Bleach 5e

by dixyn0rmous

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BLEACH 5E

Changelog

Next update in December!

09-08-24 HOTFIX
  • Updated Phantom Hold prerequisite
  • Added Action Surge, Bringer Light and Greater Bringer Light fullbring arts
  • Changed how many fullbring arts gained
  • Updated Fullbring armament release cost
  • Added clarification on special movement (page 5)
  • Fixed Elemental Absorption
09-01-24
  • New boon added: Boon of Secret Kidō
  • New kidō armament ability: Epic Spell
  • Focused Mage renamed to Dedicated Mage
  • Focused Armament renamed to Specialized Armament and adjusted
  • Adjusted Dual Type feat
  • All augments now have names
  • New Mastery augments for each armament
  • Feats chapter reorganized
  • Mute Zanpakutō updated
  • Added Echt & Gemischt Quincy
  • Fullbringer class & subclasses updated
  • Update Video!
06-13-24 HOTFIX
  • Adjusted Projectile "Quick Draw" innate ability
  • Added missing Bount saving throw proficiencies for subclasses
  • Cleaned up wording for Shinigami and Quincy class and subclasses
  • Updated naming schemes for Shinigami and Quincy subclasses
  • Updated Spirit Blast wording
  • New augments for Gauntlet Form
06-02-24
  • Adjusted Focused Armament feat for clarity
  • Changed Weapon Form augments
  • Renamed the Weapon Innate ability from "Zanjutsu" to "Kenjutsu"
  • Removed the Rage requirement from Arrancar Feral Instincts feature
  • Nodachi now has the Heavy weapon property
  • New Projectile Form augment to assist with damage.
  • Bounts & Dolls have been added back to the book!
  • New condition added: Partnered
  • Update Video!
04-01-24
  • Fullbring release changed from 5 to 2 SP and specified release duration
  • Adjusted Brawler martial techniques
  • Increased Hollow ability High-Speed Regen from 3 to 5
  • Bount playtest material added on Patreon
  • Book updates changed to every 3 months. Next update in June.
  • Updated road map!
  • Update Video!
03-03-24
  • Variant rule added: Countered
  • Adjusted various wordings for all armament abilities
  • Various minor buffs, nerfs and changes to all armament abilities
  • Added radius scaling for Templar's Soul Aura class feature
  • Added starting equipment for all classes
  • New feat: Focused Armament
  • Changed special movement and its rules
  • Update Video!
01-07-24
  • Clarified the material of the Defense armor and shield
  • New Innate Abilities for each armament
  • New damage type classifications
  • Armament type classifications and limitation
  • Removed "once per long rest" limit on ascended abilities
  • Reworked Light, Lightning, Poison, Projectile, Sound, Weapon, Water and Wind armaments
  • Updated page numbers
  • Update Video!
12-10-23
  • Changed Hollow save DC calculation
  • Reworked Acid, Blood, Dark, Defense, Earth, Fire, Gravity, Healing, Ice, Illusion and Kidō armaments.
  • Updated page numbers
  • Update Video!
11-05-23
  • New armament rules/info
  • More details for final shikai & final bankai
  • New conditions
  • Changed wording on Resurrección: Segunda Etapa
  • Changed Reitasu Check
  • New feat: Improved Reiatsu control
  • Updated pages
  • Update Video!
10-15-23
  • Adjusted miscellaneous wording and grammar
  • Fixed bringer light error having 0 feet at 1st level
  • Adjusted abilities to refer to spell points instead of spell slots
  • Spells description now organized by level; voted by Discord community
  • Update Video!

Contents

Preface

Introduction

Well hello, my name is Luis. I started playing D&D back in 2013 and got into it very fast. I instantly fell in love with D&D. My first DM introduced us to the Dragonlance setting. We were playing 3.5 edition at that time and we were playing through the Dragonlance modules and it was a blast. Soon he graduated and moved on and we were without a DM, so I of course took up the mantle.

Fortunately, one of the best decisions I've made in my life. Unfortunately, I'm practically a forever DM now. But regardless, D&D has been so great and so fun. After running a handful of short campaigns I came across a wonderful pdf. It was a pdf of a Bleach setting book for D&D 3.5. Though I use Setting book loosely as it was just a collection of character options to play in that setting.

I introduced the book to my group and luckily, we were all weebs and loved Bleach. So we made characters and started playing. Quickly we realized the book was very unbalanced, not written well and so much fun. I had to make a few balance changes but we played up till around level 8 or so when things were really starting to get out of hand and unbalanced.

We took a break cause of school and holidays and for me to do a rehaul of the book. Once I finished, we continued playing and got up to level 15. Unfortunately, it was my time to graduate and we never got to finish the campaign. I departed, it was very sad but I had this new fire in me to learn more and play D&D, and specifically, make setting books for all the Anime that I love.

I then started to learn about 5th edition as I wanted to then update the Bleach setting for 5th edition. I first started writing the book around 2016. I waiting a while because I needed to learn as much as I could of 5th edition so I can make things as balanced as possible, though I'm sure there are a few things that just won't be or I can do better.

Hopefully, you enjoy this book, and have as much fun as I did playing in this setting. Also, I wish I knew you compiled the first D&D book and thank them for the good memories they were able to facilitate.

Creative Liberties

As many of you know, some of our favorite Mangaka tend to leave a lot of plot holes, not finish cool concepts, or just don't follow through and provide more context on some parts of characters, abilities or the setting itself. With that in mind, I had to take some creative liberties and fill in those gaps. Hopefully you're ok with my decisions, but if your not, hey, feel free to change it for your own campaign.

Additionally, I also had to try to make sure I can cohesively combine the normal mechanics of D&D with the lore and worlds of Bleach. In general, it wasn't too difficult, but there still might be a few things that just won't mesh all too well.

Variant Rules & Changes

Below are the changes or additions this book brings to 5e! These changes will also be reiterated or expanded upon within it's relevant chapter.

Countered

This term is used when a spell or ability fails and has no effect or it's duration is forcefully ended by other effects such as Counterspell and/or Dispel Magic.

New Damage Type Classifications

Within this book damage is further classified as physical damage and elemental damage.

Physical Damage: Bludgeoning, piercing and slashing

Elemental Damage: Acid, cold, fire, lightning, poison and thunder

Hit Point Loss

Hit point loss is damage with no type, bypasses temporary hit points and can't be redirected, reduced or prevented.

Knockback

To capture the tropes of characters sending their opponents flying away into the distance after an attack, you can use this variant rule.

Whenever a creature succeeds on a melee attack, after damage they may make a reiatsu check, if the attacker's reiatsu check is higher than the defenders result, the defender is moved 5 feet for each point they lost the result by, away from the attacker in any direction.

Reiatsu Checks

Reiatsu is the physical force that a person’s Reiryoku creates when released. Represented by a D20 + your level.

You can only do this a number of times equal to your PB. You regain all uses on a long rest.

Whenever a creature makes a Dexterity (Stealth) check, they also make a Reiatsu check to conceal their reiatsu.

A creature can spend an action to make a Reikaku (Spiritual Sense) check to sense the presence of reiatsu. This check is opposed by a creatures reiatsu check.

Special Movement

Throughout this book there are new special types of movement. These use the same rules as other special types of movement (unless otherwise stated) such as Burrowing, Climbing, Flying, Swimming, etc.

