Fullbringer (Bleach Supplement)

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Fullbringer[edit]

Fullbringers are a unique breed of spiritually-aware human, having picked up traces of a Hollow's power in utero when their mother was attacked by one. Fullbringers are extremely rare; few humans survive direct encounters with Hollows, much less while pregnant, and it's possible that a person with Fullbringer powers could simply never awaken their power.

Full Manifestation Artist[edit]

Fullbringers are able to use their spiritual awareness to manipulate the souls in their surroundings. All objects have souls, though these souls are much simpler than those of humans and generally lack the ability to form a will of their own. As a Fullbringer's connection with a certain object's soul grows, so too does their combined power. When this connection reaches a certain level, strong emotion resonates with their connected object, allowing them to awaken the full depths of their combined power as a Fullbring.

A creature may acquire their own Fullbringer power by dropping to 0 hit points from an attack by a Hollow while made of Kishi and having at least 5 Reiryoku and making a DC 30 Wisdom saving throw. On a success, they can multiclass into this class as they absorb a portion of the Hollow. On a failure, they are killed instantly and become a Hollow with the same CR as their level.

Creating a Fullbringer[edit]

As you build your Fullbringer, think about character’s background in regards to your Fullbringer powers: When did your powers manifest? Did this cause any problems? Were your parents also Fullbringers? Did you train alone or did another Fullbringer help you?

Quick Build

You can make a Fullbringer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the athlete background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Fullbringer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Fullbringer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fullbringer level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Constitution, Wisdom
Skills: Choose any four

Equipment

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

Table: The Fullbringer

Level Proficiency
Bonus
Features
1st +2 Fullbringer Reiryoku, Spiritual Awareness
2nd +2 Reiatsu
3rd +2 Spiritual Expertise
4th +2 Ability Score Improvement
5th +3 Enhanced Stamina
6th +3 Bringer Light
7th +3 Spiritual Expertise feature
8th +3 Ability Score Improvement
9th +4 Air Walk
10th +4 Fullbring
11th +4 Spiritual Expertise feature
12th +4 Ability Score Improvement
13th +5 Extra Attack
14th +5 Resistant
15th +5 Spiritual Expertise feature
16th +5 Ability Score Improvement
17th +6 Object Affinity
18th +6 Spiritual Expertise feature
19th +6 Ability Score Improvement
20th +6 Evolved Fullbring
Level Proficiency Features
21st +7 Fullbring Transfer
22nd +7 Beyond Mortal
23rd +7 Spiritual Expertise feature
24th +7 Ability Score Improvement
25th +8 Honed Body and Mind
26th +8 Bringer Light improvement
27th +8 Spiritual Expertise feature
28th +8 Ability Score Improvement
29th +9 Reiatsu improvement
30th +9 True Fullbring
31st +9 Spiritual Expertise feature
32nd +9 Ability Score Improvement
33rd +10 Extra Attack (2)
34th +10 Resistant (2)
35th +10 Spiritual Expertise feature
36th +10 Ability Score Improvement
37th +11 Fullbring Transfer improvement
38th +11 Spiritual Expertise feature
39th +11 Ability Score Improvement
40th +11 Beyond Fullbring

Fullbringer Reiryoku[edit]

At 1st level, you gain the power of a Fullbringer. You have a number of Reiryoku points equal to your level in this class, and all Reiryoku from this class is regained at the end of a short rest. You can only spend Reiryoku from this class and use this class's features while you are not a soul.

Some of your Fullbringer features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Fullbringer effect save DC = 8 + your proficiency bonus + your Wisdom modifier
Fullbringer attack modifier = your proficiency bonus + Wisdom modifier

Certain features from this class require the player to create the benefits of a feature. You may instead choose a Fullbring example, or use said examples to gain a grasp of the general power such a feature should wield.

Spiritual Awareness[edit]

At 1st level, while you have at least 1 Reiryoku, you can sense and interact with souls normally.

Reiatsu[edit]

At 2nd level, you begin emitting spiritual pressure exceeding that of a normal soul. You may spend 1 Reiryoku at the beginning of your turn to release your Reiatsu until the beginning of your next turn, learning the direction from you of each creature within 30 feet and each of their proficiency bonuses, and if a creature's proficiency bonus is half your own or lower they take bludgeoning damage equal to your level.

