Hollow (5e Class)

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Hollow

Hollows are creatures born out of corrupted souls of humans. They vary heavily in shape and form, though usually, they tend to be quite large. They tend to be a little less than two times the size of that of their favorite prey, humans.

Two things that distinguish hollows from other corrupted beings is a gaping hole somewhere on their body, thus giving them the name 'Hollow'; the other being that they all have a bone-white mask over their faces, though the way it is designed is up to you. Sometimes they are ornate, and other times rather plain. Their body shapes are typically somewhat humanoid, with grotesque additions like tentacles, fur, spines, quills and the like.

Creating a Hollow

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A Vasto Lorde standing on the rain, [1]
Quick Build

You can make a Hollow quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength.

Class Features

As a Hollow you gain the following class features.

Hit Points

Hit Dice: 1d12 per Hollow level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Hollow level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose 3 from the following: Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, or Survival

Equipment

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

  • Explorer’s Pack

Table: The Hollow

Level Proficiency
Bonus
Features Reiryoku Points
1st +2 Reiryoku, Hollowfication, Mutation, Roar, Claws 4+con
2nd +2 Hardened Skin, bala, Spiritual Senses 8+con
3rd +2 Cero, Regeneration, Hollow Path 12+con
4th +2 Ability Score Improvement 16+con
5th +3 Extra Attack 20+con
6th +3 Mutation(2), Hollow Path Feature 24+con
7th +3 Menos Grande, Stomp, Garganta 28+con
8th +3 Ability Score Improvement 32+con
9th +4 Hollow Path Feature 36+con
10th +4 Adjucas, Sonido 40+con
11th +4 Mutation(3) 44+con
12th +4 Ability Score Improvement 48+con
13th +5 Evil Spirit 52+con
14th +5 Devastating Cero, Hollow Path Feature 56+con
15th +5 Extra Attack(2) 60+con
16th +5 Ability Score Improvement 64+con
17th +6 Vasto Lorde, Mutation(4) 68+con
18th +6 Gran Rey Cero 72+con
19th +6 Ability Score Improvement 76+con
20th +6 True Vasto, Devourer Of Souls 80+con

Reiryoku

Reiryoku (霊力, Spiritual Power) is a power aligned with the spiritual sensitivity and willpower of the user. It is used by Shinigami, Espada and other spiritual beings to provide power for their various abilities.

Reiryoku Points

Beginning at 1st level, you have a number of Reiryoku points equal to your Hollow Level x 4, as shown in the Reiryoku Points column of the Espada class table, + your Constitution modifier. If you already have Reiryoku from another class, such as from the Fullbringer class, or Reishi from the Soul Reaper class, you may add these Reiryoku points to that pool instead, and any features that use Reiryoku may use the other point pool as well.

You regain all expended Reiryoku points when you finish a long rest.

If your Reiryoku points reach a count of 0, you have Disadvantage on all saving throws, excluding death saving throws, until you regain at least one Reiryoku point.

Some of your Reiryoku features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Constitution is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:

Reiryoku save DC= 8 + your proficiency bonus + Constitution modifier.

Reiryoku attack modifier= your proficiency bonus + Constitution modifier

Mutation

At 1st level your new hollow biology makes you mutate, making you gain new powerfull abilities. Pick one trait from the hollow mutations list. You can pick another trait at 6th, 11th, and 18th level. When you would get an ability score, you can spend it to get a mutation instead.

Hollowfication

Also at 1st level, you have effectively died and been brought back to life, becoming a Hollow, a spiritual creature that is driven by instinct and desire.

Though your type doesn’t change, you no longer need to sleep, breath or eat. You can, however, benefit from devouring souls.

After an creature dies, you may choose to devour its soul as an action. By doing so, you regain an amount of Reiryoku points equal to that creature's challenge rating (minimum of 1). If your Reiryoku points are completely filled, then you can choose to regain the Reiryoku points as Temporary hit points instead.

When you devour the soul of a creature, you can instead gain one of of its Traits instead, such as a Chain Devil's "Devil's Sight", or an Owlbear's "Keen Sight and Smell".

There are some exceptions to the extent of abilities you can gain from a soul, as such:

  • You cannot devour the soul of an Undead or a Construct.
  • You cannot gain a feature from a creature with a CR higher than your hollow level.
  • You cannot gain any of its actions, reactions, damage immunities, Legendary Actions or Legendary Resistances.
  • You must have slain the creature with your claws, bite, Stomp, or one of your Reiryoku abilities.
  • The target must have died in the last 5 minutes.