New Conditions

Bloodied

  • The bloodied creature has hit points fewer than half it's maximum hit points remaining

Broken

  • A creature can't be proficient with the broken weapon
  • Whenever a creature scores a critical hit, it becomes a normal hit
  • The weapons damage is changed to 1d4-1 of its type

Dazed

  • A dazed creature can move or take an action on it's turn, not both
  • A dazed creature can't take bonus actions

Distracted

  • The creature can't take reactions

Drained

  • The drained creatures maximum hit points are reduced; the amount is listed by the source
  • This condition lasts until the drained creature finishes a long rest
  • The creature dies if its hit point maximum is 0

Ignited

  • At the start of the ignited creatures turn, it takes an amount of fire damage listed by the source
  • The creature has disadvantage on ability checks and concentration checks
  • If a creature uses an action to extinguish the flames, or if some other effect douses the flames, the condition ends

Immobilized

  • An immobilized creatures speed becomes 0, and it can't benefit from any bonus to its speed
  • If a flying creature becomes immobilized, it falls, unless it can hover

Partnered

  • If you are mounted, and that mount is your Summon, you are partnered

Shocked

  • A shocked creature can take a bonus action or an action on it's turn, not both
  • The creature can't take reactions
  • The creature cannot move

Slowed

  • You must spend 1 extra foot of movement for every foot you move using your speed.
  • Attack rolls against you have Advantage.
  • You have Disadvantage on Dexterity saving throws.

Taunted

  • A taunted creature can't move away from its taunter
  • The creature has disadvantage on all attack rolls against targets other than its taunter

Weakened

  • A weakened creature has disadvantage on strength-based ability checks and strength saving throws
  • Weapon attacks that rely on strength deal half damage

Wounded

  • At the start of the wounded creature turn, it loses 1d4 hit points for each time its been wounded
  • After a creature loses HP from being wounded, it can make a constitution saving throw, ending the effect of all such wounds on itself on a success
  • The wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it on a success

Welcome to the world of Bleach

A translucent man walks down a busy street, softly sobbing, calling out to the other pedestrians, being ignored. Reaching out to them, phasing right through them. He looks down to his chest to look at the small metal pad with a chain hanging from it. The chain links have tiny mouths, the chain devouring itself. The man slips into a dark alley and slumps down against a wall. The chain, only has two links remaining. He desperately grabs at the chain, holding tight. His sobbing getting louder, turning into a panic. One link left. He shoots up, gripping the link, desperately trying to halt the mouths. The last link is devoured, the base plate begins to crumble. He lets out a cry for help, that distorts into a scream of terror as his body disintegrates. A moment of silence passes, as the mans body reforms back, but no longer a man. A hulking deformed beast with a hole through its body where it's heart would be, still screaming. The face still resembling the man, as a white liquid violently secretes from his mouth and eyes before solidifying into a large mask, it's eyes a sinister glowing red, the man is now a Hollow. The Hollow looks out from the alley onto the street, at humans, and lets out a deep raspy word, "hungry."

The Shinigami woman stands on a tall spire, impossibly balancing on a point, silhouetted by a full moon. She looks down, scanning the city below her. She pulls out a small phone, and flips it open to reveal a small map with a red dot on it, gently pulsing. She launches from the spire, gliding down towards her destination. She softly lands on the street, and continues to run down the streets. She abruptly stops at a crossroad. A hulking beast with a white mask hunched over in the middle of the street. She unsheathes her katana. The Hollow turns around, revealing a human in its mouth, only the legs hanging from it's lips. It scowls at her and with a single gulp, the legs disappear inside of it. The Hollow lets out a roar and charges at her, engaging in battle. The two furiously battle through the night, exchanging blows. With a final slash the Hollow falls to it's knees, it's visage disperses, revealing the man it once was. He looks up to the woman as she sheathes her blade. He pleads to her, "I don't want to go to hell." She looks down to him with a subtle smile, "you're not going to hell, my blade has purified your sins, you're going somewhere better. You're going to the Soul Society." The man closes his eyes, lets out a sigh of relief and his body disperses into a beautiful display of glowing particles.

A new D&D Setting

The world of Bleach is a new setting for your Dungeons & Dragons campaign, originally created by Tite Kubo. The world of bleach is teaming with new planes, creatures, and adventures. The main antagonists being Hollows.

This book is for D&D players and Dungeon Masters with moderate experience. You aren't required to have read or watched Bleach to understand this book.

If you're a Dungeon Master, this book will help you create a D&D campaign set in the world of Bleach.

You can set your campaign at any point during one of the arcs, or post the events of the series! You will also find brand new monsters, the Hollows.

If you're a player, this book contains the options to be a Shinigami, upholding the balance between the world of the living and the afterlife. A Hollow, with the sole purpose to consume souls to keep yourself alive. You'll also find new classes such as Fullbringer and Quincy!

The various planes of the bleach world are described in greater detail in chapter 3.

Cosmology of Bleach

The cosmology varies quite differently from the great wheel cosmology used in the standard Forgotten Realms setting. The model used for this setting is based off of the Samsara cycle of Buddhism. When someone dies in one realm, they are reincarnated into another.

Soul Society

An afterlife, also called the Spirit World. This is also where Shinigami live and where most Souls dwell until they are reincarnated into the Human World. While referred to as simply Soul Society by its residents, this area is actually the East Branch of a larger Soul Society, with an area in Reverse London marked as the West Branch.

Human Realm

Also referred to as the World of the Living, the real world, or the Material plane, is where living Humans reside. The Human Realm mimics our world and technology of the early 2000's. It is assumed when characters travel to this realm it will take place in Japan, specifically Karakura Town in Western Tokyo.

Invisible Realm

More commonly known as Schatten Bereich. After losing the war with the Shinigami 1,000 years ago, the Quincy escaped from the Human World into the Court of Pure Souls, the place they believed to be the most unguarded. In doing so, they used spirit particles to create space in the "shadows". This is what was called the Wandenreich, the "Invisible Empire".

Beast Realm

When souls die and are deserving of punishment, but are not evil enough for Hell are sent to the beast realm, cursed to be various beasts. Some, unable to accept their fate, they return to Soul Society in a human-beast hybrid appearance and are often met with prejudice.

Hueco Mundo

Spanish for "Hollow World", is the dimension in which Hollows and Arrancar usually reside. It lies in between the Human World and Soul Society. An unchanging night covers the sky, an endless white desert covers the ground. The tree-like objects are not plants, but rather quartz-like minerals.

Hell

Is the place where deceased Humans and cleansed Hollows are sent too if they were wicked and committed heinous crimes when they were alive. These sinners are forever tormented for their crimes. Should they die while in Hell, they will continuously be revived to prolong their suffering.

Main Factions of Bleach

Gotei 13

Japeanese for, The 13 Court Guard Divisions. They are the primary military branch of Soul Society and the main military organization most Shinigami join after leaving the Shin'ō Academy. The faction is made up of thirteen divisions, with several divisions having certain specializations and each being led by a Captain. They are led by the Captain-Commander, who has the statuary authority to conduct all the affairs of the faction while deferring to the authority of the Central 46 Chambers in matters involving Soul Society.

The Wandenreich

The primary military and governmental force of the Quincy, having been founded by their progenitor, Yhwach. They have repeatedly waged war on Soul Society in the past. It's most elite force the Sternritter. On average it's members having power equal to, if not superior, to that of a Shinigami Captain.

