Shinigami (Bleach Supplement)

From D&D Wiki

Jump to: navigation, search

Shinigami[edit]

A monstrous spirit unseen from the wider world, a Hollow, stalks the entrance to an alleyway, the spirit of a child cowering alone at the other end. The hollow releases an unearthly roar, its gangly arm racing toward the spirit, only to stop an inch before making contact. Shocked, the child moves their hands just in time to see the Hollow's head slough off its shoulders and fall, revealing a robed swordsman standing elegantly atop the air itself; a Shinigami. The Shinigami keeps her sword drawn as she approaches the spirit, kneeling in front of him with a gentle smile. She assures him he'll be safe in the afterlife before placing her pommel on his forehead, life enveloping them both. In an instant, they disappear.

Soul Reapers[edit]

Shinigami are spiritual warriors with the duty of guiding pluses in the living world through the Dangai, summoning the Gates of Hell for sinful pluses, and purify Hollows. While this duty is almost exclusively handled by specially trained pluses from Soul Society, humans are able to gain these powers through a Shinigami transferring their powers to them:

A Shinigami may transfer their power to a willing creature that is not a hollow as an action by inserting their Zanpakuto into the target's chest. The target must make a Constitution saving throw against their Shinigami saving throw DC. On a success, the Shinigami's Reiryoku maximum is halved and the target can multiclass into this class to a maximum level in this class equal to the Shinigami's level in this class. If the target succeeds by 10 or more, they accidentally take all of the target's power, reducing the Shinigami's Reiryoku maximum to 0 and can multiclass into this class with no restriction. This lasts for a number of days equal to twice the target's saving throw result, after which the target can not use any features gained from this class, though they can still spend Reiryoku from this class.

A creature may acquire their own Shinigami power by dropping to 0 hit points while made of Reishi and having at least 5 Reiryoku and making a DC 30 Wisdom saving throw. On a success, they can multiclass into this class as their inner soul crystalizes into their Zanpakuto Spirit. On a failure, they are killed instantly and become a Hollow with the same CR as their level.

Spirit Weapons[edit]

The primary weapon of a Shinigami is their Zanpakuto. All Zanpakuto begin as an Asauchi, a nameless sword forged by Oetsu Nimaiya using the souls of fallen Shinigami that acts as both a catalyst and vessel for the wielder's Zanpakuto Spirit. As the user grows in power and experience, so too does their Zanpakuto Spirit, though often in different directions. With high levels of growth, a Zanpakuto eventually develops a name, and enough resonance with its user, these names can be called upon to awaken a truer form of their Zanpakuto's power.

Without the influence of a Shinigami, an Asauchi is a magic martial melee weapon with the finesse and versatile properties that deals 1d10 + half your level + your Dexterity modifier on a hit while being wielded in two hands, or 1d8 + your proficiency bonus + your Dexterity modifier slashing damage while being wielded in one hand. If a Zanpakuto would be damaged, such as by a gray ooze or rust devil, its total penalty is reduced by the Shinigami's proficiency bonus.

Creating a Shinigami[edit]

Bleach_lieutenants.jpg
13 Soul Reaper Lieutenants, Tite Kubo

Think about how your character became a Shinigami. Did you simply enter the academy? Did a mysterious stranger stab you in the chest with an odd sword? Did you steal a high ranking Shinigami's weapon and find surprising synergy with it?

Quick Build

You can make a Shinigami quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the folk hero background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Shinigami you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, martial melee weapons
Tools:
Saving Throws: Dexterity, Wisdom
Skills: Choose any three

Equipment

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

  • (a) a martial weapon or (b) two simple weapons
  • (a) a priest's pack or (b) a scholar's pack
  • an Asauchi
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Shinigami