You can only retain an amount of traits equal to your Constitution modifier + your proficiency bonus. When you devour a new soul and you have already reached the maximum amount of traits you can possess, you can replace one of your current traits with the trait you want to receive.

Any acquired traits last 24 hours. You can extend the duration for one feature by forgoing the other benefits of devouring a soul, when you do so, you gain no benefits from devouring the soul, but you can extend the duration of one of your acquired traits by 24 hours.

A creature that has had its soul devoured can only be resurrected by the True Resurrection or the Wish spells.

At 6th level your acquired traits will last 1d4 Days, and you can extend the duration of all the traits by devouring a soul, gaining it's benefits and increasing the effects duration by 1d2 days. And you can gain 1 of it's actions.

At 9th level the acquired traits last 2d8 days, and you can extend the duration of all the traits by devouring a soul, gaining it's benefits and increasing the effects duration by 1d4 days.

Actions cost 4 reiryoku

Roar

At 1st level, your beastial nature gave you the ability to make an inhuman scream, that gives you +1 to one of your scores and gives a -1 to one of your opponent's scores. After you give the roar, every creature in a 30ft radius must make a Charisma Saving Throw, on a success they can stand their ground and act normally, on a failure they get frightened and will do their first action with disadvantage.

Natural Weapons

At 1st level, after becoming a hollow your body suffered a lot of changes. Choose one of the natural weapons bellow:

Claws

Your nails will grow long and claw-like, making cutting your prey easily. You may attack with them dealing 1d6 + con slashing damage on a hit.

This damage increases by one dice type at 3rd(2d6), 8th(2d8), 12th(2d10), and 16th(2d12) level.

Bite

Your teeth grow sharp and you can use it to bite your enemies. As an attack, you may bite your opponent dealing 1d4 +con piercing damage on hit. At 3rd level, your damage increases to 2d4. At 8th level it increases to 3d4, and when you hit someone you force them to make a Strength saving throw against your reiryouku DC, or become Grappled by you (You cannot bite another target while having someone grappled this way. At 12th level, your damage increases to 4d4. At 16th level this becomes 6d4, and when you grapple a creature they are also considered restrained

Hardened Skin

Starting at 2nd level, while you are wearing no armor, your skin is naturally harder than that of normal beings, Your AC equals 10 + your Constitution modifier. At 6th level your skin gets more durable and will gain a +1 Bonus. \

Bala

Also starting at 2nd level, you learn how to concentrate your Reiatsu into small, condensed projectiles that pack deadly force behind them.

By spending 2 Reiryoku points as an action, you can manifest three projectile bullets composed of red Reiatsu from the palm of your hand and hurl them at up to three creatures you can see within 60 feet at.

Make a ranged weapon attack for each bullet. On a hit, the bullets deal 1d6 + your Dexterity modifier force damage.

Your Bala's damage die increases by one die category when you reach 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Spiritual Senses

At 2nd level, your spiritual senses are sharp since you are aways hungry for souls. You are aways under the effect of detect magic, and can locate magical creatures with advantage. Also, for every type of creature you consume you will gain for 24 Hours advantage in locating that same creature type.

At 15th level, you gain advantage against Saving Throws of being charmed or frightned.

Cero

Starting at 3rd level, you learn how to fire powerful blasts of concentrated spiritual energy from your mouth, hands, or any other parts of your body.

You can spend 5 Reiryoku points as an action to shoot a blast of colored Reiatsu, forming a line 100 feet long and 5 feet wide, in a direction you choose.

  • At 4th level, the line's range increase to 120 feet long and 10 feet wide.
  • At 8th level, your damage increases to 4d12.
  • At 16th level, a creature takes an additional 2d12 radiant damage.

Regeneration

At 3rd level due to your body being made entirely of reiatsu, as a reaction or bonus action for 2 Reiryouku you can regen 1d4 + Your Constitution Modifier Hit Points. This number increases to 1d6 at 6th level, to 1d8 at 10th level, 1d10 at 15th level and 1d12 at 17th level. You may spend 4 Reiryouku to add one extra dice to the Hit Points, or regain a lost limb or member.

Hollow Path

At 3rd level, you now have to live an eternal life of hunting and feeding on souls, which made you choose a Path. Choose between Silent Hunter, Immortal or Experiment Path, all detailed at the end of the class description. These paths grants you features at the 3rd, 6th, 9th, 12th and 15th level.

