When you use up all your superiority die, you can regain them by completing a long rest. You may regain half if you make a short rest.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 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.
Extra Attack[edit]
Starting at 5th level, you gain the ability to make an extra attack with your attack action. You also gain additional attacks at 11th(2), and 20th(3) level.
Physical Pull[edit]
At 7th level, you are able to pull on the soul of ambient objects. While you have at least 1 Reiryoku point, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
You can also spend 1 Reiryoku point at the start of your turn (without using an action) to gain a flying speed equal to your movement speed until you no longer have Reiryoku points.
Spiritual Evasion[edit]
At 7th level, your spiritual training gave you instinctive Agility that lets you dodge out of the way of certain area effects. When a attack allows you to make a Dexterity save to take only half damage, you instead take no damage and suffer no effects if you succeed on a saving throw, and only half damage if you fail.
Power Transference[edit]
At 9th level, you have learned how to transfer a part of your power to others. You may spend 4 Reiryoku to give one of your class features to someone for 1 hour, and this creature will gain the 4 reyrioku. For every 4 extra Reyrioku points spent the creature will gain the extra Reyrioku and 1 extra hour. If the target is a humanoid, if they use the power for more than 4 hours they will gain the 1st level in the fullbringer class. If the target once had Soul Reaper powers, power transference will instead make him regain those powers at level 1.
Bringer Light[edit]
At 10th level you learn an advanced fullbringer technique, the Bringer Light. For 2 Reiryoku Points you can move at high speeds in up to 60ft, if you make an melee attack right after using Bringer Light you will get a bonus dice of damage per 10ft you have moved.
At 17th level you have improved this skill, now you can move up to 120ft. Right after you use your Bringer Light you have advantage in Stealth checks, and now the amount of feets to increase the damage is 20ft instead of 10.
Experienced Fighter[edit]
At 13th level your spiritual training made you understand more of life itself, and the souls of everything around you. You can choose one more saving throw to be proficient with.
Telekinesis[edit]
At 14th level, you can pull on the souls of larger objects as at will. As an action for 4 Reiryoku, you may impose one of the following on a creature within 60 ft.:
- You can try to move a Huge or smaller creature. Make a Strength saving throw contested by the creature's Strength saving throw. If you win the contest, you move the creature up to 60 feet in any direction, including upward but not beyond the range of this feature. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
- You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this feature.
If the object is worn or carried by a creature, you must make a Strength saving throw contested by the creature's Strength saving throw. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this feature.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Fullbrings[edit]
Arms[edit]
You have taken such great pride in the strength and might of your two arms that you have formed a spiritual bond with the very atoms they are made of.
- Might Of A Giant
You have taken great pride in your might, which made your fullbring increase your physical capabilities. For every 3 attacks you hit with one of the arms active, you may increase one of the Arms skills damage die by 1, or increase its attack roll by 1. (Ex: 1d10 becomes 1d12, 1d12 becomes 2d6, and so on) You will lose all of these power increases after a short or long rest.
- Brazo Derecha de Gigante (Right Arm of the Giant)
At 3rd level, you can transform the skin of your right arm into sturdy fortifications. As an action for 2 Reiryoku, you gain a +1 bonus to your AC, and your right arm becomes a light melee weapon that deals 1d6 + your Unarmed Strike + your Strength modifier bludgeoning damage(This weapon still counts as an unarmed strike), and you may gain +2 additional AC until the beginning of your next turn as an action. You must spend 1 reiryoku at the end of your turns to keep the arm active.
The damage for the arm increases to 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 18th level.
- El Directo (The Direct/One Strike of the Giant)
At 7th level, while Brazo Derecha de Gigante is active, you may produce car-exhaust-like flames made of spiritual energy from its shoulder, focusing it into an enhanced strike or blast of energy. As an action for 4 Reiryoku points, all creatures in a 100-foot-long and 5-foot-wide line must make a Dexterity saving throw. A creature takes 2d8 + your Strength modifier + your Fullbringer level Fire damage on a failed save, or half as much damage on a successful one. You may reduce this range to Brazo Derecha de Gigante (Right Arm of the Giant)'s reach to make it deal twice as much damage.
The damage of El Directo will increase to 3d8 at 15th level, and to 4d10 at 18th level.
- Brazo Izquierda del Diablo (Left Arm of the Devil)
At 10th level, you can transform the skin of your left arm into a Hollow-like claw. As an action for 2 Reiryoku, you can not be restrained and your left arm becomes a light melee weapon that deals 1d12 + your Unarmed Strike + Strength modifier slashing damage(This weapon still counts as an unarmed strike). You may use this weapon right after you attack with Brazo Derecha De Gigante to give one extra attack action in the same turn. You must spend 2 Reiryoku at the end of each of your turns to maintain this feature.