Espada

The Espada were initially created by Sōsuke Aizen, a former captain that defected, and used them wage an attack against the Soul Society. The Espada are comprised of ten Arrancar with exemplary strength. Members of the Espada are given a number from 0-9. The lower the number, the more spiritual power the Espada has.

Xcution

Is a secret faction of Fullbringers operating in the Human World. They function much like a secret society where they make a pact to share their powers with one another and pledge themselves to. The initial members of Xcution began as individuals whom were persecuted or wronged in one way or another due to their Fullbring powers.

Calendar and Time

The calendar used in Bleach is the same as our Gregorian calendar. However, it's holidays and major events are that which are recognized in Japan. Below is a translated calendar in Japanese.

The days of the week are as follows, Getsuyôbi, Kayôbi, Suiyôbi, Mokuyôbi, Kinyôbi, Doyôbi, and Nichiyôbi.

Month Days Holidays
Ichi-gatsu 31 text
Ni-gatsu 28/29 text
San-gatsu 31 text
Shi-gatsu 30 text
Go-gatsu 31 text
Roku-gatsu 30 text
Shichi-gatsu 31 text
Hachi-gatsu 31 text
Ku-gatsu 30 text
Juu-gatsu 31 text
Juuichi-gatsu 30 text
Juuni-gatsu 31 text

What's in This Book?

Chapter 1 consists of the new races, subraces and lineages in this setting to use for creating characters.

Chapter 2 presents the major factions that shape the daily life of the various realms. As well as the new various backgrounds that can further shape a characters history.

Chapter 3 contains the new classes and sub-classes to be used by the players exclusively for this campaign setting.

Chapter 4 presents the new magic items, equipment, and adventuring gear characters can utilize throughout their adventures.

Chapter 5 introduces the various abilities a character can develop with their armament.

Chapter 6 showcases the variant spellcasting utilized in this book as well as exciting new spells.

Chapter 7 introduces the primary antagonist of the setting, the Hollows.

Chapter 8 provides stat blocks for the various NPC's the party will encounter on their travels.

Chapter 9 outlines guides and advice for dungeon masters on how to run an exciting campaign in this setting.

Chapter 1: Story of Bleach

Read the manga baka, or at the very least watch the Anime. Don't worry I'll fill this in later...

The Soul King

The Great Sin

The Warring States Period

Chap 1 continued

Rukongai Defenders

The Genji School Founding

The Quincy Massacre

Chap 1 continued

The Ryoka

Thousand-Year Blood War

A New Era

Chapter 2: Factions

Within this Chapter you will find many factions your character can be apart of. Each specific faction will have their own rules on how to join as well as their own benefits.

Choosing a faction can greatly shape the decisions, motives and course of the campaign.

Is your group all Shinigami, working together to defend Soul Society from the Hollow and any other forces that would disrupt the balance of souls?

Are you a group of Quincy trying to find purpose and identity after being led to a bloody war and betrayed by the previous leader?

Perhaps you're a group of Hollow trying to survive the desolate wastes of Hueco Mundo, attempting to feed as much as possible to not regress back into a mindless beast?

Or are you a group of friends just finishing high school and discovering your able to see ghosts, and have extraordinary abilities?

Despite which faction you choose, within each one you will earn Renown.

Renown

As you advance the goals of your faction through your adventures, you become an increasingly important part of the faction’s activities. You might rise through the ranks, eventually taking up a position as an Espada, or the Captain of a division!

Your status in your faction is measured by your renown score. As you increase that score, you gain the opportunity to advance in the ranks of the faction.

When you join a faction as a starting character, your renown score with that faction is 1. Your renown score increases by 1 when you do something to advance the faction’s interests, assuming that other members of the faction are aware of what you’ve done. Each faction’s description in this chapter includes a discussion of its goals and your role in pursuing those goals, which your DM will use to judge whether you earn an increase in your renown score.

The various ranks within the factions describe the range of tasks you might perform. When you’re assigned a mission that involves an adventure — leaving behind your faction holdings and putting yourself in danger — and you complete that mission, your renown score with that faction increases. Chapter X includes information for the DM about missions appropriate for your faction.

Other tasks that don’t involve adventuring can also improve your renown score. You can use the time between adventures to improve your renown within your faction by performing these tasks, as well as by socializing with prominent people in the faction. After doing so for a total number of days equal to your current renown score multiplied by 10, your renown score increases by 1.

At your DM’s discretion, you might also have a renown score in a faction you don’t belong to. You can’t ever formally advance in rank within another faction, but a high renown score can earn you additional contacts, favors, and other benefits. This option can be useful in an intrigue-heavy campaign where the adventurers spend a lot of time trying to influence the leaders of various factions.

Benefits of Renown

As you gain renown in a faction, you gain certain benefits. Most benefits are faction-specific, but there are general benefits that apply no matter which faction you belong to.

Losing Renown

If you commit a serious offense against your faction or its members, you might lose renown within the faction. The extent of the loss depends on the infraction and is left to the DM’s discretion. A character’s renown score with a faction can never drop below 0. If your renown score drops below the threshold for a rank or privilege you have attained, you lose that benefit. Even if you regain the lost renown, you might find it more difficult to again secure a position or rank you have previously lost.

Styles of Membership

As you’re playing a character associated with one of the factions, think about your character’s relationship with the faction. Faction members can be grouped into four categories, depending on their motivations and priorities: loyalists, opportunists, rebels, and anomalies. Which one of these descriptions best fits your character?

Loyalists join a faction because they firmly believe in the factions ideals and want to advance its goals. Their membership in the faction is a badge of identity for them. They’re typically of the races and classes most strongly associated with the faction, and their personality traits and ideals fall in line with the suggestions for the faction.

Opportunists join a faction based on what they can gain from becoming members. Every faction offers its members something — whether concrete benefits such as opportunities for wealth or more subtle, intangible rewards such as social status — and getting that something is the primary motivation for this type of character. Opportunists often pay lip service to the ideals and goals of the faction, looking out for themselves first and the faction second (at best).

Rebels love the faction they’re in but don’t conform to faction expectations. They might be good-hearted idealists trying to bend a shady faction toward nobler pursuits, or they might be selfish egotists hoping to direct the factions actions toward promoting their own interests.

Anomalies are individuals who join factions contrary to all expectations. Their race or class (or both) is outside the norm for their faction, but their personalities and ideals fall perfectly in line; that’s why they joined.

Bonds and Contacts

As a benefit of your faction membership, you have contacts both inside and outside the faction. Contacts are useful resources in the worlds, where a friendly face can be more valuable than gold.

As stated in the Player’s Handbook, bonds represent your connections to people, places, and events in the world. Contacts are people you have a connection to, but they’re not necessarily bonds. People can be bonds if they inspire you, motivate you, or make you act against your best interests. (They can represent flaws if their existence amounts to a weakness for you.) Contacts, in comparison, are simply people you know. They might be friends, rivals, or even family members, but their relationship with you is rarely as strong as with a bond.

Starting Contacts

Your character starts the game with three contacts: an ally in their faction, a rival in their faction, and an ally or rival in another faction. Tables in each faction section help you determine who these contacts are — facts that you can build on by working with your DM to add some details. The table entries for contacts are written in the first person, where “I” is your character.

