Quincy (Soul Society Supplement)

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Quincy[edit]

Divine Punishers of Evil[edit]

The Quincy were an organization destined to destroy Hollows, being mainly composed of normal humans blessed by their king. You can only use features from this class while you are not a Soul.

Creating a Quincy[edit]

Quick Build

You can make a Quincy quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the High School Student or the Chosen by the King background.

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: Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Choose any 2 Artisan’s Tools
Saving Throws: Strength or Dexterity, Constitution or Wisdom
Skills: Choose any 4 skills.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Quincy Cross
  • (a) 1x Martial Weapon or (b) 2x Simple Weapons
  • Any Artison Tool

Table: The Quincy

Level Proficiency
Bonus
Features Reiryoku
1st +2 Reiryoku, Reishi Manipulation, Unarmored Defense 5
2nd +2 Reiatsu, Seiren 10
3rd +2 Quincy Shicksal 15
4th +2 Ability Score Improvement 20
5th +3 Extra Attack, Quincy Erfindungen 25
6th +3 Ability Score Improvement 30
7th +3 Resistant, Quincy Shicksal (2) 35
8th +3 Ability Score Improvement 40
9th +4 Letzt Still 45
10th +4 Unique Heilig Bogen 50
11th +4 Quincy Shicksal (3) 55
12th +4 Ability Score Improvement 60
13th +5 Shadow 65
14th +5 Ability Score Improvement 70
15th +5 Extra Attack (2) 75
16th +5 Ability Score Improvement 80
17th +6 Vollständig 85
18th +6 Quincy Shicksal (4) 90
19th +6 Ability Score Improvement 95
20th +6 Heilige Techniken 100

Reiryoku[edit]

Starting at 1st level, you are able to directly utilize the power of your soul. Your access to this energy is represented by a number of Reiryoku points. You have a number of Reiryoku points equal to 5 times your level.

When you spend a Reiryoku point, it is unavailable until you finish a short or long rest. At the end of a short or long rest, all expended Reiryoku points returns to you.

Some of your Reiryoku features require your target to make a saving throw to resist the feature's effects, or you to make a Reiryoku 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 + Wisdom modifier.

Reiryoku attack modifier: your proficiency bonus + Wisdom modifier.

Reishi Manipulation[edit]

Also at 1st level, quincies utilize the reishi located in the atmosphere and combine it with their reiryoku to combat spiritual threats. As a Quincy, you could not be different.

Reishi Absorption

At the start of your turns while in combat, you may with no action required accumulate ambient reishi. You gain reishi equal to your Quincy level + your Wisdom modifier times your proficiency bonus.

You cannot have more than your Constitution modifier (minimum of +1) + your Quincy level times your proficiency bonus added twice Reishi stored at once, with any amount gained above this maximum being ignored.

Heilig Bogen

The first step of becoming a Quincy is being able to form a spiritual weapon made of ambient reishi.

As a bonus action while you are wielding a Quincy Cross, you can spend x reiryoku + x reishi to summon a Heilig Bogen for 1 minute. Your Heilig Bogen is basic, being a simple blue bow made out of reishi. You can deactivate your Heilig Bogen at will, no action required.

The more Reishi you pull from the ambient and mix it with your own reiryoku the greater its strength becomes. The sizes you can obtain by spending Reishi are described below, at the Size Table.

Size Table
Size Properties Reiryoku Spent Reshi Spent
Tiny Sized Range (80/320) 1 Reiryoku 2 Reishi
Small Sized Range (150/600), two-handed 2 Reiryoku 4 Reishi
Medium Sized Range (200/800), two-handed 5 Reiryoku 10 Reishi
Large Sized Range (300/1200), heavy, two-handed 10 reiryoku 20 Reishi

You use your Wisdom modifier instead of Dexterity for the attack and damage rolls of your Heilig Bogen, dealing Radiant damage on a hit.

