Fullbringer (Soul Society Supplement)

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Fullbringer[edit]

Fullbringers are spiritually-aware Humans born with the eponymous ability Fullbring, which allows them to manipulate the souls that reside in all physical matter.

Flesh and Blood[edit]

Fullbringers are humans with spiritual powers, fighting with their physical body instead of their spiritual one. You can only use features from this class while you are not a Soul.

Creating a Fullbringer[edit]

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All of Xcution fullbringers, [1]
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 or Wisdom. Second, choose the High School Student background.


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
Tools: One artisan’s tools of your choice.
Saving Throws: Strength or Dexterity, Constitution or Wisdom
Skills: Choose any three.

Equipment

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

  • 1 object needed for your Fullbring or that is important to you (GM discretion is advised).
  • (a) Any simple weapon or (b) Any artisan tool
  • Any common rarity Adventuring Gear.

Table: The Fullbringer

Level Proficiency
Bonus
Features Reiryoku Object Manipulations Known
1st +2 Reiryoku, Fullbring, Unarmored Defense 5 -
2nd +2 Reiatsu, Bringer Path 10 -
3rd +2 Object Manipulation 15 2
4th +2 Ability Score Improvement 20 2
5th +3 Extra Attack, Bringer Path (2) 25 4
6th +3 Ability Score Improvement 30 4
7th +3 Resistant 35 4
8th +3 Ability Score Improvement 40 4
9th +4 Enhanced Stamina 45 6
10th +4 Extra Attack (2) 50 6
11th +4 Bringer Path (3) 55 6
12th +4 Ability Score Improvement 60 6
13th +5 Tireless 65 8
14th +5 Ability Score Improvement 70 8
15th +5 Spiritual Constitution 75 8
16th +5 Ability Score Improvement 80 8
17th +6 Extra Attack (3) 85 10
18th +6 Bringer Path (4) 90 10
19th +6 Ability Score Improvement 95 10
20th +6 Fully Realized 100 10

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. You have a number of Reiryoku points equal to 5 times your level.

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. Wisdom 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 + Wisdom modifier.

Reiryoku attack modifier: your proficiency bonus + Wisdom modifier.

Fullbring[edit]

Also at 1st level, you always had a special care for an object in your life, said object became your fullbring. You must choose one of the Fullbrings available, all detailed at the end of the class description.

Your choice shall grant you the 1st feature of said Fullbring, to unlock more secrets within your Fullbring you must make your Spiritual Attachment with it grow.

Spiritual Attachment

Spiritual Attachment is how much a person values an object, with the soul of said object ressonating with the person.

You start out with 200 Spiritual Attachment, granting you the 1st feature of your Fullbring. Whenever you increase your Spiritual Attachment by 200, you gain a new Fullbring feature.

Gaining Spiritual Attachment. Every Fullbring has different methods of giving out Spiritual Attachment, which differ from Fullbring to Fullbring. They are described at the beginning of the Fullbring's description.

Spiritual Attachment Maximum. The maximum of Spiritual attachment you can reach is 400. This increases to 600 at 5th level, to 800 at 9th level and to 1000 at 11th level.

Complete Fullbring

When a Fullbring's potential is fully realized and it progresses to its final form, it releases a violent burst of energy that can potentially damage its user’s body.

When you reach 1000 Spiritual Attachment, your Fullbring reaches its completion and gains its final feature, however you and all creatures within your reiatsu radius must make a Constitution saving throw. On a failure, they take xdx force damage (with the first X being your reiatsu level and the second X being your reiatsu die). On a success, they take half as much damage.

This ignores Endurance.

Explosion Supressor. By having another Fullbringer when the process of completing one's fullbring is happening, the strain is much less severe to the user. If a creature who has a Fullbring is within 5 feet of you once the explosion happens, they can make an Intelligence (Arcana) check against your Reiryoku DC. On a success, you automatically succeed and the explosion only targets you and the supressor.

The Fullbringer that tries to suppress the explosion adds their Wisdom modifier to the Arcana check, and rolls with advantage if they have passed the Constitution save.

Fullbring Type

While all Fullbrings are unique, they can all be defined by different types. The type of a Fullbring is described at the top of its description.


Design Note: While only one type was shown in the series of Bleach, Fullbrings are classified in multiple types in the supplement to create a more interesting class.

Clad-Type. A Fullbring that shrouds the user with its power is considered a Clad-Type.

Effect-Type. A Fullbring that causes an effect to the exterior world with its power is considered a Effect-Type.

Weapon-Type. A Fullbring that creates a weapon (melee or ranged) with its power is considered a Weapon-Type.

Unarmored Defense[edit]

Also at 1st level, to keep up with the competition, you had to train your body to dodge even the fastest spirit attacks. While unarmored, your AC is 10 + your Dexterity modifier + your Wisdom modifier.

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 Fullbringer level feets of you, as long as these levels originate from Spiritual Classes. 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 Wisdom modifier, your force damage will turn into a number of dies equal to the difference instead of your level. See the table bellow for reference:

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

Bringer Path[edit]

Also at 2nd level, by training and evolving your Fullbring, you've found a path that suits your combat style. You must choose one of the Bringer Paths available at the end of the class.

Your choice grants you features at 3rd, 5th, 11th and 18th levels.

Object Manipulation[edit]

At 3rd level, by manipulating and learning about Fullbring, you've reached a point where you can now manipulate the souls of objects to improve yourself.

You gain two Object Manipulations of your choice. All Object Manipulations are described at the end of the class description.

You gain more object manipulations as you gain levels in this class, as shown in the Object Manipulations known at the Fullbringer table.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 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.

You may opt to ignore this feature and gain a Spiritual Feat instead.

Extra Attack[edit]

At 5th level, you can now attack twice instead of once when you take the attack action. At 10th level, you can now attack three times instead of twice when you take the attack action, this increases to four times when you reach 17th level.

Resistant[edit]

At 7th level, your strength as a Fullbringer 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.

Enhanced Stamina[edit]

At 9th level, due to Fullbring taking a lot of strain on yourself, you were forced to enhance your stamina through rigorous training. You have advantage on Constitution checks and saving throws.

Tireless[edit]

At 13th level, it takes much more to get you tired than others. You need twice the levels of exhaustion to receive its effects as long as you have at least 1 reiryoku. For example, if you had 4 levels of exhaustion, you would count as only having 2.

Spiritual Constitution[edit]

At 15th level, the reiryoku flowing through your mortal body while you utilize Fullbring has accumulated, increasing your own reserves. Your reiryoku maximum increases by 5 times your Constitution modifier (minimum of 1).

Fully Realized[edit]

Finally at 20th level, you have reached the peak of your spiritual prowess as a fullbring, understanding yourself clearly. You gain a +4 to three of the following scores: Strength, Dexterity, Constitution or Wisdom scores. The maximum for these scores increase in the same amount.

Fullbrings[edit]

Brazo[edit]

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Yasutora Sado, also known as Chad using his fullbring, [2]
Fullbring Type

The Brazo Fullbring is considered a Clad-Type.

Gaining Attachment

When using the Brazo Fullbring, the following methods are available to gain attachment:

Attachment Table
Method Description
Activation Whenever you activate your Brazo Derecha Del Gigante, you gain attachment equal to half your Wisdom modifier (rounded down).
Critical Wound Whenever you score a critical hit with an unarmed strike benefitting from Brazo Derecha Del Gigante or Brazo Isquierda Del Diabo you gain attachment equal to your Wisdom modifier.
Execution Whenever you reduce a creature to 0 hit points with an unarmed strike benefitting from Brazo Derecha Del Gigante or Brazo Izquierda Del Diabo, or by using Spiritual Blast, El Directo or El Diablo, you gain 10 attachment.
Brazo Derecha Del Gigante

Your fullbring covers your entire arm with a silver liquid which then solidifies into a armor. The shoulder fans out a bit into an upward extension. It has an indentation at the top in the middle of the extension, stopping just where your shoulder begins, separating the upward extension into two. There are two wing-like protrusions on either side of your wrist. The arm is black, with a dark magenta strip running down the middle of the arm, tapering down towards a point that stops at the wrist. The dark magenta strip is outlined by a thin white line. These patterns are on the top as well as the underside of your arm.

As a bonus action for 2 reiryoku, you can fortify your arm for 1 minute. You gain the following benefits while Brazo Derecha Del Gigante is active:

  • Your Strength and Constitution scores increase by 2, to a maximum of 20.
  • You have advantage on Strength checks and saving throws.
  • Your unarmed strikes damage die is increased by one if the attack was made with your right arm. If your unarmed strike damage is 1, it is considered a d4 for this increase.
  • You count as one size larger for grappling and shoving.

