High-Spec (Bleach Supplement)
Work In Progress |
High-Spec[edit]
A child falls to the ground as the road a few feet away explodes. The adults around them shield themselves from the blast, but otherwise seem unbothered; "must be a gas leak" they muse to each other. But the child knows the truth, looking up in horror at the monster wriggling from the crater; "why can't they see it," the child thinks "and why can it see me?"
Latent Ability[edit]
The term "High-spec" is used by Soul Society to refer to the small percentage of the human population in the living world with spiritual awareness. Within this group, only a small number of high-specs are able to manifest this power beyond being able to sense or interact with souls, though there's technically nothing keeping one from becoming as powerful as any other spiritually-aware being.
A creature may acquire their own high-spec abilities by making a DC 40 Wisdom saving throw when a soul makes contact with them. On a success, they can multiclass into this class as they see beyond the Kishi around them. A creature has a bonus to this saving throw equal to the soul's level or CR, and has advantage on this saving throw if they are within a Jūreichi.
Creating a High-Spec[edit]
Think about how your character became a Shinigami. Did you simply enter the academy? Did a mysterious stranger stab you in the chest with an odd sword? Did you steal a high ranking Shinigami's weapon and find surprising synergy with it?
- Quick Build
You can make a Shinigami quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the folk hero background. Third, choose <!-elaborate on equipment choices->
Class Features
As a High-Spec you gain the following class features.
- Hit Points
Hit Dice: 1d6 per High-Spec level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per High-Spec level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose any four
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial melee weapon or (b) two simple melee weapons or (c) a martial ranged weapon and 10 pieces of ammunition or (d) a simple ranged weapon and 20 pieces of ammunition
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | High-Spec Reiryoku, Mediumship |
2nd | +2 | Reiatsu, Mediumship feature |
3rd | +2 | Spiritual Expertise |
4th | +2 | Ability Score Improvement |
5th | +3 | [[#|]] |
6th | +3 | Mediumship feature |
7th | +3 | Spiritual Expertise feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Resistant |
10th | +4 | Mediumship feature |
11th | +4 | Spiritual Expertise feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Extra Attack |
14th | +5 | Mediumship feature |
15th | +5 | Spiritual Expertise feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Mediumship feature |
18th | +6 | Spiritual Expertise feature |
19th | +6 | Ability Score Improvement |
20th | +6 | [[#|]] |
Level | Proficiency | Features | |||
---|---|---|---|---|---|
21st | +7 | Mediumship feature | |||
22nd | +7 | Beyond Mortal | |||
23rd | +7 | Spiritual Expertise feature | |||
24th | +7 | Ability Score Improvement | |||
25th | +8 | Honed Body and Mind | |||
26th | +8 | Mediumship feature | |||
27th | +8 | Spiritual Expertise feature | |||
28th | +8 | Ability Score Improvement | |||
29th | +9 | Reiatsu improvement | |||
30th | +9 | Mediumship feature | |||
31st | +9 | Spiritual Expertise feature | |||
32nd | +9 | Ability Score Improvement | |||
33rd | +10 | Extra Attack (2) | |||
34th | +10 | Mediumship feature | |||
35th | +10 | Spiritual Expertise feature | |||
36th | +10 | Ability Score Improvement | |||
37th | +11 | Resistant (2) | |||
38th | +11 | Spiritual Expertise feature | |||
39th | +11 | Ability Score Improvement | |||
40th | +11 | [[#|]] |
High-Spec Reiryoku[edit]
At 1st level, you awaken the inherent strength of your soul. You have a number of Reiryoku points equal to your level in this class, and all Reiryoku from this class is regained at the end of a short rest.
Some of your High-Spec features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
- High-Spec effect save DC = 8 + your proficiency bonus + your Charisma modifier
- High-Spec attack modifier = your proficiency bonus + Charisma modifier
Mediumship[edit]
At 1st level, you gain one Mediumship feature, all detailed at the end of this class description, a Spiritual Expertise feature, or a feat that requires levels in a Medium class. You gain an additional Mediumship feature at 2nd, 6th, 10th, 14th, 17th, 21st, 26th, 30th, and 34th level.