You’ll roll twice on the Contacts table for your faction. Your first roll gives you an ally. Your second roll gives you a rival, who might be friendly, jealous, or antagonistic. (It’s possible for these to be the same person; a single person might be generally friendly toward you and simultaneously jealous of your success, for example.) Then you’ll roll once on the table of contacts from other factions. That contact could be either an ally or a rival, or you might instead gain a third contact from your own faction.

Factionless

The main factions of Bleach might be considered all there is to this setting, but they aren't all that makes up this world. There are many people that might not be part of the factions.

Many of the souls in Soul Society are not part of the Gotei 13. Most of them are regular souls within the Rukongai just trying to live out there lives as best they can. Some Shinigami might reside within the Human World being either exiled as punishment or fugitives in hiding.

Hollow that are not part of the Espada are either too weak to join, afraid to be eaten or see no value or desire to join them.

Many Quincy residing in the surrounding city of Silbern are the same as the souls within the Rukongai, your average commoner.

Within the Human World, there are Fullbringers who are not part of Xcution because they either haven't been recruited yet, avoid them, or are unsure of their own power and hide it.

Gotei 13

The Thirteen Court Guard Divisions serves as a military force for Soul Society with it's primary responsibilities consisting of:

  • The defense of the Seireitei, the center of Soul Society.
  • The deployment of Division members into enemy territory for combat operations.
  • The deployment of Task Forces as defensive measures in the Human World.
  • The guiding of souls to Soul Society.

History

Most of the history of the Gotei 13 remains unknown. The faction was founded by Genryūsai Shigekuni Yamamoto, who served as its head as the Captain-Commander for over one-thousand years until he fell in battle. The mantle was then passed down to Shunsui Kyōraku, the former Captain of the 8th division.

The Gotei 13 aren't a very cohesive unit, but a collection of individual divisions that work together for the greater good and defense of the Seireitei. The command of the divisions are generally left to the discretion of its particular captain, who commonly runs it however way they see fit, allowing for the change of a division's traditional duties to an entirely new set and even the creation of a separate institution connected to the division. The Gotei 13's main duty is to defend the Seireitei, but they are allocated districts in Rukongai to defend. In addition to these duties, Shinigami have to deal with the business of being assigned to the Human World.

The only general authority to call forth a combined front is an edict from the Central 46 Chambers, or more often the Captain-Commander. It is not uncommon for captains to not see each other as a whole group for long periods of time, except for cases involving a threat to all of Soul Society, a captain's punishment, or, to a lesser degree, a captain's promotion. On a regular basis, the captains are spread out all across Soul Society doing their divisions' duties, whatever they may be. They are so far spread out, getting the captains together as a group, or even getting their lieutenants together as a group, could normally take a day to accomplish.

Unless specifically ordered by the Captain-Commander, captains can choose whether or not to attend meetings (at their own risk) or not even involve themselves in the daily situations of Soul Society. Captains are not allowed, without permission, to carry out activities outside of their normal jurisdiction or their division. The captain of one division cannot punish the subordinates of another captain.

Structure

The Gotei 13 is made up of thirteen divisions, with several divisions having certain specializations. The Gotei 13 is led by the Captain-Commander, who has the statuary authority to conduct all the affairs of the Gotei 13 while deferring to the authority of the Central 46 Chambers in matters involving Soul Society.

As with any army, the Gotei 13 has ranks. There are 20 ranks for officers, but no ranks for non-officers. The lower the number is, the higher the rank. The Gotei 13 is a faction with a merit-based hierarchy. It has disposed of the system of rank based on seniority. Abilities are the only thing used to determine one's rank.

Captain-Commander

The supreme leader of the Gotei 13. as well as the captain of the 1st division. The position requires the Captain-Commander to oversee the overall operations of the Gotei 13, as well as any other organizations attached to a Division such as the Onmitsukidō and Kidō Corps. The only power the Captain-Commander answers to is the Central 46 Chambers, who elect the successor of the current Captain-Commander in the event of their death.

Captain

The leader of one of the thirteen divisions (with the special case of the Captain-Commander). Captains are generally the most respected Shinigami within the Soul Society. Initially with one exception, all captains are able to utilize the final stage of their Zanpakutō, and are far more powerful than even their lieutenants. They have extensively trained, if not mastered, their Bankai, allowing them to use the enormous power effectively in battle. Most captains are skilled in the use of Shunpo and Kidō, and generally have extensive knowledge of Shinigami history and battle tactics. All of these factors create a vast power gap between captains and lower-ranked officers.

They function as Chief executive officers, and they determine the course, organization, tactics, and policy of their division. The power a captain has over their division is absolute and cannot be questioned by subordinates or the captains of the other divisions. A captain can choose to change their divisions specialty. Captains only have the right to punish the actions of their subordinates and not those of other divisions unless the division in question has no current captain or the subordinate's actions are against the laws or rules of Soul Society.

The true power of Soul Society lies in the captains of the Gotei 13, as they are the leaders of its military arm. With them at full strength, Soul Society is safe and almost unbeatable. If they are broken, their strength dwindles, making them highly vulnerable.

There are three different ways to become a Captain:

  1. Captain Proficiency Test. A test which requires the ability to perform Bankai. Nearly all Shinigami become captains using this method. At least three existing captains, including the Captain-Commander, have to witness the test.
  2. Personal Recommendation. To have personal recommendations from at least six captains and approval from at least three of the remaining seven.
  1. Trial by Combat. To defeat a captain in one-on-one combat with at least 200 witnesses from the captain's division. This method is seen as being the exceedingly rarest and the least refined of the three. The method is commonly looked down upon by some captains as barbaric compared to the other refined methods. This method allows one to bypass having the mastery of Bankai or other possible abilities which a captain would otherwise be required to have knowledge of, for it allows no judgment from captains who would require those skills as a prerequisite to join their ranks.

Lieutenant

Also refereed to as the Assistant or Vice Captain, they are the 2nd seated officer in the a division.

Lieutenants function as executive officers for their division, taking care of or supervising day-to-day operations. Along with their captains, they are not assigned to one specific squad. They generally only know the Shikai of their Zanpakutō but they are still the second strongest in their division. In the case of a division captain's death, departure, or other circumstances making them unable to perform their duties, the lieutenant acts as the "substitute captain" until another can be assigned.

The authority to appoint or dismiss a lieutenant lies solely with the captain of the respective division, a privilege which was granted to them with the support of the Central 46 Chambers. Captains reserve the right to appoint multiple lieutenants at a single time, though this is rarely done due to it being both considered highly unorthodox and heavily frowned upon by the Central 46 Chambers. Though rarely exercised, any potential candidate retains the right to decline the nomination.

Seated Officers

Seated officers are the remainder of the officers in the Gotei 13 which hold ranks at or below 3rd Seat. Captains and lieutenants have the ranks of 1st and 2nd Seats, respectively. Next to that, there are 18 more seats (3rd-20th). In the Gotei 13, only one person can hold a senior officer rank (such as 3rd or 5th seat), but there are several holders of junior officer ranks (e.g. 20th seat). Seated officers often lead sub-units within each division.

Size and Recruitment

Each Division is made up of just over 200 Shinigami, with the Gotei 13's standing force being just around 3000 total enlisted troops. The Shinigami are typically recruited through the Shinigami Academy, but it must be noted not all graduates make it into the Gotei 13. Graduates from the Academy are required to take an entrance exam for the Gotei 13, and only those who pass are allowed to join. This exam can be taken multiple times. The influence of the Noble Families can somewhat undermine this process, as Rukia Kuchiki graduated early and was placed into the Gotei 13 from Byakuya Kuchiki's workings.