Ability Score Improvement

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.

You can also not increase any of your scores, in exchange for a Hollow Mutation.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class.

Evolution

Starting at 7th level, your mutations have been mixing eachother on your body, making your hollow form grow stronger and evolve. When you reach certain levels, you will evolve and increase in power, gaining certain benefits listed bellow:

Menos

Requirement: 7th level

  • You will receive a +1 to your Constitution and Strength score. Their maximums will also increase by that amount.
  • Your size increases by two categories.
  • The Stomp action does 4d12 instead of 3d10
Adjuchas

Requirement: 10th level

  • You will receive a +2 to your Constitution and Strength score. Their maximums will also increase by that amount.
  • Your size decreases by two categories.
  • You gain +15 movement speed.
Vasto Lorde

Requirement: 17th level

  • You will receive a +3 to your Constitution and Strength score. Their maximums will also increase by that amount.
  • Your size remains the same.
  • You gain +30 movement speed.
  • You can add your Constitution modifier twice when calculating your max Reiryoku
True Vasto Lorde

Requirement: 20th level

  • You will receive a +4 to your Constitution and Strength score. Their maximums will also increase by that amount.
  • Your size remains the same.
  • You gain +40 movement speed.
  • You can add your Constitution modifier twice when calculating your max Reiryoku
  • In addition, you will gain advantage on Strength, Constitution and Dexterity saving throws.

Stomp

At 7th level, you gain the ability to stomp. As an action, any creature within 30ft of you must make a dexterity saving throw. On a failure, they take 3d10 + Constitution + Strength force damage and are knocked prone. On a success, they take half the damage and are not knocked prone. you may use this feature as many times as your constitution modifier per long rest

Garganta

At 7th level, you gain the ability to open gates to other places by ripping a dimensional hole between where you are and where you want to go.

You can teleport yourself from your current location to any other spot within range as an action for 5 Reiryoku points. The range at which you can teleport is up to 250 feet, and you arrive exactly at the sport desired. This space can be a space you can see, one you can visualize, or one you can describe by stating distance and direction, such as "100 feet straight downward" or "upward to the northwest at a 45-degree angle, 150 feet".

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring up to two willing creatures that are medium or smaller.

If you would arrive in a place already occupied by an object or a creature, you and any creatures or objects traveling with you are shunted to the closest unoccupied space.

At 11th level, the range of this feature is increased to 500 feet.

Sonido

At 10th level, you learn how to move between places at incredible speeds, impossible to track with the naked eye. As a bonus action you can spend 4 Reiryoku point to teleport up to 80 feet to an unoccupied space that you can see. Travelling further distances is taxing on the user, whenever you attempt to teleport to a distance that is higher than your full movement speed, you must succeed on Constitution saving throw or gain one level of Exhaustion. The DC for this saving throw is equal to 10 + 1 per ten feet traveled beyond your normal speed.

The Sonído technique makes it easy for the user to travel long distances unnoticed. You have advantage on Dexterity(Stealth) checks made on the same turn this feature is used.

At 18th level, you can warp up to twice your movement speed.

Evil Spirit

At 13th level, you have grown within the ranks of the Hollows, becoming a recognized evil spirit. Your Natural Weapons is considered magical.

Unique Cero

At 14th level, due to the increase in your reiryoku you have achieved a new unique form of cero. Choose one of the cero options bellow:

Devastation Cero

This cero is used mostly for the destruction of your surroundings. As an action for 15 Reiryoku, you can fire a cero in a line of 400ft by 40ft, in which every creature must make a dexterity saving throw. On a failure, the creature takes 10d12 + your Constitution modifier force damage and are knocked prone. On a success they take half damage and are not knocked prone. This Cero deals twice as much damage to constructs or buildings.

Revenge Cero

This cero is meant to be used when you are in the verge of death, being a quick way to destroy those that opposed you. As an action for 15 Reiryoku, you can fire a cero in a line of 150 ft. and 15ft wide. Every creature in that line must make a Dexterity saving throw, on a failure the creature takes 10d12 + Hollow Level if you are below 1/4 of your hp, and on a success the target takes half damage.

Gran Rey Cero

At 18th level, you learn a variation of the Cero, the Gran Rey Cero. By mixing your own blood with a Cero, you can fire a Cero with much greater attack power and speed, in addition to having a change of color unique to them. It is many times more powerful than a normal Cero, disturbing the fabric of space as it travels. Upon release, it spins like a razor as it compresses and decompresses due to the sheer speed and raw power.

