Variant Rules (Soul Society Supplement)
Variant Rules[edit]
The following are writeups and links to various variant rules this campaign should use.
General Rules[edit]
Additional Status Conditions[edit]
This rule serves to make using different types of attacks being worth it, instead of just using the same attacks over and over again.
Limb System[edit]
This rule makes any combat an actual risk, with a single slip up leaving a deep scar on one's character.
More Actions[edit]
This rule serves to give more variety in what you can do on your turn.
Supplement Variant Rules[edit]
Variant rules that affect the setting directly.
Hollowfication[edit]
Is the term used to describe the process by which the strength limit of a soul is increased by removing the boundary between Shinigami and Hollow. This allows one to gain tremendous power if their Hollowfication can be controlled, which is personified by an "inner Hollow" reflection of the person in their inner world. But sometimes a Hollowfication could end with the Soul of the Shinigami who is in the process of Hollowfication, causing the Soul Suicide
- Soul Suicide
When the Soul Suicide happens, the creature cannot be revived by any means since their Souls cease to exist.
To begin with the Hollowfication process with a Shinigami you can do the following options:
- Hollowfication Substance
You can create a Hollowfication Substance and inject a Shinigami with at least half of maximum hp, the Shinigami will be poisoned, prone and their movement speed are reduce to 0, they vomit up a white reishi and must make an Charisma saving throw (DC 30), if they pass, they regain all their Hit points and they are under berserk condition while their Hollow mask are taking form between their face, becoming Vizards until they fall unconscious, becoming a Vizard once they wake up. On they fail, they suffer from Soul Suicide.
You can obtain the Hollowfication Substance by fulfilling the following requirements:
- You must have eliminated at least 100 Hollows
- After dropping a Hollow at 0 hp you can take their blood with a syringe (for every 100 syringes, you make one Hollowfication Substance for one Shinigami)
You need to spend at least a long rest for each Hollowfication Substance you want to create, and you must make a check dc 25 with Alchemist's Supplies, you can add your Wisdom modifier to this check, on a success, you create the Hollowfication Substance, on a failure, you lost all the resources
- Artificial Hollow
You also can create an Artificial Hollow, but they have the following attributes:
Artificial Hollow, medium undead (Hollow), Unaligned Armor Class 18 (Natural Armor) STR 22(+6) DEX 20 (+5) CON 18 (+4) INT 7 (-3) WIS 12 (+1) CHA 0 (-5) Senses Passive Perception X (The same of their master). Features Flyby. the ‘’’Artificial Hollow’’’ doesn’t provoke an opportunity attack when it flies out of an enemy's reach. Actions |
If the Hollow bites a Shinigami the Shinigami first must make a Constitution saving throw against their Reiryoku DC (The DC is their master's DC), on a success, they will begin with the ‘’’Hollowfication’’’ process and go through the effects of the ‘’’Hollowfication Substance’’’. On a failure, they suffer from Soul Suicide. They don’t need to wait one minute or the half of hit points. On a success, and they became a Vizard if they have success on all the process
You can make an Artificial Hollow with the following resources:
- 300 souls of Shinigami with at least 5 levels at the class
- A Hollow Carcass (You can have it if reduce a Hollow hp to 0 without an Zanpakuto, Kido, Fullbring, Quincy technique or any type of attacks that utilize reiryoku, must be an Adjucha Hollow)
After having all of this, you can make this artificial Hollow during a long rest, the Hollow will obey all of your orders, but If he finds a Echt Quincy or Gemischt Quincy , they will immediately attack them, ignoring who their previous target, if they bite the Quincy, they will explode and the Quincy, after 48 hours, suffers from Soul Suicide, if they don’t have any aid from a Shinigami.
If the Echt Quincy survives by the aid of the Shinigami, they will become an Gemischt Quincy since their blood and soul aren't pure anymore.
- Hōgyoku
That's the most safe way to become a Vizard
If you want to make those Hollowfication methods you need at least:
- 16th levels at Shinigami class
- At least 20 of Intelligence score
- Expertise in Arcana and Alchemist's Supplies
- You need to have Zankensoki Prodigy (Kido Specialist at least) feat.
- Visored
Depending on the Shinigami's level, the following changes may occur, see the following table:
Level requirements | Mutation Beneffics | Stats Beneffics |
---|---|---|
9th or below | They immediately suffer from ‘’’Soul Suicide’’’, regardless of whether they passed the saves or not | They don't have since their bodies are too weak to support their inner hollows |
10th-13th levels | The Hollowfication was a success. The Shinigami can, as a bonus action, spend 5 reiryoku to down their Hollow mask. They gain an amount of mutations (as found in the Hollow class) of their choice up to half their level (rounded down) that an Gillian Arrancar of their level would meet the requirements for. These mutations cannot be Hierro mutations. | Their Strength, Dexterity, and Wisdom attributes each increase by 2, though their maximums do not. |
14th-18th levels | The Hollowfication was a success. The Shinigami can, as a bonus action, spend 5 reiryoku to down their Hollow mask. They gain an amount of mutations (as found in the Hollow class) of their choice up to half their level (rounded down) that an Adjuchas Arrancar of their level would meet the requirements for. These mutations cannot be Hierro mutations. | Their Strength, Dexterity, and Wisdom attributes each increase by 2, while their maximums increase by 2 and their Reiatsu level increases by 1. |
19th-20th levels | The Hollowfication was a success. The Shinigami can, as a bonus action, spend 5 reiryoku to down their Hollow mask. They gain an amount of mutations (as found in the Hollow class) of their choice up to half their level (rounded down) that an Adjuchas Arrancar of their level would meet the requirements for. These mutations cannot be Hierro mutations. | Their Strength, Dexterity, and Wisdom attributes each increase by 2, while their maximums increase by 4 and their Reiatsu level increases by 2. If they have Infinite Reserves they can also qualify to Vasto Lorde Evolutions |
Now the Shinigami are condemned to live with this Hollowfication. Every time they don their Hollow mask, they must make a Wisdom saving throw (DC: 10 + their current level). If they fail, they will enter berserk. On a success, they fall unconscious, they must make this every beginning of their turn.
The Shinigami can try to tame their inner hollow by making an Arcana check while their Hollow Mask is active (DC: 30 minus their Wisdom modifier, on a failure, they still are under the berserk condition, on a success, they enter at their inner word and must battle against the hollow. The hollow has the exact same sheet and mutations, but they are at level 15 (or equal to yours if you are above level 15) and with a number of mutations equal to half of their level. If the Shinigami are reduced to 0 hit points, they die and the hollow has total control over the body. If they win, they no longer needs to make the saving throw against the berserk and don’t suffer from any detriments as they now control the Hollowfication. They can maintain at this form for a number of minutes like their Wisdom modifier times their proficiency bonus per day.
A Vizard Shinigami can’t have their Bankais Stolen by any Quincy Medallion, but features like Sankt Altar can have it
If the Shinigami wish to be a vizard using the Hōgyoku they automatically control their inner hollowfication
Setting Specific Rules[edit]
Evasive Dexterity Saving Throws[edit]
In this setting, creatures are known for their prowess to dodge than their durability capabilities.
Whenever a feature says they make an evasive dexterity saving throw, follow these rules:
On a success, they're able to use their movement (taking from their next turn's movement) to avoid the attack, taking half as much damage if they end their movement outside of the area. They can use movement increasing abilities that don't cost an action or bonus action during this movement, if necessary. If a creature doesn't have enough movement to avoid the effect, they automatically fail.
If a creature has a feature that makes their successes no damage and their failures half as much, they only take no damage on a successful save, while a failed save is always full damage.
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