Unseated Support Shinigami (Soul Society Supplement)
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Unseated Shinigami[edit]
Medium humanoid (Pure Soul), any alignment Armor Class 16 (Unarmored Defense)
Saving Throws Dex +4, Wis +5 Reiryoku. The Unseated Shinigami has 15 reiryoku. Whenever they use reiryoku, it is spent. They regain all reiryoku at the end of a short or long rest. Improved Unarmored Defense. The Unseated Shinigami gains a +1 bonus to their AC while not wearing armor. Zanpakuto. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage. This attack counts as magical. Reiraku. The Unseated 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 150 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.
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Unseated Shinigami are academy graduates who just joined the gotei 13. They have no authority over other shinigami, and follow orders from their superiors such as Seated Shinigamis or Lieutenants. They are sent on missions to the living world to purify the souls of hollows and help souls who have difficulty passing on before they become hollows.
The Unseated Shinigami's reiatsu level is 3.
Invisible Force. The Unseated Shinigami is considered invisible to creatures without the Spiritual Awareness feature. Spiritual Awareness. The Unseated Shinigami can see creatures with the Invisible Force feature. |
Bakudos Known[edit]
The Unseated Shinigami knows 3 of the following Bakudos:
- Actions
- Sai. The Unseated Shinigami can spend 5 reiryoku to point their index and middle fingers at any number of creatures within 60 feet of them. They must roll 3d8; the total is how many hit points a creature must have to be affected by this Kido Spell. If a creature is affected, they cannot use their arms or hands and suffer disadvantage on attack rolls for 1 minute. This causes them to drop whatever they are holding and to be unable to pick up or wield items or take actions that requires the use of their hands, such as kido spells.
- Hainawa. The Unseated Shinigami can spend 5 reiryoku to make a ranged reiryoku attack roll against a creature they can see within 60 feet of them. On a hit, the target is restrained. The target can immediatly make a Strength or Dexterity saving throw to escape the ropes, and on a success they are no longer restrained. On a failure, they can attempt either saving throw at the beginning of their turns, ending the effect on a success.
- Hakufuku. The Unseated Shinigami can spend 10 reiryoku to make a creature within their reach to make a DC 12 Wisdom saving throw. On a failure they fall asleep on the spot, becoming unconscious for 1 minute. On a success, they are immune to this Kido for 24 hours.
- If the sleeper takes damage, or someone uses an an action to slap the sleeper awake they lose the condition.
- This Kido spell only works on creatures that are 9 levels below your reiatsu level. In addition, creatures with reiatsu level 1 or lower can also be affected.
- The Unseated Shinigami can spend up to 10 reiryoku, with every 5 reiryoku reducing the reiatsu level a creature needs to be affected by 1.
- Inemuri. The Unseated Shinigami can spend 5 reiryoku to hold their hand in front of a creature within their reach, forcing them to make a DC 12 Wisdom saving throw. On a failure, they fall unconscious for 1 hour. On a success, they are immune to this Kido for 1 minute.
- They may remake the saving throw at the beginning of every minute, ending the effect early on a success.
- This Kido spell only works on creatures that are 10 levels below your reiatsu level. In addition, creatures with a reiatsu level of 1 or lower can also be affected.
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