Heilig Pfeil

Heilig Pfeil are the arrows created by your Heilg Bogen when you fire it. Every time you attack with your Heilig Bogen, you fire said arrow against the target, needing to spend reishi equal to the amount of reishi needed to create the Heilig Bogen.

The damage die of your Heilig Bogen is defined by its size, as shown down below at the damage Table.

Size Table
Quincy Level Tiny Small Medium Large
1st to 4th level 1d4 1d6 1d8 1d10
5th to 8th level 1d6 1d8 1d10 1d12
9th to 12th level 1d8 1d10 1d12 2d6
13th to 14th level 1d10 1d12 2d6 2d8
15th to 16th level 1d12 2d6 2d8 2d10
17th to 18th level 2d6 2d8 2d10 2d12
19th to 20th level 2d8 2d10 2d12 4d6

Unarmored Defense[edit]

Also at 1st level, due to needing to be mobile to avoid attacks coming from hollows, you became more agile. Your AC while unarmored is 10 + your Dexterity modifier + your Wisdom modifier.


Reiatsu[edit]

At 2nd level, Reiatsu is the physical force that a creature's Reiryoku creates when released.

This feature, as well as other features, reference a creature’s reiatsu level, their level for the purposes of reiatsu, or increase those numbers. For the purposes of this feature, a creature with this feature has a level equal to their level + any boosts to their reiatsu level, or their level for the purposes of reiatsu. A creature without this feature has a reiatsu level maximum of 1, unless it is a monster and the dm says otherwise (powerful monsters may have a spiritual pressure even without this feature if it makes sense).

Reikaku

You become aware of the levels of any creatures within 5 times your proficiency bonus times your Quincy level feet of you, as long as these levels originate from Spiritual Classes. You can know what class the creature is just by sensing their reiatsu.

If a creature has a reiatsu level of 35 or higher, they have reached a “higher dimension”, and can’t be sensed by creatures with a reiatsu level of 34 or lower. This similarly applies for every 5 levels above 35, each 5 levels representing another increase in dimensionality.

Spiritual Power

Sometimes the reiatsu a creature constantly exerts is so great that their opponents cannot even harm them. For every level you are above a creature, you gain a bonus against their saving throws by 1, and when you reach a 3 level difference you start reducing all damage per level above times your proficiency bonus. If a creature's damage is reduced to 0 by this feature, they take the damage instead. If you are at least 10 levels above a creature, you automatically pass their saving throws and their attacks deal no damage to you.

You gain a bonus to attack rolls against creatures with a lower level than you, equal to the difference in levels.

When a creature with a lower level than you makes a saving throw or ability check against your Reiryoku dc, they suffer a penalty to the saving throw equal to the difference in levels.

When a creature with a lower level than you makes an attack roll against you, it has a penalty equal to the difference in levels.

When you make a contested ability check using a strength, dexterity, constitution, or the perception skill, against a creature with a lower reiatsu level than you, you gain a bonus equal to the difference in levels. (If the check is made against multiple creatures, each creature instead has a penalty equal to the difference in levels, if their level is lower than yours). This includes ability checks against their Reiryoku DC.

Powerful Presence

A creature with high levels of reiatsu can make another creature even faint just from looking at them. Whenever you use your spiritual pressure feature, you may also make a Charisma (Intimidation) check with a bonus of +1 for every level you are above the creature.

Spiritual Pressure

If one or more creatures reiatsu level is half your own(rounded up) or lower, you may force them to attempt a Strength saving throw at the beginning of each of your turns. On a failure, they are knocked prone and their movement speed drops to 0 until the beginning of your next turn, and they take force damage based on the level difference. For example, if you have a reiatsu level of 10 and fight a creature with a reiatsu level of 1 , they will receive 9 force damage.

The amount of damage you cause with your spiritual pressure depends on how well refined your reiryoku is. Depending on your Wisdom modifier, your force damage will turn into a number of dies equal to the difference instead of your level. See the table below for reference:

Spiritual Pressure Damage Dice
If you have a +1 in Wisdom d4
If you have a +2 in Wisdom d6
If you have a +3 in Wisdom d8
If you have a +4 in Wisdom d10
If you have a +5 in Wisdom d12

Seiren[edit]

At 2nd level, the Holy training of quincies has granted you diverse quincy techniques.