Transferring to Another Division

Officers do not necessarily serve in their assigned division for life. It is customary to be transferred to another division after gaining some experience, an event which often coincides with a promotion.

1st Division

The First Division is ranked highest among the 13 Divisions. Even subordinate members of the First Division are considered model Shinigami. Emergencies must be dealt with swiftly; quick decisions and quick actions are essential. The division is able to ascertain a situation and mobilize quickly even before an order is issued. That is the true value of the First Division.

Duties of the 1st Division

With the Central 46 being the judicial and legislative authority of Soul Society, the First Division is the Executive authority. They are to enact, enforce, adjudicate and arbitrate the laws enacted by the Central 46. However, the 1st division can present new laws to the Central 46 to enact, or request a current law to be amended or remanded. To do so the lieutenant and many of the higher seated officers function as diplomats and lobbyists to gain favor from the noble houses, as that's who the Central 46 is made up of. Most Division members that take on this role are civil law notaries, court clerks, legal advisors and judges.

The secondary duties of the division is the official record keeping of the 13 Divisions. These are archivists, clerks, and librarians in charge of managing the administrative and clerical duties when someone joins a division, there is a promotion, and a Shinigami transfers from one division to another. Each division is responsible for their own record keeping, the 1st division clerks gather this information from each division. There records are then audited, consolidated and filed within the Central Records Hall, located within the 1st Division.

Central Great Underground Prison

The final duty of the 1st division is managing the Central Great Underground Prison. This is an underground prison where Shinigami who broke the laws of Soul Society are sentenced to. The prison consists of eight levels, in which the Central 46 decides which the the criminal Shinigami would be confined, depending on the severity of their crimes. The prison is located underneath the barracks of the 1st Division.

1st Level:

This level is for those who have either committed serious crimes, such as murder.

2nd Level:

This level is reserved for a Shinigami who has killed a Human without permission or has given a Human their spiritual power.

3rd Level: Shugō

This level is reserved for those who used forbidden Kidō.

4th Level:

This level is reserved for those who have meddled in the affairs of a Noble Family.

5th Level:

This level is reserved for those who have acquired or attempted to acquire Hollow-like powers.

6th Level:

This level is reserved for those who have abused the Dangai or tampered with the Dangai records.

7th Level:

This level is reserved for those who have seriously disrupted the balance of souls.

8th Level: Muken

This level is for those who have committed treason or similar serious crimes. It is also used to seal away powerful entities who are unable to be killed.

Muken is a voided space completely sealed off from the outside world, aside from the main tower that serves as the entrance and exit. The realm stretches on infinitely. Under normal circumstances, non-criminals are not permitted entrance.

1st Division Characters

You might enjoy playing a character who belongs to the 1st Division if one or more of the following statements are true:

  • You're drawn to the idea of political intrigue.
  • You're interested in schmoozing or manipulating the upper echelons of Soul Society.
  • You're interested in a heavy RP character.

Joining the 1st Division

During your time at the Shin'ō Academy you were drawn to the bureaucracy of Soul Society from one of many reasons. You could've been a commoner, drawn to the 1st division to help and better the life of the souls in the outer reaches of the Rukongai. Maybe you were drawn to the great responsibility the division has to mobilize soul society or the status of being from this division. Perhaps you come from a prominent family required to join this division, or it is tradition for you to do so. Whatever the reason, you wish to be part of the necessary bureaucracy that runs Soul Society.

Once you've joined the division your bureaucratic adventures begin. Bureaucracy might seem like the opposite of adventure, but it is possible to immerse yourself in the life of a civil servant in the division and still live an adventurous life. You might be a mild-mannered clerk or scribe who got caught up in a whirlwind chain of events beyond your control, or you might be stationed at the prison keeping order and ready for any attempted prison breaks. Or you could serve as a emissary or lobbyists for enacting change withing soul society. You would be tasked with securing the support of the other captains and noble houses for a particular piece of legislation or permission.

Background: 1st Division Member

Hollows running amok, defected captains disrupting the balance, invasions from long thought extinct Quincy and the only thing standing in the way is the 1st Division. you're a proud member of this division, which enforces the laws and keeps the order that keeps Soul Society functioning smoothly and safely.

Skill Proficiencies: Insight, Persuasion

Equipment: A black Kosode with your division insignia embroidered on the inside, a bottle of black ink, a pen, a set of fine clothes, and a silk pouch containing 10 gp. You are also provided lodging within the barracks, which is usually shared by 1-3 other division members.

Feature: Court Functionary

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Contacts

The 1st Division is a sprawling bureaucracy, and people in a variety of positions throughout the division can pull strings to make things happen. When choosing an ally and rival, you can roll on the 1st Division Ally and Rival tables; or choose one from each.

1st Division Ally
d6 Contact
1 Before I joined the academy, I was a clerk for a prominent judge.
2 A family member is an archivist for the Central Records Hall.
3 One of my childhood friends is now a guard at the Central Great Underground Prison.
4 I know a mod-soul in the division who can get things done behind the scenes.
5 My former mentor was promoted as a courtier for one of the noble houses.
6 While at the academy, the Captain complimented me on my skills and suggested I join the division.
1st Division Rival
d4 Contact
1 This rival is a guard, that often deals with a family member of yours locked in the prison, and they don't believe you are any different than them.
2 This rival is a judge, that presided over many of your cases when you were a troublemaker before the academy, and they have a very close eye on you.
3 A family member that is not happy of the division you joined and is trying to get you to transfer to the 1st division.
4 You have incurred the ire of a particular noble house.

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank. You can choose where you will be stationed in between adventures, The Archives, Prison or as an assistant for one of the courtiers.

No 1st Division member lives in poverty. Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As a seated officer, you are assigned a number, the higher the number, the greater the authority. You are assigned a specific role and title.

  • If you were stationed in the Central Records Hall, you assume the title of Archivist, Librarian, Scribe, Bookkeeper or Auditor.
  • If you were stationed in the Prison, you assume the title of Executive Clerk, Unit Member, or Prison Officer.
  • If you were stationed with a Courtier, you assume the title of Page, Chamber Keeper or Personal Clerk or Notary to a Noble house.

You are recognized as an official in your field. You are provided a private room within the barracks, or where you are stationed. Between adventures, you earn a salary that supports a comfortable lifestyle.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

You have further advanced within your chosen duty.

  • If you were stationed in the Central Records Hall, you assume the title of Chief Archivist or the Head of a Department.
  • If you were stationed in the Prison you assume the role as an Associate Warden of which concentrates on one segment of the prison.
  • If you were stationed with a noble house, you have become a steward, cofferer, master of ceremonies, or some other official title within your serving noble house.

You are provided a more lavish quarters to reside in between adventures. When you are in need of materials pertaining to your job or for a related mission, they are usually provided for you at no cost. Additionally, you earn enough money for comfortable lifestyle.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As a lieutenant you are the Captain-Commanders shadow, shield and sword. You not only assist them with their captains duties but have your own special role as well.

  • You are the Warden of the Prison, granted the previous one retires, passes away or is no longer able to perform their job.
  • You are in charge of the Grand Records Hall as the Grand Archivist, granted the previous one retires, passes away or is no longer able to perform their job.
  • If you're part of a noble house, you are now a Royal Chamberlain with considerable influence.

