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Creating a Character[edit]

Creating a Character[edit]

+ When creating a character for a Bleach campaign, follow the following rules in addition to typical character creation: − In the world of Bleach, humans exist as the sole sentient, playable species, with all other important beings existing as some variation of humanity. As such this setting is based around 5e's variant human race. You may forgo gaining a feat at 1st level to instead gain a tier 1 High-Spec, Soul, Quincy, or Hollow Form feature.


− The following classes are available in addition to the Medium class, as described in the following class description. When choosing subclasses in any of the linked classes, avoid those with the use of magic. +

Races[edit]

+ Humans exist as the near-exclusive sentient race in this setting, thus characters in this setting must be humans (particularly the PHB's variant human located in the Player's Handbook). Additionally, the following feat is available at character creation: −


Creating a Medium[edit]

Bleach_lieutenants.jpg
13 Soul Reaper Lieutenants, Tite Kubo

− Mediums have the ability to see spirits, whether by being spirits themselves or having significantly higher spiritual pressure than most humans.


Quick Build

+

Plus

− You can make a Medium quickly by following these suggestions. Firstly, the ability of your first chosen saving throw proficiency should be your highest ability score, followed by that of your second saving throw proficiency. +

Your body is formed from Reishi, the substance of the spiritual world, rather than Kishi, the substance of the living world. You can only be seen, heard, smelled, touched, sensed, or interacted with by creatures with this feature or objects made of Reishi, though you can interact with creatures made of Kishi normally.

− {{5e Class Features +

Background

− |name=Medium + In addition to all traditional backgrounds, you may choose any homebrew backgrounds tied to the time period your campaign is set in. − |summary=

− |hd=8

− |spellcasting=

− |armor=None

− |weapons=Simple weapons

− |tools=None

− |saves=Dexterity, Constitution, or Wisdom, and Strength, Intelligence, or Charisma

− |skills=Any three skills

− |item1a=common clothes

− |item1b=

− |item1c=

− |item2a=any two simple weapons

− |item2b=any one martial weapon

− |item3a=A dungeoneer's pack

− |item3b=An explorer's pack

− |wealth=2d4 x 10 gp

extra1_1=1 + Con Mod

− |classfeatures2=Reiatsu

− |classfeatures3=Spiritual Expertise

− |classfeatures4=

− |classfeatures5=Spiritual Awareness feature

− |classfeatures6=Resistant

− |classfeatures7=Spiritual Expertise feature

− |classfeatures8=

− |classfeatures9=Spiritual Awareness feature

− |classfeatures10=Limit Break

− |classfeatures11=Spiritual Expertise feature

− |classfeatures12=

− |classfeatures13=Spiritual Awareness feature

− |classfeatures14=Honed Body and Mind

− |classfeatures15=Spiritual Expertise feature

− |classfeatures16=

− |classfeatures17=Spiritual Awareness feature

− |classfeatures18=Reactive

− |classfeatures19=

− |classfeatures20=Spiritual Awareness feature, Spiritual Expertise feature


− |extrasonleft= + This setting uses real-world languages. Instead of gaining languages from your background, you learn one language of your choice, and you know an additional number of languages equal to your Intelligence modifier. − |extra1_name=Reiryoku Points

− |extra1_1=1 + Con Mod

− |extra1_2=2 + Con Mod

− |extra1_3=3 + Con Mod

− |extra1_4=4 + Con Mod

− |extra1_5=5 + Con Mod

− |extra1_6=6 + Con Mod

− |extra1_7=7 + Con Mod

− |extra1_8=8 + Con Mod

− |extra1_9=9 + Con Mod

− |extra1_10=10 + Con Mod

− |extra1_11=11 + Con Mod

− |extra1_12=12 + Con Mod

− |extra1_13=13 + Con Mod

− |extra1_14=14 + Con Mod

− |extra1_15=15 + Con Mod

− |extra1_16=16 + Con Mod

− |extra1_17=17 + Con Mod

− |extra1_18=18 + Con Mod

− |extra1_19=19 + Con Mod

− |extra1_20=20 + Con Mod

− }}

− − − − − − − − − − − − − − − − − − − − − − − − − − − − − − − − − − − − − − − − −

21st +7 Beyond Mortal 21 + Con Mod

22nd +7 Ability Score Improvement 22 + Con Mod

23rd +7 Spiritual Awareness feature 23 + Con Mod

24th +7 Resistant (2) 24 + Con Mod

25th +8 Spiritual Expertise feature 25 + Con Mod

26th +8 Ability Score Improvement 26 + Con Mod

27th +8 Spiritual Awareness feature 27 + Con Mod

28th +8 Powerful Reiatsu 28 + Con Mod

29th +9 Spiritual Expertise feature 29 + Con Mod

30th +9 Ability Score Improvement 30 + Con Mod

31st +9 Spiritual Awareness feature 31 + Con Mod

32nd +9 Weather Resistant 32 + Con Mod

33rd +10 Spiritual Expertise feature 33 + Con Mod

34th +10 Ability Score Improvement 34 + Con Mod

35th +10 Spiritual Awareness feature 35 + Con Mod

36th +10 Master 36 + Con Mod

37th +11 Spiritual Expertise feature, Limit Break (2) 37 + Con Mod

38th +11 Ability Score Improvement 38 + Con Mod

39th +11 Spiritual Awareness feature 39 + Con Mod

40th +11 Resistant (3) 40 + Con Mod

41st +12 Spiritual Expertise feature 41 + Con Mod

42nd +12 Ability Score Improvement 42 + Con Mod

43rd +12 Spiritual Awareness feature 43 + Con Mod

44th +12 Limit Break (3) 44 + Con Mod

45th +13 Spiritual Expertise feature 45 + Con Mod

46th +13 Ability Score Improvement 46 + Con Mod

47th +13 Spiritual Awareness feature 47 + Con Mod

48th +13 Master (2) 48 + Con Mod

49th +14 Spiritual Expertise feature 49 + Con Mod

50th +14 Ability Score Improvement 50 + Con Mod

51st +14 Spiritual Awareness feature 51 + Con Mod

52nd +14 Master (3) 52 + Con Mod

53rd +15 Spiritual Expertise feature 53 + Con Mod

54th +15 Ability Score Improvement 54 + Con Mod

55th +15 Spiritual Awareness feature 55 + Con Mod

56th +15 Unshakable}} 56 + Con Mod

57th +16 Spiritual Expertise feature 57 + Con Mod

58th +16 Ability Score Improvement 58 + Con Mod

59th +16 Spiritual Awareness feature 59 + Con Mod

60th +16 Spiritual Expertise feature, Spiritual Awareness feature 60 + Con Mod


Reiryoku[edit]

+

Classes[edit]

− Starting at 1st level, you are able to directly utilize the power of your soul. Your access to this energy is represented by a number of Reiryoku points. Your Reiryoku points are calculated by adding the Reiryoku Points column of the Class table to your Constitution modifier. + As a world full of the supernatural, but the occult takes a much different form than it does in core 5e. The following classes are available in this setting:

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− When you spend a Reiryoku point, it is unavailable until you finish a short or long rest. At the end of a long rest, all expended Reiryoku points returns to you. + When choosing any of the following classes, take care to avoid or reflavor subclasses with magic abilities, as magic takes a different form in this setting than in core Dungeons and Dragons. −

+

Spiritual Awareness[edit]

+

− At 1st level, you become aware of the world of spirits around you. You gain a feature from a Form of Spiritual Awareness, all detailed at the end of this class description. Spiritual Awareness features come in multiple "Form Tiers". You must have a feature of a lower Form Tier from the chosen Form to gain a feature from a higher Form Tier, starting at Form Tier 1. You gain additional Spiritual Awareness feature from a chosen Form or the ability to gain a Form Tier 1 feature from a new Form the next time you gain this feature at 5th, 9th, 13th, 17th, 20th, 23rd, 27th, 31st, 35th, 39th, 43rd, 47th, 51st, 55th, 59th, and 60th level. +

+

Reiatsu[edit]

− At 2nd level, you begin emitting an abnormal amount of spiritual pressure. You become aware of the proficiency bonuses of any creatures within 30 feet of you. If a creature's proficiency bonus is half your own or lower, you may force them to attempt a Strength saving throw at the beginning of each of your turns. On a failure, they become prone and their movement speed drops to 0 until the beginning of your next turn, and they take force damage equal to half your level.