Reiatsu[edit]
At 2nd level, you begin emitting spiritual pressure exceeding that of a normal soul. You may spend 1 Reiryoku at the beginning of your turn to release your Reiatsu until the beginning of your next turn, learning the direction from you of each creature within 30 feet and each of their proficiency bonuses, and if a creature's proficiency bonus is half your own or lower they take bludgeoning damage equal to your level.
At 29th level, the range this feature targets is doubled.
Spiritual Expertise[edit]
At 3rd level, you chose a field in which to hone your spirit. Choose one Spiritual Expertise. Your choice grants you features at 7rd level, and again at 11th, 15th, 18th, 23rd, 27th, 32st, 35th, and 38th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
When you reach 24th level, and again at 28th level, you can increase your ability scores by a total of 3 points to a maximum of 30. When you reach 32nd level, and again at 36th and 39th level, you can increase your ability scores by a total of 4 points to a maximum of 40.
Feature[edit]
At 5th level,
Resistant[edit]
At 9th level, choose one of the following ability scores. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Wisdom and Intelligence
- Repulsion - Charisma and Intelligence
You may choose a second of the above effects at 37th level.
Extra Attack[edit]
At 13th level, you may attack twice instead of once when you take the Attack action. This increases to three attacks at 33rd level.
Feature[edit]
At 20th level,
Beyond Mortal[edit]
At 22nd level, you may add half your proficiency bonus to any saving throws you are not proficient in.
Honed Body and Mind[edit]
At 25th level, your health is unrivaled by any but those on your tier of power and the immortal. The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled, as is your maximum age.
Feature[edit]
At 40th level,
Mediumship Features[edit]
- Spiritual Sense
Your mind is in tune with the spiritual. While you have at least 1 Reiryoku, you can sense souls normally.
- Spiritual Touch
Your body is in tune with the soul within it. While you have at least 1 Reiryoku, you can interact with souls normally.
- Enhanced Strength
Your spiritual pressure naturally enhances your strength. While your Reiatsu is released, you may add your Charisma modifier to any damage you deal and to any Strength checks and saving throws you make.
- Enhanced Speed
Your spiritual pressure naturally enhances your speed. While your Reiatsu is released, your movement speed increases by a number of feet equal to 5 times your Charisma modifier, and you may add your Charisma modifier to any Dexterity checks and saving throws you make.
- Enhanced Durability
Your spiritual pressure naturally enhances your durability. While your Reiatsu is released, you may reduce any damage you take by your Charisma modifier, and you may add your Charisma modifier to any Constitution checks and saving throws you make.
- Slaughter Mode
Your body naturally reacts violently to any Reiatsu you sense. While a hostile creature is within your Reiatsu radius, you do not become incapacitated when you become stunned or unconscious.
- Spiritual Sleep
You are able to put the Reiryoku of purely spiritual beings into a dormant state. As an action for 10 Reiryoku while you are wielding an item important to the previous reincarnation of a creature that is a soul within your Reiatsu radius, you may attempt to force them into spiritual sleep. They must attempt a Charisma saving throw. On a failure, they fall unconscious for 1 minute and disperse, causing them to become invisible and intangible. On a success, they take psychic damage equal to your level + your Charisma modifier. If the target has the Repulsion feature, they take this damage on a success and suffer no effects on a success.
- Blank
As an action, you are able to suppress your memories, becoming confused until you end this feature at will. A creature touching you may transform you into an item that is your size category or smaller as an action once each time you use this feature, becoming petrified in the shape of the item, and you untransform when this feature ends.
- Kanonball
As an action for 4 Reiryoku, you may throw a Tiny ball of super-dense Rieryoku that hangs languidly in the air for 1 minute with concentration. This ball is permanently incapacitated, has a movement speed equal to a number of feet equal to 5 times your Wisdom modifier, has an AC equal to 10 + your proficiency bonus + your Intelligence modifier, and hit points equal to your proficiency bonus. When the ball drops to 0 hit points, it explodes, forcing every creature within 5 feet of the ball to make a Dexterity saving throw. On a failure, they take 1d8 + your level + your Charisma modifier force damage. On a success, they take half as much damage. You may drop the ball to 0 hit points as an action, or as a bonus action for 2 Reiryoku.