You are granted a private suite within the barracks and by your noble house. Additionally, you earn enough money for a wealthy lifestyle.

Rank 5: Captain-Commander

Prerequisites: Renown 50 or higher in this division, passed the Captain Proficiency test and be appointed by the Central 46.

As the Captain-Commander, you hold one of, if not the most important role in all of Soul Society. This position requires you to oversee the overall operations of the Gotei 13. You also must assess all possible threats to the seireitei, organize missions, as well as mobilize the Gotei 13 in times of crisis. The only power the Captain-Commander answers to is the Central 46 Chambers, who elect the successor of the current Captain-Commander in the event of their death.

As the Captain-Commander you have an office in the high towers which has a sweeping view of Seireitei. The Captain-Commanders quarters is also an extravagant private villa within the barracks. Additionally, you earn enough money for an aristocratic lifestyle.

2nd Division

The 2nd Division was one of the first divisions to be closely linked with an independent organization before they were formally absorbed by the divisions. The Captain of this division also leads the Onmitsukidō (Stealth Force). The Onmitsukidō patrols and conducts surveillance in enemy territory and carries out top-secret operations.

Duties of the 2nd Division

The duties of this division are closely linked with the Onmitsukidō. They handle covert operations, assassinations and intelligence gathering. Each of the top 5 seated officers is in charge of a certain branch of the Onmitsukidō.

Onmitsukidō

The Onmitsukidō is made up of five branches, for which the first has the most authority, and the fifth has the least. Each one specializing in specific tasks.

Punishment Force. The first branch carriers out covert missions that involve combat. Members mostly specialize in Hakuda and are able to operate silently and in secrecy. Their main duties consist of assassinations, which consist of ex-comrades or lawbreakers. They also serve as scouts for major battles or wars. This branch is headed by the Command-in-Chief of the Onmitsukidō, the 2nd division captain. The uniform resembles a ninja uniform. The Corps Commander also wears a battle dress known as Keisen Shōzoku (Punishment War Attire). Its backless and sleeveless, this design is so the uniform is unaffected and not ripped away by the Shunkō fighting style.

Patrol Force. The second branch handles intelligence gathering within the Seireitei. They gather data on uprisings, investigate and prevent acts of domestic terrorism and detain anyone under house or arrest or hunt down those that were and attempt to flee.

Detention Force. The third branch investigates, apprehends and detains very powerful individuals in the Nest of Maggots, which they are also in charge of overseeing. When a Shinigami becomes a potential danger to other Shinigami and Soul Society, that Shinigami is brought to the Nest of Maggots for imprisonment, regardless if they were put on trial, and even if they did not actually commit any crimes; this is to ensure no danger will be brought to Soul Society. Neither the staff of the Detention Unit nor any other visitors are permitted to carry a Zanpakutō into the Nest of Maggots. This measure means the wardens are required to be able to control the prisoners with bare hands. If a Shinigami desires to enter and is not adept at hand-to-hand combat, they may not enter. This is to prevent rebellions and escapes from the prison. The activities of this branch are shrouded in mystery and remains virtually unknown to the majority of the public as well as most Gotei 13 members up to the level of lieutenant.

Outer Court Troops. The fourth branch is similar to the Patrol Force, however they handle covert intelligence gathering within the Rukongai and outside of Soul Society. They also handle counter intelligence.

Inner Court Troops. The fifth branch handles most cover intelligence transmissions within Soul Society, Seireitei primarily. Many of the members are masters of Shunpo. For the public they are couriers. The Shinigami wear a maroon kimono over the black form-fitting legging and long sleeved tops. They also wear hats and carry a backpack.

2nd Division Characters

You might enjoy playing a character who belongs to the 2nd Division if one or more of the following statements are true:

  • You love subterfuge, intrigue and deception.
  • You like to play spies, assassins or roguish characters.

Joining the 2nd Division

During your time at the Shin'ō Academy you displayed great skill that complimented the 2nd division. You either learned spells that are suited for covert operations, or you learned the art of stealth before you joined the academy and were recruited by the division. Additionally, you could have been drawn to this division as the thought of being a spy operating covertly, or protecting Soul Society away from the usual spotlight the other divisions are under.

Once you've joined the division, you begin your adventures of stealth, infiltration, sabotage and surveillance.

Background: 2nd Division Member

Rukongai uprisings brewing, Coups being planned, and outside forces amassing. These are just a few of the many situations the 2nd division must deal with, quell and diffuse in secrecy.

Skill Proficiencies: Sleight of Hand, Deception

Equipment: A black Kosode with your division insignia embroidered on the inside,

Feature: Onmitsukidō Specialization

The feature you gains depends on the Onmitsukidō branch you join. Also, you don't have access to this feature until you've proven yourself and reached Rank 2.

Punishment Force Assassin. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.

Patrol Force Spy. You gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. Additionally, upon spending a day with your division you create a false identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Detention Force Arrester. When given a target you may add your proficiency modifier to any skill check pertaining to the active gathering of information on your target.

If you are already proficient in that skill, you may add your proficiency modifier again. You may not use this benefit with skills in which you have expertise. Additionally, when you would perform a grapple, you can instead use Acrobatics in place of Athletics.

Outer Corps Trooper. You gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. Additionally, upon spending a day with your division you create a false identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Inner Corps Trooper. Increase your Shunpo by 10 feet. Additionally, if you would being combat with 0 Shunpo, you regain 10 feet.

Contacts

The 2nd Division is a mass web of spies, informants, infiltrators and intelligence gatherers. Through your division you've encountered a few people who you can come back to for assistance in your covert operations. When choosing an ally and rival, you can roll once on each of the 2nd Division Ally and Rival tables; or choose one from each.

2nd Division Ally
d4 Contact
1 I'm close with someone in the Inner Court Troops.
2 A good friend was promoted into work they can't tell me about.
3 I'm close with a smuggler.
4 I was once a target for assassination, I was instead brought into the fold.
2nd Division Rival
d4 Contact
1 A patrol force member doesn't like me ever since I accidentally disrupted a sting operation.
2 I once dated someone from another branch, it didn't end well.
3 A punishment force member is a family member upset I've join the division.
4 I've incurred the resentment of one of the five seated officers.

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank and are very minor. You have decided on your branch and are introduced to the various duties and jobs of that branch.

Between adventures, you earn a salary that supports you at a poor lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As an established member you are sent out on missions for your branch. These missions are usually not dangerous and routine.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided a private room within the barracks.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

As a senior member you are either routinely entrusted with very dangerous or important missions. Alternatively, as a higher seated officer you can be put in charge of one of the branches.

Between adventures, you earn a salary that supports you at a Modest lifestyle. You are also provided a more lavish private room within the barracks.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As the lieutenant you are your captains shadow, eyes, and ears. You are usually always by their side. Additionally, you are in charge of one of the Onmitsukidō branches.

Between adventures, you earn a salary that supports you at a comfortable lifestyle, you also gain access to the private lieutenant suite within the barracks.

Rank 5: Captain

Prerequisites: Renown 25 or higher in this division; you also must have passed the Captain Proficiency test

As the Captain you oversee the division and Onmitsukidō. Traditionally, as the captain you are also the leader of the Punishment Force branch.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the captain quarters, which is a private villa within the barracks.

3rd Division

The third division revolves around Arts & Culture. This division is also responsible for the Seireitei Communication. This responsibility used to be part of the 9th Divisions duties, however with Kensei Muguruma returned as the Captain and revived Muguruma Commando Unit, he handed over these duties to someone he thought was much more suitable; Captain Rōjūrō "Rose" Ōtoribashi of the 3rd Division. Under Rose's command the Seireitei Communication prospered and went from just a magazine publishing group, to a full production studio.

Duties of the 3rd Division

The main duties of the 3rd division is to raise morale and build solidarity not only among the Shinigami, but among the masses of Soul Society. Secondary duties is to record and preserve the arts & culture of Soul Society. The final duty being the Seireitei Communication.

Seireitei Communication

The Seireitei Communication is a full media publication and production studio made up of six branches; Theater, Music, Manga, Newspaper, Radio and Television. Each branch has its own full team of members and is overseen by seated members, usually seats 3-8. The vice-captain ensure the preservation of the arts & culture and ensure current published material is appropriate. While the Captain oversees the entirety of the division.

3rd Division Characters

You might enjoy playing a character who belongs to the 3rd Division if one or more of the following statements are true:

  • You like playing showy, dramatic characters.
  • You are drawn towards the arts.
  • Fighting is not only about skill and prowess, but flare.

Joining the 3rd Division

During your time at the Shin'ō Academy, or before, you displayed great artistic that complimented the 3rd division. Before joining the academy you wanted to be a great artist, and the sure fire path towards that was joining the 3rd division. Maybe you discovered your passion for the arts during your time at the academy.

Once you've joined the division, you begin your adventure of becoming a great artist.

Background: 3rd Division Member

Scheduling delays, over budget projects, creative differences, divas and scandals. These are just a few situations a 3rd division member must deal with.

Skill Proficiencies: Acrobatics, History or Performance

Equipment: A black Kosode with your division insignia embroidered on the inside,

Contacts

The 3rd Division is a faction of actors, writers, musicians and more. Through your division you've encountered a few people who you can come back to for assistance in your adventures.
When choosing an ally and rival, you can roll once on each of the 3rd Division Ally and Rival tables; or choose one from each.

3rd Division Ally
d4 Contact
1 A friend of mine is a musician.
2 A family member in the theater branch is a set designer.
3 A Radio host owes me a favor.
4 A childhood friend is a journalist.
3rd Division Rival
d4 Contact
1 A musician is convinced I plagiarized them.
2 A prominent director is upset of my critique that was published.
3 I owe a huge debt to one of the television producers.
4 I've been blacklisted by one of the branches.

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank and are very minor. You have decided on your branch and are introduced to the various duties and jobs of that branch.

Between adventures, you earn a salary that supports you at a poor lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As an established member you are sent out on missions for your branch. These missions are usually not dangerous and routine.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided a private room within the barracks.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

As a senior member you are either routinely entrusted with very dangerous or important missions. Alternatively, as a higher seated officer you can be put in charge of one of the branches.

Between adventures, you earn a salary that supports you at a Modest lifestyle. You are also provided a more lavish private room within the barracks.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As the lieutenant you are your captains shadow, eyes, and ears. You are usually always by their side.

Between adventures, you earn a salary that supports you at a comfortable lifestyle, you also gain access to the private lieutenant suite within the barracks.

Rank 5: Captain

Prerequisites: Renown 25 or higher in this division; you also must have passed the Captain Proficiency test

As the Captain you oversee the division.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the captain quarters, which is a private villa within the barracks.

4th Division

The Fourth division is arguable one of the most important divisions of the Gotei 13. This division first and primary function is to provide and administer emergency first aid to the injured and transports them to the General Emergency Relief Station if necessary.

The Fourth division also handles many other essential functions of the Souls Society; Supply transportation, Fire relief and Janitorial.

Duties of the 4th Division

The fourth division is split into four stations, each one handling unique and essential roles for the Seireitei.

Medical. Members of this station provide medical services.

Supply. Members of this station ensure the transportation and distribution of essential items to and out of the Seireitei.

Firefighting. Members of this station are dispatch to put out fires within Seireitei and the Rukongai.

Janitorial. Members of this station handle most of the manual labor, such as cleaning within Seireitei to repairing roads.

Coordinated Relief Station

The medical station is made up of doctors, nurses, combat medics and associated personnel. This station consists of forty-six relief teams. Eight teams per cardinal section of the Rukongai and fourteen relief teams for the Seireitei. These fourteen teams are the Advanced Relief Teams.

Coordinated Supply Station

The supply station is in charge of the transportation and logistics of almost all physical goods within Soul Society. They insure the Seireitei and divisions get their needed supplies. From food, clothes, equipment, raw materials, to their Zanpakutō.

Coordinated Fire Station

The fire station is in charge of fire prevention and fire fighting. If a fire would break out in the Seireitei or Rukongai, they will be dispatched to handle the situation.

Coordinated Janitorial Station

The janitorial station handles the majority of the manual labor for Soul Society, from the cleaning of the Seireitei to repairing roads. This station is responsible for the immaculate and structural stability of the Seireitei.

4th Division Characters

You might enjoy playing a character who belongs to the 4th Division if one or more of the following statements are true:

  • You're drawn to the idea of being a support character.
  • You like the idea of being part of peaceful community, but willing to fight to defend it.
  • You're interested in a heavy RP character.

Joining the 4th Division

During your time at the Shin'ō Academy you might have been scouted for this division either due to your peaceful nature, or your skills were more for providing support than combat, or maybe you decided that your skills would be better put towards the community than violence.

Background: 4th Division Member

Repairing builds from the previous war, diving into burning buildings to save a child, guarding supply caravans and providing first aid as war rages on around you; these are few examples of situations the Fourth division must deal with.

Skill Proficiencies: Choose two from the following: Athletics, History Investigation, Medicine, Perception.

Equipment: A black Kosode with your division insignia embroidered on the inside,

Feature: Undercity Paths

You know hidden, underground and esoteric pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren’t in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. These paths sometimes harbor danger and isn’t guaranteed to be safe.

You gain additional benefits depending on your station.

Coordinated Relief Station. You and your companions can find a place to hide or rest in any relief post in the city, unless you have proven to be a danger to them. The members of the post will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort. In addition, as a division member you can receive free healing and care at a post, though you must provide any material components needed for spells.

Coordinated Supply Station. You know where and from whom you can obtain any raw materials, weapons or equipment. Usually, this information comes from a division, a library, or an independent scholar or other learned person, creature or faction. Knowing where the goods can be found doesn’t automatically enable you to acquire it; you might need to offer bribes, favors, or other incentives to induce people to reveal their wares.

Your DM might rule that the wares you seek is secreted away in an inaccessible place, or that it simply can’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Coordinated Fire Station. You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. Additionally, they can provide info, gossip and directions to info within the area.

Coordinated Janitorial Station. You have keys to enter just about any building. Though this doesn't mean you have permission to enter. If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position.

Contacts

The 4th Division is a division of doctors, nurses, laborers, firefighters and other salt of the earth people. When choosing an ally and rival, you can roll once on each of the 4th Division Ally and Rival tables; or choose one from each.

4th Division Ally
d4 Contact
1 You're close with a Fire Chief.
2 You're related to an advanced relief station member.
3 A shift manager in the supply station owes you a favor.
4 The captain healed you and saved your life.
4th Division Rival
d4 Contact
1 A supply guard believes I'm responsible for a robbery.
2 A firefighter is wary of my presence, he remembers me from my mischievous Rukongai days.
3 The janitorial station manager transfered me out for abusing my access for scandalous deeds.
4 My childhood rival beat me to being part of the advanced relief team.