Spiritual Expertise[edit]

− At 3rd level, you begin shaping your spiritual pressure into generalized ways to defend yourself. You gain a feature from a Form of Spiritual Expertise, all detailed at the end of this class description. Spiritual Expertise features come in multiple "Form Tiers". You must have a feature of a lower Form Tier from the chosen Form to gain a feature from a higher Form Tier, starting at Form Tier 1. You gain additional Spiritual Expertise feature from a chosen Form or a Form Tier 1 feature from a new Form at 7th, 11th, 15th, 20th, 25th, 29th, 33rd, 37th, 41st, 45th, 49th, 53rd, 57th, and 60th level.


Ability Score Improvement[edit]

− When you reach 4th level, and again at 8th, 12th, 16th, 19th, 22nd, 26th, 30th, 34th, 38th, 42nd, 46th, 50th, 54th and 58th 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. At 20th level, this limit increases to 30, at 30th this limit increases to 40, at 40th this limit increases to 50th, and at 50th this limit increases to 60. Every time this limit increases, this feature allows you to increase any ability score by 1 additional point.


Resistant[edit]

− At 6th level, your strength as a warrior allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following:


− 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 one additional ability score to benefit from this effect at 24th level, and another for a total of 3 at 40th level.


Limit Break[edit]

− At 10th level, you reject your limits. When you drop to 0 hit points, you may immediately take a turn before you would fall unconcious. You may do this once, regaining all uses at the end of a long rest. This increases to twice at 37th level, and three times at 44th level.


Reactive[edit]

− At 18th level, you can spend 5 Reiryoku to take an additional bonus action, and 10 Reiryoku to take an additional reaction once per round outside of your turn.


Beyond Mortal[edit]

− At 21st level, you may add half your proficiency bonus to any saving throws you are not proficient in.


Powerful Reiatsu[edit]

− At 28th level, the pressure of your Reiryoku enhances every strand of every muscle in your body. Your damage threshold increases by your proficiency bonus. If a creature's damage is reduced to 0 by this threshold, they take damage equal to it.


Master[edit]

− At 36th level, your constant training and understanding of your Reiryoku as well as honing of your techniques to an instinctual level has made you a true master of your way of fighting, far beyond what any mortal can dream of.


− You gain proficiency in any one skill and saving throw of your choice. You choose another skill and saving throw at 48th level and at 52nd level.


Weather Resistant[edit]

− At 32nd level, your Reiatsu ambiently shields you from the elements. Temperatures must be twice as high or low for you to suffer from extreme heat or cold (using 50 degrees Fahrenheit as base healthy temperature), and it takes twice as long for you to suffer exhaustion from said temperatures.


Honed Body and Mind[edit]

− At 33rd 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.


Unshakable[edit]

− At 56th level, you become immune to being charmed, frightened, unconcious except by falling to 0 hit points, confused, or taunted.


Ultimate Power[edit]

− At 60th level, you can use one additional Form OR Base Transformation Technique at a time.


Forms of Spiritual Awareness[edit]


High-Spec[edit]

− High-spec humans, despite not having any sort of unique lineage or contact with the spiritual, are able to see and even interact with souls directly. Some of your High-Spec features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

High-Spec effect save DC = 8 + your proficiency bonus + your Charisma modifier

High-Spec attack modifier = your proficiency bonus + Charisma modifier


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



Tier 1


Spiritual Awareness: You are in tune with the spiritual, allowing you to sense creatures with the Invisible Force feature.


Spiritual Touch: Your body is in tune with the soul within it, allowing you to interact with creatures with the Invisible Force feature.


Mod-Soul: Your soul has been physically modified for combat in a human body. When you gain this feature, you also gain two Tier 2 High-Spec Form features, but you can only use High-Spec features while under the effects of a Gigai or similar effect. If your first Soul Form feature was not Invisible Force, you can not gain this feature.


Tier 2


Enhanced Strength: Your spiritual pressure naturally enhances your strength. At the beginning of your turn, you may spend 1 Reiryoku to add your Constitution modifier to anything that you add your Strength modifier to until the end of your next turn.


Enhanced Speed: Your spiritual pressure naturally enhances your speed. At the beginning of your turn, you may spend 1 Reiryoku to add your Constitution modifier to anything that you add your Dexterity modifier to until the end of your next turn.


Enhanced Durability: Your spiritual pressure naturally enhances your durability. At the beginning of your turn, you may spend 1 Reiryoku to reduce any damage you take by your Constitution modifier until the end of your next turn.


Slaughter Mode: Your body naturally reacts violently to any Reiatsu you sense. When you sense a creature you are unfamiliar whose level or CR is within your Constitution modifier of your level with the Reiatsu feature, you may spend 1 Reiryoku to force the target to attempt a Charisma saving throw. On a failure, you perceive them as a threat, immediately moving toward them and taking the Attack action, even if you are unconcious unless you are at 0 hit points.


Kanonji-Style Final Super Attack: Kanonball: As an action for 10 Reiryoku, you may condense a Tiny ball of Reishi that hangs languidly in the air for 1 minute. At the beginning of each of your turns, you may move the ball 5 feet. On any turn past the first turn this ball exists, if any creature touches it or deals any damage to it, the energy inside the ball ruptures, causing them to take force damage equal to twice your level + your Constitution modifier. On a success, they take half as much damage.


Bringer Light: You are able to pull on the Reishi around you to accelerate your movements, generating a green light when you do so. You gain a number of Bringer Light Reiryoku equal to your proficiency bonus. You may spend Bringer Light Reiryoku like normal Reiryoku, but only on Hoho Expert features.


Spiritual Sleep: You are able to put the Reishi of purely spiritual beings into a dormant state. As an action for 10 Reiryoku while you are wielding an item important to a creature with the Invisible Force feature within 30 feet of you or one of their previous reincarnations, you may attempt to force them into spiritual sleep. They must attempt a Charisma saving throw. On a failure, they fall unconcious for 1 minute and disperse, causing them to become invisible and untargetable by any effects. On a success, they take psychic damage equal to your level + your Constitution modifier. If the target has the Repulsion feature, they take this damage on a success and suffer no effects on a success.



Tier 3


Golden Kanonball: Requires Kanonji-Style Final Super Attack: Kanonball. When you cast Kanonji-Style Final Super Attack: Kanonball, you may spend 2 additional Reiryoku to enhance its speed, causing the ball to move much faster. The ball may move 15 ft. at the end of each of your turns instead of 5 ft.


Raizer Kanonball: Requires Kanonji-Style Final Super Attack: Kanonball. When you cast Kanonji-Style Final Super Attack: Kanonball, you may spend 2 additional Reiryoku to enhance its force, causing the ball to deal twice as much damage.