You may deactivate Brazo Derecha Del Gigante at will.

Spiritual Blast

Once you reach 400 attachment, you learn that you can fire very powerful energy blasts from your fist.

As an action for 2 reiryoku, you can force all creatures in a 60 feet long 5 foot wide line to make a Dexterity saving throw. On a failure, they take Xd8 (with x being your Wisdom modifier) force damage and are knocked prone. On a success, they take half as much damage and are not prone.

This feature deals twice as much damage to objects and structures.

Form Evolution

Once you reach 600 attachment, your Brazo Derecha Del Gigante Evolves. The shoulder extension becomes pointed and slightly longer, making it a little bit taller than Sado. The arm maintains its black color, but the magenta becomes slightly lighter, and the design becomes more intricate, while the white is lost altogether.

You now gain the following benefits when using Brazo Derecha Del Gigante:

  • Your Strength and Constitution scores increase by 2, including their maximuns.
  • You have advantage on Strength checks and saving throws.
  • Your unarmed strikes damage die is increased by one if the attack was made with your right arm. Also, you deal additional force damage when making unarmed strikes with your right arm equal to your reiatsu die.
  • You count as two sizes larger for grappling and shoving purposes.
El Escudo. When you've uncovered your second form, you have learned how to use your Brazo defensively, using it as a shield.
As part of activating Brazo Derecha Del Gigante, you can spend 2 reiryoku to instead activate its defensive form. You won't deal additional force damage on a hit, however you gain a bonus to your AC equal to your Wisdom modifier. As a reaction to a creature within your reach being target for an attack roll, you may become the new target instead.
El Directo

Once you reach 800 attachment, your Spiritual Blast evolves, becoming a highly destructive attack.

As an action for 5 reiryoku, you can force all creatures in a 60 feet long 5 foot wide line to make a Dexterity saving throw. On a failure, they take Xd10 (with x being your Wisdom modifier) force damage and are knocked prone. On a success, they take half as much damage and are not prone.

This feature deals twice as much damage to objects and structures.

You can also use this to empower your strikes. Once per turn as part of making an unarmed strike benefitting from Brazo Derecha Del Gigante, you can spend 5 reiryoku to grant it a bonus to its attack roll equal to your Wisdom modifier. On a hit, the creature takes Xd10 (with X being your Wisdom modifier) additional force damage.

Complete Fullbring

Once you reach 1000 attachment, you complete your fullbring, finally discovering the secrets Brazo had to offer. With this discovery, you've mastered your basic Fullbring. You receive the following benefits:

  • Whenever both of your arms are active, your reiatsu level increases by 1.
  • You can now use Brazo Derecha Del Gigante at will.

With your Fullbring's completion, you finally found out the remaining abilities of your Fullbring.

Brazo Isquierda Del Diablo. You cover your entire left arm the same as your right. The arm is white, with a red stripe running down the length of the center. Your fingertips have red diamond shaped marks on them. A spike protrudes from the shoulder. and two more, resembling claws, extend over your chest.

As part of activating Brazo Derecha Del Gigante or as a bonus action for 5 reiryoku, you can activate your Brazo Izquierda Del Diablo for 1 minute. This grants you the following benefits:
  • You have advantage on Strength checks and saving throws. If both arms are active, you also add your Wisdom modifier to these rolls.
  • Your unarmed strikes damage die is increased by two if the attack was made with your left arm. Also, you deal additional force damage when making unarmed strikes with your left arm equal to your reiatsu die.
  • You count as two sizes larger for grappling and shoving purposes. This increases to three if both arms are active.
You may deactivate Brazo Izquierda Del Diablo at will.
La Muerte. La Muerte is used by your left arm by grasping spiritual power focused on the five fingertips.
Once per round before making an unarmed strike with an arm benefitting from Brazo Izquierda Del Diablo, you can spend 10 reiryoku to boost it with power from the grave. On a hit, the target takes additional necrotic damage equal to Xd12 (with X being your Wisdom modifier added twice). Also, all creatures, objects and structures in a 20 times your Wisdom modifier foot cone must succeed a Dexterity saving throw or take half as much damage.
This feature deals thrice as much damage to objects and structures.

Shun Shun Rikka[edit]

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Orihime Inoe using her fullbring, [3]
Fullbring Type

Shun Shun Rikka is considered an Effect-Type.

Gaining Attachment

When using the Shun Shun Rikka Fullbring, the following methods are available to gain attachment:

Attachment Table
Method Description
Activation Whenever you activate any of your Shun Shun Rikka abilities, you gain attachment equal to half your Wisdom modifier (rounded down).
Reject Phenomenon Whenever you reject any phenomenon with your Soten Kisshun, you gain attachment equal to your Wisdom modifier.
Reject Attack Whenever your Saten Kesshun shield reduces any incoming damage such as melee attacks or ranged attacks, you gain 10 attachment.
Six Princess Shielding Flowers

Your Fullbring is a hairpin, it can transform into a variety of spirits that may be used for powers. The spirits are:

Ayame. Ayame has a quiet personality. She wears a dress larger than her body. She, along with Shun'ō, is in charge of Shun Shun Rikka's healing ability.

Baigon. Baigon is a bald male spirit. He is brawny, and has a large body. He wears a mask that covers the bottom of his face. Baigon is part of Shun Shun Rikka's defense.

Hinagiku. Hinagiku is a highly energetic male spirit. He wears a large eye patch that ends in a horn. Hinagiku is part of Shun Shun Rikka's defense.

Lily. Lily is a female spirit with bright pink hair, transparent yellow goggles, and a blue bathing suit. She has a tattoo on her backside. Lily is part of Shun Shun Rikka's defense.

Shun'ō. Shun'ō is a friendly young male spirit with a topknot. He and Tsubaki are usually the ones who talk to the user. He, along with Ayame, is in charge of Shun Shun Rikka's healing ability.

Tsubaki. Tsubaki is a fiery male spirit. He is the only Shun Shun Rikka spirit capable of direct attack. The stronger the user's anger and killing intent, the more powerful he becomes.

As a free action , you can activate your fullbring and bring all of your spirits into the world, with each one of them appearing somewhere within 5 feet of you. They all count as different creatures, though they have the same sheet:

  • Their creature type is Fey.
  • Their size is Tiny.
  • Their hit points are equal to your fullbringer level + your Wisdom modifier.
  • They have flying speed equal to your walking speed and are constantly hovering in the air. They have 5 feets of walking speed.
  • Their AC is equal to 10 + your Wisdom modifier.
  • Their Strength, Dexterity and Constitution scores are 10. However, their Intelligence, Wisdom and Charisma scores are equal to your own.
  • Whenever one of them is forced to make a saving throw, you must make a Wisdom saving throw against the saving throw DC. On a success, they pass the save. On a failure, they fail the save.
  • They act on your turn and are controlled by yo(though they still have their own thoughts), though they cannot take any type of actions(including reactions) that's not the dash, disengage or dodge actions.
  • If one of your spirits is reduced to 0 hit points, it is deactivated and you must wait a long rest for the wounded spirit to regain all of its hit points.

All of your spirits regain their maximum hit points at the end of a long or short rest.

You can call your spirits by using different chants, however the spirit must have at least 1 hit point to perform said chant. The following chants are available:

Soten Kisshun. As a Full round action for 2 reiryoku, Shun'ō and Ayame may reject any phenomenon within 30 feet of you, a light shield appears on said target. You start concentrating. If you don’t lose concentration until the beginning of your next turn, the phenomenon is rejected.
Down below are some examples of phenomena you can reject:
Phenomena Table
Phenomena Rejected Effect
Lost Limb Hit Points The creature regains limb hit points up to their maximum, even if they normally couldn’t due to the Limb being removed.
Conditions The condition is removed. If it is the exhausted condition, you remove a number of levels equal to your Wisdom modifier.
Lost Hit Points The creature regains xd12 hit points (with X being your Wisdom modifier), up to their maximum.
Detrimental effects The Detrimental Effect is removed.

Design Note: You may create more phenomena you can reject with Soten Kisshun alongside your GM.

