Inventions (Soul Society Supplement)
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:
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 | 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:
- 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.
Back to Main Page → 5e Homebrew → Campaign Settings → Bleach → Downtime Activities → Inventions