Soul Reaper, Variant (5e Class)

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Soul Reaper, Variant

The Soul Reapers are a peace-keeping society based in the afterlife, it is our job to come back to the world of the living, and help the lost souls of the dead reach the afterlife. Aside from being guides to the lost souls, we are also their judges and juries. We alone possess the power to read their lives and decide whether they are to pass on to heaven or be put to eternal damnation in hell. Thus we train our-self in the ways of Zanjutsu, Hakuda, Hoho, and Kido as lines of defense for those who fight their destiny, or worse... become hollow.

Eternal Presence

Though unseen, Soul Reapers have been around since the dawn of time. They practice their many skills in the afterlife, before being sent out by the Soul Society to collect the souls of the deceased.

Creating a Soul Reaper

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13 Soul Reaper Liutenants, Tite Kubo

Think about how your character became a Soul Reaper. Did a mysterious stranger stab you in the chest with an odd sword? Did you murder a high-ranking officer in the spirit world? Did you simply enter the academy?

Quick Build

You can make a Soul Reaper quickly by following these suggestions. First, Dexterity, Intelligence, or Strength should be your highest ability score, depending on your preferred Zanpakuto type, followed by Constitution.

Class Features

As a Soul Reaper you gain the following class features.

Hit Points

Hit Dice: 1d10 per Soul Reaper level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soul Reaper level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Gigai, Jigokucho
Saving Throws: Dexterity and Constitution
Skills: Choose 3 from the following: Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, or Survival

Equipment

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

  • Zanpakuto
  • Reaper Gi
  • Gigai (Artificial Body)
  • (a) Explorer's Pack or (b) 2 Simple Weapons or (c) 1 Martial Weapon

Table: The Soul Reaper

Level Proficiency
Bonus
Reiatsu Points Features Slot Level
1st +2 4+con Reiatsu, Zanjutsu, Soul Reaper Equipment, Soul Transference -
2nd +2 8+con Kido, Fighting Style, Lighter than a Feather 1st
3rd +2 12+con Soul Path 1st
4th +2 16+con Ability Score Improvement 1st
5th +3 20+con Shikai, Extra Attack, Soul Path Improvement 2nd
6th +3 24+con Flashstep 2nd
7th +3 28+con Shikai Improvement, Soul Path Improvement 2nd
8th +3 32+con Ability Score Improvement 2nd
9th +4 36+con Shikai Improvement 3rd
10th +4 40+con Soul Path Improvement 3rd
11th +4 44+con Shikai Improvement 3rd
12th +4 48+con Ability Score Improvement 3rd
13th +5 52+con Bankai, Senkaimon, Shikai Improvement 4th
14th +5 56+con Soul Path Improvement 4th
15th +5 60+con Extra Attack(2), Bankai Improvement, Shikai Improvement 4th
16th +5 64+con Ability Score Improvement 4th
17th +6 68+con Bankai Improvement 5th
18th +6 72+con Shikai Improvement 5th
19th +6 76+con Ability Score Improvement, Bankai Improvement 5th
20th +6 80+con True Bankai, Extra Attack(3), Bankai Improvement 5th

Reiatsu

At 1st level, you begin to harness the energy of all spiritual forces known as Reiatsu. You have a number of Reiatsu points as listed in the Reiatsu Points column of the Soul Reaper class table + your Constitution modifier. You regain all expended Reiatsu points when you finish a long rest. If your Reiatsu points reach a count of 0, you have disadvantage on all saving throws, excluding death saving throws, until you regain at least 1 Reiatsu point. If you already have Reiatsu from another class, such as from the or class, and any features that use Reiatsu may use the other point pool as well.

Some of your Reiatsu features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Constitution is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:

Reiatasu save DC= 8 + your proficiency bonus + your Constitution modifier.

Reiatsu attack modifier= your proficiency bonus + your Constitution modifier.

Zanjutsu

At 1st level, You gain the ability of Zanjutsu. Zanjutsu is the skill that allows Soul Reapers to create a sword from their "Soul Pressure" and manifest it in physical form, as well as handle the blade proficiently. This skill also binds the Zanpakuto to the creator. This means that only the person with a matching soul may wield the Zanpakuto. (Discuss with the DM to determine the zanpakuto, a real one may be used if the DM approves.)

Zanpakuto

The Zanpakuto of any Shinigami is a weapon that they will be wielding their entire life. At first, the standard weapon that is given to the Shinigami to start is a simple Asauchi, a nameless weapon that has yet to have an of the user's soul imprinted onto it. As such, a Shinigami will start their career with an Asauchi that will begin with taking their soul into it.

The Zanpakuto, is a one-handed martial finesse weapon that deals 1d10 slashing damage. Although the specific appearance is dependent on the wielder as it is an imprint of their spiritual pressure, they primarily take the form of a katana, wakizashi, nodachi, or tanto. Though initially formless, the spirit inside the sword is molded by the user’s soul, eventually becoming its own being. If your Zanpakuto is destroyed, it can be reformed during a long rest.

The Zanpakuto is the only way that the Shinigami will be able to access later features of the class (e.g. Shikai, Bankai, Kido for Hado Master and Bakudo Master, etc). The player should discuss with the DM about potential weapons that their standard Zanpakuto will look like. The Shinigami will have full proficiency with whatever their Zanpakuto's form is.

Zanjutsu Skills

As a soul reaper you have been trained in swordsmanship and can display that in battle. You will gain Zanjutsu Skills from the Zanjutsu Skills List, and may have an amount of sword skills equal to 1 + half your proficiency bonus(Rounded Down). You can change one of your Zanjutsu Skills by the end of a long rest.

Soul Reaper Equipment

Reaper's Gi

A Reapers Gi, like his Zanpakuto, is made of his soul pressure, meaning that it can be repaired by the will of its wearer, and is stronger than a normal robe. At 1st level, while wearing your Reapers Gi and no shield and have at least 1 Reiatsu point, your AC is equal to 10 + your Constitution modifier + your Dexterity or Intelligence modifier. As your power as a soul reaper increase, so does the strength of your Reaper's Gi. At 6th level, you gain a +1 AC bonus, at 9th level this bonus increases to +2, and at 13th this bonus increases to +3.

Jigokucho

Jigokucho, or Spiritual Butterflies, are small creatures that glow a bright green color. They can be summoned at will in groups as large as 20 by Soul Reapers to perform mundane tasks, as well as deliver messages between them and the Soul Society. They can perform things such as scouting areas ahead making Wisdom(Perception) checks using their owner's modifier, or following tracks with a Wisdom(Survival) check.

Soul Transference

At 1st level, You gain the ability to use Soul Transference. Soul Reapers are adept at manipulating their souls and soul pressures. This gives them the ability to transfer their soul into a "Gigai" or temporary body. While inside a Gigai, soul reapers appear to be normal humans as their soul pressure is contained by the Gigai. However, Soul Reapers may summon their zanpakuto while in their Gigai. You may enter or exit a Gigai with a Bonus Action. If you are made unconscious inside of a Gigai, you are forced out next to it and must make saving throws for both your soul and Gigai. If a Gigai dies, it can be replaced by contacting the Soul Society and expending 1,500GP for service fees.

Kido

Starting at 2nd level, you have learned the ways of Kido. You may start learning basic Bakudo, Hado, and Kido spells, barriers, and seals. Kido is a fairly useful utility to Soul Reapers with enough whit and guile to make it work for them. Your Kido spells all cost reiatsu, the cost being twice the Kido's level to cast it. You may only cast Kido spells with a level less than or equal to the spell slot listed in the Slot Level column of the Soul Reaper table. You may have a number of Kido Spells prepared equal to your Intelligence modifier, and you may change 1 prepared Kido Spell at the end of a long rest.