You can spend additional reiryoku in this feature up to your proficiency bonus added twice. For every 2 additional reiryoku spent, you can choose to apply a rejection twice or reject another phenomena.
Santen Kesshun. As a reaction to an attack roll made against you or a creature within your reach, you summon Hinagiku, Lily, and Baigon for 2 reiryoku and they all form a shield that becomes the new target instead of those behind it (including you), protecting everyone in a cone up to 5 times half your proficiency bonus feet.
All creatures behind this shield are under the effects of half cover, and the shield itself has an AC of 10 + your Wisdom modifier, 1 hit point and a damage threshold equal to 2 times your Wisdom modifier. The shield lasts for 1 minute or until it breaks. You can end it at will.
Koten Zanshun. As an action for 2 reiryoku you call forth Tsubaki to attack a target. Make a ranged reiryoku attack roll against a creature within 30 feet of you. On a hit it deals xdy force damage (with X being your Wisdom modifier and with Y being your “Killing Intent” damage tier).
To define killing intent, see the table below:
Killing Intent
Killing Intent Description damage tier
Low You have little to no killing intent, not wishing to cause harm to the creature you're currently attacking. d8
Medium You have moderate killing intent, not necessarily wanting to harm the creature you're attacking but having little to no problems doing so. d10
High You have a high killing intent, completely dedicating yourself to harm the creature you're attacking. d12
Your current killing intent depends completely on how you feel towards the opponent. Essentially, you must decide how your character would feel towards said opponent.
Improved Power

Once you reach 400 attachments, you've gained more mastery over your Fullbring, now being able to utilize it better.

You can use your Soten Kisshun as an action. Also, when rejecting lost hit points you now add your Wisdom modifier to the total amount healed.

Additionally, you now add your Wisdom modifier twice to the AC of your Santen Kesshun ability, with all creatures behind said shield receiving the benefits of three quarters cover. Finally, your damage threshold is now 5 times your Wisdom modifier.

Optimization

Once you reach 600 attachments, you have optimized your Fullbring for it to have more effective effects.

You can use Soten Kisshun as a bonus action. Also, when rejecting lost hit points you use your Wisdom modifier twice instead of once to calculate the dice amount and again in the total result.

Finally, your damage threshold with Santen Kesshun is now 10 times your Wisdom modifier.

Creative uses

Once you reach 800 attachment, you've learned creative uses for your Santen Kesshun ability.

As an action for 10 reiryoku, you can create a barrier with your Santen Kesshun within a 10 times your Wisdom foot radius centered on you. This barrier has the same damage threshold as in the Shield form.

You can dissipate the barrier at will.

Also, as a reaction for 5 reyrioku when you are falling, you can deploy your Santen Kesshun at the ground. All creatures who would be behind the Santen Kesshun (including yourself), take no damage from the fall.

Additionally, when rejecting lost hit points you use your Wisdom modifier thrice instead of twice to calculate the dice amount and again in the total result with Soten Kisshun.

Complete Fullbring

Once you reach 1000 attachment, you complete your Fullbring, finally discovering the secrets Shun Shun Rikka had to offer. With this discovery, you've mastered your basic Fullbring. You receive the following benefits:

  • Whenever Shun Shun Rikka is active, your reiatsu level increases by 1.
  • You can now summon your spirits at will.

You can use Soten Kisshun as a free action. Also, when rejecting lost hit points you use your Wisdom modifier four times instead of thrice to calculate the dice amount and again in the total result.

Finally, your damage threshold with Santen Kesshun is now 15 times your Wisdom modifier. Also, whenever you utilize Santen Kesshun, you can spend reiryoku up to 5 times your proficiency bonus. For every 5 reiryoku spent, you add the total damage threshold once more to the total damage threshold.

Upon reaching the peak of your Fullbring, you have learned the ultimate technique for offense and defense.

Shiten Kōshun. As a reaction against a melee or ranged attack for 10 Reyrioku, you can combine all of Shun Shun Rikka's offensive and defensive properties. It has the same effects as the Santen Kesshun ability, however whenever a creature attacks the shield and doesn't overcome the threshold, they take the damage they would have dealt as a light beam is fired from your shield.

Cross of Scaffold[edit]

Fullbring Type

The Cross of Scaffold is considered a Weapon-Type.

Gaining Attachment

When using the Cross of Scaffold Fullbring, the following methods are available to gain attachment:

Attachment Table
Method Description
Activation Whenever you activate any of the Cross of Scaffold abilities, you gain attachment equal to half your Wisdom modifier (rounded down).
Fullbring Steal Whenever you successfully steal the Fullbring of another creature, you gain attachment equal to your Wisdom modifier.
Execution Whenever you reduce a creature to 0 hit points with your Cross of Scaffold, you gain 10 attachment.
Cross of Scaffold

You have a saltire pendant on a necklace, which you can transform into a large, two-handed broadsword.

As a bonus action, you can activate your Fullbring. You gain a broadsword, it counts as a martial melee weapon with the reach and heavy properties. You are considered proficient with it, and it deals 1d12 slashing damage on a hit.

You can transform the sword back into the necklace at will (no action required).

Fullbring Share

Once you reach 400 attachment, you've learned that your Fullbring allows you to steal the powers of other Fullbringers for a brief moment. Once per turn when you hit a creature with an attack caused by your Cross of Scaffold, you can spend 5 reiryoku to deal no damage and force the target to make a Wisdom saving throw if they have a Fullbring. On a success, nothing happens and they are immune to this ability for 1 minute. On a failure, you can utilize any of their Fullbring's features as if it was your own Fullbring. However, the Fullbring would still have the same attachment amount the original user currently has.

A creature may choose to willingly fail this saving throw.

Heavy Cross

Once you reach 600 attachment, you learned with time that your sword can use its weight as an advantage in combat. Once per turn when you make an attack roll with Cross of Scaffold, you can use its weight to increase the power of the blow. On a hit, the target takes one additional damage dice and must succeed a Strength saving throw or be knocked prone.

Attacks made with Cross of Scaffold now deal twice as much damage to objects and structures.

Fullbring Theft

Once you reach 800 attachment, you can now take the power of other Fullbringers and completely remove it, taking away their connection to the spiritual world. Whenever a creature fails the save against the Fullbring Share feature, they cannot use Fullbring for the duration of Fullbring Share. If a creature has obtained Fullbring due to being a Fullbringer, they lose all of their class levels for the duration as well, retaining only their hit dice and proficiency bonus.

Depending on a creature's reiatsu level, the duration may be shortened. For every 1 reiatsu level the creature is above you, the duration they cannot use their Fullbring is reduced by 2 rounds.

Additionally, Fullbring Share now lasts 2 minutes.

Complete Fullbring

Once you reach 1000 attachment, you complete your Fullbring, finally discovering the secrets Cross of Scaffold had to offer. With this discovery, you've mastered your basic Fullbring. You receive the following benefits:

  • Whenever Cross of Scaffold is active, your reiatsu level increases by 1.
  • You can now activate your Cross of Scaffold at will.

Your Cross of Scaffold can now permently remove the Fullbring of a creature as it reaches its maximum potential. If a creature fails the save by 5 or more and has equal or lower levels of reiatsu than yourself, they suffer the effects of Fullbring Theft permanently.

Additionally, you can have more than one Fullbring stolen at once.

Dollhouse[edit]

Design Note: This Fullbring is mainly for roleplay purposes, so if you desire to make a character that's useful on combat it is recomended to pick another option.

Fullbring Type

The Dollhouse is considered a Effect-Type.

Gaining Attachment

When using the Dollhouse Fullbring, the following methods are available to gain attachment:

Attachment Table
Method Description
Activation Whenever you activate any of Dollhouse's abilities, you gain attachment equal to half your Wisdom modifier (rounded down).
Luxury Acquired Whenever you aquire a new item to your Dollhouse, you gain Attachment equal to your Wisdom modifier.
Permission Granted Whenever you give permission for a creature to enter a object that counts for your Dollhouse, you gain 10 attachment. You can only gain attachment this way once per person, only being able to gain from the same person again after taking a long rest.
Dollhouse

Your Fullbring works quite differently than other Fullbrings, instead of becoming attached with one specific object you gained attachment with all objects you "love". For a item to count for your Fullbring, you must own it (be it by buying, gaining or stealing the object to yourself), it cannot be magical and you must "love" it.

You start out with 1 object you "love". It must be tiny sized and cannot cost more than 10 gp.