- Golden Kanonball
Requires Kanonball. When you use Kanonball, you may spend 2 additional Reiryoku to cause it to not require concentration.
- Raizer Kanonball
Requires Kanonball. When you use Kanonball, you may spend 4 additional Reiryoku to double the ball's movement speed or hit points.
- Raizer Deadly Magnum
Requires Raizer Kanonball. When you use Raizer Kanonball, you may spend 2 additional Reiryoku to double the ball's damage.
- Raizer Beam
Requires Raizer Kanonball. When you use Raizer Kanonball, you may spend 2 additional Reiryoku to double the radius of the ball's explosion.
- Indirect Foresight
You automatically know the alignment of any creature within your Reiatsu radius, even if you are not aware of their presence. As an action for 8 Reiryoku, you may gain general knowledge of the future. You gain general, unspecific information of the next 24 hours from the DM.
- Direct Foresight
Requires Indirect Foresight. As an action for 8 Reiryoku, you may gain knowledge of the direct future. For 1 hour while concentrating, you can't be surprised and have advantage on Dexterity saving throws.
- Combat Foresight
Requires Indirect Foresight. As an action for 8 Reiryoku, you may gain deep knowledge of the immediate future. For 1 minute while concentrating, you have advantage on attack rolls, ability checks, and saving throws, and attack rolls against you have disadvantage.
- Psychic Connection
As an action for 10 Reiryoku, you may form a psychic connection with a creature within your reach that is a soul. The creature becomes incapacitated, their movement speed drops to 0 feet, and they occupy a minuscule part of your soul. When you roll for initiative, the creature may grant you a number of its features to a maximum of half your Charisma modifier, and you must succeed a Charisma saving throw with a DC equal to its proficiency bonus times the number of features it granted you or become berserk for 1 minute. It may forgo one feature to allow you to spend a number of its Reiryoku equal to its proficiency bonus. As an action for 5 Reiryoku while you are not berserk, you may allow the creature to change which features it is granting you and you must make this feature's saving throw again. The creature may end this effect at will.
- Kamikake
Requires Psychic Connection. When you form a psychic connection with a creature, you may reduce one of your body parts to 0 hit points to cause them to not become incapacitated, their movement speed does not drop to 0 feet, and they do occupy a minuscule part of your soul. If the creature is dead, you may perform a 1 minute ritual to resurrect the creature in your body. If this ritual is complete, you are killed instantly and the target is resurrected in your place with their maximum hit points.
- Dragon
This feature can only be gained at 1st level and causes any Mediumship features other than those that require Dragon to cost twice as many Reiryoku. Creatures with hollow features take twice as much damage from your Reiatsu. Additionally, you may gain Pure Hollow Abilities as if they were Mediumship features.
- Star Ash
Requires Dragon. As an action for 3 Reiryoku, you leave a trail of star ash in any location you occupy until the end of your turn. At the end of your turn, any creatures within 10 feet of your star ash must make a Constitution saving throw. On a failure, they take 1d4 + your level + your Charisma modifier bludgeoning damage. On a success, they take half as much damage.
- Stealth Scale
Requires Dragon. As a bonus action for 3 Reiryoku, you become invisible for 1 minute with concentration.
- Bakkoto
As an action for a number of Reiryoku equal to your proficiency bonus, you may summon your Bakkoto, a forbidden weapon similar to a Zanpakuto, though rather than acting as a companion a Bakkoto acts as a parasite for 1 minute. Your Bakkoto acts as a melee weapon you are proficient and has a bonus to its damage rolls equal to your level + your proficiency bonus + your Charisma modifier. You must concentrate while this feature is active, but rather than this feature ending, you become berserk until this feature ends.