Fighting Style

At 2nd level, you begin to refine your talents to change how you fight in real combat. You learn one of the following features:

Reckless Attacker

You are a ruthless monster on the battlefield. Swing first, worry later. Once per turn, you can choose to gain advantage on an attack roll. However, when you do so the next attack against you also has advantage.

Defensive Combatant

Careful never to rush into danger, you are the defensive combatant. You gain a +1 to AC while you are wielding a weapon.

Weaving Warrior

Fly like a butterfly, sting like a bee! You do not take opportunity attacks from the last creature you attacked on your turn.

Lighter than a Feather

Starting at 2nd level, while in Soul Reaper form you are lighter than a feather. You can move your normal walking speed through the air as if you were flying. However, if something were to paralyze you or cause your movement speed to fall to Zero, or you have no remaining Reiatsu, you will begin to fall.

Soul Path

You have honed your abilities and found your talents in this world. As the Soul Reaper leaves the academy, they will figure out their calling in life. Upon reaching 3rd level, you must choose between the Zanpakuto Master, Stealth Force Operative, Battle Master, Hado Master or Hollowfied. This choice will grant you features at 3rd, 5th, 7th, 11th, and 14th levels.

Ability Score Improvement

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.

Shikai

Shikai (始解; Literally meaning "Initial Release") is the first released stage of a Shinigami's Zanpakutō. Only a few Shinigami learn to release their swords—generally only those who are high-ranking seated officers and above.

Upon reaching 5th level, you are now skilled enough to learn the name of your Zanpakuto. By stating a command word (eg. Howl, Shred, Scatter) and then announcing the name of your Zanpakuto, you are capable of transforming it into it's released state. Typically (but not always the case) the blade takes a new form, this could be as simple as a styling change to a normal katana or a new type of weapon entirely. Each Zanpakuto has it's own special features, such as flame manipulation or the ability to extend past it's limited blade length. Discuss the properties of your Zanpakuto with your DM to determine it's powers and abilities.

Shikai can be used as an bonus action 2 times, regaining the use at the end of a short rest. The form lasts for 10 minutes or until you fall unconscious. While activated, the Shikai form of the Zanpakuto gives the Shinigami a permanent +1 to all attack rolls made with it in addition to a passive ability given by DM discussion. While released, the Zanpakuto is considered a magic weapon for dealing with resistances. You gain a new shikai ability at 7th, 9th, 11th, 13th, and 15th level.

Example of Shikai: Renji Abarai has the Zanpakuto "Zabimaru". It starts out as a typical katana until he uses the release phrase. Once he utters the phrase "Howl Zabimaru", the katana changed into a longer 6-part segemented blade with pick-lick protrusions on front and back of the sections. It can be used like a sword and a whip. This would be the passive ability of Zabimaru.

Gameplay Example: Ichigo's player creates the ability Getsuga Tensho for the Shikai Zangetsu. Getsuga Tensho is an ability that once the name of the ability has been said and the sword swung, a wave shoots out from the blade. The wave is a ranged attack in a line that is 200 foot long, 5 foot wide. A Dexterity saving throw of DC 15 + Ichigo's Shinigami level has to be passed for half damage. Otherwise, the full damage of the blast is 5d8 + 10 force damage. The ability can be used 4 times, regaining the use of the ability at the end of a long rest.

Extra Attack

Starting at 5th level, you gain the ability to make an extra attack with your attack action. You also gain additional attacks at 15th(2), and 20th(3) level.

Flashstep

At 6th level, your skill and practice in quickening your own movement made you learn how to move in a flash, appearing out of nowhere. As a bonus action for 2 Reiatsu points, you will instantly move up to a spot in your movement speed's range. This movement does not provoke opportunity attacks.

At 12th level, your flashstep range increases to twice your movement speed, and you get advantage in Stealth checks for the rest of the turn after you have used flashstep.

Bankai

Bankai (卍解, Final Release), originally known as Shinuchi (真打, True Strike), is the second and final form of a Shinigami's Zanpakutō. It is the ultimate technique of Captain-class Shinigami. Those who achieve it are said to be in possession of an "evolved Zanpakutō" (進化した斬魄刀, shinkashita Zanpakutō).

Once reaching 13th level, you have unlocked the final form of your Zanpakuto. Through deep meditation and training, you have achieved a deeper connection to your Zanpakuto. Bankai is a technique that typically takes decades to train under normal circumstances. By saying an activation phrase aloud - that is different to the one used when activating Shikai - you call out the true name of your Zanpakuto. This name is usually an extended version of the name given when achieving Shikai (E.g. Shikai = Senbonzakura / Bankai = Senbonzakura Kageyoshi). The powers of your Bankai are far stronger and more developed than those of your Shikai, typically being seen as an 'Evolution', though some Zanpakuto have been known to take a complete change drastically different than their Shikai. In contrast, while the Shikai changes the weapon exclusively, Bankai is capable of changing the form of the wielder too. This can range from new dynamic clothing, to physical changes such as wings or claws.

You are no longer required to speak the activation phrase aloud when using Shikai. However, most Shinigami still do to continue connecting with their Zanpakuto.

Bankai can be activated as an action 1 time for 5 minutes or until you become unconscious, regaining use of the ability at the end of a long rest. Additionally, you are able to use Shikai a total of 4 times, regaining use of the ability at the end of a short rest. While released, the Zanpakuto is considered a magic weapon for all checks involving resistance against an enemy, and the bonus you gain with it changes to a +2. You gain one passive Bankai ability at 13th level and then an ability at 15th, 17th, 19th, and 20th level.

Example: Ichigo Kurosaki has the sword (constantly in Shikai form) of Zangetsu. When stating the phrase "Bankai", the sword(s) change to a newer form. This newer form is known as Tensa Zangetsu. In its first appearance, Ichigo had a Zangetsu that looked similar to an oversize khyber knife. When released into Bankai, it became Tensa Zangetsu, a black-bladed Daito (Japanese long sword). It also changes his Shinigami cloak to look ripped at the bottom.

Gameplay Example: Ichigo's player says that he wishes to activate Bankai. Ichigo yells "Bankai!" and the sword transforms into a new blade. Due to the abilities given by Bankai Ability, he now has increased speed and a stronger Getsuga Tensho.

Senkaimon

At 13th level, you are able to conjure an eastern-style sliding paper door on the material plane called a Senkaimon. The Senkaimon allows for transport between the material plane and the world of the dead. In order to be able to go to a location, the Shinigami must either have already been there or succeed in a History skill check (Human World DC 15, anywhere else DC based on DM discretion) to know as much as possible about the location. This door vanishes a minute after its manifestation.

True Bankai

Finally at 20th level, through a deep conection and understanding of your Zanpakuto, it finally reveals you it's true name.

Your shikai now has unlimited uses, and you can use your Bankai two times per long rest. Your Bankai will now last 10 minutes.

While released, the Zanpakuto is considered a magic weapon for all checks involving resistance against an enemy, and the bonus you gain with it changes to a +3 + your proficiency bonus.

You will be able to change all of your Bankai abilities for stronger versions of themselves. Talk with your GM about how will they improve.

Soul Reaper Archetypes

Zanpakuto Master

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Ichigo Kurosaki in his bankai state, Tite Kubo, [1]

A Zanpakuto Master is a Soul Reaper who focuses himself in becoming closer to his Zanpakuto spirit, growing an immense bound with it.