Indirect Foresight: You automatically know the alignment of any creature within your Reiatsu radius, even if you are not aware they are there. As an action for 8 Reiryoku, you may gain general knowledge of the future. You gain general, unspecific information of the next 24 hours from the DM.


Direct Foresight: You automatically know the alignment of any creature within your Reiatsu radius, even if you are not aware they are there. As an action for 8 Reiryoku, you may gain knowledge of the direct future. For 1 hour while concentrating, you can't be surprised.


Combat Foresight: You automatically know the alignment of any creature within your Reiatsu radius, even if you are not aware they are there. As an action for 8 Reiryoku, you may gain deep knowledge of the immediate future. For 1 minute while concentrating, you have advantage on attack rolls, ability checks, and saving throws, and attack rolls against you have disadvantage.


Fullbring: As an action, you may infuse raw emotion into an object that you feel strongly about using innate power sourced from remnants of a hollow present in you from birth. All Fullbrings have their own unique special ability, work along side your DM to decide this ability based on your character's history.


Object Affinity: As a bonus action for 1 Reiryoku, you may pull on the soul material of objects around you to manipulate them, moving any objects within a number of feet equal to 5 times your Constitution modifier an equal number of feet. You may manipulate a total number of pounds equal to your proficiency bonus on each turn you use this feature. If a manipulated object is being held or worn by a creature, they may attempt a Athletics check against your High-Spec save DC. On a success, the object is not manipulated but counts against the total number of pounds you can manipulate that round.



Tier 4


Evolved Fullbring: As an action while Fullbring is active, you evolve it to a higher form. All Evolved Fullbrings have their own unique special ability, work along side your DM to decide this ability based on your character's history.


Psychic Connection: You automatically know the alignment of any creature within your Reiatsu radius, even if you are not aware they are there. As an action for 8 Reiryoku, you may synchronize with a creature within your reach that has the Invisible Force feature. You gain a +1 bonus to attack rolls, your saving throw DC, saving throws you make, and your AC, you gain a number of features from the target of their choice up to half your Constitution modifier rounded down, and you become berserk for 1 minute.



Tier 5


True Fullbring: As an action while Evolved Fullbring is active, you may awaken the true nature of your Fullbringer power. All True Fullbrings have their own unique special ability, work along side your DM to decide this ability based on your character's history.


Soul[edit]

− You are a spiritual being that has not fallen to hollowfication, most likely having passed on to soul society. Some of your Soul features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Soul effect save DC = 8 + your proficiency bonus + your Constitution modifier

Soul attack modifier = your proficiency bonus + Constitution modifier


− Certain features of this Form 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.


Tier 1


Invisible Force: You can only be seen, heard, smelled, touched, or sensed or interacted with in any way by creatures with this feature or objects made of Reishi, though you may interact with said creatures normally. If you have this feature from another Form, you automatically gain this feature. If your first Form feature was not this feature, you can not gain this feature.


Substitute Soul Reaper: You have been granted the powers of a Soul Reaper. When you gain this feature, you also gain one Tier 2 Soul Form feature, but you can only use Tier 2 or higher Soul Form features while under the effects of a Gikon, Gokon Tekken, or similar effect. If your first Soul Form feature was not this feature, you can not gain this feature.


	+	

Additionally, if your table agrees on it, instead of gaining proficiency in saving throws from your class, you may choose any 1 common (Dexterity, Constitution, Wisdom) and uncommon (Strength, Intelligence, Charisma) saving throw to gain proficiency in. Additionally, if a class would grant you the Evasion feature, it instead grants you the Resistant feature.

Tier 2 +

Spiritual Expertise[edit]

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Spiritual Expertises are a form of universal subclass available to Shinigami, Hollows, Quincy, Fullbringers, and High-Specs through their Spiritual Expertise feature:

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Zanpakuto: As an action for 1 Reiryoku, you gain a weapon made of your very soul. You are proficient with this weapon, you may dematerialize your Zanpakuto as a bonus action, and it automatically dematerializes when you fall unconcious. Choose one of the following, which must be chosen when you take this feature and can not be changed:

  • Katana: you gain a melee weapon with the finesse and versatile properties that deals slashing damage equal to your level + your Strength modifier on a hit while being wielded in two hands, or half your level + your Strength modifier slashing damage while being wielded in one hand.

  • Nodachi: you gain a two-handed melee weapon with the reach property that deals slashing damage equal to your half level + your Strength modifier on a hit.

  • Tanto: you gain a one-handed melee weapon with the finesse and light properties that deals slashing damage equal to your half level + your Strength modifier on a hit.

Gigai Separation: As an action, you may separate from a Gigai, or from your body if you have the Substitute Soul Reaper feature, as if with a Gekon Tekken.

Soul Suicide: As an action, you may cause part of your own soul to erupt. Every creature including yourself must attempt a Constitution saving throw. On a failure, they take necrotic damage equal to your level + your Constitution modifier. On a success, they take half as much damage.

Soul Transference: As an action, you may transfer part of your soul to another creature, taking necrotic damage equal to your level + your Constitution modifier, and causing the target to regain an equal amount of hit points. If the target is under the effects of Invisible Force, this can cause limbs with 0 hit points to regain hit points.

Blank: As an action, you are able to suppress your memories, becoming confused until you end this feature at will. A creature touching you may transform you into an item that is your size category or smaller as an action once each time you use this feature, becoming petrified in the shape of the item, and you untransform when this feature ends.

Togabito Flame Defense: Your soul has been empowered through sin, allowing you to generate flames in response to assaults. As an action for 1 Reiryoku, you may gain temporary hit points equal to half your level + your Constitution modifier, and any cold damage you take is halved.

Togabito Flame Lance: Your soul has been empowered through sin, allowing you to generate flames along your spirit weapon. As a bonus action for 2 Reiryoku, your next melee attack before the end of your next turn deals additional fire damage equal to half your level + your Constitution modifier.

Togabito Flame Shot: Your soul has been empowered through sin, allowing you to generate flames around you. As an action for 5 Reiryoku, you may force one creature within your Reiatsu radius to make a Wisdom saving throw. On a failure, they take fire damage equal to your level + your Constitution modifier. On a success, they take half as much damage.

Togabito Consumption: Your soul has been empowered through sin, allowing you to easily consume Reiryoku. You may manifest mouths anywhere on your body. As an action, you may cause any creature within your Reiryoku radius who uses a feature that costs Reiryoku to spend 2 additional Reiryoku to do so, causing you to regain 2 Reiryoku, until the beginning of your next turn. This does not apply to a creature maintaining a feature.

Togabito Limbs: Your soul has been empowered through sin, allowing you to constantly bolster your limbs with Reiryoku. As a bonus action for 4 Reiryoku, you may cause one limb of your choice to regain its maximum hit points. If the limb was an arm, your reach with that arm increases by 10 feet until the end of your next turn.

Togabito Retraction: Your soul has been empowered through sin, allowing you to temporarily detach your limbs. As a bonus action for 4 Reiryoku, you may increase your reach by 20 feet until the end of your next turn. When this feature ends, you may move to an open space within your reach as you pull your body to one of your detached arms.

Bount Absorption: Your soul was created artificially, granting it a sliver of natural Hollow-like power. On a hit with a melee attack, you may forgo dealing damage to cause the target to lose Reiryoku equal to your proficiency bonus and causing you to regain half as much Reiryoku, regain twice as many hit points, or add ten times as many years to your lifespan.