As an action, you spend 40 Reiryoku points to blast a gigantic concentration of Reiatsu in a direction of your choice. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 20d12 + con force damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

Devourer Of Souls

At 20th level, you are feared everywhere you go, you became the king of the evil spirits and can roll Intimidation with advantage.

Also, for 80 Reiryoku Points you take a deep breath sucking souls in 200ft, each creature in that radius must make a Wisdom Saving Throw, on a success they take 10d10 Necrotic Damage, on a failure their entire soul gets sucked to your body, giving you half their current hit points as Temporary hp. This may be used once per day, souls absorved this way cannot be hollowfied.

Hollow Paths

Here you will have a list of the hollow paths you can take.

Silent Hunter

You are a more refined type of hollow, not wanting just an easy prey, but waiting for the ideal one to appear. You're aways lurking in the shadows, waiting for the next victim, making silent but violent kills.

Shadow Walker

At 3rd level, you have been hunting in the shadows for so long that you feel better inside them. While you are in a region with dim light or lower, you will have advantage on your attack rolls. You will also gain 60ft. of Darkvision, if you already have Darkvision then increase it's range to 120ft.

Refined Stalker

At 6th level, you stalk your prey waiting for the perfect moment to strike. If you are undetected by an enemy on your first attack roll you will deal extra xd6 damage(With X being the number of turns you were undetected by the creature). You may use this feature an amount of times equal to your proficiency bonus.

Gone Without A Trace

At 9th level, you have improved your killing methods to never be detected. When you reduce a creature to 0 Hit Points, you can take the disingage action to move towards other direction, if you move towards a creature you can make a Opportunity Attack.

Opportunist

At 14th level you know the best moments to attack your prey, when an enemy is being attacked by another creature within 5ft of him, you may use your reaction to give an opportunity attack.

Immortal

There have been many different atempts to kill you, but they all failed. You have become a hollow of high speed regenerative capabilities, and can recover from the most deadly injuries.

Hard to Kill

At 3rd level, you have been "killed" so many times that you can't even remember. Every turn, you will automatically be healed from your regeneration die, and if you are reduced to 0 Hit Points or run out of Reiryoku points this effect will stop until you recover at least one Hit Point/Reiryouku Point.

Quick Defense

At 6th level, you're aways trying to survive from most battles, which made you develop a quick defense. As a reaction, you can reduce the incoming damage by Your claw attack damage

Reiatsu Skin

At 9th level, you have made a technique to protect yourself from damage. As a bonus action for 10 Reiryoku you can cover your body with your Reiatsu, giving you xd6 Temporary Hit Points (With X being your proficiency bonus).

Regenerating Body

At 14th level, your body have become even better at regenerating from attacks. Your Regeneration dice increases by 1, and now you can once per battle enter rapid regeneration mode for 1 minute. When rapid regeneration is active, all the healing you receive will be doubled, and you cannot receive exhaustion levels.

Experiment

When you became a hollow, some organization or scientist took interest in your abilities, and tried to experiment on you. You have escaped, and can now roam free with new enhanced abilities above any kind of normal hollow.

Early Evolution

At 3rd level, due the experiment made on you, you now have a high mutation rate. You may choose one extra Mutation from Minor Mutations, and one from Lesser Mutations.

Mixed Dna

At 6th level, due to your DNA being mixed with that of other races, you will gain +1 Reiryouku per level in this class. gain 1 lesser mutation

The Reason Of My Existance

At 9th level, you remember why do you exist, and the objective behind the experiments made on you. You must choose one of the following:

  • Domination: You have been made to conquer the whole world, because of that once per turn you can add 1d4 to any rolls you make.
  • Hope: You were created to bring hope to the world around you, your Regeneration skill will now work on others around you, and you may give advantage to an ally as a reaction.
  • Perfection: You were created to be the perfect existence, a being above all others. For every creature you consume the soul of, you may choose between your Reiryoku or Hit Point maximum to increase by 1.
Unstable Body

At 14th level, your body is unpredictable, you may have tentacles in a moment, and then in an instant you now have wings. You can now at short or long rests change 1 of your mutations for one of the same rank. You will also gain one more mutation.

Hollow Mutations

Minor Mutations

You can pick this mutations at any level, since they are the most basic forms of hollows.