You can as an action for 2 reiryoku while one of the objects that constitute your Fullbring is within your reiatsu radius, make a ranged reiryoku attack roll against a creature within 30 feets of you. On a hit, the creature is then marked with a heart for 1 minute. While the creature has the heart, you may as a bonus action chant the words "I permit you", forcing them to enter your object. Creatures with 10 or more reiatsu levels above your own cannot be forced to enter unless they are willing.

They enter a dimension alongside any objects they're holding within the object. This dimension has the same design as the inside of the object would have, however its size is decided by you. The creature inside said dimension is shrunk down to be able to fit the size you have made for it (GM discretion is advised). A creature inside the dimension may attack the object, however it has an AC of 15 + your Wisdom modifier, and takes half as much damage from them.

You can transfer the creature to any open space within 5 feet of the object as a bonus action by sneezing on them inside the object, ending the effect and turning them back to normal size. If the object the creature is contained inside of is destroyed or you are killed they are automatically freed from your Fullbring.

You can only have one creature (outside yourself) at once inside the object.

Addiction Shot

Once you reach 400 attachment, you have learned a new powerful move that can transport people inside of objects, essentially transforming them into the object.

As an action for 10 reiryoku while an object that is part of your Fullbring is within reach, you can force a creature within 30 feet of you to succeed a Dexterity saving throw or become marked by a heart until the end of your next turn. While the creature has the heart, you may as a bonus action chant the words "I permit you", forcing them to enter inside said object.

When they go inside an object, they essentially become the object. They'll use the following statistics depending on the object's size:

Object Statistics Table
Size AC Attack Ability Scores
Tiny 18 1d4 + your Wisdom modifier Strength: 4 Dexterity: 18 Constitution: 10
Small 16 1d8 + your Wisdom modifier Strength: 6 Dexterity: 14 Constitution: 10

While as an object, they retain their Intelligence, Wisdom and Charisma scores. Their speed while in the object becomes 30 feet. They can do a slam attack that deals bludgeoning damage depending on the size of the object they became. Your GM may rule that the attack deals piercing or slashing damage. Also, whenever they use any features that would come out from inside their body, such as Cero, the attack fails and they spend the reiryoku.

Outside of everything described above, they keep all of their statistics and features that aren't racial or body dependant.

The creature stays like this for a number of minutes equal to your Wisdom modifier. A creature’s strength may increase or decrease this time.

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

  • If the creature is 1 level below the transformation lasts for 2 additional rounds.
  • If the creature is 2 levels below you the transformation lasts for 4 additional rounds.
  • If the creature is 3 levels below you the transformation lasts for 6 additional rounds.
  • If the creature is 4 levels below you the transformation lasts for 8 additional rounds.
  • If the creature is 5 levels below you the transformation lasts for 1 additional minute.
  • If the creature is 6 levels below you the transformation lasts for 2 additional minutes.
  • If the creature is 7 levels below you the transformation lasts for 4 additional minutes.
  • If the creature is 8 levels below you the transformation lasts for 8 additional minutes.
  • If the creature is 9 levels below you the transformation lasts for 20 additional minutes.
  • If the creature is 10 levels below you, the transformation may last until you free the creature.

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

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

You can transfer the creature to any open space within 5 feet of the object as a bonus action by sneezing on the object they became, ending the effect on them. The effect also ends if you are killed or the duration of the effect ends. Whenever you use Addiction Shot on the same creature, the cost is increased by 10. The cost goes back to normal after you finish a long rest.

You can only have one creature affected by Addiction Shot at once, however you cannot enter any objects with your Fullbring while Addiction Shot is active.

Expanded Love

Once you reach 600 attachment, as you grow closer and closer to your Fullbring, you realize you must expand those who you allow inside your Dollhouse.

The amount of people you can have inside the dimension of an object (excluding yourself) is now equal to your Wisdom modifier.

Hardened Interior

Once you reach 800 attachment, the dimension inside your object has became more durable so that escaping becomes a harder task.

The objects that make part of your Fullbring gain a damage reduction equal to your Wisdom modifier against attacks coming from creatures stuck inside.

Complete Fullbring

Once you reach 1000 attachment, you complete your Fullbring, finally discovering the secrets Dollhouse had to offer. With this discovery, you've mastered your basic Fullbring. While one or more creatures are inside one of your objects, your reiatsu level increases by 1.

You have reached a level of mastery with your Dollhouse to the point you don't even need to hit creatures anymore, as your love is teleguiated. When you shoot a heart with Dollhouse or Addiction Shot, the creature is instantly marked. Creatures with a reiatsu level that's 10 or higher above your own still cannot be brought inside one of your objects unless they're willing.

Additionally, you can now have a number of creatures affected by your Addiction Shot feature at once equal to half your proficiency bonus (rounded down).

Time Tells no Lies[edit]

Fullbring Type

The Times Tells no Lies is considered an Effect-Type.

Gaining Attachment

When using the Times Tells no Lies Fullbring, the following methods are available to gain attachment:

Attachment Table
Method Description
Activation Whenever you activate any of Times Tells no Lies abilities, you gain attachment equal to half your Wisdom modifier (rounded down).
Condition Met Whenever your timer ends and the conditions were fully met, you gain attachment equal to your Wisdom modifier.
Execution Whenever you reduce a creature to 0 hit points with your Times Tells no Lies, be it from your number attacks or from a creature being burnt by the god of time, you gain 10 attachment.
Times Tells no Lies

Your Fullbring is a small pocket watch, which you can utilize to launch number attacks against your opponents. As a bonus action, you can activate your Fullbring for 1 minute. While your Fullbring is active, you may make a number of ranged reiryoku attack rolls equal to your proficiency bonus against one or more targets within 30 feet of you as an action by spending 2 reiryoku. On a hit, they take 1d12 fire damage and so does any objects or structures within 5 feet of them.

This attacks deal twice as much damage to objects and structures.

God of Time

Once you reach 400 attachment, you've found out that your Fullbring is something close to a divine power, carrying the will of the god of time. Whenever Initiative is rolled, you can activate your Fullbring to set "terms" that all creatures of your choice within your reiatsu radius must follow for up to 10 times your proficiency bonus minutes.

Said "terms" may be anything you desire, such as no fighting for the duration, no jumping, no running, it is entirely up to you. However, said conditions cannot be made to intentionally harm creatures unless their reiatsu level is 5 or lower than your own. Creatures with 10 or more reiatsu levels above your own are not forced to follow the "terms".

If one of the creatures under the timer fail to abide by the "terms", for example fighting when they weren't supposed to, they'll be burned by the god of time alongside the area. All creatures that were part of the "terms" and the objects and structures within 5 feet of them take xd12 fire damage (with x being your Wisdom modifier added four times).

This fire damage ignores resistances, immunities, damage reductions or threshold.

The Fullbring only ends after the timer ends or you die.

Powerful Numbers

Once you reach 600 attachment, your numbers grow stronger and more powerful. The numbers now deal 2d12 fire damage on hit, and so does all objects and structures within 10 feet of the target.

Complex Terms

Once you reach 800 attachment, by growing your skill as a Fullbringer you've found out how to create more complex terms. Whenever you create terms, you may now set a second timer. Once that timer is set off, a second term of your choice is created. For example, if two creatures are fighting, creature x must defeat creature y before the clock reaches 30 minutes, otherwise creature y now receives a +2 bonus to all physical scores until the end of your first timer.

Complete Fullbring

Once you reach 1000 attachment, you complete your Fullbring, finally discovering the secrets Times Tells no Lies had to offer. With this discovery, you've mastered your basic Fullbring. You gain the following benefits:

  • Whenever Times Tell no Lies is active, your reiatsu level increases by 1.
  • You can now activate your Times Tells no Lies at will.

By completing your Fullbring, you became closer to God himself. You gain proficiency in Religion, or expertise if you are already proficient. If you already had expertise, you gain proficiency in one other skill of your choice.

Badge[edit]

Fullbring Type

The Badge is considered a Clad-Type.

Gaining Attachment

When using The Badge’s Fullbring, the following methods are available to gain attachment:

Attachment Table
Method Description
Activation Whenever you activate any of The Badge’s abilities, you gain attachment equal to half your Wisdom modifier (rounded down).
Familiar Tsuba Whenever you use The Badge’s Tsuba to block an attack, you gain attachment equal to your Wisdom modifier.
Execution Whenever you reduce a creature’s Hit Points to 0 using The Badge’s energy projectile or Full Power Energy Slash, you gain 10 attachment.
Partial Manifestation

You possess a badge which contains traces of a Shinigami’s power. As a free action, you can ignite it to form the Tsuba of a blade composed of Reiatsu. The Tsuba in and of itself has no offensive power, though it has the following applications:

Tsuba Defense. As a reaction to being hit by an attack, you can spend 2 reiryoku to use your tsuba as a shield of sorts, adding your Wisdom modifier to your AC until the end of the round.