Level Proficiency
Bonus
Features
1st +2 Shinigami Reiryoku, Zanpakuto
2nd +2 Reiatsu
3rd +2 Spiritual Expertise
4th +2 Ability Score Improvement
5th +3 Focused Reiatsu
6th +3 Reiraku
7th +3 Spiritual Expertise feature
8th +3 Ability Score Improvement
9th +4 Death Spirit
10th +4 Shikai
11th +4 Spiritual Expertise feature
12th +4 Ability Score Improvement
13th +5 Extra Attack
14th +5 Resistant
15th +5 Spiritual Expertise feature
16th +5 Ability Score Improvement
17th +6 Mastered Shikai
18th +6 Spiritual Expertise feature
19th +6 Ability Score Improvement
20th +6 Bankai
Level Proficiency Features
21st +7 True Zanpakuto
22nd +7 Beyond Mortal
23rd +7 Spiritual Expertise feature
24th +7 Ability Score Improvement
25th +8 Final Bankai
26th +8 Reiraku improvement
27th +8 Spiritual Expertise feature
28th +8 Ability Score Improvement
29th +9 Reiatsu improvement
30th +9 Honed Body and Mind
31st +9 Spiritual Expertise feature
32nd +9 Ability Score Improvement
33rd +10 Extra Attack (2)
34th +10 Resistant (2)
35th +10 Spiritual Expertise feature
36th +10 Ability Score Improvement
37th +11 Mastered Bankai
38th +11 Spiritual Expertise feature
39th +11 Ability Score Improvement
40th +11 Beyond Bankai

Shinigami Reiryoku[edit]

At 1st level, you gain the power of a Shinigami. You have a number of Reiryoku points equal to your level in this class, and all Reiryoku from this class is regained at the end of a short rest. You can only spend Reiryoku from this class and use this class's features while you are a soul.

Some of your Shinigami features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Shinigami effect save DC = 8 + your proficiency bonus + your Wisdom modifier
Shinigami attack modifier = your proficiency bonus + Wisdom modifier

Certain features from this class require the player to create the benefits of a feature. You may instead choose a Zanpakuto example, or use said examples to gain a grasp of the general power such a feature should wield.

Zanpakuto[edit]

At 1st level, while you are wielding an Asauchi, it becomes your Zanpakuto; a magic weapon made of the Reishi of your very soul. Your Zanpakuto takes one of the following forms, which must be chosen when you take this feature and can not be changed:

  • Katana: your Zanpakuto is a martial melee weapon with the finesse and versatile properties that deals 1d10 + your level + your Dexterity modifier on a hit while being wielded in two hands, or 1d8 + half your level + your Dexterity modifier slashing damage while being wielded in one hand.
  • Wakizashi: your Zanpakuto is a martial melee weapon with the finesse and light properties that deals 1d6 + half your level + your Dexterity modifier slashing damage on a hit.
  • Nodachi: your Zanpakuto is a martial weapon with the two-handed and reach properties that deals 1d10 + your level + your Dexterity modifier slashing damage on a hit.
  • Tanto: your Zanpakuto is a simple melee weapon with the finesse and light properties that deals 1d4 + half your level + your Dexterity modifier slashing damage on a hit.

If your Zanpakuto is wielded by another creature, it returns to a soulless Asauloses the effects of its Shikai and Bankai

Reiatsu[edit]

At 2nd level, you begin emitting spiritual pressure exceeding that of a normal soul. You may spend 1 Reiryoku at the beginning of your turn to release your Reiatsu until the beginning of your next turn, learning the direction from you of each creature within 30 feet and each of their proficiency bonuses, and if a creature's proficiency bonus is half your own or lower they take bludgeoning damage equal to your level.

At 29th level, the range this feature targets is doubled.

Spiritual Expertise[edit]

At 3rd level, you chose a field in which to hone your spirit. Choose one Spiritual Expertise. Your choice grants you features at 7rd level, and again at 11th, 15th, 18th, 23rd, 27th, 32st, 35th, and 38th level.

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.

When you reach 24th level, and again at 28th level, you can increase your ability scores by a total of 3 points to a maximum of 30. When you reach 32nd level, and again at 36th and 39th level, you can increase your ability scores by a total of 4 points to a maximum of 40.

Focused Reiatsu[edit]

At 5th level, while your Reiatsu is released, a focused layer runs itself along your body and your Zanpakuto, increasing any damage you deal to a creature within your Reiatsu radius by your proficiency and decreasing any damage you take by your proficiency bonus.

Reiraku[edit]

At 6th level, as an action for 1 Reiryoku while your Reiatsu is released, you may summon the Reiraku, ribbons representing creatures' souls, around you. Each ribbon represents a single creature, and a ribbon is created for every creature within a number of miles equal to your proficiency bonus. 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.

At 26th level, the range this feature targets is doubled.

Death Spirit[edit]

At 9th level, your Reiryoku crystalizes beyond your Zanpakuto, making any injury short of decapitation survivable. While you are at 0 hit points by any means other than a critical hit or force damage and you make a death saving throw, you may spend 1 Reiryoku to succeed before or after you roll the die. Additionally, attacks against you do not automatically become critical hits from your being unconscious.

