Lieutenant Shinigami (Bleach Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Shinigami class and City Watch background, and as such does not follow traditional CR.

Lieutenant Shinigami[edit]

Medium humanoid (human), neutral


Armor Class 18 (natural armor)
Hit Points 65 (10d8+20)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +8, Con +6
Skills Athletics +4, Insight +6
Senses passive Perception 12
Languages any one
Challenge 10 (5,900 XP)


Shinigami Reiryoku. The shinigami has 10 Reiryoku which it can expend. All Reiryoku is regained at the end of a long rest.

Soul. The shinigami can only be seen, heard, smelled, touched, sensed, or interacted with by creatures with this feature or objects made of Reishi, though it can interact with creatures made of Kishi normally.

Reiatsu. The shinigami spend 1 Reiryoku at the beginning of its turn to release its Reiatsu until the beginning of its next turn, learning the direction from it of each creature within 30 feet and each of their proficiency bonuses, gaining a +4 bonus to any damage it deals to a creature within this radius, and gaining a -4 penalty to any damage it takes. If a detected creature's proficiency bonus is 2 or lower, they take 10 bludgeoning damage.

Death Spirit. While the shinigami is at 0 hit points by any means other than a critical hit or force damage and it makes a death saving throw, it may spend 1 Reiryoku to succeed before or after you roll the die. Additionally, attacks against it do not automatically become critical hits from being unconscious.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage.

Zanpakuto (1 Reiryoku). The shinigami gains one of the following Zanpakuto until it dematerializes it as a bonus action or it falls unconscious (each shinigami only has one option available to it):

Katana. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) slashing damage, or 19 (1d10 + 14) slashing damage if used with two hands.
Wakizashi. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 9) slashing damage.
Nodachi. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 15 (1d10 + 10) slashing damage.
Tanto. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d4 + 9) slashing damage.

Reiraku (1 Reiryoku). While the shinigami's Reiatsu is released, it summons Reiraku, ribbons representing creatures' souls, around it. Each ribbon represents a single creature, and a ribbon is created for every creature within a 4 miles. The only information that can be learned from a ribbon is the proficiency bonus of the creature it represents, and its color: Shinigami have red ribbons, and souls outside of a body have transparent ribbons.

BONUS ACTIONS

Shikai. As a bonus action, the shinigami's Zanpakuto transforms into its Shikai form until it reverts it to its original form as a bonus action, and it does so automatically when its Zanpakuto dematerializes. All Shikai have their own unique special ability.


Lieutenants are the second in command of their division, operating under the direct orders of their captain, or the captain-commander in their absence. While a squad can have more than one lieutenant, doing so is highly unorthodox. Beyond command, the duty of a lieutenant is to eliminate Menos Grande hollows, which are believed to be beyond the capabilities of most seated shinigami. A lieutenant's salary starts at ¥700,000.


Shinigami Archetypes[edit]

Each hollow is unique, though most tend to fall into a handful of classifications:

Squad 1 Lieutenant
Proficiencies. Arcana +5, Perception +6, Persuasion +5
Protection. As a reaction when a creature the shinigami can see attacks a target other than it that is within 5 feet of the shinigami, the attack gains disadvantage. The shinigami must be wielding a shield.
Squad 2 Lieutenant
Proficiencies. Perception +6, Sleight of Hand +7, Stealth +7
Shunpo. While the shinigami's Reiatsu is released, its walking speed increases by 10 feet (40 ft. total).
Squad 3 Lieutenant
Proficiencies. Deception +5, Perception +6, Stealth +7
Shunpo. While the shinigami's Reiatsu is released, its walking speed increases by 10 feet (40 ft. total).
Squad 4 Lieutenant
Proficiencies. Arcana +5, Medicine +5, Perception +6
General Kaido (2 Reiryoku). As an action, one creature within 5 ft. of the shinigami regains 15 (1d8 + 11) hit points.
Kaido #44 (3 Reiryoku). As an action, 4 creatures equal within 30 ft. of the shinigami regain 13 (1d4 + 11) hit points.
Squad 5 Lieutenant
Proficiencies. Acrobatics +7, Arcana +5, Perception +6
Shunpo. While the shinigami's Reiatsu is released, its walking speed increases by 10 feet (40 ft. total).
Squad 6 Lieutenant
Proficiencies. Intimidation +5, Investigation +5, Perception +6
Shunpo. While the shinigami's Reiatsu is released, its walking speed increases by 10 feet (40 ft. total).
Squad 7 Lieutenant
Proficiencies. Acrobatics +7, Performance +5, Persuasion +5
Reiatsu Strikes. While the shinigami has at least 1 Reiryoku, its unarmed strikes count as magical and deal 7 (1d4 + 5) bludgeoning damage on a hit. Additionally, the shinigami can make an unarmed strike as a bonus action, and can make two unarmed strikes as a bonus action for 1 Reiryoku.
Squad 8 Lieutenant
Proficiencies. Arcana +5, Nature +5, Persuasion +5
Dueling. When the shinigami is wielding a melee weapon in one hand and no other weapons, such as a Katana, Wakizashi, or Tanto Zanpakuto, it gains a +2 bonus to damage rolls with that weapon.
Squad 9 Lieutenant
Proficiencies. Medicine +5, Perception +6, Persuasion +5
General Bakudo (2 Reiryoku). As an action, one creature within 30 ft. must succeed a DC 13 Wisdom saving throw or be restrained for 1 minute with concentration. The target or a creature touching the target can make a DC 13 Strength (Athletics) or Dexterity (Acrobatics check as an action, ending this effect early on a success.
Bakudo #26 (3 Reiryoku). As an action, the shinigami becomes invisible for 1 hour with concentration.
Squad 10 Lieutenant
Proficiencies. Acrobatics +7, Intimidation +5, Perception +6
Reiatsu Strikes. While the shinigami has at least 1 Reiryoku, its unarmed strikes count as magical and deal 7 (1d4 + 5) bludgeoning damage on a hit. Additionally, the shinigami can make an unarmed strike as a bonus action, and can make two unarmed strikes as a bonus action for 1 Reiryoku.
Squad 11 Lieutenant
Proficiencies. Acrobatics +7, Intimidation +5, Perception +6
Great Weapon Fighting. When the shinigami rolls a 1 or 2 on a damage die for an attack it makes with a melee weapon that it is wielding with two hands, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property, such as a Katana or Nodachi Zanpakuto, for the shinigami to gain this benefit.
Squad 12 Lieutenant
Proficiencies. Arcana +5, Intimidation +5, Perception +6
General Fudo (2 Reiryoku). As an action, one creature within 30 ft. of the shinigami must succeed on a DC 13 Constitution saving throw or lose 2 Reiryoku.
Fudo #43 (3 Reiryoku). As an action, one object within 5 ft. of the shinigami is instantly transported to a location it can visualize within 20 ft. of it. If the shinigami uses this feature on a creature's body part, the target's reach extends to the chosen location for 1 minute with concentration.
Squad 13 Lieutenant
Proficiencies. Arcana +5, Investigation +5, Perception +6
General Hado (2 Reiryoku). As an action, one creature within 30 ft. must make a DC 13 Dexterity saving throw. On a failure, they take 24 (1d6 + 21) radiant damage. On a success, they take half as much damage.
Hado #58 (3 Reiryoku). As an action, one creature within 30 ft. of the shinigami must make a DC 13 Dexterity saving throw. On a failure, they take 14 (1d6 + 11) bludgeoning damage and are thrown 20 ft. in any direction of the shinigami's choice. On a success, they take half as much damage and are pushed half as far.

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