Zanpakuto Spirit

Starting at 3rd level, you can comunicate with your Zanpakuto spirit to ask for advice or help. Whenever you take a short or long rest, you may talk to your spirit for informations about yourself. Your spirit will tell you about your weakness and strenghts, and with it you may gain one of the following benefits until your next long rest:

  • You will gain proficiency in one skill of your choice.
  • Choose to gain expertise in one skill of your choice.
  • You will gain a +1 on your lowest score.(to a maximum of 20.)

In the next long rest, you must choose a different option than you chose before.

Improved Shikai

Starting at 5th level, your Shikai is more powerful than most shinigamis, since your bound with your Zanpakuto is far greater. Your Shikai gains one of the following benefits:

  • Your attack and damage roll bonus is 2 instead of 1.
  • You can choose to gain two instead of one Shikai ability whenever your Shikai improves.
  • Your time duration is increased to 20 minutes.
  • Your amount of uses is increased to 4 times per long rest, increasing to 6 at 14th level.

Clear Mind

Starting at 7th level, your zanpakuto guides your mind and soul, making you feel at ease even on the hardest battles. You will gain advantage against being charmed or frightened, and will become immune to this conditions while on your shikai or bankai.

Another Chance

Starting at 10th level, you may fail, you may lose it all, slip and fall, but your Zanpakuto will never abandon you. You may reroll a failed saving throw or ability check. This can be used an amount of times equal to your proficiency bonus halved per long rest.

Improved Bankai

Starting at 14th level, your Bankai is stronger and better than most shinigami's bankais, since your bound with your Zanpakuto has gotten even stronger. You must choose one of the following benefits:

  • Your attack and damage rolls bonus increases to 4 instead of 2.
  • You can gain two bankai abilities instead of one whenever your bankai improves.
  • Your time duration is increased to 10 minutes. At 20th level this increases to 15 minutes.
  • Your amount of uses is increased to 2 times per long rest, increasing to 3 at 20th level.

Stealth Force Operative

If your comrade is being defeated, you should see it as an opportunity. Rather than standing in the way, you should stab the enemy in the back. And if the enemy is so far above your level that you cannot even manage that... then you should let your comrade die. That is the way of the Onmitsukidō (Stealth Force).

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One of the best Hakuda users Yoruichi Shihouin, Tite Kubo

The Stealth Force Operative is one who strikes from the shadows with deadly force, scarcely relying on their Zanpakuto but rather on the natural assets they use to fight. A Stealth Force Operative has an impressive mastery of their body in contrast to many of their peers, who fight with brutish strength or lengthy spells.

Stealth Force Operative Table

Shinigami Level Hakuda Die Sneak Attack
3rd 1d4 1d6
4th 1d4 1d6
5th 1d6 2d6
6th 1d6 2d6
7th 1d6 3d6
8th 1d6 3d6
9th 1d8 4d6
10th 1d8 4d6
11th 1d8 5d6
12th 1d8 5d6
13th 1d10 6d6
14th 1d10 6d6
15th 1d10 7d6
16th 1d10 7d6
17th 1d12 8d6
18th 1d12 8d6
19th 1d12 9d6
20th 1d12 10d6
Hakuda Training

A warrior who rarely relies on the power of his or her Zanpakuto, but on the assets of their natural body instead. You have honed your body, enhancing your body martial prowess beyond that of your blade-wielding or kido-casting peers.

Beginning at 3rd level, you have learned how to fight with your own body, not relying on your blade. While unarmored or wearing your reaper's Gi you will gain the following:

In addition, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the attack roll, or it is an opportunity attack. The attack must use a unarmed strike, or a Finesse or ranged weapon. You don’t need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t Incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Stealth Force Operative table.

Hakuda Skills

In addition, you have been training into becoming a hakuda master since you have first enroled in the Stealth Force, making you become a master on fighting with only your body. You can now choose to not gain a Zanjutsu skill to receive a Hakuda skill instead.


3rd level Hakuda Skills

Handstand Dash: As a bonus action for 2 Reiatsu, you enhance the strength of your arms to punch at the ground, accelerating yourself faster than could be achieved running. Until the end of your turn, you become incapacitated and you can not use any other movement speed, but your walking speed doubles.

Tsukiyubi: On a hit with an unarmed strike, you may spend 2 Reiatsu and forgo dealing damage to force the target to attempt a Strength saving throw as you focus the entire force of the blast into the tips of your fingers. On a failure, they are knocked prone and thrown 30 feet away from you. On a success, they are thrown half as far.

Oni Dekopin: When you make an unarmed strike, you may spend 2 Reiatsu to focus its force into a single finger, causing it to make a precise shockwave. The attack's reach increases to 30ft.


6th level Hakuda Skills

Taketonbo: On a hit with an unarmed strike or as a bonus action while grappling a creature, you may spend 4 Reiatsu and forgo dealing damage to force the target to attempt a Strength saving throw as you force the air out of their lungs with a simple throw. On a failure, they are knocked prone and become incapacitated until the end of their next turn. On a success, they are only knocked prone.

Super Harisen Slipper: As an action for 4 Reiatsu, you may make a unarmed strike against one creature within your reach as you hit them with a simple across-the-face slap enhanced by Reishi. On a hit, they are knocked prone and take your unarmed strike's damage.

Tessho: When you make an unarmed strike, you may spend 4 Reiatsu to make an open palm strike at a vital point on the target. The attack gains a +2 bonus to its critical threshold. On a critical hit with an unarmed strike under the effects of this feature, the target falls prone.


9th level Hakuda Skills

Flash Tornado: As an action for 6 Reiatsu, you may make a single unarmed strike against every creature within your reach as you spin in an an upside-down straddle split.

Mashiro Kick: On a hit with an unarmed strike, you may spend 6 Reiatsu to kick off of them. Until the end of your turn, they can not make opportunity attacks against you.

Tsurigaki: As a reaction for 6 Reiatsu when a creature within your reach misses you with a melee attack, you may counter, using their own body as leverage to make an unarmed strike against them.


12th level Hakuda Skills

Takigoi: As a reaction when you are targeted by a melee attack by a creature within your reach, you may spend 8 Reiatsu to make a Melee attack against them. On a hit, their attack automatically fails and they are restrained until you end this feature at will or you are no longer within their reach. They may attempt a Strength saving throw as a bonus action, ending this effect early on a success.

Gatling Mad-Stomping: When you take the Attack action, you may spend 8 Reiatsu to restrict yourself to unarmed strikes against a single target for that action as you repeatedly kick at their head. When you do so, you may make 1 additional unarmed strike against the target. After doing so, if you engage in two-weapon fighting against the same target on the same turn, you may use this feature for that bonus action for 1 Reiatsu.

Mashiro Drop Kick: As a reaction for 8 Reiatsu when you would take damage, you pierce through the source of the damage with a two-foot kick, redirecting it to either side of you. The damage taken is reduced by your unarmed strike's damage.


15th level Hakuda Skills

Chōhigezutsuki: As an action for 10 Reiatsu while you are incapacitated, but not unconcious, you focus your spiritual pressure in a single easily movable point on your body, your neck, making a single unarmed strike regardless of being incapacitated.

Kazaguruma: On a hit with an unarmed strike, you may spend 10 Reiatsu to force the target to attempt a Strength saving throw as you focus the entire force of the blast into the tips of your fingers. On a failure, they are knocked prone and thrown a number of feet equal to 5 times your proficiency bonus. On a success, they are thrown half as far. This movement counts as damage for the sake of Brawn. If this movement is interrupted by a creature or object, the target must attempt a Dexterity saving throw. On a failure, both they and the creature or object take your unarmed strike's damage.

Kagamibiraki: As a bonus action for 10 Reiatsu while you are grappling a creature, you may attempt to rip them target apart with your break hands. Until you lose concentration or are no longer targeting the creature, your unarmed strikes' damage is doubled and can not be reduced in any way when made against the the target.