Tsuba Projectile. As an action, you spend 2 reiryoku to make a ranged reiryoku attack with a range of 30/120. This attack deals xd8 bludgeoning damage (X Being your Wisdom Modifier) and knocks the target back 10ft. You may also expend your bonus action and spend an extra 2 Reiryoku to further charge the projectile, adding additional damage die equal to half your Wisdom Modifier, rounded up.

Improved Tsuba

Once you reach 400 attachments, your skill in the manipulation of the Reishi composing your Tsuba grows.

Rapid-Fire Wheel. Your Tsuba’s projectile attack has become faster and more efficient, allowing you to make several shots of it in a turn. Whenever you would make an attack action, you may instead replace it with a usage of your Tsuba Projectile, however, once you do more than 3 attacks with this feature you leave yourself vulnerable. The next attack you are targeted with has advantage, or you have disadvantage on the next Strength, Dexterity or Constitution saving throw you make.

Shihakusho

Once you reach 600 attachments, Your badge starts to form something that closely resembles a Shihakusho and manifests a weapon reminiscent of a Shikai.

When you activate your fullbring you can choose to spend an extra 3 reiryoku to don your Shihakusho, causing the reiatsu that previously made up your Tsuba now wraps around you, creating an outfit that is reminiscent of that of a Soul Reaper’s Shihakusho. While this is active, you gain the following benefits:

  • Your Dexterity increases by 2, to a maximum of 20.
  • You have advantage on Dexterity saving throws.
  • One of your arms counts as a Soul Reaper’s Katana with the finesse property for the sake of damage.
  • You cannot use Tsuba Defense while wearing your Shihakusho.

You also gain the following ability:

Concentrated Energy Slash. When you hit a creature with your Shihakusho’s sword, you may overcharge the reiatsu which makes up your blade, turning it into a violent torrent of spiritual energy. You may expend reiryoku up to your proficiency bonus to add an additional d8 force damage, per reiryoku spent. This can only be done twice a turn.

Full Power Energy Slash

Once you reach 800 attachments, you’ve learnt to fire off your energy in a wave that’s reminiscent of a Shinigami’s technique, though lacking in destructive power.

While wearing your Shihakusho, you can concentrate the energy that makes up your sword and fire it off at an opponent. As an action for 10 Reiryoku, you force all creatures within a 30ft cone to make a Evasive Dexterity Saving throw. On a failure they take Xd10 Force Damage (X equalling your wisdom modifier, added twice) and are knocked back 30ft. On a success, they take half as much damage and are not knocked back.

Complete Fullbring

Once you reach 1000 attachments, you complete your Fullbring, finally discovering the secrets Badge had to offer. With this discovery, you've mastered your basic Fullbring. You receive the following benefits:

  • Whenever Badge is active, your reiatsu level increases by 1.
  • You can now activate your Badge at will.

Spending 1 Reiryoku counts as two for the purpose of using your Concentrated Energy Slash feature. Also, you no longer suffer the drawbacks of going over the 3 attack limit for Rapid-Fire Wheel and may release them as a part of your attack action once per turn. Finally, Shihakusho is automatically activated whenever you use your Fullbring.

Your Shihakusho has also undergone a change, being converted into a set of white armor that covers your chest, arms, shoulders, feet and parts of your face. Your blade also converts into a physical weapon with The Badge serving as the guard of the weapon. With this newfound power, you gain the following benefits when you activate your Shihakusho:

  • Your Dexterity and Strength score increases by 2, to a maximum of 22.
  • You have advantage in Dexterity checks and saving throws.
  • Your movement speed increases by 30.
  • You gain a +1 to AC.
  • You cannot use Tsuba Defense while wearing your Shihakusho.

Dirty Boots[edit]

Fullbring Type

The Dirty Boots Fullbring is considered a Clad-Type.

Gaining Attachment

When using the Dirty Boots Fullbring, the following methods are available to gain attachment:

Attachment Table
Method Description
Activation Whenever you activate your Dirty Boots, you gain attachment equal to half your Wisdom modifier (rounded down).
Critical Wound Whenever you score a critical hit with an unarmed strike benefitting from Dirty Boots, you gain attachment equal to your Wisdom modifier.
Execution Whenever you reduce a creature to 0 hit points with an unarmed strike benefitting from Dirty Boots, you gain 10 attachment.
Dirty Boots

Your Fullbring is two dark knee length boots, which you must be wearing for said activation. When you activate your Fullbring, your boots extend up to your legs, armor is generated onto your shoulders and forearms, with a scarf generated around your neck, as well as a dark hat that appears on your head with a cloth hanging out in front of the right side of your face.

You can activate your Fullbring as a bonus action for 2 reiryoku, you can armor your body for 1 minute. You gain the following benefits for the duration:

  • Your Dexterity score increases by 2, to a maximum of 20.
  • You have advantage on Dexterity saving throws.
  • You gain a +1 bonus to your AC.
  • You gain a +10 to your walking speed.

You can undo Dirty Boots at will.

Dirtiness Enhancement

Once you reach 400 attachment, you've found out the power of your kicks actually grows stronger the dirtier your boots become.

Whenever your boots or armor get dirty with blood, mud or any other undesired substance (GM discretion is advised), you gain 1 Dirtiness Amount. For every Dirtiness Amount you currently have, you gain the following:

  • You gain a +1 in Dexterity saving throws and Acrobatics checks (to a maximum of +6).
  • Your walking speed increases by 5 feet.
  • You deal +1 bonus piercing damage with unarmed strikes made using dirty boots.

You can have a total Dirtiness Amount up to your proficiency bonus. You lose all Dirtiness Amount when you get clean or end your Fullbring.

Dirtier Boots

Once you reach 600 attachment, your boots grow more durable and useful in battle.

You now gain the following benefits once you activate Dirty Boots:

  • Your Dexterity score increases by 2, including its maximum.
  • You have advantage on Dexterity saving throws and Acrobatics checks.
  • You gain a +2 bonus to your AC.
  • You gain a +30 to your walking speed.
Maximum Dirtiness

Once you reach 800 attachment, you've learned that once you are covered with dirt, you grow to new heights of power.

Whenever you receive the full amount of benefits with your Dirtiness Enhancement, you gain the following benefits:

  • You add your base walking speed to your walking speed.
  • You add your Wisdom modifier to the total damage dealt.
  • If you hit a creature with Dirty Boots, you do not generate opportunity attacks from them until the end of your turn.
  • You deal twice as much damage against objects and structures when attacking with dirty boots.
Complete Fullbring

Once you reach 1000 mastery, you complete your fullbring, finally discovering the secrets Dirty Boots had to offer. With this discovery, you've mastered your basic Fullbring. You receive the following benefits:

  • Whenever your Dirty Boots is active, your reiatsu level is increased by 1.
  • You can now activate your Dirty Boots at will.

In addition to this, you've managed to get towards a new level of dirtiness with your boots. The maximum Dirtiness Amount you can have is increased to your proficiency bonus added twice.

Book of the End[edit]

Fullbring Type

Book Of The End is considered a Weapon-Type.

Gaining Attachment

When using the Book Of The End’s Fullbring, the following methods are available to gain attachment:

Attachment Table
Method Description
Activation Whenever you activate any of your Book Of The End abilities, you gain attachment equal to half your Wisdom modifier (rounded down).
Knowledge Learned Whenever you learn the past of a creature or object, you gain attachment equal to your Wisdom modifier.
Alter Past Whenever you change the past of any creature or object, you gain 10 attachment.
Book of the End

Your Fullbring is a book marker, which can turn into a Katana. You can activate your Fullbring as a free action, gaining a Katana. You are considered proficient with this weapon even if you normally wouldn't, and it counts as a magical weapon for the sake of overcoming resistances and immunities.

Mental Cut. As an action, you can spend 2 reiryoku to make a melee weapon attack roll with your Fullbring against a creature within range. On a hit, it deals no damage however the target must make a Wisdom saving throw. On a success, nothing happens. On a failure, you can see all the creature’s memories from up to your Wisdom modifier days ago, learning all that's happened with the creature during this time. Until the beginning of your next turn, if the creature failed the save they have disadvantage on attack rolls against you and you have advantage on saving throws made against them.

