Quincy (5e Class)

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Quincy[edit]

Long ago, the Quincy were an organization of humans capable of detecting the presence of dangerous undead known as Hollows. However, unlike Soul Reapers, Quincy completely erase the souls of those they slay rather than purifying them so they return to the afterlife. Due to this, they threatened the balance and separation between dimensions, which would mix life and death together into a world some feared would result in chaos in the end of the world, while others believed it would ultimately free all life from the fear of death. Over a lengthy war, almost every Quincy was killed. As the Quincy are both an organization and set of abilities, it is still capitalized.

Creating a Quincy[edit]

Sternrittter_Uryu_Bow1.png
[Source]


Quick Build

You can make a Quincy quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Sage background. Third, choose Explorer's Pack.

Class Features

As a Quincy you gain the following class features.

Hit Points

Hit Dice: 1d8 per Quincy level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Quincy level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, Martial Weapons
Tools: artisan tools of your choice
Saving Throws: Dexterity and Wisdom
Skills: Choose 3 from the following: 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:

  • (a) White robes or (b) a pendant
  • (a) Explorer’s Pack or (b) 2 Simple Weapons or (c) 1 Martial Weapon

Table: The Quincy

Level Proficiency
Bonus
Features Reiryoku Points
1st +2 Reiryoku, Heilig Bogen 4+wis
2nd +2 Reiryoku Manipulation 8+wis
3rd +2 Hirenkyaku 12+wis
4th +2 Ability Score Improvement 16+wis
5th +3 Epithet 20+wis
6th +3 Reiryoku Manipulation improvement 24+wis
7th +3 Extra Attack 28+wis
8th +3 Ability Score Improvement 32+wis
9th +4 Reiryoku Manipulation improvement 36+wis
10th +4 Epithet feature 40+wis
11th +4 Shadow, Extra Attack(2) 44+wis
12th +4 Ability Score Improvement 48+wis
13th +5 Reiryoku Manipulation improvement 52+wis
14th +5 Epithet feature 56+wis
15th +5 Letzt Stil 60+wis
16th +5 Ability Score Improvement 64+wis
17th +6 Reiryoku Manipulation improvement 68+wis
18th +6 Extra Attack(3) 72+wis
19th +6 Ability Score Improvement 76+wis
20th +6 Vollständig 80+wis

Reiryoku[edit]

Reiryoku (霊力, Spiritual Power) is a power aligned with the spiritual sensitivity and willpower of the user. It is used by Shinigami, Espada, Quincy, and other spiritual beings to provide power for their various abilities.

Beginning at 1st level, you have a number of Reiryoku points equal to the number listed in the Reiryoku Points column of the Quincy class table + your Wisdom modifier. You regain all expended Reiryoku points when you finish a long rest. If your Reiryoku points reach a count of 0, you have Disadvantage on all saving throws, excluding death saving throws, until you regain at least 1 Reiryoku point. If you already have Reiryoku from another class, such as from the Fullbringer or Espada class, or Reishi from the Soul Reaper class, any features that use Reiryoku may use the other point pool as well.

Some of your Reiryoku features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Wisdom is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:

Reiryoku save DC= 8 + your proficiency bonus + your Wisdom modifier.

Reiryoku attack modifier= your proficiency bonus + your Wisdom modifier

Heilig Bogen[edit]

Starting at 1st level, you pull in Reiryoku through your pendant to summon a bow made of blue energy that you are proficient with. You can summon your bow for 1 minute as an action for 1 Reiryoku. The bow range of 80/320 ft., and deals 1d8 piercing damage at 1st level, 1d10 at 4th level, 2d6 at 8th level, and 2d10 at 12th level. If you are no longer wielding your bow, it dissipates into energy.

Reiryoku Manipulation[edit]

Starting at 2nd level, your training has taught you how to use your Reiryoku as a invisible armor to strengthen your body. While you're not wearing armor or wielding a shield and you have at least 1 Reiryoku point, your AC is 12 + your Dexterity modifier. At 6th level, this AC increases by +1, at 9th level this AC increases by +2, at 13th level this AC increases by +3, and at 17th this AC increases by +4.

