Hakuda Expert (Bleach Supplement)

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Hakuda Expert[edit]

Medium Class Subclass

Hakuda is the art of channeling one's Reiatsu through their body, enhancing their durability and the force of their unarmed strikes. Some of your Hakuda features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Hakuda effect save DC = 8 + your proficiency bonus + your Strength modifier
Hakuda attack modifier = your proficiency bonus + Strength modifier


Reiatsu Strikes

At 3rd level, while you have at least 1 Reiryoku, your unarmed strikes count as magical for the sake of overcoming resistances and deal 1d4 + half your level + your Strength modifier bludgeoning damage on a hit. Additionally, you can make an unarmed strike as a bonus action, and you can make two unarmed strikes as a bonus action for 1 Reiryoku.

Hakuda Techniques

At 3rd level, you gain two Hakuda Techniques of your choice. At 3rd level, you may only gain basic techniques.

Advanced Techniques

At 7th level, you gain two Hakuda Techniques of your choice, which can be basic or advanced.

Reiatsu Barrage

At 11th level, when you take the Attack action or make one or two unarmed strikes as a bonus action while your Reiatsu is released, you may make an additional unarmed strike as part of the same action.

Master Techniques

At 15th level, you gain two Hakuda Techniques of your choice, which can be basic, advanced, or master.

Innate Barrage

At 18th level, when you take the Attack action or make one or two unarmed strikes as a bonus action while you have at least 1 Reiryoku, you may make an additional unarmed strike.

More Techniques

At 23rd level, and again at 27th, 31st, 35th, and 39th level, you gain two Hakuda Techniques of your choice, which can be basic, advanced, or master.

Hakuda Techniques[edit]

Basic Techniques:

Tessho: When you make an unarmed strike, you may spend 1 Reiryoku to make an open palm strike at a vital point on the target. The attack gains a +1 bonus to its critical threshold. On a critical hit with an unarmed strike under the effects of this feature, the target falls prone.
Tsukiyubi: On a hit with an unarmed strike, you may spend 1 Reiryoku and forgo dealing damage to force the target to attempt a Strength saving throw as you focus the entire force of the blast into the tips of your fingers. On a failure, they are knocked prone and thrown a number of feet equal to 5 times your proficiency bonus. On a success, they are thrown half as far. This movement counts as damage for the sake of Brawn.
Oni Dekopin: When you make an unarmed strike, you may spend 1 Reiryoku to focus its force into a single finger, causing it to make a precise shockwave. The attack's reach increases by 5 times half your proficiency bonus.
Raioken: When you make an unarmed strike, you may spend 3 Reiryoku to enhance the attack to the point of sending a shockwave out in all directions, targeting every creature in a radius of you equal to twice the attack's reach.
Mashiro Kick: On a hit with an unarmed strike, you may spend 1 Reiryoku to kick off of the target. Until the end of your turn, they can not make opportunity attacks against you.


Advanced Techniques:

Taketonbo: On a hit with an unarmed strike or as a bonus action while grappling a creature, you may spend 2 Reiryoku and forgo dealing damage to force the target to attempt a Strength saving throw as you force the air out of their lungs with a simple throw. On a failure, they are knocked prone and become incapacitated until the end of their next turn. On a success, they are only knocked prone. If the target has the Brawn feature, they do not become incapacitated on a failure and do not become prone on a success.
Super Harisen Slipper: As an action for 2 Reiryoku, you may make a single Hakuda attack against one creature within your reach as you hit them with a simple across-the-face slap enhanced by Reishi. On a hit, they are knocked prone, thrown a number of feet equal to 5 times your proficiency bonus, and take your unarmed strike's damage.
Flash Tornado: As an action for 2 Reiryoku, you may make a single unarmed strike against every creature within your reach as you spin in an an upside-down straddle split.
Ikkotsu: As a reaction for 4 Reiryoku when you are targeted by a melee attack by a creature within your reach, you counter with a straight-forward, powerful punch. Make an unarmed strike against the target. On a hit, the target must also attempt a Strength saving throw. On a failure, they are thrown a number of feet equal to 5 times your proficiency bonus. On a success, they are thrown half as far. This movement counts as damage for the sake of Brawn.
Mashiro Drop Kick: As a reaction for 3 Reiryoku when you would take damage, you pierce through the source of the damage with a two-foot kick, redirecting it to either side of you, reducing the damage you take by your unarmed strike's damage.


Master Techniques:

Gatling Mad-Stomping: When you take the Attack action, you may spend 2 Reiryoku to restrict yourself to unarmed strikes against a single target for that action as you repeatedly kick at their head, making 1 additional unarmed strike against the target as part of that action.
Chōhigezutsuki: As an action for 3 Reiryoku while you are incapacitated, but not unconscious, you focus your spiritual pressure in a single easily movable point on your body, your neck, making a single unarmed strike regardless of being incapacitated.
Kagamibiraki: As a bonus action for 4 Reiryoku while you are grappling a creature, you may attempt to rip the target apart with your bare hands. Until you lose concentration or target another creature with any effect, your unarmed strikes' damage is doubled and can not be reduced in any way when made against the the target.
Sokotsu: When you make an unarmed strike, you may spend 3 Reiryoku to make a double strike against two different vital points on the target, granting the attack a +4 bonus to its critical threshold.
Mashiro Super Kick: As an action for 4 Reiryoku, you may crouch down, becoming prone, and build up energy for one massive kick. As an action at the beginning of your next turn, if you did not lose concentration and are still prone, you may make a single unarmed strike. On a hit, the target takes four times your unarmed strike's damage.
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