Seated 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.

Seated Shinigami[edit]

Medium humanoid (human), neutral


Armor Class 16 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +6, Con +5
Skills Athletics +3, Insight +5
Senses passive Perception 12
Languages any one
Challenge 6 (2,300 XP)


Shinigami Reiryoku. The shinigami has 6 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 +3 bonus to any damage it deals to a creature within this radius, and gaining a -3 penalty to any damage it takes. If a detected creature's proficiency bonus is 1 or lower, they take 6 bludgeoning damage.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 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: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 14 (1d10 + 9) slashing damage if used with two hands.
Wakizashi. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.
Nodachi. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) slashing damage.
Tanto. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) 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 3 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.


Seated shinigami command units of unseated shinigami within their division, and are subordinates of their respective lieutenant and captain. Seats are typically sent to the living world when a non-Menos hollow of considerable power is spotted, and are given orders to dispatch the hollow with as little interaction with the living world as possible. A seated shinigami's salary starts at ¥450,000.


Shinigami Archetypes[edit]

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

Squad 1 Unseated
Proficiencies. Arcana +4, Perception +5, Persuasion +4
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 Unseated
Proficiencies. Perception +5, Sleight of Hand +6, Stealth +6
Shunpo. While the shinigami's Reiatsu is released, its walking speed increases by 5 feet (35 ft. total).
Squad 3 Unseated
Proficiencies. Deception +4, Perception +5, Stealth +6
Shunpo. While the shinigami's Reiatsu is released, its walking speed increases by 5 feet (35 ft. total).
Squad 4 Unseated
Proficiencies. Arcana +4, Medicine +4, Perception +5
General Kaido (2 Reiryoku). As an action, one creature within 5 ft. of the shinigami regains 11 (1d8 + 7) hit points.
Squad 5 Unseated
Proficiencies. Acrobatics +6, Arcana +4, Perception +5
Shunpo. While the shinigami's Reiatsu is released, its walking speed increases by 5 feet (35 ft. total).
Squad 6 Unseated
Proficiencies. Intimidation +4, Investigation +4, Perception +5
Shunpo. While the shinigami's Reiatsu is released, its walking speed increases by 5 feet (35 ft. total).
Squad 7 Unseated
Proficiencies. Acrobatics +6, Performance +4, Persuasion +4
Reiatsu Strikes. While the shinigami has at least 1 Reiryoku, its unarmed strikes count as magical and deal 8 (1d4 + 3) 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 Unseated
Proficiencies. Arcana +4, Nature +4, Persuasion +4
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 Unseated
Proficiencies. Medicine +4, Perception +5, Persuasion +4
General Bakudo (2 Reiryoku). As an action, one creature within 30 ft. must succeed a DC 12 Wisdom saving throw or be restrained for 1 minute with concentration. The target or a creature touching the target can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics check as an action, ending this effect early on a success.
Squad 10 Unseated
Proficiencies. Acrobatics +6, Intimidation +4, Perception +5
Reiatsu Strikes. While the shinigami has at least 1 Reiryoku, its unarmed strikes count as magical and deal 5 (1d4 + 3) 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 Unseated
Proficiencies. Acrobatics +6, Intimidation +4, Perception +5
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 Unseated
Proficiencies. Arcana +4, Intimidation +4, Perception +5
General Fudo (2 Reiryoku). As an action, one creature within 30 ft. of the shinigami must succeed on a DC 12 Constitution saving throw or lose 2 Reiryoku.
Squad 13 Unseated
Proficiencies. Arcana +4, Investigation +4, Perception +5
General Hado (2 Reiryoku). As an action, one creature within 30 ft. must make a DC 12 Dexterity saving throw. On a failure, they take 16 (1d6 + 13) radiant damage. On a success, they take half as much damage.

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