At 29th level, the range this feature targets is doubled.

Spiritual Expertise[edit]

At 3rd level, you chose a field in which to hone your spirit. Choose one Spiritual Expertise. Your choice grants you features at 7rd level, and again at 11th, 15th, 18th, 23rd, 27th, 32st, 35th, and 38th level.

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.

When you reach 24th level, and again at 28th level, you can increase your ability scores by a total of 3 points to a maximum of 30. When you reach 32nd level, and again at 36th and 39th level, you can increase your ability scores by a total of 4 points to a maximum of 40.

Enhanced Stamina[edit]

At 5th level, you have trained your physical body to keep up with your spiritual body, allowing you to use your Fullbringer power to a fuller extent. Your Fullbringer Reiryoku maximum increases by your Constitution modifier.

Bringer Light[edit]

At 6th level, as an action for 1 Reiryoku, you may pull at the souls in the air around you, turning them elastic and launching you with a burst of green light. Until the end of your turn, your walking speed increases by 5 times half your proficiency bonus feet, and you gain a bonus to your AC, Strength and Dexterity saving throws, and melee attack and damage rolls equal to your proficiency bonus until the end of your turn.

At 26th level, you may use this feature as a bonus action for 3 Reiryoku.

Air Walk[edit]

At 9th level, while Bringer Light is active, you can walk in any direction, including straight up, and can stand without solid ground beneath you.

Fullbring[edit]

At 10th level, as an action, you may infuse raw emotion into an object that you feel strongly about. All Fullbrings have their own unique special ability, work along side your DM to decide this ability based on your character's history.

Extra Attack[edit]

At 13th level, you may attack twice instead of once when you take the Attack action. This increases to three attacks at 33rd level.

Resistant[edit]

At 14th level, choose one of the following ability scores. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

You may choose a second of the above effects at 34th level.

Object Affinity[edit]

At 17th level, as a bonus action for 1 Reiryoku, you may pull on the soul material of objects around you to manipulate them, moving any objects within a number of feet equal to 5 times your Constitution modifier an equal number of feet. You may manipulate a total number of pounds equal to your proficiency bonus on each turn you use this feature. If a manipulated object is being held or worn by a creature, they may attempt an Athletics check against your Fullbringer save DC. On a success, the object is not manipulated but counts against the total number of pounds you can manipulate that round.

Evolved Fullbring[edit]

At 20th level, as an action while Fullbring is active, you may evolve it to a higher form. All Evolved Fullbrings have their own unique special ability, work along side your DM to decide this ability based on your character's history.

Fullbring Transfer[edit]

At 21st level, you have enough mastery over your Fullbring to temporarily grant it to another creature. As an action for 1 Reiryoku, you may grant a creature you are touching the effects of your Fullbring, and you can not activate your Fullbring or grant it to another creature until they end this effect, and you may grant this effect any conditions that you could inflict on your own usage of it (i.e. it automatically ends after 1 minute, its effects can not target a certain creature). This does not grant the creature use of Evolved Fullbring or True Fullbring.

At 37th level, you may spend 2 additional Reiryoku when you use this feature to allow the target to use your Evolved Fullbring, and 3 additional Reiryoku after to allow the target to use your True Fullbring.

Beyond Mortal[edit]

At 22nd level, you may add half your proficiency bonus to any saving throws you are not proficient in.

Honed Body and Mind[edit]

At 25th level, your health is unrivaled by any but those on your tier of power and the immortal. The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled, as is your maximum age.

True Fullbring[edit]

At 30th level, as an action while Evolved Fullbring is active, you may awaken the true nature of your Fullbringer power. All True Fullbrings have their own unique special ability, work along side your DM to decide this ability based on your character's history.

Beyond Fullbring[edit]

At 40th level, when you activate your Fullbring, you may spend 10 Reiryoku to immediately gain the benefits of Evolved Fullbring and True Fullbring. When your Fullbring is activated in this way, you do not need to spend Reiryoku to maintain your Fullbring until you lose concentration.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Fullbringer class, you must meet these prerequisites: Constitution 14, acquired Fullbringer powers.

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