18th level Hakuda Skills

Mashiro Super Kick: As an action for 12 Reiatsu, you may crouch down, becoming prone, and build up energy for one massive kick. As an action at the beginning of your turn, if you did not lose concentration and are sill prone, you may make a single unarmed strike. On a hit, the target takes four times your unarmed strike's damage.

Ikkotsu: As a reaction for 12 Reiatsu when you are targeted by a melee attack by a creature within your reach, you counter with a straight-forward, powerful punch. Make an unarmed strike against the target. On a hit, the target must also attempt a Strength saving throw. On a failure, they are thrown a number of feet equal to 5 times your proficiency bonus. On a success, they are thrown half as far. This movement counts as damage for the sake of Brawn.

Sokotsu: When you make an unarmed strike, you may spend 12 Reiatsu to make a double strike against two different vital points on the target. The attack gains a +4 bonus to its critical threshold.

Raioken: When you make an unarmed strike, you may spend 12 Reiatsu to enhance the attack to the point of sending a shockwave out in all directions, targeting every creature in a radius of you equal to twice the attack's reach.

Faster Movement

Starting at 5th level, you have grown faster and agile by your training. While unarmored or wearing your Reaper Gi, your movement speed will increase by 10. This increases by 15 at 6th level, to 20 at 10th level, to 25 at 14th level, and to 30 at 18th level.

Stealthy Actions

Beginning at 7th level, your quick thinking and agility allow you to move and act quickly. You can take an extra bonus action on each of you turns in combat. This action can be used only to take the dash, disengage, or hide actions.

Shunko

Shunko is the signature trait of the higher-ranked Onmitsukidō operatives, and is an art of Hohō that is exclusively used within battle; and is remarked by some as the "Art of Assassination" (暗殺術, Ansatsujutsu). It utilities not simple channeling of Reiatsu to the legs, but flow throughout the entire body to enhance the neural synapses of the individual, increasing their entire physical ability tenfold. However; this isn't a sudden burst of spiritual energy, but it is a constant and gradual flow of Reiatsu throughout their entire being, and the longer a battle progresses, the greater level of physical ability the practitioner gains. However, the sole detrimental aspect of this is that only beings with truly high levels of spiritual power are capable of utilizing this method of combat for extended periods of time.

At 10th level, as an action you may enter the Shunko state. Entering Shunko causes you to gain a 'veil' of spiritual energy around your body, greatly enhancing your physical capabilities. You may enter this state for 10 Reiatsu points, making you gain the following benefits:

  • Your movement speed doubles
  • Opportunity attacks against you have disadvantage
  • You have advantage on dexterity saving throws.
  • On Dexterity saving throws, a success where you would otherwise take half damage causes you to instead take no damage. In comparison, a failure causes you to instead take half rather than the full damage. , *You may use 'Flashstep' as a free action.
  • You will gain an additional action on your turn.
  • While in this state, your unarmed strikes count as magical for the sake of overcoming resistances.

You will remain in the Shunko state for an amount of rounds equal to your Constitution modifier + 2(Minimum 3) before returning to normal. Upon doing so, you must make a DC 20 Constitution saving throw, on a failure you will gain two levels of exhaustion.

Shunko Style

Starting at 14th level, you have developed your own way of Shunko, gaining additional benefits while shunko is active. Choose one of the following Shunko Styles:

Wind Shunko
Your Shunko manifests around you as a indefinite vortex, making your Shunko duration indefinite in exchange for your inner reiatsu. You will now gain the following benefits in addition to the normal benefits of activating Shunko:

  • Your unarmed strikes deal an additional dice of force damage.
  • You will gain resistance to force damage.
  • You can mantain this state for as long as you may want, but having to spend another 10 reiatsu points after every minute this state is active.

Lightning Shunko
Your Shunko manifests around your body as bolts of lightning, making you generate so much electric Reishi that it starts to interfere with your mental state.

  • Your unarmed strikes deal two additional dice of lightning damage.
  • You will gain immunity to lightning damage.
  • You will become bloodlusted until your Shunko ends, and you cannot understand any language.
Shunko Techniques

At 17th level, you have created powerful Shunko Techniques depending on your choice of Shunko. While on the Shunko state, you may use one of the following techniques:

Wind Shunko

Shunkō: Bakuen Musō: As an action for 10 Reiatsu, you may release a massive blast of Reiryoku from your entire body. Every creature in an area with a radius equal to 30 ft. must attempt a Constitution saving throw. On a failure, they take fire damage equal to three times your unarmed strike's damage. On a success, they take half as much damage.

Lightning Shunko

Shunkō: Raijin Senkei: As an action for 10 Reiryoku, you may focus all of your strength into a single unarmed strike so powerful that electricity generates around your body. On a hit, the target takes lightning damage equal to four times your unarmed strike's damage in addition to your unarmed strikes' damage. On a miss, they take half as much lightning damage.

Hado Master

Having honed spells and incantations, you have decided to pursue a path that focuses on Kido to blast and tear through your enemy rather than with a blade. A Hado Master is a back-liner who focuses on versatility in a battle rather than melee combat. Hado spells tend to be more destructive than Bakudo spells, and is meant for direct attack rather than to weaken and subdue the enemy.

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One of the most refined hado masters in all of the soul society, Rukia Kuchiki, Tite Kubo

Hado Master Table

Shinigami Level Hado Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd 2 4 2 - - - - - - -
4th 2 4 3 - - - - - - -
5th 2 4 3 2 - - - - - -
6th 3 4 3 3 - - - - - -
7th 3 4 3 3 1 - - - - -
8th 3 4 3 3 2 - - - - -
9th 3 4 3 3 3 1 - - - -
10th 3 4 3 3 3 2 - - - -
11th 4 4 3 3 3 2 1 - - -
12th 4 4 3 3 3 2 1 - - -
13th 4 4 3 3 3 2 1 1 - -
14th 4 4 3 3 3 2 1 1 - -
15th 4 4 3 3 3 2 1 1 1 -
16th 5 4 3 3 3 2 1 1 1 -
17th 5 4 3 3 3 2 1 1 1 1
18th 5 4 3 3 3 3 1 1 1 1
19th 5 4 3 3 3 3 2 1 1 1
20th 5 4 3 3 3 3 2 2 1 1
Hado Expertise

Beginning at 3rd level, you have spent the start of their youth studying the ways of Kido and have chosen to pursue mastery of the Hado arts. You may have a number of Hado Spells prepared equal to 2 + your Intelligence modifier, and you may change 1 prepared Hado Spell at the end of a long rest. You cannot learn

Hado Slots

The Hado Master table shows how many Hado slots you have to cast your Hado at 3rd level and higher. You may spend a Hado slot to cast a Kido spell spending only half the amount of Reiatsu you normally would(Minimum 1). To cast one of these Hado, you must spend a slot of the Hado's level or higher. You regain all expanded Hado's slots when you finish a long rest.

For example, if you know the 1st-level Hado Byakurai and have a 3rd-level and a 2nd-level Hado slot available, you can cast Byakurai using either slot.

Hado-casting Ability

Intelligence is the ability that is used for your Hado-casting ability for your Hado, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a Hado refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Hado you cast and when making an attack roll with one.

Hado save DC= 8 + your proficiency bonus + your Intelligence modifier
Hado attack modifier= your proficiency bonus + your Intelligence modifier

Kido Sculpting

Beginning at 5th level, you tap into a deep wellspring of Hado magic within yourself. This wellspring is tied to the Reiatsu points given by your Shinigami class, which allows you to create a variety of magical effects.