Acid Spit
You can spit Acid in to deteriorate an opponent. As an attack action you can spit acid in a target within 15ft to hit a creature, dealing 2d4 Acid Damage on a hit. If you have missed the attack, you can choose a spot within 5 ft. of the target to become a 5 foot circle of difficult terrain. This damage increases to 4d4 at 6th level, 6d4 at 11th level, and to 8d4 at 17th level.


Fire Breath
You may hold your breath and launch a wave of fire in front of you. As an action in 10ft., each creature in front of you must make a Dexterity Saving Throw, on a successfull save they take half damage, on a failed save they take 1d8 Fire Damage. This damage increases to 2d8 at 6th level, 3d8 at 11th level, and to 4d8 at 17th level.


Wings
You gain wings from your hollow form, and gain flying speed equal to half your movement speed, and while flying you will gain a +2 to your AC.


Hard Skin
Your body has grown stronger and harder, making you gain resistance to Bludgeoning, Piercing and Slashing damage.


Poison Gas
You have developed a extremely deadly gas to kill your enemies. As an action you may release a cloud of venomous gas in a 15ft. circle around you, forcing everyone who was inside the area to make a Constitution Saving Throw, on a failure they take 1d6 poison damage and are poisoned, on a success they will take half damage and will not be poisoned. At the 6th level this damage will be increased to 2d6, to 3d6 at 11th level, and to 4d6 at 17th level.


Tail
You have grown a tail that helps with balance and movement, you will gain proficiency in the Acrobatics skill, and can use your tail to hold objects or weapons you are proficient with.

  • Spiky Tail: Requires the Spiky Skin mutation. Your spiky skin have spread to your tail, you can now give a tail attack dealing 3d6 Bludgeoning Damage + 1d6 Piercing Damage. This attack counts as a natural weapon.

Lesser Mutations

You can pick this mutations at 6th level, these mutations are for more powerful hollows, who started to eat and evolve more.

Poisonous Claws
Your claws have deadly venom imbued in them. When you hit a creature with your claw attack, the target must make a Constitution Saving Throw, on a success the target takes half damage from the poison, on a failure they take 2d6 Poison Damage and are poisoned. It's damage will increase to 3d6 at 11th level, to 4d6 at 17th level, and to 5d6 at 20th level.


Fast Hunter
Your speed has increased greatly with your mutation, you can now take the dash, disengage and dodge action as a bonus action, and your movement speed increases by 20.


Tentacles
You grow large tentacles with a range of 15ft, they can attack twice dealing 1d10 Bludgeoning Damage. When you hit a creature with your tentacles, you may try to grapple them. You also gain Climbing Speed in 15ft with your tentacles.

  • Spiky Tentacles Requires Spiky Skin mutation. Your spiky skin has affected your tentacles, making so now you deal extra 1d6 Piercing damage when you attack with them. Also, when you grapple someone they will take this extra damage at the beginning of their turns while grappled

Gigantic Body
Your size increases by one category, and creatures will now have disadvantage when they try to knock you down, grapple or restrain you. You will also have advantage to free yourself from this effects.


Spiky Skin
Your skin is covered with sharp spikes to avoid being hit, whenever someone hits a melee attack against you they will take half of the attack damage as piercing damage. You cannot reflect magical attacks.

  • Magma Spikes: Requires Volcanic Body mutation. Due to your body becoming volcanic, your spikes have adjusted to the immense heat. When someone hits a melee attack against you, they will not only take half the damage back, but will take extra xd4 Fire Damage (With X being your proficiency bonus).

Strong Grip You have been gifted with great strength, crushing bones with ease. When you grapple a target they will take xd4 Bludgeoning Damage on the start of their turns while grappled (With X being your Strength modifier).

  • Warm Hug: Requires volcanic body mutation. Due to your body being surrounded by heat, you burn the creature you are currently grappling, dealing xd6 Fire Damage per turn.(With X being your proficiency bonus)
  • Prickly Embrace: Requires Spiky Skin mutation. Your spiky skin made your grapples even more deadly, when you are grappling someone they will take xd4 Piercing Damage at the beginning of their turns. (With X being your proficiency bonus)

Though as Nails
Your overall endurance is greater than others, and you show it by receiving countless attacks and still remain standing and alive. Your Maximum Hit Points increases by twice your current Hollow level, and you will gain +1 Hit Points for each level you gain afterwards.


Advanced Mutations

These mutations are for hollows who surpassed their menos form and ascended to a new form of hollow, they can only be taken at 11th level.