Shikai[edit]

At 10th level, you grow strong enough to hear your Zanpakuto's name, and can call upon it, awaking a truer form. As a bonus action, you may transform your Zanpakuto into its Shikai form until you revert it to its original form as a bonus action, and it does so automatically when your Zanpakuto dematerializes. All Shikai have their own unique special ability, work along side your DM to decide this ability based on your character's personality.

As a bonus action for 1 Reiryoku while Shikai is active, you may decrease any damage done to your Zanpakuto, such as by a gray ooze or rust devil, by 1.

Alternate Feature: Shinigami Training[edit]

At 10th level, you gain a Spiritual Expertise feature. If you would gain a feature that requires a feature you do not have because of this feature such as Bankai, Final Bankai, Mastered Shikai, Mastered Bankai, or Beyond Bankai, you may either gain the lowest level required feature that you do not have or gain a Spiritual Expertise feature.

Extra Attack[edit]

At 13th level, you may attack twice instead of once when you take the Attack action. This increases to three attacks at 33rd level.

Resistant[edit]

At 14th level, choose one of the following ability scores. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

You may choose a second of the above effects at 34th level.

Mastered Shikai[edit]

At 17th level, transforming your Zanpakuto into its Shikai form can be done at will for 1 Reiryoku.

Bankai[edit]

At 20th level, you learn your Zanpakuto's title, and can call upon its full power. As an action while Shikai is active, you may transform your Zanpakuto into its Bankai form until you revert it to its original form as a bonus action, and it does so automatically when your Zanpakuto dematerializes. All Bankai have their own unique special ability, work along side your DM to decide this ability based on your character's personality.

If your Zanpakuto is destroyed while Bankai is active, you lose the Zanpakuto feature until the fragments of your Zanpakuto are reforged by a creature that can create Zanpakuto, such as Oetsu Nimaiya.

Beyond Mortal[edit]

At 22nd level, you may add half your proficiency bonus to any saving throws you are not proficient in.

True Zanpakuto[edit]

At 21st, you learn a deeper truth of your Zanpakuto. You may change the effects granted by Shikai and Bankai. You may only do so once using this feature. Additionally, your Zanpakuto gains one of the following:

  • Returning: as a bonus action, you may return your Zanpakuto to your possession.
  • Quick: if your Zanpakuto has the versatile property, it gains the light property and deals its two-handed damage on a hit while being wielded in one hand. If your Zanpakuto has the two-handed property, it loses it and gains the versatile property, but you may only add half as much of your level to its damage rolls while wielding it in one hand. If your Zanpakuto lacks the two-handed or versatile properties, it gains the light property and you may add your entire level to its attack rolls if you could not already. If your Zanpakuto has the light property, it gains the thrown (30/60) property, its thrown property increases by 30/60 ft. if it already has the thrown property, you may add your entire level to its attack rolls if you could not already, or you gain a second Zanpakuto that is identical to your first.

Final Bankai[edit]

At 25th level, as an action while Bankai is active, you may release the full power of your own soul alongside that of your Zanpakuto's. When Final Bankai ends, you drop to 0 hit points and your Zanpakuto is destroyed. All Final Bankai have their own unique special ability, work along side your DM to decide this ability based on your character's personality.

Honed Body and Mind[edit]

At 30th level, your health is unrivaled by any but those on your tier of power and the immortal. The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled, as is your maximum age.

Mastered Bankai[edit]

At 37th level, transforming your Zanpakuto into its Bankai form can be done at will for 1 Reiryoku.

Beyond Bankai[edit]

At 40th level, as an action while Bankai is active, you accept your Zanpakuto into your own being, becoming one with it. You gain the effects of Final Bankai, you are not reduced to 0 hit points and your Zanpakuto is not destroyed when this feature ends, you can not be disarmed of your Zanpakuto, and you may choose for your Shikai, Bankai, and Final Bankai's features to apply to your unarmed strikes rather than your Zanpakuto.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shinigami class, you must meet these prerequisites: Wisdom 14, acquired Shinigami powers

5.00
(2 votes)

Back to Main Page5e HomebrewCampaign SettingsBleachCharacter Creation

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Bleach franchise, and/or include content directly affiliated with and/or owned by Tite Kubo. D&D Wiki neither claims nor implies any rights to Bleach copyrights, trademarks, or logos, nor any owned by Tite Kubo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: