Seated Sword Artist (Soul Society Supplement)
Seated Shinigami[edit]
Medium humanoid (Pure Soul), any alignment Armor Class 18 (Unarmored Defense)
Saving Throws Dex +6, Wis +4 Reiryoku. The Seated Shinigami has 25 reiryoku. Whenever they use reiryoku, it is spent. They regain all reiryoku at the end of a short or long rest. Stamina Points. The Seated Shinigami has 15 stamina points. Whenever they use a stamina point, it is spent. They regain all stamina points at the end of a short or long rest. Classical Swordplay. While wielding their Zanpakuto, the Unseated Shinigami gains a +1 to AC and their attack rolls so long as they are not wearing heavy armor or using a shield (already added on the sheet). Hozuri. As part of a melee weapon attack, the Unseated Shinigami can spend 2 stamina points to grant the attack advantage, but cause it to deal half as much damage on a hit. They add 4 (1d8) to the attack roll. Shitonegashi. When they knock a creature prone, the Seated Shinigami may spend 2 stamina points to position their Zanpakuto an inch from a vital point on their body. If they attempt to act or move in any way before the end of their next turn while they are within the Seated Shinigami's reach, they may automatically deal damage equal to their Zanpakuto attack to them once, and they take 4 (1d8) extra damage. Shunpo. When the Seated Shinigami moves, they can become a blur for the duration of its movement. After using Shunpo, they have advantage on Dexterity (Stealth) checks until the end of their turn. ACTIONSMultiattack. The Seated Shinigami makes two attacks with their Zanpakuto. Zanpakuto. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Clean Cut. The Seated Shinigami can spend 2 stamina points to force all creatures in a 5 foot wide 10 feet long line to make a Dexterity saving throw. On a failure, they take 8 (1d8 + 4) + 4 (1d8) slashing damage and are knocked prone. On a success, they take half as much damage and are not prone. Reiraku. The Seated Shinigami can spend 2 reiryoku to start concentrating. If they don't lose concentration until the beginning of their next turn, a lot of ropes will appear indicating the locations of souls within 250 feets of them. The ropes last until the end of their turn, in which they can spend a free action to grab one of them, gaining knowledge of the exact location of said soul. BONUS ACTIONSFollow up Attacker. Whenever the Seated Shinigami pushes someone via Shoving or other features, they can move up to the creature (taking from their next turn's movement) and make a Zanpakuto attack roll against them if they are within range. On a hit, they add their modifier twice to the damage roll. REACTIONSCounter Attack. After being targeted by a melee weapon attack, regardless of the result the Seated Shinigami can spend 2 stamina points to make a melee weapon attack roll against the attacker if they are within reach. On a hit, they take 4 (1d8) additional damage. Defensive Duelist. When another creature hits the Seated Shinigami with a melee attack, they grant themselves a +3 bonus to their AC for that attack. |
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-Gillian named hollow of considerable power is spotted, and are given orders to dispatch the hollow with as little interaction with the living world as possible.
The Seated Shinigami's reiatsu level is 5.
Invisible Force. The Seated Shinigami is considered invisible to creatures without the Spiritual Awareness feature. Spiritual Awareness. The Seated Shinigami can see creatures with the Invisible Force feature.
Weapon Feats. Defensive Duelist, Follow up Attacker. |
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