- Bakudo
- Actions
- Sai (5 Reiryoku). The Seated Shinigami points their index and middle fingers at any number of creatures within 60 feet of them. They must roll 3d8; the total is how many hit points a creature must have to be affected by this Kido Spell. If a creature is affected, they cannot use their arms or hands and suffer disadvantage on attack rolls for 1 minute. This causes them to drop whatever they are holding and to be unable to pick up or wield items or take actions that requires the use of their hands, such as kido spells.
- The Seated Shinigami can spend 5 additional reiryoku to increase the roll to 5d8.
- Hainawa (5 Reiryoku). The Seated Shinigami makes a ranged reiryoku attack roll against a creature they can see within 60 feet of them. On a hit, the target is restrained. The target can immediatly make a Strength or Dexterity saving throw to escape the ropes, and on a success they are no longer restrained. On a failure, they can attempt either saving throw at the beginning of their turns, ending the effect on a success.
- Shibireyubi (10 Reiryoku). The Seated Shinigami pointa their finger to a creature within their reach and forces them to make a DC 15 Wisdom saving throw. On a failure, they are restrained and incapacitated for 1 minute. On a success, they are immune to this kido for 24 hours. The creature may make a Strength saving throw at the beginning of their turns to end the condition early on a success.
If the creature is forced to make a Strength or Dexterity saving throws, they can remake the Strength saving throw early.
Creatures with a reiatsu level higher than 5 make the Wisdom saving throw with advantage.
- Geki (10 Reiryoku). The Seated Shinigami uses their hands to write symbols in the air before coating a creature within 60 feet of them with red energy. The creature is coated in red energy and must make a DC 15 Wisdom saving throw, with advantage if it’s reiatsu level is equal to or greater than 5. On a failed save, the creature is stunned and reeling in agony, though it can still talk. At the start of each of its turns, and whenever it would be forced to make a Dexterity saving throw against an effect that would allow it to move to avoid it on a success, it must make this Wisdom saving throw again; on a success, it is no longer stunned, and if made in response to the saving throw, it makes it normally.
- Hakufuku (10 Reiryoku). The Seated Shinigami can force a creature within their reach to make a DC 15 Wisdom saving throw. On a failure they fall asleep on the spot, becoming unconscious for 1 minute. On a success, they are immune to this Kido for 24 hours.
- If the sleeper takes damage, or someone uses an an action to slap the sleeper awake they lose the condition.
- This Kido spell only works on creatures that are 9 levels below your reiatsu level. In addition, creatures with reiatsu level 1 or lower can also be affected.
- The Unseated Shinigami can spend up to 10 reiryoku, with every 5 reiryoku reducing the reiatsu level a creature needs to be affected by 1.
- Inemuri (5 Reiryoku). The Unseated Shinigami can hold their hand in front of a creature within their reach, forcing them to make a DC 15 Wisdom saving throw. On a failure, they fall unconscious for 1 hour. On a success, they are immune to this Kido for 1 minute.
- They may remake the saving throw at the beginning of every minute, ending the effect early on a success.
- This Kido spell only works on creatures that are 10 levels below their reiatsu level. In addition, creatures with a reiatsu level of 1 or lower can also be affected.
- Kyokko (10 Reiryoku). The Seated Shinigami hides themselves and their reiatsu, becoming invisible for up to an hour. While invisible, their reiatsu cannot be detected.
- This effect ends if they make an attack, deal damage, cast a spell, use a feature of their zanpakuto, force a creature to make a saving throw, or do something else similarly harmful, as determined by the GM. A creature with 5 or more reiatsu levels greater than 5 sees through the effect.
- Noren Mekuri (15 Reiryoku). The Seated Shinigami eliminates an illusory effect within 60 feet of themselves. They make a Wisdom saving throw against the illusion's caster's reiryoku DC. On a success, the illusion is dispelled.
- Bonus Actions
- Senkieton (5 Reiryoku). The Seated Shinigami places the palms of their hands down on the ground, red smoke bursts forth from the point of contact, swiftly engulfing everything within a 15 foot-radius until the beginning of their next turn. The area is now considered heavily obscured.
- They can spend up to 15 additional reiryoku when using this Kido Spell, increasing the radius by 5 feet per 5 reiryoku spent.
- Reactions
- Seki (5 Reiryoku). When the Seated Shinigami is targetted by a Melee Attack roll, it can create a small blue orb to try and block the attack. Their AC is increased by 3 for the attack, and the attacker rolls with disadvantage. Hit or miss, the attacker must make a DC 15 Strength saving throw or be pushed 15 feet away from the Seated Shinigami and be knocked prone.
- Hanki (20 Reiryoku). When a creature casts a 3rd level kido or lower within the Seated Shinigami's reiatsu radius, they send a Kido with the same quality and power to cancel it.
- They may spend 5 additional reiryoku when using this Kido Spell to cancel Kido Spells of 4th level or lower.
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- Kaido
- Lengthy Actions
- Kaido (5 Reiryoku). The Seated Shinigami makes a creature within 5 feet of themselves regain 4dY + 9 hit points (with Y being the creature's reiatsu die tier). A creature that regains hit points this way, also regains an amount of reiryoku equal to ⅙ of the amount healed (rounded to the nearest 5). You do not regain any reiryoku if you heal yourself.
- They cannot make creatures regain limb hit points. The Seated Shinigami can spend additional 5 reiryoku, adding +4 dice to the amount healed.
- Barrier
- Actions
- Barrier Kido (2 Reiryoku). The Seated Shinigami creates a barrier that covers everything up to a 40 foot radius for 10 minutes. Creatures inside the barrier cannot be the target for attacks or saving throws. The barrier has 8 hit points, and an AC of 15. It automatically fails saving throws, and has immunity to poison and psychic damage.
- No creatures can leave or enter one of their barriers unless the Seated Shinigami allows them to, or they break in or out. They cannot have more than your proficiency bonus in barriers active at once.
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