Tier 3

Shikai: As a bonus action while wielding your Zanpakuto, you call your Zanpakuto's name, invoking its spirit's power. All Shikai have their own unique special ability, work along side your DM to decide this ability based on your character's personality.

Tier 4

Bankai: As an action while Shikai is active, you utter a phrase unique to your Zanpakuto, unleashing its full power. All Bankai have their own unique special ability, work along side your DM to decide this ability based on your character's personality.

Tier 5

Final Bankai: As an action while Bankai is active, you 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 can no longer summon your Zanpakuto as it is destroyed. At the end of a long rest, your Zanpakuto gains a number of reconstruction points equal to your Constitution modifier. Once your Zanpakuto gains 500 reconstruction points, you may summon it again. All Final Bankai have their own unique special ability, work along side your DM to decide this ability based on your character's personality.

Tier 6

Beyond Bankai: 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.

Quincy[edit]

− The Quincy are a group of humans with the natural ability to detect and manipulate Reiryoku, which they have historically used to completely destroy souls. Some of your Quincy features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Quincy effect save DC = 8 + your proficiency bonus + your Intelligence modifier

Quincy attack modifier = your proficiency bonus + Intelligence modifier

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

Tier 1

Kojaku: As an action for 1 Reiryoku, you may shape ambient Reishi into a bow, which uses your Quincy attack modifier that lasts for 1 minute. Your Kojaku is a ranged weapon with the range (30/120) and two-handed properties that deals piercing damage equal to half your level + your Intelligence modifier. You must spend 1 Reiryoku instead of ammunition to make attacks with your Kojaku, as you creates your own out of ambient Reishi. You may dematerialize your Kojaku as a bonus action, and it automatically dematerializes when you fall unconscious.

Ginto: As an action for 5 Reiryoku, you compress your Reiryoku into a physical liquid, containing it in a capsule-sized container. A creature may consume a dose of ginto as a bonus action, regaining 5 Reiryoku. Each dose of ginto loses its power and evaporates into ambient Reishi after 48 hours.

Blut Arterie: As an action for 5 Reiryoku, you compress your Reiryoku into a physical liquid within your own veins, using it to enhance your strength. Any damage you deal is increased by up to your level. You may change exactly how much this increase is at the end of each of your turns, but you must spend 1 Reiryoku for every 5 points of additional damage. Blut Arterie and Blut Vene can not be active at the same time. This feature requires natural aptitude to acquire easily; if you do not take this feature as your first Quincy Form feature, its Tier increases to Tier 4.

Blut Vene: As an action for 5 Reiryoku, you compress your Reiryoku into a physical liquid within your own veins, using it to enhance your durability. Any damage you take is decreased by up to your level. You may change exactly how much this reduction is at the end of each of your turns, but you must spend 1 Reiryoku for every 5 points of damage reduced. Blut Arterie and Blut Vene can not be active at the same time. This feature requires natural aptitude to acquire easily; if you do not take this feature as your first Quincy Form feature, its Tier increases to Tier 4.

Tier 2

Ginrei Kojaku: When you take the Attack action, you may spend 2 Reiryoku to grant your Kojaku the spread (1d4) property, and on a hit you may forgo dealing an instance of damage to make a Kojaku attack against one creature within 15 feet, dealing one instance of damage on a hit.

Heilig Bogen: As a bonus action for 3 Reiryoku, you may shape your Kojaku into a unique form, transforming it into one of the following, which must be chosen when you take this feature and can not be changed. You may take this feature multiple times to gain multiple of the following, and you must spend 1 Reiryoku at the end of each of your turns to maintain this feature.

  • Shortbow: your Heilig Bogen gains the range (80/320) and two-handed properties and deals twice as much damage.

  • Longbow: your Heilig Bogen gains the range (150/600) and two-handed properties.

  • Handbow: your Heilig Bogen gains the range (60/240) and light properties, and loses the two-handed property.

  • Saber: your Heilig Bogen loses the two-handed property, you can make melee attacks with it, and it deals twice as much damage.

  • Dagger: your Heilig Bogen loses the two-handed property, gains the light property, and you can make melee attacks with it.

Klavier: When you take the Attack action, you may spend 3 Reiryoku to make 1 additional attack with your Kojaku. You may only use this feature once per action.

Licht Regen: As a bonus action for 2 Reiryoku, you gather a large amount of Reishi in your drawing arm. Your Kojaku gains the stabilizing property and deals twice as much damage until the end of your next turn.

Heizen: As an action while 4 doses of ginto are 10 feet from a single point in a cross shape (one diagonal space between each dose on a grid), the ginto becomes a rectangular pillar of Reishi. Every creature in a 10 ft. wide, 30 ft. tall cube centered on the point must attempt a Strength saving throw. On a failure, they take bludgeoning damage equal to twice your level + your Intelligence modifier. On a success, they take half as much damage.

Gritz: As an action while wielding a dose of ginto, you turn it into a five-section shield around one creature you touch. At the end of your turn, the target is encased in a 10-foot radius barrier of both physical and spiritual substance. The shield is mechanically identical to you but can not act in any way and has hit points equal to twice your level + your Intelligence modifier and counts as full cover.

Wolke: As a reaction when you would take damage while wielding a dose of ginto, you quickly turn the ginto into a blast in the direction of the attack, decreasing the damage you take by your level + your Intelligence modifier.

Tier 3

Leiden Hant: At the end of your first long rest after taking this feature, you manufacture a device, typically a glove, that limits your Reishi manipulation, thus strengthening your Reiryoku. Your Reiryoku maximum increases by your proficiency bonus. This Reiryoku is regained at the end of a short rest, and the costs of Kojaku, Ginrei Kojaku, and Heilig Bogen counts as half as much (rounded down) when only this Reiryoku is spent on them.

Tier 4

Letzt Stil: As an action, you may remove your Leiden Hant, drawing in nearly unlimited Reishi at the expense of your own health. You lose the effects of Leiden Hant, but your Reiryoku maximum increases by twice your proficiency bonus, you regain an equal number of Reiryoku, all Quincy Form features cost half as much Reiryoku (rounded down), your Heilig Bogen targets every creature in a line with a length equal to its range, and your walking speed is increased by your proficiency bonus, rounded to the nearest 5. You must spend 5 Reiryoku at the end of each of your turns to maintain this feature, and this feature only ends when you drop to 0 Reiryoku.

− After using this feature, your Reiryoku can not be regained by resting until you are dropped to 0 hit points and gain three successful death saving throws with no failed death saving throws.

Qualkreis: When you summon your Kojaku, you may spend 2 Reiryoku to turn it into a Reishi construct. Each Qualkreis is mechanically identical to you but has a movement speed of 0, has hit points equal to twice your proficiency bonus, acts on your turn, and can only take the Attack action using your Kojaku or use features from this Form spending your Reiryoku if you choose for it to act. Each Qualkreis is completely destroyed when it drops to 0 hit points, and does so after 1 minute of being created.

Ransōtengai: As a full turn action, which can be taken while you are incapacitated but not petrified of unconscious, you manipulate your own body like a marionette, allowing you to ignore the incapacitated condition, as well as the effects of any damaged limbs not including head injuries.

Tier 5

Schrift: As a bonus action, you awaken the power of the blood of the Father of All Quincy that lies dormant within you. All Schrift have their own unique special ability, work along side your DM to decide this ability based on your character's personality.

Vollstandig: As an action, you may channel Reishi through your Leiden Hant, achieving a more advanced Letzt Stil form. Your Reiryoku maximum increases by your proficiency bonus, you regain an equal number of Reiryoku, all Quincy Form features cost half as much Reiryoku (rounded down), and you gain a flying equal to twice your walking speed. Any time a creature within 20 feet of you uses a feature that costs Reiryoku, they must spend 1 additional Reiryoku to do so, and you regain 1 Reiryoku. This does not apply to a creature maintaining a feature. You must spend 5 Reiryoku at the end of each of your turns to maintain this feature, and if you are hit by a critical hit, Vollstandig immediately ends.

Blut Anhaben: As an action for 10 Reiryoku while Blut Artere or Blut Vene is active, you extend your Blut into a sphere of red or blue light with a radius equal to your Reiatsu radius. The effects of your Blut feature extend to any creatures of your choice within this radius until the Blut feature ends.

Shadow: As an action for 15 Reiryoku, you may teleport yourself and any willing creatures within your Reiatsu radius through your own shadow to any location you can visualize. If you would arrive in a place already occupied by an object or a creature, you and any creatures or objects travelling with you are shunted to the closest unoccupied space.

Tier 6

Schrift Vollstandig: As a bonus action while Schrift and Vollstandig are active, you allow one to enhance the other. All Schrift Vollstandig have their own unique special ability, work along side your DM to decide this ability based on your character's personality.

Kirchenlied: Sankt Zwinger: As an action for 10 Reiryoku, you surround yourself in a symbol of blue light with a radius equal to your Reiatsu radius; the visual manifestation of the strongest Quincy spell. You begin concentrating, which is broken if you move more than 5 feet or do not take a full turn action maintaining this feature on each of your turns. At the beginning of each of your turns you concentrate on this feature after the turn you used it, any creatures of your choice within this area take force damage equal to your level + your Intelligence modifier.

Sankt Bogen: As a bonus action for 2 Reiryoku while Heilig Bogen is active, you massively multiply the size of your bow. Until the end of your turn, your Kojaku deals twice as much damage and you may forgo dealing damage with a Kojaku attack to move yourself in a straight line to anywhere within your weapon's range by firing yourself from the weapon.

Tier 7

Soul Distribution: As an action, you may grant a creature a fragment of your soul, giving them access to one of your features, losing access to it yourself. As an action while touching them, you may take this feature back, doing the opposite. If your first Form feature was not a Blut feature, you can not gain this feature.

Tier 8

Soul Healing: When you grant a creature a fragment of your soul, you may cause them to regain hit points equal to your level + your Intelligence modifier. You may use this feature a number of times equal to half your proficiency bonus, regaining all uses at the end of a short rest.

Auswahlen: As a full turn action for 30 Reiryoku, you may force one creature with at least 1 Quincy feature within your Reiatsu radius to attempt a Dexterity saving throw as they are shrouded in a pillar of light. On a failure, they are killed instantly as the flesh is ripped from their bones, and you gain any Quincy features they had and regain hit points equal to your level + your Intelligence modifier as you steal the raw energy of their soul; something deeper than Reishi and Kishi. On a success, they can not use Vollstandig until a clot of "still silver", which forms in their heart the moment this feature targets them and kills them after 48 hours.

− The still silver clot can be removed with a 5-hour procedure that ends with a Medicine check with a DC equal to your Quincy save DC. On a failure, they die from complications. On a success, the still silver is removed, which causes you to become petrified until the end of your next turn if it comes in contact with your body.

Tier 9

Auswahlen Resurrection: When you kill a creature with Auswahlen, you may forgo gaining Quincy features and regaining hit points to instead gain 1 Life. As an action while touching the body of a dead creature that had at least 1 Quincy feature, you may spend 1 Life to cause them to return to life with their maximum hit points. As an action while touching a creature, you may spend 1 Life to cause them to regain hit points equal to twice your level + your Intelligence modifier.

Sankt Altar: When you use Auswahlen, you may spend 20 additional Reiryoku to target every creature in a line with a length equal to 5 times your proficiency bonus.

Hollow[edit]

− When a human is unable to pass into soul society, it slowly deteriorates, becoming a masked monster of uncontained malice; a hollow. Some of your Hollow features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Hollow effect save DC = 8 + your proficiency bonus + your Constitution modifier

Hollow attack modifier = your proficiency bonus + Constitution modifier

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

Tier 1

Invisible Force: You can only be seen, heard, smelled, touched, or sensed or interacted with in any way by creatures with this feature or objects made of Reishi, though you may interact with said creatures normally. If you have this feature from another Form, you automatically gain this feature. If your first Form feature was not this feature, you can not gain this feature.

Visored: As an action, you may don the mask of your inner Hollow. You may add your proficiency bonus to any damage you deal, hit points you regain, and your Reiryoku maximum. If you gain Gillian, Adjuchas, or Vasto Lorde, you instead gain a +1 bonus to your proficiency bonus while wearing your Hollow mask. You must spend 2 Reiryoku at the end of each of your turns to maintain this feature.

− When you gain this feature, you also gain one Tier 2 Hollow Form feature, but you can only use Tier 2 or higher Hollow Form features while under the effects of this feature. If your first Hollow Form feature was not this feature, you can not gain this feature.

Tier 2

Acid Touch: When you hit a creature with an unarmed strike, you may spend 1 Reiryoku to burn them with your acidic lifeforce. The target must attempt a Constitution saving throw. On a failure, they take acid damage equal to your level + your Constitution modifier. On a success, they take half as much damage.

Garganta: As an action for 10 Reiryoku, you open a portal between dimensions around yourself, sending you to Hueco Mundo. If you do not move more than 5 feet or lose concentration, you are transported to any location you can visualize in Hueco Mundo or a random location on the plane, or to the last place you used Garganta, at the beginning of your next turn.

Regeneration: As an action for 5 Reiryoku, you may regain hit points equal to your level + your Constitution modifier. This can restore hit points to limbs with 0 hit points.

Hollow Power: You manifest a unique, permanent ability unique to your hollowfication. You must have the Invisible Force feature to gain this feature.

Tier 3

Gillian: You attain the lowest form of Menos Grande, that of a gillian. As a full turn action, you may drawn in a large amount of ambient Reishi, increasing your size category by 3 to a minimum of Gargantua, but halving your proficiency bonus until you end this feature as a full turn action.

Cero: As an action, you may spend 5 Reiryoku to charge a crimson sphere of reiatsu in front of your face. You may keep your Cero charged for as long as you maintain concentration, but everything becomes lightly obscured while doing so. As an action, you may release your Cero, causing every creature in a cone with a length equal to 5 times your proficiency bonus originating to make a Dexterity saving throw. On a failure, they take force damage equal to twice your level + your Constitution modifier. On a success, they take half as much damage.

Negación: When you use Garganta, you channel its power into a beam of light, causing it to target one willing creature within 5 times your proficiency bonus feet instead of targeting you.

Pesquisa: As an action, or as a bonus action for 2 Reiryoku, you may enter a semi-meditative state in order to focus on the spiritual around you using your hunger for souls, doubling your Reiatsu radius.

True Sonido: As an action for 5 Reiryoku immediately after using Sonido, your body naturally attunes to the enhanced speed, causing Sonido to last for 1 minute, but causing it to require concentration.

Kumon: When you use Garganta while Gillian is active, you may spend 3 Reiryoku to physically hold the tear in space open until the end of your next turn so long as you concentrate on this feature. Any creature that touches this portal is transported to the same location you were. Using this feature while under the effects of this feature costs no Reiryoku.

Tier 4

Adjuchas: You evolve into a middle-stage Menos Grande; an adjuchas. You may add your proficiency bonus to any damage you deal, hit points you regain, and your Reiryoku maximum. You can not benefit from Adjuchas and Gillian at the same time.

Bala: When you charge a Cero, you may immediately release it as part of the same action, but the damage it deals is halved.

Descorrer: When you use Garganta, you may spend 3 Reiryoku to create a physical portal in your space that lasts until the end of your next turn. Any creature that touches this portal is transported to the same location you were.

True Hierro: As an action for 5 Reiryoku immediately after using Hierro, your body naturally attunes to the enhanced durability, causing Hierro to last for 1 minute, but causing it to require concentration.

Tier 5

Vasto Lorde: You evolve into the final, strongest stage of a hollow; a vasto lorde. While you are benefitting from Adjuchas, you gain a +3 bonus to your proficiency bonus.

Tier 6

Resurrección: As an action, you unleash the sealed nucleus of your power. All Resurrección have their own unique special ability, work along side your DM to decide this ability based on your character's personality.

Tier 7

Segunda Etapa: As an action while Resurrección is active, you release the portion of your strength achieved after acquiring Resurrección. All Segunda Etapa have their own unique special ability, work along side your DM to decide this ability based on your character's personality.

Cero Oscuras: When you charge a Cero, you may spend 5 additional Reiryoku to double the damage it deals, causing the sphere to turn black due to its increased density.

Gran Rey Cero: When you spend Reiryoku to use a feature that deals damage while you have a Cero charged, you may spend 2 Reiryoku to add the Cero to the feature, forcing every creature affected by the feature to make Cero's saving throw as well. Using this feature counts as releasing your Cero.

Tier 8

Beyond Resurrección: As an action while Segunda Etapa is active, you amplify your strength with your deepest desires; typically only possible with use of the Hogyoku. All Beyond Resurrección have their own unique special ability, work along side your DM to decide this ability based on your character's personality.

Forms of Spiritual Expertise[edit]

Zanjutsu Expert[edit]

− Masters of Zanjutsu condense Reiatsu, primarily from their own Reiryoku, into blades capable of slaying spirits, as well as in order to perform advanced sword techniques. Some of your Zanjutsu features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Zanjutsu effect save DC = 8 + your proficiency bonus + your Strength modifier

Zanjutsu attack modifier = your proficiency bonus + Strength modifier

Tier 1

Hozuri: When you attack a creature with a melee weapon, you may spend 1 Reiryoku to grant the attack advantage, but cause it to deal half as much damage on a hit.

Shitonegaeshi: When you knock a creature prone, you may spend 1 Reiryoku to position a melee weapon you are wielding 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 the weapon's damage to them once.

Deadly Darts: As a bonus action for 1 Reiryoku while wielding a melee weapon without the thrown property, you may make a thrown attack with it with a range of 20/60 feet.

Substitute Homerun: When you make a melee attack with a melee weapon, you may spend 1 Reiryoku to cause the target to attempt a Dexterity saving throw. On a failure, they are forced 10 feet away from you and fall prone. On a success, they are forced 5 feet away from you.

Tier 2

Hozan Kenbu: As an action for 2 Reiryoku, you may rapidly spin one melee weapon you are wielding around your body. Until the beginning of your next turn, you gain a +1 bonus to your AC, and a creature takes half the weapon's damage if they miss with a melee attack roll against you while within the weapon's reach.

Suikawari: As a reaction for 2 Reiryoku when you would take damage from falling, you may make a melee weapon attack against one target within your reach. On a hit, they take the damage from falling instead.

Ryodan: As an action for 2 Reiryoku, you may make a single downward slice with as much force as you can muster. You make a single melee weapon attack with a +2 bonus to its attack roll.

Hierro: As a bonus action for 2 Reiryoku, you may cover your body in a steel-hard layer of reiatsu. Until the start of your next turn, any damage you take is reduced by your level.

Tier 3

Onibi: When you make an attack with a melee weapon, you may spend 3 Reiryoku to make a single thrust, cleaving a hole straight through the target. You make a single melee weapon attack with a +3 bonus to its critical threshold.

Hitotsume: Nadegiri: When you roll for initiative, you may spend 3 Reiryoku to immediately make an attack with a melee weapon you are wielding. If multiple creatures use this feature, the creature with the higher Dexterity score goes first. If they have the same Dexterity score, the outcome of both attacks occurs at the same time.

Agitowari: As an action for 3 Reiryoku, you may make a single slash, bisecting the target. You make a single melee weapon attack with disadvantage. On a hit, the attack deals twice as much damage.

Senmaioroshi: When you take the Attack action, you may spend 3 Reiryoku to make 1 additional attack with a melee weapon. You may only use this feature once per action.

Hakuda Expert[edit]

− Masters of Hakuda condense Reiatsu in order to enhance their own unarmed abilities. Some of your Hakuda features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Hakuda effect save DC = 8 + your proficiency bonus + your Intelligence modifier

Hakuda attack modifier = your proficiency bonus + Intelligence modifier

Tier 1

Sandbag Beat: Whenever you make an unarmed strike, you may use your Hakuda attack modifier in place of your normal unarmed strike attack modifier. When you choose to do so, they deal bludgeoning damage equal to your half level + your Intelligence modifier on a hit, they count as light melee weapons for the sake of two-weapon fighting, and you may add your Intelligence modifier to the second attack when you engage in two-weapon fighting. You may also use this damage when a feature references your unarmed strike's damage.

Handstand Dash: As a bonus action for 1 Reiryoku, 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.

Tessho: When you make an unarmed strike, you may spend 1 Reiryoku to make an open palm strike at a vital point on the target. The attack gains a +1 bonus to its critical threshold. On a critical hit with an unarmed strike under the effects of this feature, the target falls prone.

Tsukiyubi: On a hit with an unarmed strike, you may spend 1 Reiryoku 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 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.

Oni Dekopin: When you make an unarmed strike, you may spend 1 Reiryoku to focus its force into a single finger, causing it to make a precise shockwave. The attack's reach increases by twice your proficiency bonus rounded to the nearest 5.

Tier 2

Taketonbo: On a hit with an unarmed strike or as a bonus action while grappling a creature, you may spend 2 Reiryoku 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. If the target has the Brawn feature, they do not become incapacitated on a failure and do not become prone on a success.

Super Harisen Slipper: As an action for 2 Reiryoku, you may make a single Hakuda attack 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, thrown a number of feet equal to 5 times your proficiency bonus, and take your unarmed strike's damage.

Flash Tornado: As an action for 2 Reiryoku, 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 1 Reiryoku to kick off of them. Until the end of your turn, they can not make opportunity attacks against you.

Tsurigaki: As a reaction for 2 Reiryoku 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.

Tier 3

Takigoi: As a reaction when you are targeted by a melee attack by a creature within your reach, you may spend 2 Reiryoku to make a Hakuda 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 2 Reiryoku 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 Reiryoku.

Mashiro Drop Kick: As a reaction for 3 Reiryoku 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.

Chōhigezutsuki: As an action for 3 Reiryoku 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.

Tier 4

Kazaguruma: On a hit with an unarmed strike, you may spend 4 Reiryoku 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 4 Reiryoku while you are grappling a creature, you may attempt to rip the 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.

Mashiro Super Kick: As an action for 4 Reiryoku, 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 4 Reiryoku 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 3 Reiryoku 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 3 Reiryoku 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.

Tier 5

Shunko: As a bonus action for 10 Reiryoku, you may infuse your body with energy not dissimilar to Kido. Until the end of your turn, you may use any Tier 4 or lower Hakudo Expert feature that you have without spending Reiryoku.