You gain two Seiren Techniques of your choice.

Whenever you gain a level in the Quincy class, you gain another Seiren Technique.

Quincy Shicksal[edit]

At 3rd level, you have decided the fate you shall take as a Quincy. Choose one of the Quincy Shicksals available at the end of the class description.

Your choice grants you features at 3rd level, 7th, 11th and 18th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Extra Attack[edit]

At 5th level, you can now attack twice instead of once when you take the attack action. At 15th level, you can attack three times instead of twice when you take the attack action.

Quincy Erfindungen[edit]

Also at 5th level, the Quincy utilize various gadgets that utilize their understanding of Reishi. You can use your Wisdom score instead of Intelligence when it comes to the requirements of Quincy Inventions. You must use the base value of your Wisdom score, not counting any temporary bonuses you may have such as from Vollständig.

Resistant[edit]

At 7th level, your strength as a Quincy has allowed you to resist certain area effects, such as a blue dragon's lightning breath or a fireball spell. Choose one of the following ability scores:

Brawn - Strength

Evasion - Dexterity

Endurance - Constitution

Intuition - Wisdom

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. When you reach your 20th level, you may choose another saving throw to benefit from this.

Letzt Still[edit]

At 9th level, you learn a technique that’s currently considered a relic of the past, being able to increase one’s Quincy powers beyond their limit for a short amount of time in exchange of losing said powers.

As a bonus action while being attuned to a Leiden Hant, you can take the glove off, destroying it in the process as a large amount of reishi surrounds you. For 1 minute, you gain the benefits of Vollständig outside of the flying speed and Heiligenschein. However, your reiatsu level increases by 8 instead of 4.

After the duration ends, you lose your Quincy powers, being unable to use the Reishi Manipulation feature, or Seiren techniques outside of Invention Techniques.

To regain your Quincy powers, you must be reduced to 0 hit points by a Heilig Pfeil. After which, you must make a DC 25 Wisdom saving throw. On a success, you can now use your features as normal once more. On a failure, you gain one level of exhaustion and can only try again after taking a long rest.

Unique Heilig Bogen[edit]

At 10th level, you have finally reached the average level of the Quincy, being able to customize your Heilig Bogen.

Whenever you summon your Heilig Bogen via Reishi Manipulation, you can spend 5 additional reishi to manipulate it and customize the Heilig Bogen. Your Heilig Bogen loses its old properties, becoming a simple or martial weapon of your choice. It may also be a Shield.

There are some details to keep in mind when creating a customized Heilig Bogen:

  • Melee weapons do not spend Reishi when you make attacks with them, and deal their normal damage type instead of radiant damage.
  • If you create a tiny sized melee weapon, it gains the Light property.
  • If you create a medium or larger sized melee weapon, it gains the heavy and two-handed properties.
  • Ranged Weapons still cost Reishi as normal when making attacks with them.
  • If you create a medium or larger sized ranged weapon, it gains the heavy and two-handed properties.


Shadow[edit]

At 13th level, you have learned a powerful technique that was stated to be granted only to the chosen ones. As a full turn action for 20 reiryoku and 40 reishi, you choose an area with visible shadows or that is currently lightly or heavily obscured to create a Shadow. A Shadow in another location of your choice (even another plane of existence) is created as well, with said location also needing to have natural shadows otherwise the feature fails.

The Shadow can have up to 5 times your proficiency bonus in radius, and lasts for 1 minute. For the duration, any creature who moves through the shadow appears on the other side.

You can deactivate the Shadow at will, no action required.

Vollständig[edit]

At 17th level, you’ve finally become an elite Quincy, being able to utilize one of the if not the most powerful technique of the Quincy. Also known as the successor of the Letz Still technique, Vollständig extends the power of a Quincy beyond their normal limit.

