Hollow Shinigami (5e Class)
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Hollow Shinigami[edit]
<!-Introduction Leader->[edit]
Creating a Hollow Shinigami[edit]
- Quick Build
You can make a hollow shinigami quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Hollow Shinigami you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Hollow Shinigami level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hollow Shinigami level after 1st
- Proficiencies
Armor: light armor, medium armor
Weapons: Simple Weapons, Martial Weapons, Zanpakuto
Tools: Smith's Tools
Saving Throws: Dexterity, Constitution
Skills: Pick two from 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:
- Zanpakuto (specific weapon decided by player and DM discussion)
- (a) Shogi Set or (b) Playing Card Set
- leather armor
- (a) Dungeoneer's pack or (b) Explorer's pack
- If you are using starting wealth, you have 4d4x10 in funds.
Level | Proficiency Bonus |
Reishi Points | Slot Level | Features |
---|---|---|---|---|
1st | +2 | 4+con | 0th | Reaper's Gi , Zanjustsu, Zanpakuto |
2nd | +2 | 8+con | 1st | Reishi, Kido |
3rd | +2 | 12+con | 1st | Soul of the Hollow |
4th | +2 | 16+con | 1st | Ability Score Improvement, Flash Step |
5th | +3 | 20+con | 2nd | Extra Attack |
6th | +3 | 24+con | 2nd | Advanced Flash step, Soul Resonation, Reaper's Gi, Visored |
7th | +3 | 28+con | 2nd | Cero |
8th | +3 | 32+con | 2nd | Ability Score Improvement, Manifest Spiritual Pressure |
9th | +4 | 36+con | 3rd | — |
10th | +4 | 40+con | 3rd | Reaper's Gi, Shikai, Soul Resonation, Hollow Mask Power Augment |
11th | +4 | 44+con | 3rd | Extra Attack |
12th | +4 | 48+con | 3rd | Ability Score Improvement |
13th | +5 | 52+con | 4th | — |
14th | +5 | 56+con | 4th | Reaper's Gi, Soul Resonation, Bankai |
15th | +5 | 60+con | 4th | — |
16th | +5 | 64+con | 4th | Ability Score Improvement, Gran Rey Cero |
17th | +6 | 68+con | 5th | — |
18th | +6 | 72+con | 5th | Vasto Lorde |
19th | +6 | 76+con | 5th | Ability Score Improvement |
20th | +6 | 80+con | 5th | Soul King |
Reaper's Gi[edit]
A Reapers Gi, like his Zanpakuto, is made of his soul pressure, meaning that it can be repaired by the will of it's wearer, and is stronger than a normal robe. At 1st level, while wearing your Reapers Gi and no shield and have at least 1 Reishi point, your AC is equal to 10 + your Constitution modifier . As your power as a soul reaper increases, so does the strength of your Reaper's Gi. At 6th level, your gains a +2 AC bonus, at 10th level this bonus increases to +3, and at 14th this bonus increases to +4.
Zanjustsu[edit]
At 1st level, You gain the ability of Zanjutsu. Zanjutsu is the skill that allows Soul Reapers to create a sword from their "Soul Pressure" and manifest it in physical form, as well as handle the blade with full proficiently. This skill also binds the Zanpakuto to the creator. This means that only the person with a matching soul may wield the Zanpakuto. (Discuss with the DM to determine the zanpakuto, a real one may be used if the DM approves.)
Zanpakuto[edit]
Starting at 1st level, the Zanpakuto that a Shinigami wields is their primary weapon in combat. The Zanpakuto is the only way that the Shinigami will be able to access later features of the class. The player should discuss with the DM about potential weapons that their standard Zanpakuto will look like. Your Zanpakuto also counts as magical for the purpose of overcoming resistances and is 1D10 Slashing damage. Examples are given below:
- Suzumushi
- Cry, Suzumushi While in Shikai, your Zanpakuto remains unchanged. As an action for 20 Reishi, you may force every creature within 120 ft. to attempt a Constitution saving throw as Suzumushi vibrates at a painfully high frequency. On a failure, they are knocked unconscious for 1 minute. On a success, they are deafened for 1 minute.
- Alternatively as an action for 5 Reishi, you may force every creature in a 60 ft. line to attempt a Dexterity saving throw as you generate a storm of blades. On a success, they take 4d12 slashing damage. On a failure, they take half as much damage.