Mukyū Shunkō: As an action, you may envelop yourself in Kido-like like a tornado. Until you lose concentration or end this feature as an action, you may use any Tier 4 or lower Hakudo Expert feature that you have without spending Reiryoku. You must spend 10 Reiryoku at the end of each of your turns to maintain this feature.

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.

Shunkō: Bakuen Musō: As an action, you may release a massive blast of Reiryoku from your entire body. Every creature in an area with a radius equal to 5 times your proficiency bonus must attempt a Constitution saving throw. On a failure, they take fire damage equal to twice times your unarmed strike's damage. On a success, they take half as much damage.

Tier 6

Shunkō: Raiju Senkei: Shunryū Kokubyō Senki: Requires Shunko and Shunko: Raijin Senkei. As an action for 5 Reiryoku, you generate so much electric Reishi that it starts to interfere with your mental state. Until you lose concentration or end this feature as an action, damage from your Hakudo Expert features can not be reduced in any way, you gain a +3 bonus to attack rolls, your AC, and your saving throw DC, and you become bloodlusted and can not understand any language. You must spend 10 Reiryoku at the end of each of your turns to maintain this feature.

Hoho Expert[edit]

− Masters of Hoho condense Reiatsu in order to enhance their own speed. Some of your Hoho features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Hoho effect save DC = 8 + your proficiency bonus + your Dexterity modifier

Hoho attack modifier = your proficiency bonus + Dexterity modifier

Tier 1

Shunpo: As bonus actions for 1 Reiryoku, you may minimize the number of steps between you and your destination, doubling your walking speed until the beginning of your next turn.

Sonido: As a bonus action for 2 Reiryoku, you may maximize your speed, causing each movement to happen near-instantaneously. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, opportunity attacks can not be made against you and your movement does not incur effects that occur when you enter or exit a certain area, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

Senka: When you have advantage on an attack roll, you may spend 1 Reiryoku to utilize Hoho to strike the target so quickly that its unclear if they were hit from the front or back. The attack uses your Hoho attack modifier instead of its normal attack roll modifier and deals additional damage equal to your level + your Dexterity modifier.

Tier 2

Utsusemi: As a reaction for 5 Reiryoku when you would take damage, you may move a number of feat up to twice your proficiency bonus, rounded to the closest 5. If you are no longer within the targeted area at the end of this movement, you take no damage from the effect.

Speed Clones: As a bonus action for 1 Reiryoku, you move so fast that you create an afterimage of yourself anywhere within a number of feat up to twice your proficiency bonus, rounded to the closest 5. This afterimage is visually identical to you, but has no substance and can be discerned as an afterimage if a creature takes the Search action and succeeds a Perception check against your Hoho effect save DC. You may create an additional clone for every additional Reiryoku spent when you use this feature.

Air Walk: As a bonus action for 2 Reiryoku, you can walk upon the natural Reishi and Kishi that fill the air. You can walk in any direction, including straight up, and can stand without solid ground beneath you while concentrating for up to 1 minute.

Elastic Movement: As a bonus action for 2 Reiryoku while you are standing on solid ground, you may manipulate your spiritual pressure to springboard yourself into the air, sending you a number of feet straight up equal to twice your walking speed.

Tier 3

Hirenkyaku: While you have at least 1 Reiryoku, your walking speed is increased by your proficiency bonus, rounded to the nearest 5.

Gemelos: Requires Speed Clones. While you have at least 1 afterimage created using Speed Clone, you may spend 2 additional Reiryoku when you take an action to take said action as if you were

Chōkasoku: As a free action for 2 Reiryoku at the beginning of your turn, your walking speed doubles, but you can only move in a straight line until the end of your turn. Each time you move at least 30 feet while under this effect, your next melee attack has advantage.

Platform Manifestation: As an action for 3 Reiryoku, you create a 5 ft. radius solid platform made of Reishi beneath you that remains centered on you until you end this feature at will. You must spend 1 Reiryoku at the end of each of your turns to maintain this feature.

Kido Expert[edit]

− Masters of Kido condense Reiatsu in order to cast complex spells. Some of your Kido features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Kido effect save DC = 8 + your proficiency bonus + your Wisdom modifier

Kido attack modifier = your proficiency bonus + Wisdom modifier

Tier 1

Sai (Bakudo #1): As an action for 3 Reiryoku, you may point two fingers at a creature within 30 feet of you who must attempt a Strength saving throw. On a failure, they are incapacitated for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Hainawa (Bakudo #4): As an action for 3 Reiryoku, you may generate a rope of crackling yellow light around one creature within 30 feet who must attempt a Strength saving throw. On a failure, they are restrained for 1 minute. They may retry this saving throw as an action, ending this effect early on a success.

Seki (Bakudo #8): As an action for 3 Reiryoku, you may generate an orb that glows with blue energy that lasts for 1 minute. If you are not holding the orb in at least one hand, it dissipates. When you would take damage, you may cause the orb to take damage instead. Each orb has hit points equal to your level + your Wisdom modifier. If the orb reduces the damage you take to 0, the damaging effect does not deal any damage to any other creature. If the orb does not reduce the damage to 0, you take any remaining damage.

Geki (Bakudo #9): As an action for 3 Reiryoku, you may write this Kido's name in the air toward one creature within 30 feet who must attempt a Strength saving throw. On a failure, they are paralyzed until the end of their next turn.

Horin (Bakudo #10): As an action for 3 Reiryoku, you may generate a rope of crackling orange light around one creature within 30 feet who must attempt a Strength saving throw. On a failure, they are restrained until the end of their next turn and you may move them up to 30 feet. They may retry this saving throw as an action, ending this effect early on a success.

Sekienton (Bakudo #21): As an action for 3 Reiryoku, you may generate a cloud of pink smoke around your body that fills your Reiatsu radius. For 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke, this area is considered heavily obscured beyond 5 feet.

Kyokkō (Bakudo #26): As an action for 3 Reiryoku, you become invisible for up to 1 hour while concentrating on this feature.

Shitotsu Sansen (Bakudo #30): As an action for 3 Reiryoku, you may generate a triangle of crackling yellow light that shoots a trio of smaller triangle at one creature within 30 feet. Make a Kido attack against the target. On a hit, they are restrained for 1 minute and take piercing damage equal to your level + your Wisdom modifier. On a miss, they are restrained until the end of your next turn and take half as much damage. They may retry this saving throw as an action, ending this effect early on a success.

Shō (Hado #1): As an action for 1 Reiryoku, you may fire a sliver of light at one creature within 30 feet. Make a Kido attack against the target. On a hit, they are thrown up to 30 feet away from you.

Byakurai (Hado #4): As an action for 1 Reiryoku, you may fire a blast of concentrated Reishi at one creature within 30 feet. Make a Kido attack against the target. On a hit, they take force damage equal to your level + your proficiency bonus.

Tsuzuri Raiden (Hado #11): As an action for 1 Reiryoku, you may channel concentrated Reishi through your body. Make a Kido attack against one creature you are grappling. On a hit, they take force damage equal to your level + your proficiency bonus. On a miss, they take half as much damage.

Fushibi (Hado #12): As an action for 5 Reiryoku, you may supercharge your Hado. The next Hado Expert feature you use before the end of your next turn has advantage on attack rolls, and targets have disadvantage on saving throws against it.