- La Muerte (The Death/One Strike of the Demon)
At 14th level, while Brazo Izquierda del Diablo is active, you may produce disks of spiritual energy from your fingertips that focus into one grand strike. As an action for 8 Reiryoku points, you make an attack with Brazo Izquierda del Diablo (Left Arm of the Devil). On a hit, a creature takes 10d10 + your Unarmed Strike damage times two + your Strength modifier + your Fullbringer level necrotic damage. On a miss, they take half as much damage.
Badge[edit]
You took great pride in your work, so much so that your badge has become a spiritual focus and amplifier.
- Unmatched Speed
Your fullbring made you become much faster than your normal self. When you roll for initiative, you can add your proficiency bonus to the roll. When you hit a creature with your Tsuba or Clad, you will gain +5 movement speed, with it going up until you gain +30.
- Tsuba
At 3rd level, your Fullbring takes its first form, a large tsuba, the hand guard of a Japanese sword. As a bonus action for 1 Reiryoku, your badge Fullbring acts as a large shield. While it is being wielded in one hand, it grants you +2 AC which does not hamper any form of unarmored defense, and counts as a light simple melee weapon that deals 1d6 + your Strength or Dexterity modifier bludgeoning damage. This effect ends if you drop it or if you fail to spend 1 Reiryoku at the end of each of your turns.
- Clad
At 7th level, your Fullbring evolves to a new level. As a bonus action while Tsuba is active for 1 Reiryoku, your badge Fullbring's energy covers your entire body and your weapon covers your arm. It now deals 2d8 + your Strength or Dexterity modifier slashing damage, gains the reach and two-handed properties, and you can not be disarmed of it. This effect ends if you drop it or if you fail to spend 1 Reiryoku at the end of each of your turns.
- Armor Clad
At 10th level, as a bonus action while Clad or Tsuba is active for 2 Reiryoku, your badge Fullbring's energy hardens into white armor, with the blade solidifying into a machete-like shape. It loses the two-handed property and you can be disarmed of it again, this effect does not end if you drop the weapon, and you gain +15 ft. of movement speed. This effect ends if you drop it or if you fail to spend 2 Reiryoku at the end of each of your turns.
- Fullbringer Getsuga Tensho
At 14th level, while in Armor Clad, you can spoof the effects of a Soul Reaper's power. As an action, you may spend 35 Reiryoku to release energy from your blade in a sweep. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 12d10 + your Strength or Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.
Bookmark[edit]
You take the term "bookish" to a whole new level, forming a spiritual bond with a bookmark.
- Book of the End
At 3rd level, you can transform your bookmark Fullbring into a sword. It is a one-handed finesse weapon which deals 1d12 slashing damage. It counts as magical for the purposes of overcoming resistances, and can cut through any non-magical object.
- Insert Presence
At 7th level, you can insert your blade into a creature to modify their history. On a successful attack with your bookmark, you can forgo damage to modify any aspect of their memories that you know of for 30 Reiryoku. This effect ends if you use this feature on the same creature, if they recognize that their memories are not inline with reality, or if you die.
- Earthly Memories
At 10th level, as an action for 5 Reiryoku, you can modify the memories of an inanimate object by piercing it with your sword. You can transform any non-magical object into any other similarly-sized non-magical object, and you may transform any amount of the ground around you within 15 ft. into difficult terrain.
- Memory Reading
At 14th level, when you modify a creatures memories, you may spend 20 additional Reiryoku to memorize the entirety of how they fight. You gain advantage on any saving throws they impose, their attacks against you have disadvantage, and your attacks against them have advantage for 24 hours.
Brass Knuckle[edit]
With your favorite brass knuckle, you're able to get a five-finger discount on reality itself.
- Jackpot
At 3rd level, your brass knuckle Fullbring can manipulate the probability of "hitting a jackpot". As a bonus action for 1 Reiryoku, your critical hit range increases by 4 (i.e. 20 becomes 15-20) with your brass knuckle. On a critical hit, this range decreases by 1 on consecutive attacks on the same creature or object.
- Enhanced Jackpot
At 7th level and again at 15th level, on a critical hit with your brass knuckle Fullbring, the effects of the critical hit are doubled (i.e. you roll 2 additional die instead of 1 if using traditional rules, roll twice on a critical hit table if using one).