- Saiga
Requires Bakkoto and no other features that require Bakkoto. As an action while you are wielding your Bakkoto, you may spend an amount of Reiryoku up to your proficiency bonus to force a creature within your Reiatsu radius to make a Wisdom saving throw. On a failure, they are paralyzed until your Bakkoto disappears. The target may end this feature at will by spending Reiryoku equal to the Reiryoku you spent on it, and a creature touching the target may do so as an action.
- Kakuyoku
Requires Bakkoto and no other features that require Bakkoto. As a reaction for 1 Reiryoku when you would deal damage with your Bakkoto, you may instead create a Medium object with hit points equal to the damage you would have used. You may increase this feature's cost to a maximum of your proficiency bonus, multiplying the object's hit points by its cost.
- Retsurai
Requires Bakkoto and no other features that require Bakkoto. As an action while you are wielding your Bakkoto, you may spend an amount of Reiryoku up to your proficiency bonus to sprout an equal number of blades. As a reaction when a creature within your Bakkoto's reach makes an attack against you, you may lose one blade to deal your Bakkoto's damage to them.
- Shiragiri
Requires Bakkoto and no other features that require Bakkoto. As an action for a number of Reiryoku equal to your proficiency bonus while you are wielding your Bakkkoto, you may shroud an area with a radius equal to a number of feet equal to 5 times your proficiency bonus. This area considered heavily obscured beyond 5 feet for 1 minute with concentration.
- Togabito
This feature can only be gained at 1st level and causes any Mediumship features other than those that require Togabito to cost twice as many Reiryoku. When you gain a Mediumship feature, you may instead gain an Ability Score Improvement.
- Togabito Flame Defense
Requires Togabito. As an action for 1 Reiryoku, you may gain temporary hit points equal to half your level + your Charisma modifier, and any fire and cold damage you take is halved.
- Togabito Flame Lance
Requires Togabito. As a bonus action for 2 Reiryoku, your next melee attack before the end of your next turn deals additional fire damage equal to half your level + your Charisma modifier.
- Togabito Flame Shot
Requires Togabito. As an action for 5 Reiryoku, you may force one creature within your Reiatsu radius to make a Wisdom saving throw. On a failure, they take 1d6 + your level + your Charisma modifier fire damage. On a success, they take half as much damage.
- Togabito Consumption
Requires Togabito. You may manifest mouths anywhere on your body. As an action, you may cause any creature within your Reiryoku radius who uses a feature that costs Reiryoku to spend 2 additional Reiryoku to do so, and you regain 2 Reiryoku when they do so, until the beginning of your next turn. This does not apply to a creature maintaining a feature.
- Togabito Limbs
Requires Togabito. As a bonus action for 4 Reiryoku, you may cause one limb of your choice to regain its maximum hit points. If the limb was an arm, your reach with that arm increases by 10 feet until the end of your next turn.
- Togabito Retraction
Requires Togabito. As a bonus action for 4 Reiryoku, you may increase your reach by 20 feet until the end of your next turn. When this feature ends, you may move to an open space within your reach as you pull your body to one of your detached arms. You may end this feature at will.
- Mod-Soul
Your soul has been physically modified for combat in a human body. You can spend Reiryoku and use features from classes that can normally only be used while you are a soul, such as from the shinigami and hollow classes, while you are not a soul.
- Mimic Soul
Requires Mod-Soul. As an action for 3 Reiryoku, your appearance and voice become identical to a creature you have seen and heard for at least 1 hour for 24 hours with concentration. Creatures must succeed an Arcana check against your High-Spec save DC when they take the Search action to determine that you are not the creature you are impersonating.
- Illusory Soul
Requires Mimic Soul. As an action for 3 Reiryoku, one creature within your Reiatsu radius must make a Wisdom saving throw. On a failure, you may completely control their senses for 1 hour with concentration. These illusions can not deal damage to the target or cause any conditions other than the deafened or blinded conditions on the target, or the invisible condition on a creature the target would otherwise see. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success.