Hirenkyaku[edit]

At 3rd level, you begin to learn ways to use your Reiryoku to help you position yourself in combat. Pooling energy under your feet, you can use it can walk on the air at your normal movement speed. However, if something were to paralyze you or cause your movement speed to fall to Zero, or you have no remaining Reiryoku, you will begin to fall.

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.

Epithet[edit]

At 5th level, you chose an Epithet. Choose between Echt, Emitter, Heat, or Gift Quincy Epithet, all detailed at the end of the class description. Your choice grants you features at 5th level, and again at 10th and 14th level.

Extra Attack[edit]

Beginning at 7th 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 18th level in this class.

Shadow[edit]

At 11th level, you can teleport yourself from your current location to any other spot within 500 ft. as an action for 5 Reiryoku points by warping through your own shadow. This space can be a space you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet".

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring up to two willing creatures that are Medium or smaller.

If you would arrive in a place already occupied by an object or a creature, you and any creatures or objects travelling with you are shunted to the closest unoccupied space.

Letzt Stil[edit]

At 15th level, you are able to absorb far more spiritual energy from your surroundings than your body can realistically handle for a short period of time. As an action, you regain 10 Reiryoku at the end of each of your turns, your Heilig Bogen's ranges and damage dice are doubled, manifestations of magical force take 15 force damage while within 5 ft. of you, and your attacks with it have advantage if the target is within 80 ft. This lasts for 1 minute, after which your Reiryoku becomes 0 and you can not regain Reiryoku until the end of your next long rest.

Vollständig[edit]

At 20th level, you have evolved your Letzt Stil into a completely different technique. As a bonus action, you are surrounded by a large amount of blue Reishi that takes the form of wings and a halo, though the exact form is dependent on the user. You gain the benefits of Letzt Stil except the Reiryoku regeneration, you gain a flying speed equal to twice your movement speed, and your Heilig Bogen's attacks no longer have disadvantage. While in this form, you must spend 5 Reiryoku at the end of each of your turns or the form ends. If you have levels in the Soul Reaper class, you can not use this feature and Bankai simultaneously.

Epithets[edit]

Echt Quincy[edit]

Echt Quincy, those who's lineage is primarily Quincy, have the natural ability to pour Reishi directly into their blood vessels to create techniques known as Blut.

Blut Arterie

At 5th level, you learn the offensive form of Blut. As a bonus action, any weapon or lack-thereof you are wielding in one hand counts as a light melee weapon with a minimum damage die equal to your Heilig Bogen's damage die. You must spend 2 Reiryoku or hit points to maintain this effect at the end of each of your turns or this effect ends immediately.

Blut Vene

At 10th level, you learn the defensive form of Blue. As a bonus action, you grant yourself a number of temporary hit points equal to 3 times the number of Reiryoku spent on this feature.

Blut Vene Anhaben

At 14th level, your mastery of Blut is at its peak. As an action, you may create a barrier up to 20 ft. in radius with an AC equal to your own and a number of hit points equal to 3 times the number of Reiryoku spent creating it. You may chose to make the barrier bigger or smaller so long as it is within the 20 ft. radius maximum as a bonus action. If a creature attempts to cross this barrier, they must succeed a Strength and Constitution saving throw. If they succeed the Strength saving throw, they pass through the barrier, which they do not on a failure. If they fail the Constitution saving throw, they take 4d6 + your Wisdom modifier necrotic damage and the barrier gains an equal amount of hit points as the damage taken. On a success, they take half as much damage and the barrier regains an equal amount of hit points as the damage taken.

Emitter Quincy[edit]

One of the rarest varieties of Quincy, averaging once every 200 years due to being viewed as weak and thus expendable, emitter Quincy have difficulty harnessing their own Reiryoku due to constantly emitting it around themselves. If given the chance to train this power, as you have, they can become terrifyingly powerful.

Platform Manifestation

At 5th level, any willing creatures of your choice within 5 ft. gain the effects of Hirenyaku while within 5 ft. of you. Additionally, you may grant a creature within 15 ft. of you that has their own Reiryoku or Reishi pool, such as an Espada or Soul Reaper, any amount of your own Reiryoku points.

