Soul reaper

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soul reaper[edit]

Creating a soul reaper[edit]

a soul reaper chouses there way of life because they feel a conection to the soul world.work with your dm with what your orgin story is. why did you train your spirit did a loved on die and are you trying to protect thre soul. do you feel an overwhelming sense of justice when it comes to the after life or do you simply strive for power.

Quick Build

You can make a soul reaper quickly by following these suggestions. First, dexterity should be your highest ability score, followed by wisdom. Second, choose any background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armour
Weapons: simple weapons,finnese weapons and zanpakuto
Tools: none
Saving Throws: dexterity,wisdom
Skills: chose two between;athletics,accrobatics,perception,stelth,history,religeon.

Equipment

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

  • (a) 1 short sword or (b) 2 daggers or (c) 1 shortsword
  • (a) a set of light robes or (b) {{{item2b}}}
  • (a) an preists pack or (b) an explores pack
  • If you are using starting wealth, you have 4d4x10 in funds.

Table: The

Level Proficiency
Bonus
Features rerioku points zanpakuto dice
1st +2 zanpakuto,kido lv 1,rerioku 5 1d6
2nd +2 10 1d6
3rd +2 15 1d6
4th +2 Ability Score Improvement, extra attack 20 1d6
5th +3 shikai 25 1d8
6th +3 soul attacks 30 1d8
7th +3 kido lv 2 35 1d8
8th +3 Ability Score Improvement, zanpakuto ability 40 1d8
9th +4 air walk 45 1d10
10th +4 50 1d10
11th +4 bankai 55 1d10
12th +4 Ability Score Improvement 60 1d10
13th +5 65 1d12
14th +5 70 1d12
15th +5 kido lv 3 75 2d6
16th +5 Ability Score Improvement 80 2d6
17th +6 zanpakuto ability 85 2d8
18th +6 90 2d8
19th +6 Ability Score Improvement 95 2d10
20th +6 final release 100 2d10

zanpakuto[edit]

at level one you get a zanpakuto a zanpakuto is a magical sword that usualy takes the form of a katana unless otherwise stated.
at level one you need to chose wich zanpakuto you have.
your zanpakuto does an ammount of dammage dealt by your zanpakuto is equal to your zanpakuto dice.

kido[edit]

at level one you get acsess to a srpecial type of soul magic called kido.
kido spells will use a spell save dc and spell attack modifire
your kido save dc is equal to 10+wisdom+profishency bonus
you kido attack modifire is equal to wissdom+proffishiency bonus

rerioku[edit]

at level one you gain a pool of points that fuel your classes abilites.
you can see how many rerioku points you have as refferenced in the rerioku points column in the class table

extra attack[edit]

by four you have trained so hard that you have gotten faster.
so fast infact that you can attack twice in a turn.

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.

<!-Class Feature->[edit]

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<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

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<!-Class Feature->

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<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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