- Maximized Diminishing Returns
At 10th level, your critical hit range starts at 1-20 with your brass knuckle Fullbring.
Hairpin[edit]
Created by the fusion of your soul and that of a simple hairpin, you are able to summon various spirits temporarily to assist.
- Ayame & Baigon
At 3rd level, you may summon your first two spirits from your hairpin Fullbring. As an action for 4 Reiryoku, one creature within 15 ft. gains one of the following:
- +4 hit points.
- +2 AC until the beginning of your next turn.
- Hingaku & Lily
At 7th level, you can summon your Fullbring's primary defensive spirits. As a reaction for 6 Reiryoku, one creature within 15 ft. gains one of the following:
- Advantage on 1 Dexterity saving throw
- Advantage on 1 Strength or Constitution saving throw.
- Shun'ō & Tsubaki
At 10th level, you can summon your Fullbring's most powerful spirits. As a bonus action for 8 Reiryoku, one creature within 15 ft. gains one of the following:
- +6 hit points.
- You make an attack roll using your Wisdom modifier dealing 3d10 + your Wisdom modifier radiant damage.
- Shun Shun Rika
At 14th level, you may use the powers of any of your spirits (as listed in the bullet points) without using any form of action.
Hōgyoku[edit]
The Hōgyoku is an orb of spiritual power capable of manifesting a creature's desires, most often in the conversion from Hollow to Soul Reaper or vice-versa. By fusing with it, it slowly delves into your heart, restructuring your body to match.
- Fusion
At 3rd level, the Hōgyoku implants itself just under your sternum. As a bonus action for 3 Reiryoku, you gain the following as you awaken its power:
- +2 Strength, Dexterity and Constitution. This may increase these scores above 20.
- You regain 15 hit points at the beginning of each of your turns.
- You regain 5 Reiryoku at the end of each of your turns.
- Chrysalis
At 5th level, the Hōgyoku further develops. As a bonus action for 3 Reiryoku while Fusion is active, you gain the following:
- +2 Strength, Dexterity and Constitution. This may increase these scores above 20.
- You may ignore exhaustion up to and including 5 levels.
- Your movement speed increases by 10 ft.
- You regain 15 additional hit points at the beginning of each of your turns.
- You regain 2 additional Reiryoku at the end of each of your turns.
- You must spend 3 Reiryoku at the end of each of your turns.
- Winged
At 7th level, the Hōgyoku further develops. As a bonus action for 3 Reiryoku while Chrysalis is active, you gain the following:
- +2 Strength, Dexterity and Constitution. This may increase these scores above 20.
- You may instantaneously teleport to any location you can see within 120 ft. This movement does not incur attacks of opportunity.
- You regain 20 additional hit points at the beginning of each of your turns.
- You must spend 3 additional Reiryoku at the end of each of your turns.
- Unleashed
At 10th level you've survived the endless trails thrown at you. As a bonus action for 10 Reiryoku while Winged is still active, you gain the following:
- +3 Strength, Dexterity and Constitution. This may increase above 20
- Your reiryoku gets multiplied by three
- You regain 20 additional hit points at the beginning of your turn.
- Your forms no longer require reiryoku to be active.
- Ultrafragor
At 14th level, your winged form gains Hollow-like skulls at the end of its distinctive wings. As an action for 3 Reiryoku while Winged is active, you fire a blast of purple energy. Every creature in a 15 ft. radius of a point within 120 ft. of you must succeed a Constitution saving throw or take 6d6 + your Constitution modifier force damage. You may do this up to 6 times on the same action.
- +3 Strength, Dexterity and Constitution. This may increase above 20
- You regain 20 additional hit points at the beginning of your turn.
Final Fullbring[edit]
The Final Fullbring feature can only be taught to a player by gaining access to your Fullbring's full powers by forming an incredibly strong bond. As an action, regardless of your level, you gain all of this class's features, not including those of subclasses you have not taken, for 1 minute, and you regain 20 Reiryoku and hit points at the end of each of your turns. At the end of this duration, your Fullbring's soul dwindles to an ember and you lose all features from this class. Your hit points and character level are unaffected. To begin regaining your previous features, you must reduce yourself to 0 hit points as an action. This action can only be done while you are missing your Fullbring. If you do not die, you can regain your previous features by gaining half as many experience points as it took to originally gain the level you gained the feature at (or through smaller milestones for milestone leveling), and you may change which subclass you chose.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Fullbringer class, you must meet these prerequisites: 15 Strength, 15 Constitution, 12 Wisdom.
Proficiencies. When you multiclass into the Fullbringer class, you gain the following proficiencies: Athletics.
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