As a bonus action for 10 reiryoku and 20 reishi while wearing and being attuned to a Leiden Hant, you activate your Vollständig for 1 minute. For the duration, you gain the following benefits:

  • Your Strength, Dexterity and Wisdom scores increase by 2, including their maximums.
  • Your reiatsu feature radius doubles and deals twice as much damage.
  • Your reiatsu level is increased by +2.
  • Whenever you absorb Reishi, the amount gained is doubled.
  • The amount of Reishi you can hold at once is doubled.
  • You gain light wings behind your back, granting you flying speed equal to your walking speed added twice.
  • You shred bright light in 5 feet and dim light in 10 feet.

Heiligenschein. You receive a Halo made out of Reishi that floats on top of your head. It has AC equal to your own + your Wisdom modifier and 1 hit point. If a creature destroys it by hitting it with an attack roll, you lose the Reishi benefits that your Vollständing grants you and cannot deactivate it until the duration is over.

You may deactivate your Vollständig at will, no action required.

Heiliger Geist[edit]

Finally at 20th level, you have reached the pinnacle of the Quincy bloodline, your very spirit being ascended. Your reiatsu level is increased by +2.

Seiren Techniques[edit]

Blut Techniques[edit]

Reishi Manipulation Techniques[edit]

Heilig Pfeil Techniques[edit]

Hirenkyaku Techniques[edit]

Invention Techniques[edit]

Quincy Spells[edit]

Quincy Shicksals[edit]

Meister der Geisterwaffen[edit]

61ac63dd1f135986e2e7d0b08018f7d5.jpg
A Meister utilizing their Helig Bogen, [1]

The Quincy Meisters focus on aprimorating their skills with their Heilig Bogen, trying to bring the maximum out of their spiritual weapons.

Fighting Style

Starting at 3rd level, you have learned a specific method of fighting to help you out on your battles. You gain proficiency with Martial Weapons.

You must choose one of the following fighting styles listed below. Even if you gain another fighting style, you cannot pick a fighting style you already chose. Whenever you gain an ability score, you can change a fighting style you know for another one.

Archery

You gain a +2 to attack rolls with ranged weapons.

Aprimorated Unarmored Defense

You gain a +1 bonus to your AC while not wearing any kind of armor or shield.

Blind Warrior

You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

Classical Swordplay

While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and AC so long as you are not using Heavy Armor or a Shield.

Deadeye

You gain a +2 bonus to damage rolls with ranged weapons.

Dual Wielding

When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

Whenever you hit a creature with a weapon that has the Versatile or Two-handed property, you deal additional damage equal to your proficiency bonus.

Heavyweight Fighting

You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy melee weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.

Lightfoot Fighter

You're very quick on your feet, being very refined with your weapons. While wielding a light melee weapon, you gain a +10 to your walking speed and do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.

Protector

When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.

Versatile Fighting

Once per turn you can both attack with a versatile weapon you are wielding and grapple or shove a creature as if you replaced an attack. Such grapple or shove has a +2 to its check.

Small Precision

At 3rd level, you’ve learned that the smaller your Heilig Bogen the more precise you can be with it. Whenever you are wielding a Small or smaller Heilig Bogen, you gain a +1 bonus to your attack rolls made with it.

At 9th level, this increases to a +2 bonus. At 13th level, this increases to a +3 bonus.

Finally, at 17th level this feature now works with Medium or smaller Heilig Bogens.

Battle Adaptation

At 7th level, being faced with countless battles, you can adapt to them by putting on stances while wielding your Heilig Bogen. At the beginning of your turn, you can spend a free action to enter a stance, and may end the stance at will at the beginning of your next turn. You cannot have more than one stance active at once.

The stances you can choose from are listed down below:

Angriffshaltung. A stance that heightens your attack power in exchange for creating a breach in your defenses. You gain a +1 to attack rolls made with your Heilig Bogen, however your AC is reduced by -2.