Memory Alteration

Once you reach 400 attachment, your Book of the End evolves, now showing its dark and twisted power.

Whenever you use Mental Cut, you can spend 3 additional reiryoku to insert yourself in the targets past. When you insert yourself in a person's past, you can freely choose how they view you and what you have done to them. For example, you could make a creature believe you are their uncle that just happened to save their live, or a cheating lover who stole their finances. The effects this has on every creature varies, with the creature's actions with the altered past being up to the GM.

You can only insert yourself up to a date you have seen in their past. The creature doesn't know its past has been altered, even when others tell them so.

If you die or cut a creature again with your Mental Cut, the memory alter effect is undone. They remember their real memories and everything they did while you implanted the false memories on them.

Mental Collapse. At the beginning of their turns, a creature can make a Wisdom saving throw to try and break your past alteration. If they succeed, they suffer a collapse, taking xd8 psychic damage (where x is your Wisdom modifier add twice) and becoming incapacitated until the beggining of their next turn.

The Past of Objects

Once you reach 600 attachment, you realize that Book Of The End can not only affect creatures but also objects.

You can now target objects and structures with Mental Cut, being able to use Memory Alteration on said things. This could alter the object's past, altering the floor's past to put a trap in said location and etc.

You cannot change an object into something it was not in the past; for instance, you cannot turn a tree from the past into a car in the present.

Full Past

Once you reach 800 attachment, your past sight has reached new astonishing levels, now being able to see a creature's entire past.

When you use your Mental Cut, you can view the creature's entire past since they began to exist as a soul, including the past of objects. Also, the benefit of cutting a creature with Mental Cut now last for a minute instead of until the beginning of your next turn. Finally, you have a bonus on rolls against the creature equal to half your Wisdom modifier (rounded up), and the creature has a penalty on rolls against you equal to half your Wisdom modifier (rounded down).

Complete Fullbring

Once you reach 1000 attachment, you complete your Fullbring, finally discovering the secrets Book of the End had to offer. With this discovery, you've mastered your basic Fullbring. You receive the following benefits:

  • Whenever Book of the End is active, your reiatsu level increases by 1.
  • You can now activate Book of the End at will.

In addition to this, you have reached the peak of memory alteration, now truly being able to fully rewrite a person's history. You can now replace attacks with your Katana with Mental Cut attacks. Also, the bonus and penalty caused by learning a creature's past is now equal to your Wisdom modifier. Finally, creatures have disadvantage on Wisdom saving throws to break free from your altered past.

Invaders Must Die[edit]

Fullbring Type

Invaders Must Die Is considered an Effect-Type.

Gaining Attachment

When using the Invaders Must Die Fullbring, the following methods are available to gain attachment:

Attachment Table
Method Description
Activation Whenever you activate an Invaders Must Die ability, gain attachment equal to half your Wisdom modifier (rounded down).
Sealing When you "Save" a creature, gain attachment equal to your Wisdom modifier.
Dimension Manipulation Whenever you manipulate a property of the dimension (e.g., environment, time flow), gain 10 attachments.


Design Note: You may create more unique game effects you can create with Invaders Must Die alongside your GM.

Handheld Console Activation

Starting at 1st level, your console can create a personal dimension that you control. Your fullbring abilities are limited by the amount of battery your console has, your console has an amount of Battery equal to your Reiryoku amount. Every use of Reiryoku when using your fullbring also drains your Console’s battery.

Sealing ("Saving") and Releasing ("Loading"). As an action for 2 reiryoku, you can create a sealed, box-like structure within 30 feet, trapping a creature for 1 minute. The creature's reiryoku is cut off from the outside world, rendering them unable to use features that reach beyond the box. You may release a creature as a free action.
Unwilling creatures can escape the seal by succeeding on a Strength check against your reiryoku DC, made at the beginning of their turns.
After the minute passes the creature is sealed, and they’re transported to your Internal Pocket dimension, where they may then be affected by the rest of your fullbring.
Internal Pocket Dimension. As an action for 5 reiryoku, you can create a pocket dimension of 120 mile radius for up to 8 hours or until battery depletion. You can alter the following things with no action required inside your dimension:
  • Environmental conditions such as weather, gravity, and time progression can be modified.
  • Each hour in the pocket dimension is equivalent to 1 minute in the real world.
  • You may spend an amount of Reiryoku equal to the cost of the item times 2 to add any mundane item into your dimension, allowing for utilities to exist within. Also, you may create structures within your dimension, with each structure costing 5 Reiryoku per Size above Tiny.
Tracking Bug. As a bonus action for 1 reiryoku, you can make a ranged reiryoku attack roll against a creature within 30 ft. of you or that is within your pocket dimension. On a hit, you may impact this tracking bug on them. As such, for the purposes of sensing the creature that has this bug, your reikaku range is increased to 10 times your proficiency bonus times your Fullbringer level. You have advantage on the attack roll if the creature is within your dimension.
Holographic Clones. As an action for an amount of Reiryoku up to your proficiency bonus, you can create holographic clones of any creature you've seen. You may use these in combat to confuse creatures, where they must make an Insight check against your Reiryoku DC. On a success, they can locate the real creature and attack it, however on a failure, they attack the nearest clone to them, confusing it for the real creature. Once attacked, they now have advantage on the insight check if there's more than one clone. When creating creatures with this ability, you must spend 5 times the CR or level of the creature reiryoku to create it with all its abilities. If you create a clone of yourself, the clone may use features that aren't the fullbring and they have an amount of Hit Points equal to your Wisdom modifier.
Efficient Dimension Control

Once you reach 400 attachment, your Invaders Must Die reveals more of its capabilities, now being able to achieve far more effects.

You now gain the following benefits:

Distant Sealing. Your ‘’’Sealing’’’ range increases to 60 feet and creatures may now be sealed for up to a number of minutes equal to your Wisdom modifier.
Dimension Control. When using the Internal Pocket Dimension feature, you may spend additional reiryoku up to your proficiency bonus, to create separate areas equal to the amount spent. This allows multiple creatures within the dimension to train simultaneously without interference.
Fast-Forward. You can spend up to your Wisdom modifier (minimum of 1) reiryoku as an action, increasing the speed time flows in said dimension. Allowing 1 day to pass in the dimension for every Reiryoku spent while only 1 hour passes outside. This feature lasts for 1 minute upon activation.
Rapid Activation

Once you reach 600 attachments, you realize your Invaders Must Die has evolved, becoming faster and more practical.

You gain the following benefits:

Reactive Sealing. As a reaction when targeted by an attack you can spend 5 reiryoku to use Sealing. If a creature fails the save, they and their attacks are now sealed within the pocket dimension where you may choose to directly affect the attack whichever way you want as long as it follows the rules of Internal Pocket Dimension.

Improved Clones. As a reaction for 5 Reiryoku when being targeted by an attack, you may create one clone within 5ft of you. When this clone is a creature, the creature attacking you has to make an Insight check as per Holographic Clones, on a failure, their attacks instead hit the clones if it's an attack roll. If it is a save, as part of the reaction, you may move up to half your movement speed, potentially dodging the area of effect from the attack. Your clones now have an amount of Hit Points equal to half your level + your Wisdom modifier.

Expanded Dimension Control

Once you reach 800 attachment, your pocket dimension evolves to new levels.

Using your Pocket Dimension is now a free action, and it now has 240 miles radius that exists for up to 12 hours or until battery depletion.

You can alter the following things with no action required inside your dimension:

  • Environmental conditions such as weather, gravity, and time progression can be modified.
  • Every 2 hours in the pocket dimension is equivalent to 1 minute in the real world.
  • You now spend an amount of Reiryoku equal to the item's cost in GP (minimum of 1) and may now create more than mundane items, however they cannot be magical in any manner.
Game Master

Once you reach 1000 attachment, you complete your fullbring, finally discovering the secrets Invaders Must Die had to offer. With this discovery, you've mastered your basic Fullbring. You receive the following benefits:

  • Whenever your Internal Pocket Dimension is active, you count as one level higher for the purpose of your reiatsu feature.
  • You may now use Internal Pocket Dimension with no action required. Also, it now has a radius of 480 miles.
  • You unlock the ability to create magic items within your pocket dimension, however the cost of Reiryoku to summon them equals 5 times their cost and they may only exist for a minute.
  • Your holographic clones now have an amount of Hit Points equal to your Level + your Wisdom added twice.
  • Your reikaku’s range when benefitting from Tracking Bug’s now increases to 20 times your proficiency bonus times your Fullbringer Level.
  • Your console spends 1 less Reiryoku for the purposes of its battery.

