Inventions (Soul Society Supplement)

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Inventions[edit]

While most people focus on the fighting prowess of the warriors, the work of the mind is also astonishingly useful in the spiritual world. The most creative geniuses have created diverse inventions that could be used both for good and for evil.

Creating Inventions[edit]

To create an invention, there are some things one must have in mind. The first is its proficiencies needed, which comes from your ability to invent said object. The second being its rarity, with it defining the difficulty of creating such a resource. The third is its needed materials, the things that will fill your invention. And the fourth is its creation time, defining how long such a process will take.

After meeting all prerequisites, you must make an Intelligence (Arcana) check. On a failure, you fail to create the invention and lose half of the raw materials used. On a success, you create the invention successfully.

Proficiencies[edit]

To create something complex, you must first understand its basics. You must be proficient with tools related to the object you are trying to create (typically artisan's tools), and must also be using said tools during its creation.

Invention Rarity[edit]

There are four rarities when it comes to inventions; Average, Rare, Unique and Revolutionary. The DC for creating an invention depends on its rarity. See the DC table below for details:

DC Table
Rarity DC
Average 15
Rare 20
Unique 25
Revolutionary 30

Materials[edit]

Inventions need raw materials when being created. All inventions specify a GP worth of raw materials needed to create it.

Creation Time[edit]

Creating takes time, most of the time it takes a very long time. The duration of an invention depends on its complexity rather than its rarity.

List of Inventions[edit]

Average Inventions[edit]

Inventions that most who have knowledge about science could possibly create.

Gintō[edit]

Prerequisites: Smith’s Tools, must be a Quincy.

To create a Gintō, you need at least 1 GP worth of Silver, and must spend 1 day of downtime crafting it.

You may craft a number of them in the same day equal to your proficiency bonus, making an Arcana check for each.

Rare Inventions[edit]

Rare inventions can only be done by those with great knowledge about said area, being complex things that aid its user. To create Rare Inventions, your Intelligence score must be 18 or higher.

Gikon[edit]

Prerequisites: Alchemist's Supplies, must have proficiency in the Arcana skill.

To create a Gikon, you need at least 10 pounds of raw materials located in the Soul Society and must spend at least 4 hours worth of downtime crafting it.

Hojiku-Zai[edit]

Prerequisites: Alchemist's Tools, must have proficiency in the Medicine skill.

To create a Hojiku-Zai|Hojiku-Zai, you need at least 1 pound worth of medical liquid (up to GM's discretion as to what they'd consider that), and must spend at least 1 day of downtime crafting it.

Quincy Cross[edit]

Prerequisites: Smith’s Tools, must be a Quincy.

To create a Quincy Cross, you need at least 50 GP worth of reishi imbued steel, and must spend at least 10 days of downtime crafting it.

Hollow Bait[edit]

Prerequisites: Alchemist’s Supplies, must be a Quincy.

To create a Hollow Bait, you need at least 5 GP worth of reishi imbued liquid, and must spend at least 1 day of downtime crafting it.

Unique Inventions[edit]

Unique inventions were created by the most intelligent people in the field, being completely innovative. To create Unique Inventions, your Intelligence score must be 20 or higher.

Mod-Souls[edit]

Prerequisites: Must have proficiency in Arcana.

Through rigorous study and modification, you've learned how to modify Gikon into mod-souls. You can spend 8 hours worth of downtime working on a Gikon. After said hours pass, you can grant it one of the traits located in the modification table. If you have the Genius spiritual feat, you can grant it a number of modifications up to half your proficiency bonus (rounded down).

Modification Table
Modification Description
Underpod. The mod-soul has great leg strength, making it able to jump much higher than ordinary humans. It gains the Athlete spiritual feat, and its jump distance is tripled.
Upperpod. The mod-soul has a an arm strength much above a human's. It gains the Grappler spiritual feat, and it counts as one size larger for shoving and grappling.
*Lighterpod*. The mod-soul is much faster than normal humans. It gains the Mobile spiritual feat, and when it takes the dash action its speed is added twice instead of once.

Seele Schneider[edit]

Prerequisites: Smith’s Supplies, must be a Quincy.

To create a Seele Schneider, you need at least 25 GP worth of reishi imbued steel, and must spend at least 5 days of downtime crafting it.

You may craft a number of Seele Schneiders equal to your proficiency bonus, making an Arcana check for each.

Revolutionary Inventions[edit]

Revolutionary inventions were created by only the greatest minds of the three realms. To create Revolutionary inventions, your Intelligence score must be 22 or higher.

Asauchi[edit]

Prerequisites: Smith's Tools, Zanpakuto Creator spiritual boon.

To create an Asauchi, you must spend 200 GP worh of metal in a forge, and must spend 1 hour of downtime crafting it.

You can only craft one Asauchi per day.

Leiden Hant[edit]

Prerequisites: Leatherworker’s Tools, must be a Quincy.

To create a Leiden Hant, you need at least 150 GP worth of reishi imbued leather, and must spend 30 days of downtime crafting it.

Medallion[edit]

Prerequisites: Smith’s Supplies, must be a Quincy.

To create a Medallion, you need at least 150 GP worth of reishi imbued steel and must have at least 1 pinch of blood from a creature with the Child of the Soul King feat, and must spend 30 days of downtime crafting it.

Zanpakuto Modification[edit]

There are many types of soul reapers and among them, are scientists who stop at nothing to further their success, even altering their closest ally.

Over the course of a long rest, you may spend a certain amount of time and money depending on the modification to modify your Zanpakuto with the following modifications:


Design Note: You may work with your DM to create custom modifications, the following can be used as a guideline of what and what not to allow

Sensor

You may modify your zanpakuto to install a sensor onto it, allowing you to intercept melee attacks targeted at you. During a long rest, you may spend 50 gp and 10 reiryoku to install the sensor. Whenever you're targeted by a melee attack, you may once per round cause it to be rolled at a disadvantage without spending a reaction. You can also cause disadvantage by spending a reaction to being targeted by the melee attack, you gain an additional amount of reactions for this modification equal to half your proficiency bonus rounded down.

Shikai Ability Modification

Prerequisites: Must have a Zanpakuto with a Shikai and Bankai and must be 11th level.

You're able to modify your shikai to bring out stronger effects, allowing it to be more effective. During a long rest, you may spend 100 gp and 15 reiryoku to enhance one Shikai feature your zanpakuto has. Work with your DM to decide what part of the feature to modify and bring out greater effects. An example would be modifying Ashisogi Jizō’s Ashi hakaimono effect to be stronger, making them only begin making the save to escape the effects at the end of their turns instead of at the beginning of their turns.

Zanpakuto Remodel

Prerequisites: Must have a Zanpakuto with a Shikai and Bankai and must be 18th level.

You're able to modify your zanpakuto by remodeling in the event that it is destroyed in its Bankai form. During a long rest, you may spend 400 gp and 50 reiryoku to remodel your zanpakuto, allowing it to be “never properly fixed” but keep the original strength of its effects. When your zanpakuto is destroyed in bankai form and you choose to remodel it, you no longer create weaker effects and keep the same features for as long as you choose to remodel and not have it properly fixed.

Bankai Destruction

Prerequisites: Must have a Zanpakuto with a Shikai and Bankai and must be 18th level.

You may physically modify your Bankai so it has no way to affect you negatively. During a long rest, you may spend 200 gp and 20 reiryoku to create and install a self-destruct sequence onto your Bankai. Whenever a feature from another creature would cause your own bankai to try and attack you, you may as a reaction cause it to self-destruct, causing your Bankai and in turn zanpakuto to be destroyed. Zanpakuto destroyed in bankai, it can never be returned to its former state, resulting in the bankai being weaker. Work with your DM to figure out what features of your Bankai become weaker.

Bankai Ability Modification

Prerequisites: Must have a Zanpakuto with a Shikai and Bankai and must be 18th level.

You've reached the pinnacle of bonding with your zanpakuto such as how you've reached the pinnacle of zanpakuto modification, now being able to modify even your Bankai. During a long rest, you may consume 1000 gp and 50 reiryoku to modify your Bankai allowing it to transform, gaining new abilities.

Your Bankai gains one additional Bankai feature, work with your DM in order to decide what this feature is and what it does. An example of a new bankai feature would be Ashisogi Jizo’s Bankai, Konjiki Ashisogi Jizō, would gain the ability to generate modified Ashisogi Jizō based on the information you've gathered to counter the ability of your opponents, such as generating nerves all over its body which have 70,000 layers that peep off whenever something would enter its body, making it immune to the The Compulsory schrift’s features.

Resurrección Modification[edit]

Prerequisites: Must have a Resurrección.

By studying the roots of your Hollow powers, you've learned how to modify your own Resurrección.

At the end of a long rest, you can spend 1000 gp and 50 reiryoku to create a new ability for your resurrección. This ability must be made alongside your GM, although it doesn’t need to follow the theme of your resurrección.

Down below there are examples of fabricated Resurrección abilities.

Gabriel

Prerequisites: Must have the Fornicarás Resurrección.

You can make unarmed strikes with your wings. On a hit, the target takes piercing damage instead of the normal damage type for your unarmed strikes, and if the target is a female creature, it must make a Constitution saving throw against your Reiryoku DC. On a failure, the creature is infected by your Resurrección, and on a success, they are immune to this ability for 1 minute.

If you die while a creature is infected, you are revived as though by the clone spell, except your age remains the same, and your statistics do not change. The creature drops to 0 hit points and is dying, or dies, as appropriate.

Only one creature can be infected by your Resurrección at a time. If a creature is already infected by your Resurrección, you cannot infect another creature until you die, and are revived, as above, or that creature dies.

Zanpakuto Sealing

Design Note: This ability can be given once per Resurrección.

When implanting this Resurrección ability into a Resurrección, you must have witnessed and sensed via Reikaku a creature using their Shikai or Bankai. The Zanpakuto of the observed creature is the one used for this Resurrección ability.

You have obtained an ability specifically made to seal the powers of Shinigami Zanpakutos.

Once you activate your Resurrección, the chosen Zanpakuto cannot activate any abilities within your reiatsu radius, and any abilities activated before the activation are completely dispelled alongside their effects.

Mental Detriments. Such a powerful ability has a tremendous cost to the user, taking away their ability to reason. Your Intelligence and Charisma scores become 1, you can't understand language, or communicate in any intelligible way. You can, however, identify your friends, follow them, or even protect them.

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