Deckungshaltung. A stance that utilizes your Heilig Bogen as cover in exchange of having less precise attacks. You gain the benefits of Half-Cover, however you reduce your attack rolls with your Heilig Bogen by -2. This stance can only be used if you are wielding a Small or larger Heilig Bogen.

Gegenhaltung. A stance that prepares you for incoming attacks, countering at the right time. Whenever you are targeted by a attack roll and it misses, you can spend your reaction to make an attack roll against the attacker if they are within reach of your Heilig Bogen.

Geschwindigkeitshaltung. A stance that increases your overral velocity. You can take the dash action as a bonus action while wielding your Heilig Bogen, however it can only be used to move towards a hostile creature.

Krafthaltung. A stance that increases your damage output by surprising amounts. You deal additional damage equal to your proficiency bonus when attacking with your Heilig Bogen.

Siege Heilig Bogen

At 11th level, when you customized your Heilig Bogen you didn’t quite reach its full potential, so you decided to go even further. When making a Heilig Bogen with the Unique Heilig Bogen feature, you can also make Siege Weapons. Whenever you create them, you are forced to create a Large Sized Heilig Bogen.

Mastered Heilig Bogen

At 18th level, you have complete dominance over Heilig Bogens, not needing to take time like most Quincy to form it. You can now activate your Heilig Bogen as part of taking the attack action.

Künstler des Lichts[edit]

74077a31896c0b6f142d91cbafc38d68.jpg
A Künstler quincy, [2]
Bonus Proficiencies

Starting at 3rd level, you learned new skills so that you can aid the Quincy in battle. You gain proficiency with two skills or tools of your choice, or proficiency with one tool and one skill.

Reishi Imbued Material

At 3rd level, you have learned how to imbue reishi into items to make new inventions out of those materials. During a long rest, you may imbue a number of objects with reishi equal to your proficiency bonus. The objects that can be imbued are: Leather, Liquid (any kind) and Steel.

These raw materials can be used to make Quincy Inventions.

Tool Expertise

At 7th level, your experience with creating things has granted you quite the expertise with tools. Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Infinite Resources

At 11th level, you’ve become a real menace, being able to create a massive amount of Quincy items in a short time. Whenever you create an item with the Quincy prerequisite plus being able to be created more than once, the amount you can create is doubled.

Fünft Feld

At 18th level, you have learned how to create a structure perfect for Quincy training, being able to draw Quincy's potential further. By gathering 20000 GP’s worth of raw materials and spending 2100 days, you can create a room made out of reishi imbued materials.

For every creature working alongside you (including yourself), the days required are reduced by 100 times their proficiency bonus.

While inside the room, a creature with levels on the Quincy class gains a Seiren technique of their choice that they meet the requirements of after a week of downtime spent training in the room. A Quincy can gain Seiren Techniques this way a number of times up to their proficiency bonus.

Heiliger Magier[edit]

96697640fd08b102c6545faf0cdeed49.jpg
A Heiliger Magier utilizing Seiren techniques, [3]

The Quincy Magier focus on enhancing their Seiren Techniques, utilizing creative manners to bring out the best out of their techniques.

Spellcaster

Starting at 3rd level, you are a specialist at using Quincy Techniques, so much so you’re called a magician at it. Your Seiren Techniques have their DC increased by +1.

Technique Connoisseur

At 3rd level, you simply wish to find out everything about the Quincy culture. Whenever you finish a long rest, you can change one technique you know for another one you meet the prerequisites of.

Seiren Specialization

At 7th level, you have specialized in one area when utilizing Seiren Techniques, applying it whenever you can into your techniques. You must choose one of the Seiren Specializations down below. You can choose another specialization at 11th and again at 17th level.