- Teleporting Soul
Requires Mod-Soul. As an action for 3 Reiryoku, you teleport to a location you can see within a number of feet equal to 10 times your Charisma modifier.
- Wormhole Soul
Requires Teleporting Soul. As a reaction for 3 Reiryoku when a ranged attack misses you, you may open a wormhole causing the attack to target a creature within a number of feet equal to 10 times your Charisma modifier.
- Bount
Requires Mod-Soul. This feature can only be gained at 2nd level and causes any Mediumship features other than those that require Mod-Soul to cost twice as many Reiryoku. As a reaction when you kill a creature, you may absorb their soul, regaining half their remaining Reiryoku and cause them to be unable to be resurrected by any means.
- Bount Regeneration
Requires Bount. When you regain Reiryoku, you may instead regain hit points equal to the Reiryoku you would have regained times your Charisma modifier. This feature can not be used while you are poisoned.
- Bount Power
Requires Bount. When you gain a Mediumship feature, you may instead gain an Ability Score Improvement.
- Bount Hypnosis
Requires Bount. As an action for 10 Reiryoku, one creature within your Reiatsu radius that can hear you must make an Intelligence saving throw. On a failure, they are charmed for a number of hours equal to your Charisma modifier with concentration. While charmed in this way, the target must move toward you at any chance they get. At the end of each of their turns, the target can repeat the saving throw.
- Bount Crest
Requires Bount. You gain a Bount Reiryoku maximum equal to your Charisma modifier. Bount Reiryoku can be spent like normal Reiryoku, but can only be spent on Kido and features that require this feature. All Bount Reiryoku is regained at the end of a short rest.
- Bount Summoning
Requires Bount Crest. As an action, you may summon a willing creature who has been within your Reiatsu radius for at least 1 hour, spending an amount of Reiryoku equal to twice the creature's proficiency bonus.
- Bount Ritual
Requires Bount Summoning. When you use Bount Summoning, you may use it as a 1 minute ritual instead of as an action to halve its cost.
- Bio-Augmented
Your body has been physically modified to not hinder your soul. You can spend Reiryoku and use features from classes that can normally only be used while you are not a soul, such as from the Quincy and fullbringer classes, while you are a soul.
- Jabarakaina
Requires Bio-Augmented. As a bonus action for 3 Reiryoku, your reach increases by a number of feet equal to 5 times your proficiency bonus until the end of your turn.
- Nisehada
Requires Bio-Augmented. As an action for 3 Reiryoku, you become invisible for 1 hour with concentration. You must make a concentration saving throw the first time you move and each time you make an action, bonus action, or reaction while this feature is active.
- Nikushibuki
Requires Bio-Augmented. As a reaction for 3 Reiryoku when you would be reduced to 0 hit points, you may dissolve yourself into a living liquid. You drop to 1 hit point instead, and you become immune to bludgeoning, slashing, and piercing damage, vulnerabile to lightning, fire, and cold damage, and can squeeze through any space, no matter how small for 1 minute.
- Tedoriru
Requires Bio-Augmented. As a reaction for 3 Reiryoku on a hit with an unarmed strike, you may spin your hand like a drill, dealing your unarmed strikes' damage to the target an additional time.
- Konpaku Sessaku
Requires Bio-Augmented. When you spend Reiryoku, you may instead spend 4 times as many hit points.
- Doll
Requires Bio-Augmented. This feature can only be gained at 2nd level and causes any Mediumship features other than those that require Bio-Augmented to cost twice as many Reiryoku. You may gain Pure Hollow Abilities as if they were Mediumship features.
- Doll Venom
Requires Doll. As a reaction for 3 Reiryoku when you deal damage to a creature, they must succeed a Constitution saving throw or be poisoned for 1 minute. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success.
- Doll Possession
Requires Doll. As an action for 3 Reiryoku, you may force a creature you are grappling to attempt a Wisdom saving throw. On a failure, the creature becomes paralyzed and you possesses them, causing the creature to follow any movements you make and causing any effects that target you to target the creature as well. You may end this effect as a bonus action. The target may attempt a Wisdom saving throw at the end of each of their turns, ending this effect early on a success.