- Suzumushi Tsuishiki: Enma Kōrogi While in Bankai, all creatures except you are blinded and deafened.
- Engetsu
- Burn, Engetsu While in Shikai, Engetsu is engulfed in black flames. Your Zanpakuto damage die becomes 2d6, and you may choose to have it deal necrotic and fire damage instead of slashing damage. As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.
- Tensa Engetsu While in Bankai, Engetsu's black flames grow higher. Your Zanpakuto damage die becomes 2d8, you may use Getsuga Tensho as a bonus action, Getsuga Tensho costs 20 Reishi, and you must spend 10 hit points in addition to the normal Reishi at the end of each of your turns to maintain Bankai.
- Yatagarasu
- Glare, Yatagarasu While in Shikai you can use your reaction to parry a melee attack a creature makes and reduce it to 0, and/or you can also your reaction to negate any magic cast as if you used counterspell and then counter attack.
- Fukusei Yatagarasu While in Bankai you can sense all energy around you and you come become one with it you gain truesight and All-Around Vision, when a creature is about to or makes a melee attack, spell or ability you can copy it and use it as if yours. You can also use this ability against attacks, spells or abilities you have parried or negated. You can then make a counter attack against the creature.
- You can also use your reactions up to a number of times per turn equal to your proficiency bonus.
Reishi[edit]
At 2nd level, you begin to harness the energy of all spiritual forces known as Reishi. You have a number of Reishi points as listed in the Resihi Points column of the Soul Reaper class table + your Constitution modifier. You regain all expended Reishi points when you finish a long rest. If your Reishi points reach a count of 0, you have disadvantage on all saving throws, excluding death saving throws, until you regain at least 1 Reishi point. If you already have Reiryoku from another class, such as from the or class, and any features that use Reishi may use the other point pool as well.
Some of your Reishi 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:
Reishi save DC= 8 + your proficiency bonus + your Constitution modifier.
Reishi attack modifier= your proficiency bonus + your Constitution modifier
Kido[edit]
You have also harnessed the use of Reishi in the form of Kido, you may start learning basic Bakudo, Hado, and Kido spells, barriers, and seals. You must spend twice as many Reishi points as a spell's level to cast it. Cantrips cost 1 Reishi to cast. Casting a spell using Reishi negates its material cost. You may only cast spells with a level less than or equal to the spell slot listed in the Slot Level column of the Soul Reaper table. You may have a number of spells prepared equal to your Intelligence modifier, and you may change 1 prepared spell at the end of a long rest.
Some of your Kido features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Intelligence is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:
Reishi save DC= 8 + your proficiency bonus + your Intelligence modifier.
Reishi attack modifier= your proficiency bonus + your Intelligence modifier
Soul Reaper Kido List
1st Level
Burning Hands, Shield, Gust of Wind, Sleep
2nd Level
Hold Person
3rd Level
Fireball, Mass Healing Word, Call Lightning, Counterspell
4th Level
Blight, Dimension Door
5th Level
Wall of Stone, Destructive wave, Flamestrike, Hold Monster, Cone of Cold, Teleportation Circle
Soul of the Hollow[edit]
To begin the life of a Hollowfied Shinigami, at 3rd level, the Shinigami will have to undergo a rigorous ritual of both mind and soul. This ritual begins when the Shinigami is thrown into a pit that will start to eat away at their soul, turning them towards a Hollow. The Shinigami will have to make a Constitution saving throw with a DC of 10 + Shinigami level. If the check is a success, the Shinigami will continue the process with no detrimental effects. If the check is a failure, the Shinigami will be rolling at disadvantage for the next part of the ritual.
The last part of the ritual will start once the Constitution check has been administered. The mask will begin to form over the Shinigami's face, which starts to dig into the mind of the Shinigami. The Shinigami will begin making 3 separate Wisdom Saving Throws with different DCs. The first Constitution saving throw starts with a DC of 10 + Shinigami level, the second being at a DC of 12 + Shinigami Level, and the final check being at a DC of 14 + Shinigami Level. If the Shinigami fails the three saves, they will be engulfed by the power of the Hollow. Once engulfed, they will become a mindless Hollow beast that must be healed in order for their soul to be brought back from it or break the mask for their soul to be brought back.
If the Shinigami succeeds in the saving throws, the mask finishes covering the face while only being a simple mask. The custom stylized mask of the Hollowfied is unique to each individual Shinigami that becomes one. This mask can change in design as the The Hollowfied gain in power over time (completely up to the player). The Hollowfied can don their mask by simply putting their hand in front of their face and using a free action to summon it. Once summoned, the Hollowfied will need to make a Constitution saving throw of DC 10 per turn. The longer the mask is on, the DC of the saving throw increases by 2 per turn until they go berserk from the mask on or remove the mask (failed Constitution saving throw). Outside of combat the Hollowfied has to make a Constitution saving throw of DC 10 and each minute the saving increases by 2 until they go berserk or remove the mask (failed Constitution saving throw). The DC is reset once a long rest has been taken. Once berserk Hollowfied soul can only be bought back by breaking/ removing mask, healed or killed. Also until player reaches level 10 while they have or are under 15hp the DM can force the player whenever to make a Constitution saving throw if failed player is forced into besets state.
While wearing the mask, the Hollowfied gain boosts from the Hollow side inside of them. The walking speed of the Hollowfied is doubled. Upon reaching 10th level and unlocking Shikai, the Hollowfied has an increase in power from the new ability that their Shikai gives them. Upon the unlocking of the Bankai Ability at 14th level, the Hollowfied's mask gains another increase in power due to the new power. It is best to discuss with the DM how the Hollowfied version of the Shikai and Bankai works.
Hollowfied Berserk state
While in the Hollowfied Berserk state you slowly lose your soul and sanity slowly turning into a uncontrollable Vasto Lorde attacking anything and everyone (DM plays as your character). After 1 minute of being in Hollowfied Berserk state you gain 2 abilities (DM decides which 2) of the Vasto Lorde form and 1 exhaustion level, and every 1 minute after you gain 2 more abilities and another level of exhaustion. To break free from your berserk state either your mask must be broken, healed/cured, sealed or work with your DM about other possibilities.
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.
Flash Step[edit]
At 4th level, your skill and practice in quickening your own movement allows you to flash step as a bonus action for 3 Reishi points, instantly moving you up to 60 feet away.
Extra Attack[edit]
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 11th level in this class.
Advanced Flash step[edit]
At 6th level, your skill and practice in quickening your own movement allows you to flash step as a reaction for 6 Reishi points, you can instantly dodge an attack and move up to 60 feet away.
Visored[edit]
At 6th level if you reach 0 hit points your inner hollow takes over bringing you back in the form of a Vasto Lorde gaining 2 of the abilties from the Vasto Lorde form, gaining 2 more abilties in this from at 12th level, 16th level and 18th level. This form last for 1 minute and must make a Constitution saving throw of DC 14 on failure this form turns into the Hollowfied Berserk state, on success player returns to original state on 1 hp with 3 levels of exhaustion. This can only be used once per long rest.
Soul Resonation[edit]
You have focused long and hard, and now acknowledge that your blade, though made of your soul, has a will and soul of its own. Though you still do not know it's name, this bond allows you and your sword to synchronize to new heights in power. At 6th level your Zanpakuto has a +2 bonus to attack and damage rolls and deals 1d12 slashing damage. At 10th level, your Zanpakuto has a +3 bonus. At 14th level your Zanpakuto has a +4 bonus.
Cero[edit]
With the advent of your Hollowfied abilities coming towards the fruits of labor, the Hollowfied has begun to figure out that the mask can project a beam like weapon known as a Cero. Starting at 7th level, a Hollowfied with their mask donned can begin to pool the energy into a beam. The beam takes an action to charge and fire the blast towards the enemy, 120 feet long and 5 feet wide. Each creature in the line of the Cero must make a Dexterity saving throw. The damage of the blast is 9d6 force damage on a failed save, and half as much on a successful Dexterity save. This ability can only be used once per long rest.
At 11th level, the Cero blast can be used 2 times, regaining the use of the ability at the end of a long rest. At 14th level, the Cero blast can used 3 times, regaining the use of the ability at the end of a long rest.