Metahado

In addition to being able to use Reiatsu points to create slots and sacrifice slots to gain points, the Hado Master is also able to twist their Hado to suit their needs. You gain two of the following Metamagic options of your choice. You gain another at 11th and 14th level.

You can use only one Metamagic option on a Hado when you cast it, unless otherwise noted.

Careful Hado

When you cast a Hado that forces other creatures to make a saving throw, you can protect some of those creatures from the Hado's full force. To do so, you spend 1 Reiatsu point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the Hado.

Distant Hado

When you cast a Hado that has a range of 5 feet or great, you can spend 1 Reiatsu point to double the range of the Hado.

When you cast a Hado that has a range of touch, you can spend 1 Reiatsu point to make the range of the Hado 30 feet.

Empowered Hado

When you roll damage for a Hado, you can spend 1 Reiatsu point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.

You can use Empowered Hado even if you have already used a different Metamagic option during the casting of the Hado.

Extended Hado

When you cast a Hado that has a duration of 1 minute or longer, you can spend 1 Reiatsu point to double its duration, to a maximum duration of 24 hours.

Heightened Hado

When you cast a Hado that forces a creature to make a saving throw to resist its effects, you can spend 3 Reiatsu to give one target of the Hado disadvantage on its first saving throw made against the Hado.

Quickened Hado

When you cast a Hado that has a casting time of 1 action, you can spend 2 Reiatsu points to change the casting time to 1 bonus action for this casting.

Twinned Hado

When you cast a Hado that targets only on creature and doesn't have a range of self, you can spend a number of Reiatsu points equal to the Hado's level to target a second creature in range with the same Hado.

To be eligible, a Hado must be incapable of targeting more than one creature at the Hado's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Hado Recovery

You have learned to regain some of your Hado energy by studying the art of casting Hado. When you reach 7th level, you can regain parts of your Hado. Once per day when you finish a short rest, you can choose expended Hado slots to recover. The Hado slots can have a combined level that is equal to or less than half of your Hado Master level(rounded up), and none of the slots can be 6th level or higher. This changes to 8th level or higher when a Hado Master reaches 14th level.

For example, if you are a 8th-level Hado Master, you can recover up to four levels of Hado slots. You can recover either: one 4th-level Hado slots, one 3rd-level Hado slot and one 1st-level Hado slot, two 2nd-level Hado slots, one 2nd-level Hado slot and two 1st-level Hado slot, or four 1st-level Hado slots.

Mystical Hadon

At 10th level, your mastery of Hado has given you an a mystical secret called a Hadon. Choose one 7th-level Hado from the Hado list as this Hadon.

You can cast your Hadon Hado once without expending a Hado slot. You must finish a long rest before you can do so again.

At higher levels, you can use more Hado of your choice that can be cast in this way: one 8th-level Hado at 14th level and one 9th-level Hado at 17th level. You regain all uses of your Mystical Hadon when you finish a long rest.

Full Hado Mastery

Your use of the Hado casting arts have become the stuff that many Hado casters aspire to work towards. Your expertise in the Hado has become so good that you have learned to be able to access certain Hado easier.

Starting at 14th level, you gain the following effects:

- You regain 4 expended Reiatsu points whenever you finish a short rest.
- You have achieved such mastery over certain Hado that you can cast them at will. Choose a 1st-level Hado and a 2nd-level Hado that you have knowledge of. You can cast those Hado's at their lowest level without expending a Hado slot when you have them prepared. If you want to cast either Hado at a higher level, you must expend a Hado slot as normal.
- By expanding 8 hours in study, you can exchange one or both of the Hado you choose for different hado of the same levels.


Battle Master

"I'd forgotten it for a long time...the pain of not having a name. Those other guys had names that others called them, but I didn't. So, that kinda feelin'..." — Kenpachi Zaraki

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Zaraki Kenpachi the fearless captain of the 11th division, Tite Kubo

The Battle Master is one of the strongest Shinigami that has walked among the other Shinigami of the Soul Society. Due to this, it is often advised that many of the other Shinigami to not anger the Battle Master for fear of something similar to one of Captain Zaraki's infamous destruction sprees.

Zanpakuto Force

The Battle Master has learned how to wield their Zanpakuto with the force of fiery cannon. At 3rd level, when wielding your Zanpakuto, the damage die of your Zanpakuto is treated as two sizes larger, and you may add your weapon modifier an additional time to your damage rolls when wielding it. In addition, your number of known Zanjutsu Techniques is increased to 1 + your proficiency bonus.

At 10th level, you may add your weapon modifier an additional time to your attack rolls when wielding it.

Vital Points

Beginning at 5th level, due to your reckless nature in attacks you know how to hit your opponents in vital points. Your critical ratio is reduced to 19. It is reduced again to 18 at 15th level, and to 17 at 20th level.

Ryōdan

A two-handed Kendō technique that has the practitioner bring the sword down with enough force that it can cut an opponent in half right down the middle. This type of attack is so powerful that it creates an explosion of Reiatsu and concentrated air pressure.

At 7th level, When using your zanpakuto as part of the attack action the user may at the cost of two Reiatsu points send an immense wave of spiritual pressure through a downward slash centered on an opponent dealing an extra 1d8 radiant damage. If an attack hits the opponent takes the damage necessary from the weapon attack as well as the additional 1d8 Radiant damage. This damage increases by an additional 1d8 for every two more Reiatsu Points invested on the attack. All creatures within 5ft of the attacked target must make a dexterity saving throw with a DC of 12 + the users strength modifier. On a success, nothing happens. On a failure, they take 2d8 Force damage. This ability can be used once per term for as long as the Battle Master still has the Reiryouku points to activate it.

Reiatsu Overflowing

At 10th level your thirst for battle fuels your spirit energy, as though it bursts from your body like a geyser eruption. The overwhelming flow of your Reiatsu allows for you to gain more and do more with your Reiatsu. The Battle Master adds their Proficiency Bonus to the amount of Reiatsu they have in the pool of points.

The incredible amount of extra Reiatau increases the force of your techniques no matter how gentle. Anytime you expend Reiatatsu to deal damage you add one extra damage die of the same type and 1d8 force.

Immeasurable Spiritual Power

Similar to Captain Zaraki Kenpachi, the Battle Master's Reiatsu becomes absolutely monstrous! The Reiatsu pouring from the Battle Master Shinigami is enough to where anyone not used to such power would believe that the Battle Master is on par with most Captains of the Gotei 13.

At 14th level, on your turn, you can enter into a rage for 3 minutes or until incapacitated as a bonus action. While raging, the Battle Master gains the following benefits while wielding their Zanpakuto:

- You have advantage on Strength checks and Strength saving throws.
- When you make a melee attack, you gain a bonus to the damage roll that is equal to the Shinigami level.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You can make an additional melee attack on a bonus action on the first attack of each round.
- When activated, all enemies within a 40 foot radius of you must make a Wisdom saving throw (DC equal to 10 + your proficiency bonus + your Constitution modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creatures.
- Until the end of this ability, the Battle Master's Strength or Dexterity score is increased by 4.

Once the ability leaves, the Battle Master will suffer from one levels of exhaustion. This ability can only be used 2 times, regaining the use of the ability at the end of a long rest, and cannot use both charges in the same combat encounter.


Hollowfied

"...If fate is a millstone, then we are the grist. There is nothing we can do. So I wish for strength. If I cannot protect them from the wheel, then give me a strong blade, and enough strength... to shatter fate." — Ichigo Kurosaki

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The Masked Army, a group composed of only hollowfied shinigami, Tite Kubo

The Hollowfied is a unique Shinigami archetype that not many are able to fully live through the process. The Hollowfied start the process at the 3rd level with the Hollowfication process.