- Doll Dimension
Requires Doll. As an action for 5 Reiryoku, you may transfer your body to a personal dimension, though your senses and shadow remain in your previous dimension, for 1 minute with concentration. Until this feature ends, you are invisible and intangible.
- Sphere Doll
Requires Doll. As an action for 5 Reiryoku, you may split your body into an array of spheres for 1 minute with concentration. As a bonus action while this feature is active, you may change your size category to a minimum of Tiny and a maximum of one size category larger than your size without this feature.
- Body Cannon
Requires Sphere Doll. As an action for 1 Reiryoku while Sphere Doll is active, you may create a ranged weapon you are proficient with out of your spheres that lasts until Sphere Doll ends. This weapon gains a bonus to its damage rolls equal to your level. As a bonus action for 1 Reiryoku while this feature is active, you may create a number of pieces of ammunition for the weapon equal to your Charisma modifier that have the same duration as the weapon itself.
- Water Doll
Requires Doll. As an action for 5 Reiryoku, you may transform parts of your body into water, increasing your reach by a number of feet equal to 5 times your Charisma modifier for 1 minute with concentration.
- Drowning Pool
Requires Water Doll. As an action while you are grappling a creature while Water Doll is active, you may cause them to begin suffocating as you invade their lungs. This lasts until they are no longer grappled by you or Water Doll ends.
- Water Form
Requires Drowning Pool. As a bonus action for 3 Reiryoku while Water Doll is active, you transform the rest of your body into water. You become immune to bludgeoning, slashing, and piercing damage, vulnerable to lightning, fire, and cold damage, and can squeeze through any space, no matter how small, until Water Doll ends.
- Fire Doll
Requires Doll. As an action for 5 Reiryoku, you may erupt with fire. You become immune to fire damage, resistant to bludgeoning, slashing, and piercing damage, and vulnerable to cold damage for 1 minute with concentration.
- Fire Blast
Requires Fire Doll. As a reaction for 2 Reiryoku when you deal damage, you may cause your assault to erupt into fire, forcing the target to make a Constitution saving throw. On a failure, they take fire damage equal to the damage you used this feature on. On a success, they take half as much damage.
- Blue Flames
Requires Fire Blast. As an action for 2 Reiryoku, you may gain a +2 bonus to attack rolls, your saving throw DC, saving throws you make, and your AC, and you become berserk for 1 minute.
- Wind Doll
Requires Doll. On a hit with a melee attack, you may spend 1 Reiryoku to also shove the target.
- Windwand
Requires Wind Doll. As an action for 5 Reiryoku, you create a 15 ft. radius translucent wall centered on you that lasts for 1 minute with concentration. This wall has hit points equal to twice your level + your Charisma modifier.
- Windestanz
Requires Windwand. When you use Windwand, you may spend 2 additional Reiryoku to center the wall on a point within your Reiatsu radius.
- Windstanz Schneide
Requires Windstanz. When you use Windstanz, you may spend 3 additional Reiryoku to cause any creature that touches the wall, including on a hit with an unarmed strike to take 1d4 + the barrier's remaining hit points.
- Windblatt
Requires Wind Doll. As an action for 1 Reiryoku, you may create a melee weapon you are proficient with out of wind that lasts for 1 hour with concentration. This weapon gains a bonus to its damage rolls equal to your level.
- Wind Licht
Requires Windblatt. As a bonus action for 4 Reiryoku, you may empower the weapon created with Windblatt with lightning, causing it to deal its damage an additional time as lightning damage on a hit.
- Wind Licht Schneide
Requires Wind Licht. When you make an attack with the weapon created with Windblatt, you may spend 10 Reiryoku to also release a thin tempest. Every creature in a cone with a length equal to 5 times your proficiency bonus ft. originating from you must make a Dexterity saving throw. On a failure, they take force damage equal to twice the weapon's damage. On a success, they take half as much damage.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the high-spec class, you must meet these prerequisites: Charisma 14, acquired high-spec powers
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