Manifest Spiritual Pressure[edit]
At 8th level a shinigami may release his spiritual pressure forcefully in a 30 ft radius as a full round action. Those within the radius must succeed on a saving throw if they fail the aura is overwhelming, and they are effected by the stunned and feared conditions. If a creature succeeds you may spend a number of Reishi point to overcome them if so creature/s may reroll, you may keep doing so until you run out of Reish points. This is typically used for intimidation and is impractical in combat with high level foes.
Your Modifier= your proficiency bonus + your Strength modifier + Reishi points used to empowered
Creature/s Modifier= Strength saving throw + the creatures level or rating + any form similar to Reishi points
You can use this a number of times up to your Strength modifier per long rest.
Shikai[edit]
At 10th level, through intense training and work on your skill with the blade, you have finally learned the name of your Zanpakuto. As a bonus action for 4 Reishi, you call your Zanpakuto's name, invoking it's power. All Shikai have their own unique special ability, work along side your DM to decide this ability based on your character's personality.
Hollow Mask Power Augment[edit]
With the increasing power of the Hollowfied, so to as their own Hollow Mask begun to increase in power. The Hollow Mask has steadily become more apart of the Hollowfied to the point where sometimes it is hard to see them not immediately don it at the start of combat.
Upon reaching 10th level, the Hollow Mask starts to increase other attributes besides just the walking speed. Upon donning the mask, a Hollowfied gains:
- +2 to both Strength and Constitution (no greater than the maximum of 20)
- +2 on attack and damage rolls made with their Zanpakuto
- Double the Hollowfied level in temporary hit points until the mask is taken off or dispels
Bankai[edit]
At 14th level, your weapon and you are one in the same. Your thoughts and emotions, your very wills are intertwined allowing you to draw forth the maximum power your weapon is capable of. You now gain critical hits with rolls of 19 or 20. While in Shikai form, another short phrase is uttered to unleash the power within for 4 additional Reishi, and work with your DM to find your weapons special ability that is added as an effect, such as a bonus to certain types of Bakudo or Hado, a boost to speed, or some special attack. While in Bankai you can use both your Shikai and Bankai move list. You must spend 4 Reishi at the end of each of your turns to maintain this form. At 20th level the cost of Reishi for Bankai is halved.
Gran Rey Cero[edit]
At the advent of the Hollowfied's power, the Hollowfied has learned to use the favored ability of the Espada, the Gran Rey Cero blast. By mixing a bit of blood into the Cero blast, the Hollowfied can send out a blast that even an Espada would know as a Gran Rey Cero. Starting at 16th level, a Hollowfied can blast towards the enemy with a beam of pure force that is 240 feet long and 5 feet wide. Each creature in the line of the Gran Rey Cero must make a Dexterity saving throw. The damage of the blast is 9d8 force damage on a failed save, and half as much on a successful Dexterity save. For each Reiatsu point put into this ability, the damage increases by 1d8 force damage. This ability can be used 1 time, regaining the use of the ability at the end of a long rest.
Vasto Lorde[edit]
While hollowfied as a bonus action you can draw into the full powers of your hollow at 18th level while in vasto lorde form your spiritual pressure is so immense that it is treated as if you cast the spell Weird (no concentration needed) and you also gain the following while in this form:
- You are immune to the feared, stunned, paralyzed conditions.
- You have resistance to bludgeoning, piercing, and slashing damage
- You magical for the purpose of overcoming resistances
- You can regenerate severed body members as per the regenerate spell up to your proficiency bonus.
- Gain a flying speed equal to your walking speed.
- You also attack a number of times equal to your proficiency bonus.
- Creatures lower than your Shinigami level gain disadvantage on all rolls, if a creature is 5 levels lower they become paralyzed.
The cost is 6 Reishi points at the end of each of your turns to maintain this form. or outside of combat is 6 Reishi points per minute, when you revert from this form you gain 4 exhaustion levels.
Soul King[edit]
You have learnt all there is to know about being a Shinigami, you have split your soul into 2 to simultaneously manifest your Shinigami soul and Hollow soul, can now wield two Zanpakuto and use both their Shikai and Bankai simultaneously, and when you take the attack action you attack with both Zanpakuto. All Reishi cost are halved. You can also tread on air as if walking on solid ground.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Hollow Shinigami class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Hollow Shinigami class, you gain the following proficiencies:
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