Hollowfication

To begin the life of a Hollowfied Shinigami, at 3rd level, the Shinigami will have to undergo a rigorous ritual of both mind and soul. This ritual begins when the Shinigami is thrown into a pit that will start to eat away at their soul, turning them towards a Hollow. The Shinigami will have to make a Constitution Saving Throw with a DC of 10 + Shinigami level. If the check is a success, the Shinigami will continue the process with no detrimental effects. If the check is a failure, the Shinigami will be rolling at disadvantage for the next part of the ritual.

The last part of the ritual will start once the Constitution check has been administered. The mask will begin to form over the Shinigami's face, which starts to dig into the mind of the Shinigami. The Shinigami will begin making 3 separate Wisdom Saving Throws with different DCs. The first Wisdom Saving Throw starts with a DC of 10 + Shinigami level, the second being at a DC of 12 + Shinigami Level, and the final check being at a DC of 14 + Shinigami Level. If the Shinigami fails the three saves, they will be engulfed by the power of the Hollow. Once engulfed, they will become a mindless Hollow beast that must be healed in order for their soul to be brought back from it.

If the Shinigami succeeds in the saving throws, the mask finishes covering the face while only being a simple mask. The custom stylized mask of the Hollowfied is unique to each individual Shinigami that becomes one. This mask can change in design as the The Hollowfied gain in power over time (completely up to the player). The Hollowfied can don their mask by simply putting their hand in front of their face and using a free action to summon it. Once summoned, the Hollowfied will need to make a Wisdom Saving Throw of DC 12. The more times that the mask is summoned, the DC of the saving throw increases by 2 until they go berserk from just putting the mask on (failed Wisdom saving throw). The DC is reset once a long rest has been taken. The ability can only be activated for 12 seconds (2 in-game combat rounds) at a time. The ability can be used 2 times, regaining the uses after a short rest.

While wearing the mask, the Hollowfied gain boosts from the Hollow side inside of them, making them gain the following benefits:

  • The walking speed of the user is doubled, as is the Airwalk speed the Hollowfied can use later on.
  • The Hollowfied will also gain a +2 to Strength or dexterity, and Constitution (no greater than the maximum of 20).
  • Upon reaching 5th level and unlocking Shikai, the Hollowfied has an increase in power from the new ability that their Shikai gives them.
  • Upon the unlocking of the Bankai Ability at 13th level, the Hollowfied's mask gains another increase in power due to the new power. It is best to discuss with the DM how the Hollowfied version of the Shikai and Bankai works.

Hollow Reiatsu

Beginning at 5th level, your own reiatsu will be increased due to the hollow deep inside you. While wearing the hollow mask, your reiatsu will increase by an amount equal to twice your soul reaper level.

Cero

With the advent of your Hollowfied abilities coming towards the fruits of labor, the Hollowfied has begun to figure out that the mask can project a beam like weapon known as a Cero. Starting at 7th level, a Hollowfied with their mask donned can begin to pool the energy into a beam. The beam takes an action to charge and fire the blast towards the enemy, 120 feet long and 5 feet wide. Each creature in the line of the Cero must make a Dexterity saving throw. The damage of the blast is 5d6 force damage on a failed save, and half as much on a successful Dexterity save. This ability can only be used once per long rest.

At 10th level, the Cero blast can be used 2 times, regaining the use of the ability at the end of a long rest. At 14th level, the Cero blast can used 3 times, regaining the use of the ability at the end of a long rest.

Hollow Mask Power Augment

With the increasing power of the Hollowfied, so to as their own Hollow Mask begun to increase in power. The Hollow Mask has steadily become more apart of the Hollowfied to the point where sometimes it is hard to see them not immediately don it at the start of combat.

Upon reaching 10th level, the Hollow Mask starts to increase other attributes besides just the walking speed. Upon donning the mask, a Hollowfied gains:

- Double the number of feet you can move when using Flashstep, and Flashstep wont cost any Reiatsu
- +2 on attack and damage rolls made with their Zanpakuto
- Double the Hollowfied level in Temporary Hit Points until the mask is taken off or dispels
- The hollowfied can take the Dash, Dodge and Run Actions as bonus actions

The time for the mask increases to 2 minutes (20 in-game combat rounds). The DC for donning the mask also increases to a 14, and increases by 2 for each subsequent donning of the mask after the first for checks. The ability can be used 4 times, regaining the use of the mask after a short rest.

Gran Rey Cero

At the advent of the Hollowfied's power, the Hollowfied has learned to use the favored ability of the Espada, the Gran Rey Cero blast. By mixing a bit of blood into the Cero blast, the Hollowfied can send out a blast that even an Espada would know as a Gran Rey Cero.

Starting at 14th level, a Hollowfied can blast towards the enemy with a beam of pure force that is 240 feet long and 5 feet wide. Each creature in the line of the Gran Rey Cero must make a Dexterity saving throw. The damage of the blast is 10d8 force damage on a failed save, and half as much on a successful Dexterity save. For each Reiatsu point put into this ability, the damage increases by 1d8 force damage. This ability can be used 1 time, regaining the use of the ability at the end of a long rest.

Soul Reaper Lists

Zanjutsu Skills List

Some of your Zanjutsu Skills require the target to make a saving throw, which is calculated as it follows:

Zanjutsu Save DC: 8 + Your Dexterity or Strength modifier + Your proficiency bonus.

Reiatsu Slash

As an action for 2 Reiatsu Points, you focus your reiatsu into your blade, and slash at a target within 30 ft. of you sending a wave of reiatsu towards him. On a hit, you will deal your normal Zanpakuto damage + 1d6 extra damage. This extra damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level, and to 5d6 at 17th level.

Spinning Cut

As an action for 2 Reiatsu Points, you roll to attack every creature within 5 ft. of you dealing your Zanpakuto damage + 1d12 extra damage for each target that was within 5ft. of you.

Hozuri

As part of a Zanpakuto attack roll, you may spend 2 Reiatsu Points to grant the attack advantage, but cause it to deal half as much damage on a hit.

Defensive Stance

As a reaction for 2 Reiatsu Points, you can defend youself with your sword to reduce incoming damage by your Zanpakuto damage die + Your proficiency bonus. If you reduce the damage to 0, you will add your proficiency bonus to your AC until the end of your next turn.

Deadly Arts

As a bonus action for 2 Reiatsu Points while wielding your Zanpakuto, you may make a thrown attack with it with a range of 20/60 feet. For each 10 feet it has travelled towards it's target it will add +1 to the total damage.


3rd level Zanjutsu Skills

Clean Cut

As an action for 4 Reiatsu Points, you go straight to your opponent giving them a quick but deadly cut. You choose one target in a 10ft. line, and moves in a 15ft. line to end 5ft. behind him. You force the target to make a Dexterity saving throw, on a failure they will take your Zanpakuto damage die + 1d4 Slashing damage and will be knocked prone. On a success, they will take half damage and wont be knocked prone. This extra damage increases to 2d4 at 5th level, 3d4 at 9th level, 4d4 at 13th level, and to 5d4 at 17th level.

Swift Charge

As an action for 4 Reiatsu Points, you will go sliding through the ground to slash through your enemies. You will launch yourself foward in a 15 ft. cone, making a Zanpakuto attack roll to as many creatures as your proficiency bonus. You may use the Spinning Cut Swoerd Skill as a bonus action after using this sword skill.

Counter Attack

As a reaction for 4 Reiatsu Points, after an opponent has made an attack against you, you can make a Zanpakuto attack roll against him. This can be used together with Defensive Stance without spending Reiatsu Points if you block at least half of the total damage with that Sword Skill.

Shitonegaeshi

When you knock a creature prone, you may spend 4 Reiatsu Points to position your 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 your reach, you may automatically deal your Zanpakuto's damage to them once.