Jackpot Knuckle[edit]

Fullbring Type

The Jackpot Knuckle is considered a Weapon-Type.

Gaining Attachment

When using the Jackpot KnuckleFullbring, the following methods are available to gain attachment:

Attachment Table
Method Description
Activation Whenever you activate any of Jackpot Knuckle's abilities, you gain attachment equal to half your Wisdom modifier (rounded down).
Jackpot Whenever you score a critical hit while utilizing Jackpot Knuckle, you gain attachment equal to your Wisdom modifier.
Execution Whenever you reduce a creature to 0 hit points with your Jackpot Knuckle, you gain 10 attachment.
Jackpot Knuckle

Your Fullbring is a small pair of Brass Knuckles, that once activated gain a pair of three sevens on its fists. As a bonus action for 2 Reiryoku while you're wielding your Brass Knuckles, you can activate your Fullbring for 1 minute. For the duration, your critical hit range increases to 18-20. Also, instead of adding a +1 to your unarmed strikes, you now add your proficiency bonus.

Diminishing Returns. The longer you use your Fullbring, the more its benefits are reduced. Whenever you score a number of critical hits equal to your proficiency bonus with your brass knuckles, your critical hit radius is reduced by 1. Whenever 10 minutes passes after your last critical hit with your brass knuckles, your critical hit radius with your Fullbring goes back to normal.

Higher Rewards

Once you reach 400 attachment, scoring the jackpot became more rewarding for you. Whenever you score a critical hit against a target with your brass knuckles while Fullbring is active, you deal Xd6 additional damage (where x is your proficiency bonus). Also, you deal twice as much damage to objects and structures.

Odd Increases

Once you reach 600 attachment, your chances of scoring a jackpot have skyrocket! When you activate your Fullbring, the critical hit radius starts at 16.

Maximum Return

Once you reach 800 attachment, whenever you hit a target, you always receive maximum return. Your damage is now doubled and maximized against objects and structures instead of just doubled.

Additionally, once per turn if you didn't target a limb and didn't had disadvantage on the roll, you can cause an attack against a creature to deal maximum damage on a hit if it was a critical.

Complete Fullbring

Once you reach 1000 attachment, you complete your Fullbring, finally discovering the secrets Jackpot Knuckle had to offer. With this discovery, you've mastered your basic Fullbring. You gain the following benefits:

  • Whenever Jackpot Knuckle is active, your reiatsu level increases by 1.
  • You can now activate your Jackpot Knuckle at will.

If there is someone people should bet, its definetely you. Your Jackpot Knuckle now starts with its critical hit radius at 14.

Bringer Path[edit]

Bringer of Spirit[edit]

The Bringers of Spirit specialize in enhancing their own fullbring and spiritual awareness to a new level.

Large Reserves

Starting at 2nd level, you were always more connected to your Fullbring and to the spiritual world. This made your reserves increase by quite a big amount. You increase your Reiryoku maximum by 10.

Your reiryoku maximum increases by 5 at 5th level, and again at 9th, 13th and 17th levels.

Powerful Spirit

At 2nd level, you are extremely efficient when utilizing your fullbring. Your Fullbring's reiryoku attack rolls or save DCs gain a +1 bonus.

Fullbring Modifications

At 5th level, you've trained a lot with your fullbring, specializing in some things that made you stronger. You gain two of the following benefits:

  • The range of the features your Fullbring has are increased by 10 times your Wisdom modifier. This does not work if the range is touch.
  • The radius of your Fullbring features is increased by 5 times your Wisdom modifier. This does not work on features without a radius.
  • The duration of your Fullbring is increased by your Wisdom modifier minutes.
  • The number of targets you can target with your Fullbring is doubled. For example, if a feature lets you affect a single creature you can now affect two.
  • The amount of Reiryoku you need to spend in your Fullbring is halved (rounded down, to a minimum of 1).

You can change one of the benefits chosen whenever you gain a level in the Fullbringer class.

Spiritual Immensity

At 11th level, your Fullbring increases the reach of your spiritual pressure by abnormal amounts. Your reiatsu radius is doubled while your Fullbring is active.

Overpowering Fullbring

At 17th level, you have been able to extract the maximum power out of your Fullbring, now overpowering most spiritual beings. While your Fullbring is active, you count as one level higher for the purpose of your reiatsu level.

If you have Complete Fullbring, you count as two levels higher instead.

Bringer of Might[edit]

The Bringers of Might specialize in unarmed combat, being more resilient than normal Fullbringers.

Martial Arts

Starting at 2nd level, you are well trained in close quarters combat, being ready for battle even while unarmed. While you are unarmed, you gain the following benefits:

  • You can use Dexterity instead of Strength to your unarmed strikes attack and damage rolls
  • You roll a d6 for your unarmed strikes damage die. This increases as you gain levels in the Fullbringer class, as shown down below at the Unarmed Strike table.
  • Whenever you have taken the attack action on your turn, you can make one unarmed strike as a bonus action.
Level Unarmed Die
1 to 4 1d6
5 to 8 1d8
9 to 12 1d10
13 to 14 1d12
15 to 16 2d6
17 to 18 2d8
19 to 20 2d10
Martial Techniques

Also at 2nd level, you've learned how to enhance your already good unarmed combat with supernatural techniques you've learned with your Fullbring.

Stamina Points. Stamina comes from your body, with the more you have the more you'll last in battle. You have an amount of stamina points equal to your twice your proficiency bonus times your Constitution modifier (which for this calculation is a minimum of 1, and a maximum of 5). A stamina point is expended when you use it. You recover all expended stamina points when you finish a short or long rest.

Martial Techniques. You start knowing 2 martial techniques. Whenever you gain a level in the Fullbringer class, you can change a technique you have for another one you meet the prerequisites of. When you reach 10th and 17th level, you learn a new technique.

Martial Technique DC. Some Martial Techniques requires your target to make a saving throw of some sorts, the DC is calculated the following way:

Martial Technique DC: 8 + your proficiency bonus + your Strength or Dexterity modifier.

Spiritual Reinforcement

At 5th level, due to being forced to fight many times, your body now naturally reinforces itself with reiryoku. You gain one of the Reinforcements listed below. You gain another one when you reach 11th level.

Strengthened Blows. While you have at least 1 reiryoku, you add half your Wisdom modifier (rounded down) to your unarmed strikes damage rolls. Also, you add half your Wisdom modifier to your Strength checks.

Strengthened Movement. While you have at least 1 reiryoku, you add your walking speed twice instead of once when taking the Dash action. Also, you add half your Wisdom modifier to your Dexterity checks.

Strengthened Skin. While you have at least 1 reiryoku, you reduce all damage but psychic by your proficiency bonus. Also, you add half your Wisdom modifier to your Constitution checks.

Indomitable Spirit

At 11th level, your very own body doesn't want to see you fall, with your soul being unstoppable. Whenever you fail a saving throw, you can reroll it and add your Constitution modifier to it. You must pick the second result, even if you rolled another failure.

You can use this feature a number of times equal to your proficiency bonus. You regain all uses at the end of a short or long rest.

Spirit and Body

At 17th level, your resilience as a Fullbringer is outstanding, even surpassing some spiritual bodies. You now add your Wisdom modifier to the result of rolling a hit die.

Additionally, whenever you're calculating your hit points you can add your Wisdom modifier alongside Constitution in the calculation.

Bringer of Weapons[edit]

The Bringers of Weapons specialize in combat utilizing weapons, generally generated by their Fullbring or enhanced by it.

Fighting Style

Starting at 2nd level, you have learned a specific method of fighting to help you out on your battles. You gain proficiency with Martial Weapons.

You must choose one of the following fighting styles listed below. Even if you gain another fighting style, you cannot pick a fighting style you already chose.

Archery

You gain a +2 to attack rolls with ranged weapons.

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.

Deadeye

You gain a +2 bonus to damage rolls with ranged weapons.

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

Whenever you hit a creature with a weapon that has the Versatile or Two-handed property, you deal additional damage equal to your proficiency bonus.

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.

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.

Weapon Arts

Also at 2nd level, by mastering the use of weapons, you've began to utilize your Fullbring to create new special techniques called Weapon Arts.