Auswählen

At 10th level, you may not only grant your power, but take others'. As an action for 10 Reiryoku, you may force a creature within 30 ft. to attempt a Dexterity saving throw. On a failure, they take 3d8 + your Wisdom modifier force damage and lose access to one non-physically innate action or bonus action (i.e. can do spells or Bankai, can't do greatsword or bite), and you gain the action or bonus action. If it is a spell, you must spend twice as much Reiryoku to cast this spell, with cantrips casting 1 Reiryoku, and it does not require material components. You may only have 1 stolen action at a time.

The Almighty

At 14th level, you unlock the true power of the Quincy, precognition. As an action for 15 Reiryoku, your pupil and iris split in 2 as you view countless potential futures. For 1 minute, you have advantage on all saving throws, and attacks against you have disadvantage. If you are reduced to 0 hit points during this time, you may spend 15 Reiryoku to undo the damage you took since the end of your previous turn.

Heat Quincy[edit]

By manipulating Reishi in the air with your Reiryoku, you are able to generate flames of massive proportion.

Burning Finger

At 5th level, you can create a beam of fire to destroy anything in your path. As an action for 5 Reiryoku, all creatures in a 30 ft. line must attempt a Dexterity saving throw, taking fire damage equal to your Heilig Bogen's damage die + your Wisdom modifier on a failure or half as much on a success. You may spend 5 additional Reiryoku to change this feature's range from a line to a cone, and another 5 Reiryoku to force any creature who enters or starts their turn in the area targeted by this feature to retry the saving throw until you choose not to spend 2 Reiryoku at the end of your turn.

Burning Finger 4

At 10th level, when you use Burning Finger 1-3, you may also target all creatures in a 60 ft. line with a 10 ft. radius sphere beginning at the end of it for 10 Reiryoku.

Burning Full Fingers

At 14th level, when you use Burning Finger, you may spend 5 Reiryoku to extend its and Burning Finger 4's line's range by 15 ft. You may also spend 5 Reiryoku to deal an additional 2d8 fire damage.

Lightning Quincy[edit]

By manipulating Reishi in the air with your Reiryoku, you are able to generate bolts of electricity.

Lightning Jump

At 5th level, you can temporarily transform your entire body into electricity. As a reaction when you would take damage for 2 Reiryoku, you may move up to 15 ft., ignoring any damage you would have incurred if you leave the effect's area.

Galvano Blast

At 10th level, as a bonus action for 3 Reiryoku, you channel your electric Reishi constructs into your Heilig Bogen. Its damage die increases to 2d8, and it deals lightning damage for 1 minute.

Galvano Javelin

At 14th level, you may concentrate a massive amount of Reishi electricity into one massive bolt as an action for 35 Reiryoku. Each creature in a 400-foot line 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 Fullbringer Getsuga Tensho, you may use both features on the same action.

Power Quincy[edit]

By manipulating Reishi into your muscles with your Reiryoku, you are able to greatly enhance your physical strength.

Enhanced Physiology

At 5th level, you can channel a moderate amount of Reishi into your body. Your Dexterity and Constitution score maximums increase by +2, and you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

Enhanced Durability

At 10th level, you may choose to replace your base unarmored AC from Reiryoku Manipulation with 13 + your Dexterity modifier. You may still benefit from the various AC increases also in said feature. Your Dexterity or Constitution score maximum increases by +2.

Enhanced Strength

At 14th level, when you take the attack action, you may spend 5 Reiryoku to make 1 additional attack. You may do this any number of times on a single attack action, with each consecutive use increasing its Reiryoku cost by 1 (i.e. +1 attack costs 5, +2 attacks cost 11, etc.). Your Dexterity or Constitution score maximum increases by +2.

X-Axis Quincy[edit]

Your mastery over your Heilig Bogen is far beyond that of a normal Quincy.