Lunge

As an action for 4 Reiatsu Points, you choose one target within your movement speed range. You will lunge at the target at high speeds, forcing him to make a Dexterity saving throw. On a failure, he will take your Zanpakuto damage die + 1d6 per 15 feet you travelled using this feature, and they will be pushed back as many feets as you have travelled at them. On a sucess, they will take half damage and won't be knocked back.

Hozan Kenbu

As an action for 4 Reiatsu Points, you may rapidly spin your Zanpakuto around your body. Until the beginning of your next turn, you gain a +1 bonus to your AC, and a creature takes half the Zanpakuto's damage if they miss with a melee attack roll against you while within the Zanpakuto's reach.


6th level Zanjutsu Skills

Suikawari

As a reaction for 8 Reiatsu Points when you would take damage from falling, you may make a melee weapon attack against one target within your reach. On a hit, they will take the damage from falling instead + your Zanpakuto damage die.

Flash Cut

As an action for 8 Reiatsu Points, you use your flashstep to appear behind someone within your flahstep range, giving them a quick surprise cut. You roll a Zanpakuto attack with advantage. On a hit you will deal additional 2d8 damage, and will force the target to make a Constitution saving throw against your reiatsu DC, on a failure he will have disadvantage on it's first attack roll.

Flurry of Slashes

As an action for 8 Reiatsu Points, you launch a flurry of slashes in front of you slicing through everything. You roll an amount of Zanpakuto damage die equal to the amount of attacks you can do at the moment. In a 10ft. circle in front of you, you force every creature to make a Dexterity saving throw. On a failure, they will take an amount of damage equal to the damage dies rolled. On a success, they will take half damage.

Quick Stab

As an action for 8 Reiatsu Points, you give a piercing stab in front of you. You force every creature in a 10ft. line to make a Dexterity saving throw, on a failure they will take your Zanpakuto damage die + 2d6 piercing damage and will be pushed back 10ft. On a sucess they take half as much damage and are not knocked back.


9th level Zanjutsu Skills

Total Focus

As an action for 12 Reiatsu Points, you let your reiatsu flow through you and let you concentrate on hitting your opponent vital points. For 1 minute you will reduce your critical ratio by 3, making you crit on a 17-20. This will count as concentration, as if you were concentrating on a spell.

Line Slash

As an action for 12 Reiatsu Points, you use your flashstep to give a strong slash in a line. You teleport to an area within your movement speed range, and makes everyone in a 10ft. cone make a Dexterity saving throw. On a failure, they take your Zanpakuto damage die + xd10 force damage (With X being your proficiency bonus), and are knocked prone. On a sucess, they take half as much damage and are not prone.

Guard Breaker

As an action for 12 Reiatsu Points, you point your blade towards your target and gives a big push against him. You make a Zanpakuto Attack roll, on a hit the creature will take the normal damage and will have any bonus to their class armor excpet by their Dexterity modifier negated until the end of their next turn.

Agitowari

As an action for 12 Reiatsu Points, you may make a single slash, bisecting the target. You make a single Zanpakuto attack with disadvantage. On a hit, the attack deals twice as much damage. If you reduce a creature to 0 hit points with this Zanjutsu Skill, the creature will be cut in half.


12th level Zanjutsu Skills

Finishing Blow

As an bonus action or reaction for 16 Reiatsu Points, you can give a extremely powerful blow against a fallen opponent. When you or an ally makes a creature prone and they are within your flashstep range, you can jump right above them rolling a Zanpakuto attack roll with advantage. On a hit, it will deal the normal Zanpakuto damage die + xd12 force damage(with X being your proficiency bonus). If you made the creature prone this turn, you can use this Sword Skill as a bonus action without spending Reiatsu Points.

Onibi

When you make an attack with your Zanpakuto, you may spend 16 Reiatsu Points to make a single thrust, cleaving a hole straight through the target. You make a single Zanpakuto attack with a +4 bonus to its critical threshold. You can only do this once per turn.

Hitotsume
Nadegiri

When you roll for initiative, you may spend 16 Reiatsu Points to immediately make an attack with your Zanpakuto. On a hit, the attack will be considered a critical.


15th level Zanjutsu Skills


18th level Zanjutsu Skills

Senmaioroshi

When you take the Attack action, you may spend 24 Reiatsu Points to double the amount of attacks you can do this turn. You may only use this feature once per action.


Soul Reaper Kido List

You know all of the Kido on the basic Soul Reaper spell list. You can prepare a number of Kido equal to your Soul Reaper Level + Your Intelligence Modifier.

1st Level 2nd Level 3rd Level 4th Level 5th Level
Bakudō # 1: Sai[2] Bakudō #9: Hōrin [3] Bakudō #21: Sekienton[4] Hado #32: Okasen[5] Bakudō # 26: Kyokkō[6]
Hadō #1: Shō [7] Bakudō #10: Geki[8] Bakudō #30: Shitotsu Sansen [9] Bakudō #39: Enkōsen[10] Tozansho (Wall of Stone)
Bakudō #4: Hainawa[11] Hadō #11: Tsuzuri Raiden[12] Bakudō # 37: Tsuriboshi[13] Hado #81: Danku[14] Hiryu Gekizoku Shinten Raiho (Destructive wave)
Hadō #4: Byakurai [15] Hado #58:Tenran[16] Hado #31: Shakkaho[17] Noren Mekuri (Dimension Door) Soren Sokatsui (Flamestrike)
Bakudō #8: Seki[18] Shibireyubi (Hold Person) Meiyu (Mass Healing Word) None Bankin (Hold Monster)
Danku (Shield) None Raikouhou (Call Lightning) None Hyōga Seiran (Cone of Cold)
Inemuri (Sleep) None Hanki(Counterspell) None Kūkanten'i (Teleportation Circle)
Senju Kōten Taihō (Jim's Magic Missile) None None None None
None None None None Hado #90: Kurohitsugi [19]

Optional Campaign Feature: Choose Your Squad

You have graduated from being a trainee and are awarded the title of being a fully-fledged Shinigami. Your next step is to join one of the following squads, gaining all necessary benefits and duties as outlined.

Squad 0

The illusive Squad Zero are the personal guards of the Soul King, the Royal Family, and the Royal Palace. As such, not many people see them as they are up in the Soul King Palace. The main special duties of the Squad is the aforementioned guarding and the slaying of Menos-class Hollows.

Due to the how the Squad Zero recruits, it is hard to get into it. The Soul King must acknowledge that the Shinigami has made significant contributions to the history of the Soul Society (E.g. Creation of the Zanpakuto by Ōetsu Nimaiya). It is also assumed that the Shinigami in question must have been a captain previously.

Power Above All Else

Due to the power that the members of Squad Zero hold, they are stronger than all the other Squads combined. From this immense power, members of Squad Zero can summon the Tenchūren (天柱輦, Heavenly Pillar-Palanquin) to come down from the Soul King Palace to the Soul Society. Of course, the Tenchūren must be brought to Kūkaku Shiba's cannon to be able to be sent back to the Palace. The members of Squad Zero also come and go between their own sections, allowing for training amongst the members.

Squad 1

No special duties have been noted for Squad One. Squad One is ranked highest among the Thirteen Court Guard Squads. Even subordinate members of Squad One are considered model Shinigami. Emergency must be dealt with swiftly; quick decisions and quick actions are essential. The squad is able to ascertain a situation and mobilize quickly even before an order is issued. That is the true value of Squad One.