Shakkahō (Hado #31): As an action, you may fire an orb or superheated Reishi at one creature within 30 feet of you. The target must attempt a Constitution saving throw. On a failure, they take damage equal to your Wisdom modifier. On a success, they take half as much damage. You may increase the damage this feature deals by your Wisdom modifier for every Reiryoku spent.

Ōkasen (Hado #32): As an action for 5 Reiryoku, you may supercharge one weapon you are wielding with your Hado. The next weapon attack you make before the end of your next turn has advantage on its attack roll and you may add your Hado attack modifier to its damage.

Sōkatsui (Hado #33): As an action for 15 Reiryoku, you may release a massive wave of energy from your hand. Every creature in a cone with a length equal to 5 times your proficiency bonus originating from you must make a Dexterity saving throw. On a failure, they take force damage equal to twice your level + your Wisdom modifier. On a success, they take half as much damage.

Tier 2

Eishohaki: When you use a Tier 1 Kido Expert feature, you may spend 1 Reiryoku to use it as a bonus action.

Tsuriboshi (Bakudo #37): As an action for 2 Reiryoku, you create a 10 ft. radius net of blue energy anywhere within 30 feet that lasts for 1 minute. If a creature would take damage from falling but ends their fall within the area of this net, the damage is reduced to 0.

Enkōsen (Bakudo #39): As an action for 5 Reiryoku, you generate a disc of energy in front of your body. You gain temporary hit points equal to your level + your Wisdom modifier for 1 minute. While you have these temporary hit points, attack rolls against you have disadvantage.

Kakushitsuijaku (Bakudo #59): As an action for 4 Reiryoku, you concentrate on a point, which quickly expands between your hands and begins flickering with numbers. You learn the position of a creature of your choice that you have seen and know the name of in terms of distance to your left/right, and in front of/behind you, so long as they are on the same plane as you.

Rikujōkōrō (Bakudo #61): As an action for 1 Reiryoku, you manipulate the light surrounding a creature within 30 feet of you that is affected by Hainawa, causing six beams of light to pierce through them. The target must attempt a Constitution saving throw. On a failure, take piercing damage equal to your level + your Wisdom modifier. On a success, they take half as much damage.

Hyapporankan (Bakudo #62): As an action for 6 Reiryoku, you fire a barrage or rods everywhere within your Reiatsu radius or in a 60 ft. line. Every creature within this area must attempt a Dexterity saving throw. On a failure, they are restrained for 1 minute and take piercing damage equal to your level + your Wisdom modifier. On a success, they are restrained until the end of your turn and take half as much damage. They may retry this saving throw as an action, ending this effect early on a success.

Sajō Sabaku (Bakudo #63): As an action for 6 Reiryoku, you may generate a thick rope of yellow light that can not be broken by strength alone around one creature within 30 feet who must attempt a Dexterity saving throw. On a failure, they are restrained for 1 minute. They may end this feature early by spending Reiryoku equal to half your proficiency bonus, rounded down.

Haien (Hado #54): As an action for 4 Reiryoku, you may throw raging flames at one creature within 30 feet. Make a Hado attack against the target. On a critical hit, the target takes fire damage equal to four times your level + your Wisdom modifier. If a creature is reduced to 0 hit points by this feature, they are killed instantly and completely eradicated. Any result other than a critical hit has no effect.

Daichi Ten'yō (Hado #57): As an action for 5 Reiryoku, you may gain the ability to manipulate a number of objects within 30 feet of you equal to your Wisdom modifier that each weigh a number of pounds no more than your proficiency bonus for 1 minute. These objects hover around you and follow your movements. As a bonus action, you may throw one of these objects, making a Kido attack at a creature within 30 feet of you, dealing bludgeoning damage equal to half your level + your Wisdom modifier. As a reaction when you would take damage, you may throw one of these objects between you and the source of the damage, reducing the damage you take by half your level + your Wisdom modifier.

Tenran (Hado #58): As an action for 20 Reiryoku, you may release a spinning tempest of Reishi. Every creature in a 15 ft. wide line with a length equal to 5 times your proficiency bonus originating from you must make a Dexterity saving throw. On a failure, they take force damage equal to three times your level + your Wisdom modifier. On a success, they take half as much damage.

Raikōhō (Hado #63): As an action for X Reiryoku, you may begin charging a yellow ball of energy in an open hand that lasts until you lose concentration. As an action, you may fire the ball or charge it more. When you fire the ball, every creature in a cone with a length equal to 10 times the number of times you've charged the ball must make a Dexterity saving throw. On a failure, they take force damage equal to your Wisdom modifier for every time you've charged the ball. You must spend 1 Reiryoku at the end of each of your turns to continue maintaining concentration on this feature.

Tier 3

Niju Eisho: When you use a Tier 2 Kido Expert feature, you may spend 2 Reiryoku to use it as a bonus action.

Tozanshō (Bakudo #73): As an action for 5 Reiryoku, you may create a 15 ft. radius radius barrier centered on your body. When a creature attempts to pass through this barrier, they must attempt a Strength saving throw. On a failure, they do not pass through the barrier and their movement speed drops to 0. On a success, they pass through the barrier.

Gochūtekkan (Bakudo #75): As an action for 5 Reiryoku, you may surround one creature within 30 feet of you that is restrained by a Kido Expert feature with several heavy pillars surround them. They have disadvantage on saving throws to end the effect that is restraining them.

Tenteikūra (Bakudo #77): As an action for 5 Reiryoku, you may draw long markings across your arms that allow you to communicate with any creatures of your choice within 5 miles of you telepathically. Any creatures that are not personally familiar with you or that you are not intending to communicate with may attempt a Perception check when they take the Search action. On a success, they can hear you clearly.

Kuyō Shibari (Bakudo #79): As an action for 8 Reiryoku, you may surround a target with eight miniaturized black holes that form a ninth directly inside them. One creature within 30 feet of you must attempt a Wisdom saving throw. On a failure, they are incapactitated for 1 minute and take bludgeoning damage equal to your level + your Wisdom modifier. On a success, they are restrained until the end of your turn and take half as much damage. They may retry this saving throw as an action, ending this effect early on a success.

Dankū (Bakudo #81): As an action for 10 Reiryoku, you create a large translucent wall in front of your body. You gain temporary hit points equal to twice your level + your Wisdom modifier until the end of your next turn. When you take damage, if only your temporary hit points take damage, the damaging effect does not deal any damage to any other creature.

Kin (Bakudo #99 Part 1): As an action for 20 Reiryoku, you attempt to wrap a creature within 30 feet of you with fabric and chains made of immense spiritual pressure. The target must attempt a Wisdom saving throw. On a failure, they are paralyzed until the end of your next turn.

Bakin (Bakudo #99 Part 2): As an action for 10 Reiryoku, you tighten the restraints on a creature within 30 feet of you affected by Kin. The target must attempt a Wisdom saving throw. On a failure, they are blinded until the end of your next turn and take damage equal to twice your level + your Wisdom modifier. On a success, they take half as much damage.

Tier 4

Kōjutsu Eishō: When you use a Tier 3 Kido Expert feature, you may spend 3 Reiryoku to use it as a bonus action.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the class class, you must meet these prerequisites: Wisdom of 13 and Constitution of 13.

Proficiencies. When you multiclass into the class class, you gain the following proficiencies: none.




− Back to Main Page5e HomebrewCampaign SettingsBleach (5e Campaign Setting) + {{Campaign Settings Breadcrumb − + |edition=5e − + |setting=Bleach − + |supplement=yes − + }}

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Design Note: The Spiritual Sleep feature is based on a similar concept from the anime Ghost Stories.

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