Sticky Web
You have developed a method to trap your prey in a web, you can use a action to launch a web in 30ft covering a 10ft. circle, every creature in this area must make a Dexterity saving throw, on a success they dodge, on a failure they are restrained. They can spend their action to make a Strength saving throw, on a success they break free, on a failure they are still trapped in the web.


Giant Horns
You gain huge horns to charge against an enemy. Whenever you hit a natural weapon attack that you have moved at least 10ft. before the attack, the creature hit must make a Strength saving throw, on a success they will take the normal attack damage, on a failure they will be knocked prone.

  • Volcanic Horns Requires Volcanic Body Mutation. With your whole body increasing with the heat, your horns become volcanic as well. When you hit a person with a natural weapon attack that gains the giant horns feature, the person will now have to roll a Constitution saving throw to not take 1d8 fire damage. They can repeat the save at the beginning of their turns, taking the damage again if they fail.

Volcanic Body
Your body begins to mutate, making you receiving a hardened skin made of magma, which makes your Claws and unarmed strikes give extra 2d8 Fire Damage. You will also gain fire resistance, and advantage in saving throws against hot or cold weathers. The damage increases to 3d8 at 17th level, and to 4d8 at 20th level.


Terrifying Roar
Your roar ability will now give you +2 in any of your stats for 1 minute, and reduce one creature stats by -2 for 1 minute. You will also roll the intimidation check with advantage if the creature is smaller than you.


Endless Stamina
Your mutation has increased your stamina in absurd levels, which gives you the option to ignore exhaustion levels for 1 + Your Constitution modifier hours, then after these hours have passed you will suffer the consequences as usual. You will also not move half your movement speed after taking a run action


Double Cero
Your mutation made you be able to cast two Cero at once. Whenever you use your action to launch cero, you may choose two lines to launch both ceros.


Heavy Bala
You can now shoot only 1 Bala per attack, but it's damage increases by two extra dice. Also, if the Bala hits someone a creature within 5 ft. of the target will take half of the bala's damage.


Extra Eyes
Your mutation made you grow extra eyes in various parts of your body (You choose the parts), you will gain additional eyes equal to your Constitution modifier(If you increase your Constitution score after this mutation, you dont gain additional eyes). For each extra eye you pocess, you will gain a +1 in Perception checks. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

  • Sharp Eyes Requires Transparent World mutation. All of your benefit from your enhanced sight, even making it better. All of your sight range will be multiplied by the amount of eyes you have.

Elite Mutations

Only the highest tier of hollow has reached these mutations, which can only be taken at 17th level.

Transparent World
Your mutation has made your vision sharp, sharper than anything in this earth. You will gain 60ft. of truesight, which makes you see through illusions and magic effects.


Immense Reiryoku
Due to you eating thousands and thousands of hollows, your reiryoku was increased to incalculable levels. You may spend twice as much reiryouku in an feature to make it's rolled number double. You may only use this as much as your Constitution modifier.


The Very Very Strongest
Your might is unmatched in any kind of plane, you will have advantage making Strength saving throws and your Natural Weapons attacks will now deal 1 extra dice of damage.


Immortal Monster
Your mutations have made your regeneration ability increase to new levels. The amount of Hit Points you regain per reiryouku spent is increased by 2 dices, and you can now use regeneration as a free action.


Hollow Fortitude
When you would fall to 0 Hit Points, you can roll a regeneration die and keep fighting with the recovered hit points. You may do this equal to half your Constitution modifier (Rounded Dowm).


Body Cloning
Your body has mutated in so many ways that you even gained the ability to multiply yourself. As an action you can spend 20 Reiryoku points to create a clone of yourself with the exact same scores, Features and class level as you, but his Hit Points will be 5 x Your Hollow Class Level. You may have as many clones at the same time equal to half of your Constitution modifier rounded down.

Divine Mutations

These mutations are only for the chosen hollows, those who defied all odds against their life of suffering to reach a new level of power. You can only take one of these mutations at 20th level.

Indestructible Skin
No one in this world can really hurt you, because you are indestructible. You will gain resistance to all damage types. If you have the Hardened Skin mutation, you will also gain immunity to Slashing, Piercing and Bludgeoning damage.


Destroyer of Worlds
With an immense power, you can even destroy dimensions with your attacks. Your first attack or action in your turn will have their damage dice doubled.


Multiclassing

Prerequisites. You may not multiclass into or out of this class.

Proficiencies. You may not multiclass into or out of this class.

3.00
(7 votes)

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