Economy Specialist. You reduce the amount of Reishi you need to spend for your Seiren Techniques by your proficiency bonus added twice, to a minimum of 1 Reishi.
Power Specialist. Whenever a Seiren technique deals damage, you can add your Wisdom modifier to its total.
Precision Specialist. You receive a +2 to reiryoku attack rolls made with your Seiren Techniques.
Radius Specialist. Your Seiren Techniques have their radius increased by 5 times your proficiency bonus.
Range Specialist. Your Seiren techniques have their range increased by 10 times your proficiency bonus. This does not work with touch or 5 feet range Seiren Techniques.
Target Specialist. Your Seiren Techniques now target a number of additional creatures equal to your proficiency bonus. This does not work with techniques that only target one creature.
Powerful Spells

At 11th level, due to your knowledge about Seiren Techniques, you know how to use them to their maximum when a creature falls right into your spells. Whenever a creature fails a saving throw against your Quincy Techniques by 5 or more, their detrimental effects have their duration increased. See the example below:

(1 round -> 1 minute -> 10 minutes)

Magician

At 18th level, you have become a true Magician, knowing how to create your own spells without the helps of others. At the end of a long rest, you can create a Quincy Spell alongside your GM. As a rule of thumb, it should be as powerful as a 9th level spell without counting Wish and should cost 60 reiryoku and 120 reishi or higher.

You can have a number of these created spells equal to your Wisdom modifier. Any temporary bonuses do not increase the amount of spells you can have.

Bastion der Stärke[edit]

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A Bastion after activating Vollständig, [4]
Martial Arts

Starting at 3rd level, you are well trained in close quarters combat, being ready for battle even while unarmed. While you are unarmed, you gain the following benefits:

  • You can use Dexterity instead of Strength to your unarmed strikes attack and damage rolls
  • You roll a d6 for your unarmed strikes damage die. This increases as you gain levels in the Quincy class, as shown down below at the Unarmed Strike table.
  • Whenever you have taken the attack action on your turn, you can make one unarmed strike as a bonus action.
Level Unarmed Die
1 to 4 1d6
5 to 8 1d8
9 to 12 1d10
13 to 14 1d12
15 to 16 2d6
17 to 18 2d8
19 to 20 2d10

Additionally, your unarmed strikes count as magical for the sake of overcoming resistances and immunities.

Excitement

At 3rd level, when you enter battle, you start to get excited.

Excitement Die. You gain a special dice called “Excitement Die”. It is a D6, becoming a D8 at 5th level, a D10 at 11th and a D12 at 17th level. Whenever you hit a creature with an unarmed strike, you gain 1 Excitement Die. You can only have 1 Excitement Die at once, and you lose it after combat ends.

Levels of Excitement. Whenever you would gain an Excitement Die while already having one, you instead increase your Excitement level. For every Excitement level you gain, your Excitement Die increases by one tier. Your Excitement level cannot be increased by more than your proficiency bonus.

Excited Maneuvers. You can expend 1 Excitement Dice to perform certain Maneuvers, with all of them described below.

Excited Maneuvers DC. Some of your Maneuvers force your target to make a saving throw. The DC is calculated as it follows:

DC = 8 + your proficiency bonus + your Strength or Dexterity modifier

Center of Attention

At 7th level, while you are on the battlefield, there is no point in attacking anyone else but you. Whenever you hit a creature with an unarmed strike, they have disadvantage in attack rolls against all creatures but you until the end of their next turn.

Bastion of Hope

At 11th level, you are the hero of all Quincy, your mere presence inspires your allies. All friendly creatures within 30 feet of you gain advantage against being charmed or frightened.

Additionally, friendly creatures within said range gain a bonus to their saving throws equal to half your Wisdom modifier (rounded down).

Unbeatable Champion

At 18th level, you’ve reached the prime of your physique, considering yourself the Hero of the Quincy. When you are at your lowest is when your combat ability skyrockets! Whenever you are reduced to under half your maximum hit points, you gain the following benefits for 1 minute:

  • You have advantage in Strength, Dexterity and Constitution checks and saving throws.
  • You can make one additional unarmed strike on your turn.
  • You gain a damage reduction equal to your proficiency bonus added twice.
  • You have advantage on saving throws against being charmed or frightened.


Multiclassing[edit]

You cannot multiclass in and out of this class.

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