High Jurisdiction

You are a respected and model Shinigami, your position in Squad 1 alone carries weight and garners the admiration of your peers. Typically, other Shinigami who are of equal or near-equal rank will listen to you and follow orders you may give. However, they will not put themselves in immediate danger for your sake if it deviates from a goal they have been tasked with by a superior. Being a trusted member of Squad 1, you also gain advantage on deception and persuasion checks made against Shinigami outside of Squad 1.

Squad 2

Squad Two follows the traditional organisation of a Thirteen Court Guard Squad.

Because the Captain of Squad Two also leads the Stealth Force, the Squad Two's duties are directly tied in with the Stealth Force, each of the top 5 seated officers is in charge of a certain division of the Special Forces. At this time, it is known that the Captain is in charge of the Punishment Force, the Lieutenant is in charge of the Patrol Unit, and the 3rd Seat is in charge of the Detention Unit.

Stealth Training

You are part of the Stealth Force, a squad dedicated towards espionage and assassination. You gain proficiency in Stealth and Deception, if you already have proficiency then you gain expertise in that skill.

Squad 3

Squad Three follows the traditional organisation of a Thirteen Court Guard Squad. It has no special duties, though is listed as being rather relaxed and easy going. The squad, typically, remains quite vacant as a result of this. The only recommended requirement is honesty, as members of Squad 3 despise liars.

Liar's Scorn

You gain proficiency in Insight and Investigation, if you already have proficiency in either skill you instead gain expertise.

Squad 4

Squad Four is the medical/supply squad. They are responsible for both treating the injured and doing most of the manual labor, such as cleaning the Seireitei. The 4th Division is further divided into teams that have specific assigned jobs. Other division members use their spiritual power only for fighting. Members of Squad Four possess spiritual powers that is used to tend to wounds and provide relief. They use these special powers and the benefits of their daily training to act with precision and speed to aid injured comrades. Squad Four administers emergency first aid to injured squad members and transports them to the General Emergency Relief Station.

In addition, the nurses who work in the Sōgō Kyūgo Tsumesho (meaning for the coordinated relief station) have special Shihakushō (meaning for "Garment of Dead Souls") that are pink in color with hats that are reminiscent of nurse uniforms of the World of the Living.

They are looked down upon by Squad Eleven who usually bully them around because they believe that Squad Four are just a weak medical team which is combat-focused.

Healing Kido

A specialised Kido technique taught by Squad 4, used for treating the injured while on the battlefield. The technique visually appears as a green light that radiates from the palm of the healer.

As an action, you can heal a friendly creature for 1d4 + your Wisdom modifier up to three times per day.

Squad 5

No special duties have been noted for Squad Five. The members of this squad are all highly skilled, having been trained by a captain who excels at everything, including battle readiness.

Battle Readiness

Quick to act, members of Squad 5 cannot be surprised.

Squad 6

No special duties have been noted for Squad Six. Squad Six is seen as a model squad by every Shinigami and is known for its strict adherence to rules.

Saving Face

Members of Squad 6 are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll, fail an ability check, or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Squad 7

No special duties have been noted for Squad Seven. This Squad is made up of sincere, unpretentious people who live life with gusto. Members of Squad 7 believe strongly in moral obligation and compassion. This ethos has been passed down through the ranks of Squad Seven.

Gusto

Once per day, if you fail an attack roll, saving throw, or ability check you can choose to instead re-roll the die for that check.

Squad 8

Squad Eight follows the traditional organisation of a Thirteen Court Guard Squad.

Squad 8 is known for being relatively laid back, as they have no special duties. They enjoy drinking, and are primarily full of women.

Hold My Drink

You are used to drinking vast amounts, causing your body to build up a tolerance to alcohol. When you roll a constitution saving throw for drinking alcohol or other poisons, you are able to do so with advantage.

Squad 9

The mission of Squad Nine is to protect the Seireitei. It is always on standby for combat because it is the security force of the Thirteen Court Guard Squads. Traditionally, Squad Nine has overseen arts and culture. For this reason it is known to be in charge of the Seireitei news magazine. All the lieutenants of the squad of Thirteen Court Guard Squads hand in their reports to them.

Vigilant

You are forever vigilant, you gain a +3 to initiative rolls.

Squad 10

Squad Eight follows the traditional organisation of a Thirteen Court Guard Squad.

Squad 10 has no specialty, but is known for being very respectful towards those who are ranked above them.

Likable Etiquette

Due to their well-trained manners, members of Squad 10 are typically seen as a joy to be around to those of higher rank. They gain advantage on Persuasion and Performance checks when associating with people of a higher rank or station than themselves.

Squad 11

Squad Eleven is the direct-combat Squad with a specialization in swords-only combat, forgoing the other Shinigami arts and thereby being one of the most specialized squads in the Thirteen Court Guard Squads. The squad's doctrine of dominating in battle is what appeals to its members. They believe that fighting is what makes life worth living. This is what separates Squad Eleven from the others and makes them the strongest squad. Everyone in Squad Eleven are highly skilled in fighting. They believe if they are going to die anyway, go down fighting gloriously.

The squad is also setup so that, to become the Captain of the Squad Eleven, the candidate must do so through the third method of becoming a captain, killing the previous captain in front of 200 members of the Division, which is almost the entire Squad. Upon defeating the previous Kenpachi, the new captain takes on the name of Kenpachi, or the best swordsman of each generation. Since the rise to captain status of the current Kenpachi, an unofficial rule has been added that says to be a true member of Squad Eleven, one's Zanpakuto must be a melee-type.

Tough As Nails

When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Squad 12

Squad Twelve develops new technology and spiritual tools and its been the home of the Department of Research & Development for 110 years.

Squad Twelve has been directly linked to the Department of Research & Development over 100 years ago by former a Captain. As such technological and scientific research has become the full measure of what the division involves itself in primarily. Members are tasked with research and collection of data and samples, something both the current and previous Captains are very enthusiastic about, though not to the same extreme.

Researcher Mind

You gain proficiency in 2 abilities that depend in Intelligence of your choosing. If you are proficient in all of them, you can instead choose to have expertise in 1 those same abilities. If you only had 1 ability left without proficiency, you can instead have expertise in one ability of your choosing except in that ability.

Squad 13

No special duties have been noted for Squad Thirteen.

Members of Squad 13 are known for being very courteous and gentle to others.

Gentle Radiance

Your presence is considered reassuring and calming to the people around you, any allies within 10 feet of you may add your Wisdom modifier to any Dexterity or Wisdom saving throws rolled while in range.

Final Bankai

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A Soul Reaper achieving it's final Bankai state, Pierrot studio, [20]

The Final Bankai feature can only be gained by a true bond-of-bonds with your Zanpakuto. As an action, needing you to be at least 5th level or more you will gain the following benefits for 1 minute:

  • You gain all of this class's features, not including those of subclasses you have not taken.
  • You regain 20 Reiatsu and hit points at the end of each of your turns.
  • Your zanpakuto now deals extra xd10 damage, with X being the level you have used the final bankai feature.
  • Your zanpakuto attacks now overcome any type of resistances and immunities.
  • Your attack rolls will now double the proficiency bonus.

At the end of this duration, you receive 3 levels of exhaustion and your Zanpakuto shatters, making you lose all features from this class. Your hit points and character level are uneffected. You can regain your previous features by gaining half as many experience points as it took to originally gain the level you gained the feature at (or through smaller milestones for milestone leveling), and you may change which subclass you chose. Your Zanpakuto must be reforged as well, which can only be done by a blacksmith of the highest order who can also commune with spirits.

Multiclassing

Prerequisites. To multiclass into the Soul Reaper class, you must have at least 12 Strength or Dexterity, and 14 Constitution.

Proficiencies. You will gain the following proficiencies when multiclassing into this class: Zanpakuto

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