Kido Expert (Bleach Supplement)

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Kido Expert[edit]

Medium Class Subclass

Kido is the art of channeling one's Reiatsu outside their body, generating all sorts of esoteric effects. Kido are organized in to categories, with each category having spells ranking from #1 to #99 based on power, though certain forbidden Kido such as those that manipulate space or time or that which sacrifices the self are given designations higher than #99.

Unless otherwise stated, all Kido Techniques have verbal somatic components. Some of your Kido features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Kido effect save DC = 8 + your proficiency bonus + your Intelligence modifier
Kido attack modifier = your proficiency bonus + Intelligence modifier


Kido Techniques

At 3rd level, you gain two Kido Techniques of your choice. At 3rd level, you may only gain basic techniques.

Advanced Techniques

At 7th level, you gain two Kido Techniques of your choice, which can be basic or advanced.

Eishohaki

At 11th level, when you cast a Kido Technique, you may double its Reiryoku cost to cast it as a bonus action instead of as an action and remove its verbal components.

Master Techniques

At 15th level, you gain two Kido Techniques of your choice, which can be basic, advanced, or master.

Forbidden Techniques

At 18th level, you gain two Kido Techniques of your choice, which can be basic, advanced, master, or forbidden.

Alternate Feature:Kojutsu Eisho

At 18th level, immediately after you cast a Kido Technique that causes a saving throw as a bonus action, you may cast the same Kido Technique on the same target as an action, causing any targets that failed the first Kido Technique's saving throw to automatically fail the second's saving throw.

More Techniques

At 23rd level, and again at 27th, 31st, 35th, and 39th level, you gain two Kido Techniques of your choice, which can be basic, advanced, or master, or forbidden if you have Forbidden Techniques. Alternatively, you may gain the 18th level feature you did not gain at 18th level.

Kido Techniques[edit]

Basic Techniques:

General Bakudo: Bakudo contain dozens of ways of restraining an opponent through a variety of Reiatsu applications. As an action for 2 Reiryoku, one creature within your Reiatsu radius must succeed a Wisdom saving throw or be restrained for 1 minute with concentration. The target or a creature touching the target can make a Athletics or Acrobatics check with a DC equal to your Kido save DC as an action, ending this effect early on a success.
Seki (Bakudo #8): As an action for 2 Reiryoku, you generate a small orb of light that bursts with repulsive force. Until the beginning of your next turn, the first damage you take is decreased by your proficiency bonus multiplied by your Intelligence modifier.
Sekienton (Bakudo #21): As an action for 2 Reiryoku, you may generate a cloud of pink smoke around your body that fills your Reiatsu radius. For 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke, this area is heavily obscured.
General Hado: Hado contain dozens of ways of harming an opponent through a variety of Reiatsu applications. As an action for 2 Reiryoku, one creature within your Reiatsu radius must make a Dexterity saving throw. On a failure, they take 1d6 + twice your level + your Intelligence modifier radiant damage. On a success, they take half as much damage.
Tsuzuri Raiden (Hado #11): As an action for 2 Reiryoku, you may channel concentrated Reishi through your body. For 1 minute with concentration, your melee attacks deal an additional 1d6 + your level + your Intelligence modifier radiant damage.
Shakkahō (Hado #31): As an action for 2 Reiryoku, all creatures in a cone with a length up to 5 times your proficiency bonus ft. must make a Dexterity saving throw. On a failure, they take 1d6 + your level + your Intelligence modifier fire damage. On a success, they take half as much damage.
General Fudo: Fudo contain dozens of ways of sealing away an opponent's strength through a variety of Reiatsu applications. As an action for 2 Reiryoku, one creature within your Reiatsu radius must succeed a Constitution saving throw or lose Reiryoku equal to your proficiency bonus.
Goyōgai (Fudo #1). As an action for 2 Reiryoku, one creature at 0 hit points within your reach is enveloped in a translucent golden prism that seals in what little energy still remains in their body, causing them to become stable and unable to gain failed death saving throws for 1 minute with concentration. If the target would take damage, you must make a concentration saving throw as if you had taken the damage.
General Kaido: Kaido contain dozens of ways of restoring an ally's strength through a variety of Reiatsu applications. As an action for 2 Reiryoku, one creature within your reach regains 1d8 + your level + your Intelligence modifier hit points.
Atsu Fukugen (Kaido #2): As an action for 2 Reiryoku, one creature within your reach regains Reiryoku equal to your proficiency bonus, and you gain 1 level of exhaustion.

Advanced Techniques:

Kyokkō (Bakudo #26): As an action for 3 Reiryoku, you become invisible for 1 hour with concentration.
Tsuriboshi (Bakudo #37): As an action for 3 Reiryoku, you create a 10 ft. radius net of blue energy anywhere within 30 feet that lasts for 1 minute with concentration. If a creature would take damage from falling but ends their fall within the area of this net, the damage is reduced to 0.
Kakushitsuijaku (Bakudo #59): As an action for 3 Reiryoku, you concentrate on a point, which quickly expands between your hands and begins flickering with numbers. You learn the distance and direction from you of a creature of your choice that you have seen and know the name of so long as they are on the same plane as you.
Daichi Ten'yō (Hado #57): As an action for 3 Reiryoku, you may make thrown attacks with weapons up to Gargantuan in size using your Kido attack bonus with a range of 20/60 ft. if they lack the thrown property, and your thrown attacks gain a bonus to their damage rolls equal to your proficiency bonus until the beginning of your next turn. As a reaction when a ranged attack is made against you while this feature is active, you may decrease the damage the attack deals by 1d6 + your level + your Intelligence modifier, and if this reduces its damage to 0 you may make a thrown attack with the weapon as above as part of the reaction.
Tenran (Hado #58): As an action for 3 Reiryoku, one creature within your Reiatsu radius must make a Dexterity saving throw as they are engulfed in a tornado. On a failure, they take 1d6 + your level + your Intelligence modifier bludgeoning damage and are thrown 5 times your proficiency bonus ft. in any direction of your choice. On a success, they take half as much damage and are pushed half as far.
Hako Okuri (Fudo #43): As an action for 3 Reiryoku, you encase one object within your reach or a part of your body in a golden barrier that transports it to a location you can visualize within 5 times your proficiency bonus feet. If you encased part of your body, your reach extends to the chosen location for 1 minute with concentration.
Meiyu (Kaido #44): As an action for 3 Reiryoku, a number of creatures equal to your proficiency bonus within your Reiatsu radius regains 1d4 + your level + your Intelligence modifier hit points.
Noren Mekuri (Kaido #60): As an action for 3 Reiryoku, one creature within your reach loses one condition of your choice, not including exhaustion.

Master Techniques:

Tenteikūra (Bakudo #77): As an action for 5 Reiryoku, you may draw long markings across your arms that allow you to communicate with any creatures of your choice within a number of miles equal to your proficiency bonus telepathically for 1 hour with concentration. Any creatures that are not personally familiar with you or that you are not intending to communicate with within the area may attempt a Perception check with a DC equal to your Kido save DC when they take the Search action. On a success, they can hear you clearly.
Dankū (Bakudo #81): As an action for 5 Reiryoku, you create a 15 ft. wide translucent wall in front of you that lasts for 1 minute with concentration. This wall has hit points equal to twice your level + your Intelligence modifier.
Bankin (Bakudo #99): As an action for 5 Reiryoku, one creature within your Reiatsu radius under the effects of General Bakudo must succeed a Wisdom saving throw or be restrained for 1 minute without concentration. The target or a creature touching the target can make a Athletics or Acrobatics check with a DC equal to your Kido save DC as an action, ending this effect early on a success. If the target is already under the effects of this Kido Technique, its duration instead increases by a number of minutes equal to your Intelligence modifier.
Sōren Sōkatsui (Hado #73): As an action for 5 Reiryoku, all creatures in a line with a length up to 5 times your proficiency bonus ft. must make a Dexterity saving throw. On a failure, they take 2d6 + twice your level + your Intelligence modifier radiant damage. On a success, they take half as much damage.
Kurohitsugi (Hado #90): As an action for 5 Reiryoku, one creature within your Reiatsu range must make a Constitution saving throw as they are enveloped in a black coffin and skewered. On a failure, they take 3d8 + twice your level + twice your Intelligence modifier piercing damage. On a success, they take half as much damage.
Senju Kōten Taihō (Hado #91): As an action for 5 Reiryoku, a number of creatures equal to your proficiency bonus within your Reiatsu radius must make a Dexterity saving throw. On a failure, they take 1d6 + your level + your Intelligence modifier radiant damage. On a success, they take half as much damage. The same target may be targeted multiple times with this feature.
Hanki (Fudo #82): As an action for 5 Reiryoku, you disrupt the Reiatsu of a creature within your reach, who must succeed a Wisdom saving throw. On a failure, they can not use Techniques from one Spiritual Expertise of your choice.
Fūsatsu Kakei (Fudo #99): As an action for 5 Reiryoku, one creature within your Reiatsu radius must succeed a Constitution saving throw or have their Reiatsu vents blocked for 1 minute with concentration, causing them to take 1d4 + your level + your Intelligence modifier radiant damage every time they spend 1 Reiryoku.
Shin Noren Mekuri (Kaido #89): As an action for 5 Reiryoku, one creature within your reach loses one level of exhaustion, one other condition of your choice, one curse including the target's attunement to a cursed magic item, any reduction to one of the target's ability scores, or one effect reducing the target's hit point maximum.

Forbidden Techniques:

Hakufuku: As an action for 10 Reiryoku, one creature within your Reiatsu radius must succeed a Wisdom saving throw or be unconscious for 1 minute with concentration. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success.
Ittō Kasō: As an action for 10 Reiryoku, all creatures within 5 times your proficiency bonus ft., including yourself, must make a Constitution saving throw. On a failure, they take 3d8 + twice your level + twice your Intelligence modifier piercing damage. On a success, they take half as much damage.
Hyōga Seiran: As an action for 10 Reiryoku, one creature within your Reiatsu radius must make a Dexterity saving throw. On a failure, they are restrained for 1 minute with concentration and take 1d6 + twice your level + your Intelligence modifier cold damage. On a success, they are restrained until the end of their next turn and take half as much damage. The target or a creature touching the target can make a Athletics or Acrobatics check with a DC equal to your Kido save DC as an action, ending this effect early on a success.
Jikanteishi: As an action for 10 Reiryoku, you may attempt to stop time. At the beginning of your next turn if you do not lose concentration, time within your Reiatsu radius centered on where you use this feature is stopped until the beginning of your next turn. While time is stopped, time does not pass and all other creatures count as being unconscious in a way that ignores features or effects that would reduce the effects of being unconscious such as being immune to the condition, and any ranged or thrown attacks you make do not take effect until time resumes.
Keikaigi: As an action for 10 Reiryoku, you may teleport yourself and any willing creatures within your Reiatsu radius through a rift in Garganta to any location you can visualize. 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.
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