Stamina Points. Stamina comes from your body, with the more you have the more you'll last in battle. You have an amount of stamina points equal to your twice your proficiency bonus times your Constitution modifier (which for this calculation is a minimum of 1, and a maximum of 5). A stamina point is expended when you use it. You recover all expended stamina points when you finish a short or long rest.

Weapon Arts. You start knowing 2 weapon arts. Whenever you gain a level in the Fullbringer class, you can change a art you have for another one you meet the prerequisites of. When you reach 10th and 17th level, you learn a new art.

Weapon Art DC. Some weapon arts requires your target to make a saving throw of some sorts, the DC is calculated the following way:

Weapon Art DC: 8 + your proficiency bonus + your Strength or Dexterity modifier.

Improved Critical

At 5th level, you have a keen eye for hitting the right spot with weapons. You crit on a 19-20 when attacking with weapons.

This bonus increases to 18-20 at 17th level.

Brutal Weapons

At 11th level, whenever you attack someone with a weapon, the impact is extremely strong. You deal one additional damage die when attacking with a weapon.

Battle Spirit

At 18th level, your battle spirit allows you to keep fighting no matter what. While you have at least 1 reiryoku and is not unconscious, you gain 5 hit points at the beginning of your turns, up to your maximum.

This cannot make you regain Limb Hit Points.

Object Manipulations[edit]

Air Walk

Prerequisites: 9th level, Bringer Light Object Manipulation.

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.

Bringer Light

Prerequisites: 5th level, Elasticity Increase Object Manipulation.

You have learned how to induce states of high-speed movement through Fullbring. Such movements are accompanied by the flickering of a green luminescence called Bringer Light, which is the preliminary for each high-speed movement. When you move, you can become a blur for the duration of your movement. After using Bringer Light, you have advantage on Dexterity (Stealth) checks and gain a bonus to your Strength and Dexterity saving throws and AC equal to half your Wisdom modifier until the beginning of your next turn.

This movement doesn't provoke opportunity attacks.

Control Water

Prerequisites: 5th level, Liquid Control Object Manipulation.

Your abilities to control liquid grew to astonishing heights, now being able to control full bodies of water.

You can spend 5 reiryoku as an action to increase the control you have over water for 10 minutes. Until the manipulation ends, you control any freestanding water inside an area you choose within your reiatsu radius that is a cube of up to 20 times your Wisdom modifier feet. You can choose from any of the following effects when you utilize this manipulation. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the manipulation ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the manipulation's area, and the separated water forms a wall to either side. The trench remains until the manipulation ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the manipulation's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the manipulation ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your Reiryoku save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes xd6 (with x being your Wisdom modifier) bludgeoning damage and is caught in the vortex until the manipulation ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes xd6 (with x being your Wisdom modifier) bludgeoning damage, this damage occurs each round it remains in the vortex.

Earth Control

Prerequisites: Object Control.

Your object manipulation has grown to the point not even the earth is a problem for your manipulation. When you use Object Control, you can choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. The following actions are available for you to do with it:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
Elasticity Increase

You can increase the elasticity of the ground to make you jump higher and move faster. Whenever you move, you can spend 1 reiryoku to add 5 times your proficiency to your walking speed and triple your jump distance until the end of your turn.

You may use this even when standing in the air with Air Walk.

Faster Bringer Light

Prerequisites: 9th level, Bringer Light

You are almost invisible in battle when using your Bringer Light. Your Bringer Light now doubles your movement speed. Additionally, after using Bringer Light you're considered invisible to any creatures without a passive perception higher than or equal to your Reiryoku dc, until the end of your turn or the start of your next turn (whichever comes first). This invisibility ends early if you attack, cast a kido spell, use a Cero or a similar action, force a creature to make a saving throw or ability check, or deal damage.

Fire Bolt

Prerequisites: 5th level, Flame Control.

You learned a method of how to grab the soul of flames and throw them at high speed against a target. When you use Flame Control on a flame, you can spend 1 reiryoku as an action to make a ranged reiryoku attack roll against a creature within your reiatsu radius. On a hit, they take xd10 + your Wisdom modifier fire damage (with x being your Wisdom modifier).

Flame Control

Prerequisites: Object Control.

Your power over your Fullbring increases, now being able to bend even fire to your will. When you use hour object control manipulation, you may choose to do one of the following actions with a non-magical flame that fits within a 5 foot-cube within range:

  • You expand a non-magical flame in a 5-foot square in 5 feet in any direction, provided that wood or other fuel is present in the new location.
  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.

You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

This still follows the same rules of Object Control.

Liquid Control

Prerequisites: Object Control.

By evolving your Fullbring abilities, you've learned how to manipulate liquids. When you use your object control manipulation, you may choose to do one of the following actions instead:

  • Manipulate liquid.
  • Move a number of pounds of liquid up to your Wisdom modifier (minimum of 1) to another location or creature by making it float towards it.

This still follows the same rules of Object Control.

Minor Tremor

Prerequisites: Earth Control.

Your control over the earth has grown so greatly that you became able to cause minor tremors on the ground. As an action for 1 reiryoku, you can choose a 10 foot radius area within your reiatsu radius. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes xd6 bludgeoning damage (where x is your Wisdom modifier) and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

Object Control

You've learned how to move small objects with reiryoku. You can spend 1 reiryoku as a bonus action to do one of the following actions:

  • Manipulate an object.
  • Open an unlocked door or container.
  • Stow or retrieve an item from an open container.
  • Pour the contents out of a vial.
  • Move an object to another location or creature by making it float towards it. There must be a route towards said location, and the object cannot weigh more than 50 pounds.

The target of said action must be within your reiatsu radius.

Pillars of Stone

Prerequisites: 11th level, Earth Control.

You can spend 10 reiryoku as an action to cause up to six pillars of stone to burst from places with stone or solid structure on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes xd6 bludgeoning damage (with x being your Wisdom modifier) and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against your reiryoku DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Rise Wave

Prerequisites: 5th level, Liquid Control.

You can rise a large portion of water that crashes down. As an action, you can spend 5 reiryoku to choose a 10 foot wide area with a at least 10 foot deep portion of water. Each creature in said area must make a Dexterity saving throw. On a failure, a creature takes xd8 (with x being your Wisdom modifier) bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

Roots

Prerequisites: Earth Control.

You can spend 5 reiryoku as an action to make the roots of a tree to go above the earth, targetting a creature within up to 10 feet of the tree. Said creature must succeed a Strength saving throw or become restrained for 1 minute.

A creature restrained by the roots can use its action to make a Strength check against your reiryoku DC. On a success, it frees itself.

Sand Wall

Prerequisites: Earth Control.

You can spend 5 reiryoku as an action to increase the thickness of the sand on the ground within your reiatsu radius, creating a sand wall. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.

Speed Strike

Prerequisites: Bringer Light Object Manipulation.

You've learned how to enhance the speed of your attacks by utilizing Bringer Light. After using Bringer Light, your first melee weapon attack is made with advantage until the beginning of your next turn.

You may also use this once per turn as part of making a melee weapon attack.

Telekinesis

Prerequisites: 9th level, Object Control Object Manipulation.

Your object control evolves to new heights, with its range and efficiency increasing by a lot.

You can spend 2 reiryoku as an action to enhance the control you exherce over objects' souls for 10 minutes. When you use this manipulation, you control an object within your reiatsu radius added twice, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the manipulation.

  • You can try to move an object that weighs up to 200 times your Wisdom modifier pounds. If the object isn’t being worn or carried, you automatically move it up to any amount of feets in any direction, but not beyond your reiatsu radius.
  • If the object is worn or carried by a creature, you must make an Wisdom ability check contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to any amount of feets in any direction but not beyond your reiatsu radius.
  • You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, storing or retrieving an item from an open container, or pouring the contents from a vial.
Water Walking

Prerequisites: Liquid Control Object Manipulation.

Your liquid manipulation evolved, now being able to make you stand on top of liquids. You can spend 1 reiryoku to gain the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (crossing molten lava still deals damage from the heat) until you leave the radius of said liquid completely.

If you are submerged in a liquid, the manipulation carries yourself to the surface of the liquid at a rate of 60 feet per round.

Wind Control

Prerequisites: Object Control.

You can manipulate wind itself to do your bidding. When you use your object manipulation, you can create one of the following effects:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Wind Gust

Prerequisites: Wind Control.

You can create a line of strong wind 60 feet long and X feet wide (with x being 5 times half your proficiency bonus) blasts from you in a direction you choose for 1 minute as an action for 5 reiryoku. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the manipulation ends, you can change the direction in which the line blasts from you.

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