Diagramme

At 5th level, when you make an attack with your Heilig Bogen, you may spend 2 Reiryoku to double the attack's range or damage. You may do this multiple times on the same attack, with each consecutive use increasing its Reiryoku cost by 1 (i.e. 2 uses cost 5, 3 uses cost 8, etc.)

Trompete

At 10th level, your mastery allows you to fire a massive blast of Reishi from your Heilig Bogen. As an action for 35 Reiryoku, each creature in a 30-foot radius originating from a point up to 120 ft. 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.

Jilliel

At 14th level, while in Letzt Stil or Vollständig, your movement does not provoke opportunity attacks as you teleport instantly instead of traditional movement; Diagramme no longer costs additional Reiryoku on consecutive uses; you may choose to shed bright light in a 60 ft. radius, shedding dim light for another 60 ft.; and your size category increases by 1 to a minimum of Large. This does not grant early use of Letzt Stil or Vollständig.

Fear Quincy[edit]

Your Heilig Bogen is able to manipulate the Reishi of those it injures, invoking images of their deepest fears.

The Fear

At 5th level, when you make an attack with your Heilig Bogen, you may spend 5 Reiryoku to melt its projectile into a black liquid, forcing the target to attempt a Charisma saving throw. On a failure, they are frightened for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Frightening Bolt

At 10th level, your mastery of The Fear allows you to fire a massive blast of black Reishi from your Heilig Bogen. As an action for 20 Reiryoku, each creature in a 30-foot line must attempt a Charisma saving throw. On a failure, they take your Heilig Bogen's damage and are frightened in the same manner as The Fear. On a success, they take half as much damage and are not frightened.

Heart Attack

At 14th level, you are able to conjure images of fear so frightening, they are known to induce instantaneous death. If a creature fails the saving throw for The Fear or Frightening Bolt by 5 or more, or rolls a natural 1, they take 4d8 necrotic damage. You may also spend Reiryoku to increase said features' DC by 1 for every 2 points spent until the end of your turn.

Love Quincy[edit]

Your Heilig Bogen is able to manipulate the Reishi of those it injures, invoking a deep-seated affection for you.

The Love

At 5th level, when you make an attack with your Heilig Bogen, you may spend 5 Reiryoku to convert its projectile into a heart shape, forcing the target to attempt a Charisma saving throw. On a failure, they are charmed for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Love Kiss

At 10th level, your mastery of The Love allows you to fire a massive heart-shaped blast of Reishi from your Heilig Bogen. As an action for 20 Reiryoku, each creature in a 30-foot line must attempt a Charisma saving throw. On a failure, they take your Heilig Bogen's damage and are charmed in the same manner as The Love. On a success, they take half as much damage and are not charmed.

The Zombie

At 14th level, your Reishi manipulation allows you to infatuate even the dead. As an action, you may sacrifice a number of hit points and at least 5 Reiryoku to resurrect one creature of your choice within 5 ft. They are permanently charmed by you, and have a maximum and current number of hit points equal to the number of hit points and additional Reiryoku spent. A creature can not be resurrected in this manner more than once. As a bonus action, you may spend a number of Reiryoku to heal one of these "zombies" for an equal number of hit points. You are always aware of how many hit points your zombies have.

True Letzt Stil[edit]

The True Letzt Stil feature can only be taught to a player by another ancient Quincy due to the technique being forgotten even by the organization. As an action, regardless of your level, you gain all of this class's features, not including those of subclasses you have not taken, for 1 minute, and you regain 20 Reiryoku and hit points at the end of each of your turns. At the end of this duration, your Quincy powers almost permanently seal and you lose all features from this class. Your hit points and character level are uneffected. To begin regaining your previous features, you must reduce yourself to 0 hit points as an action. This action can only be done while you are missing your Quincy powers. If you do not die, you can regain your previous features by gaining half as many experience points as it took to originally gain the level you gained the feature at (or through smaller milestones for milestone leveling), and you may change which subclass you chose.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Quincy class, you must meet these prerequisites: 15 Dexterity, 15 Wisdom, 12 Constitution.

Proficiencies. When you multiclass into the Quincy class, you gain the following proficiencies: Religion, marital weapons.

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