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank and are very minor. You have decided on your branch and are introduced to the various duties and jobs of that branch.

Between adventures, you earn a salary that supports you at a poor lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As an established member you are sent out on missions for your branch. These missions are usually not dangerous and routine.

Additionally, starting at level 11 your Max Spell Level is considered one level higher for learning Kaidō.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided a private room within the barracks.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

As a senior member you are either routinely entrusted with very dangerous or important missions. Alternatively, as a higher seated officer you can be put in charge of one of the branches.

Additionally, starting at level 15 your Max Spell Level is considered one level higher for learning Kaidō.

Between adventures, you earn a salary that supports you at a Modest lifestyle. You are also provided a more lavish private room within the barracks.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As the lieutenant you are your captains shadow, eyes, and ears. You are usually always by their side.

Between adventures, you earn a salary that supports you at a comfortable lifestyle, you also gain access to the private lieutenant suite within the barracks.

Rank 5: Captain

Prerequisites: Renown 25 or higher in this division; you also must have passed the Captain Proficiency test

As the Captain you oversee the division.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the captain quarters, which is a private villa within the barracks.

5th Division

After the previous war and invasion of Soul Society, Shinji Hirako, the newly appointed captain of the fifth division, dedicated his division to the protection of the Soul Society from outside forces. By having them patrol the other realms to monitor them as well as being ambassadors to broker peace between the realms.

Duties of the 5th Division

The fifth division has two significant roles. The first role is to patrol the other realms to monitor any hollow activities, as well as provide protection from Hollow attacks. The second is to be ambassadors and liaisons between other realms and Soul Society.

Seireitei Interplanar Nexus

The Seireitei Interplanar Nexus is split into two subdivisions.

Planar Patrol. Members are assigned to another realm to monitor it for Hollow activities, usually the Human Realm. There they report activity, engage hollows when necessary and provide protection if necessary.

Ambassadors. These members meet with and are stationed at the courts of other realms and provide assistance with trade, advice and relations between the two realms.

5th Division Characters

You might enjoy playing a character who belongs to the 5th Division if one or more of the following statements are true:

  • You're drawn to the idea of political intrigue.
  • You're interested in visiting other realms.
  • You're interested in a heavy RP character.

Joining the 5th Division

During your time at the Shin'ō Academy you might have been drawn to the prospect of seeing another realm. To escape the Rukongai and embark on far off adventures. Or maybe the previous invasion impacted you in such a way that you believe in the 5th divisions mission.

Background: 5th Division Member

Braving into unknown realms, combating unique foes and establishing rapport with foreign kingdoms. These are a few examples you will encounter as a 5th division member.

Skill Proficiencies: Choose two from the following: History, Insight, Perception, Survival, Persuasion

Equipment: A black Kosode with your division insignia embroidered on the inside,

Feature: Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Contacts

The 5th Division is a division of other planar explorers and ambassadors. When choosing an ally and rival, you can roll once on each of the 5th Division Ally and Rival tables; or choose one from each.

5th Division Ally
d4 Contact
1 Farmer from Schatten Bereich
2 Childhood friend stationed in Hueco Mundo
3 Otaku from the Human Realm
4 Mischievous Kitsune from the Beast Realm
5th Division Rival
d4 Contact
1 Forest nymph from the Beast Realm
2 Arrancar from Hueco Mundo
3 Noble of Silbern
4 High ranking Yakuza from the Human Realm

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank and are very minor. You have decided on your branch and are introduced to the various duties and jobs of that branch.

Between adventures, you earn a salary that supports you at a poor lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As an established member you are sent out on missions for your branch. These missions are usually not dangerous and routine.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided a private room within the barracks.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

As a senior member you are either routinely entrusted with very dangerous or important missions. Alternatively, as a higher seated officer you can be put in charge of one of the branches.

Between adventures, you earn a salary that supports you at a Modest lifestyle. You are also provided a more lavish private room within the barracks.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As the lieutenant you are your captains shadow, eyes, and ears. You are usually always by their side.

Between adventures, you earn a salary that supports you at a comfortable lifestyle, you also gain access to the private lieutenant suite within the barracks.

Rank 5: Captain

Prerequisites: Renown 25 or higher in this division; you also must have passed the Captain Proficiency test

As the Captain you oversee the division.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the captain quarters, which is a private villa within the barracks.

6th Division

The 6th division enforces the law as Soul Society’s police force. They want to protect the people of Soul Society and foster a community of peace and harmony. A society’s values, they contend, are reflected in the laws it upholds. Something is good if it is lawful.

Duties of the 6th Division

The duties of the 6th division is to respond to and investigate crimes, arrest lawbreakers and detain them to be further prosecuted.

Seireitei Police Department

As you join the 6th division you must take on one of the following roles.

Arrester. As an arrester you maintain the peace by removing threats — both actual and potential — identified through regular patrols, citizen reports, and occasionally alerts from other divisions.

Investigator. As an investigator you relentlessly seek the truth. Motivated by the law or a sense of justice, you uncover secretes from unsolved crimes to conspiracies.

6th Division Characters

You might enjoy playing a character who belongs to the 6th Division if one or more of the following statements are true:

  • You're drawn to the idea of a hard-bitten arrester trying to impose order.
  • You're interested in uncovering mysteries as an investigator.
  • You like playing lawful characters with depth.

Joining the 6th Division

During your time at the Shin'ō Academy you were drawn to the 6th divisions sense of justice, or upholding and enforcing the law is something important to you. Maybe your skills in Bakudō were so great the 6th division tried to recruit you as an arrestor.

Background: 6th Division Member

Patrolling districts, issuing citations, diffusing hostile situations, engaging and combating criminals are only a few situations you will face as a 6th division member.

Skill Proficiencies: Choose two from the following. Athletics, Acrobatics, Investigation, Insight or Intimidation.

Equipment: A black Kosode with your division insignia embroidered on the inside, Seireitei Police Badge

Contacts

The 6th Division is a division of arresters, investigators and other personal that assist in solving crimes. When choosing an ally and rival, you can roll once on each of the 6th Division Ally and Rival tables; or choose one from each.

6th Division Ally
d4 Contact
1 Someone in the forensics department owes me a favor
2 I'm related to someone in the evidence department
3 A Street thug feeds me info so I don't arrest them
4 The vice-captain has high hopes of me, I can't fail them
6th Division Rival
d4 Contact
1 I owe a debt to someone in the records department
2 An arrester knows I let someone go free on the field
3 An investigator and I mutually blackmail each other constantly
4 An investigator believes i'm linked to an unsolved case years ago, they don't they're correct yet

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank and are very minor. You have decided on your branch and are introduced to the various duties and jobs of that branch.

Between adventures, you earn a salary that supports you at a poor lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As an established member you are sent out on missions for your branch. These missions are usually not dangerous and routine.

Additionally, starting at level 11 your Max Spell Level is considered one level higher for learning Bakudō.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided a private room within the barracks.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

As a senior member you are either routinely entrusted with very dangerous or important missions. Alternatively, as a higher seated officer you can be put in charge of one of the branches.

Additionally, starting at level 15 your Max Spell Level is considered one level higher for learning Bakudō.

Between adventures, you earn a salary that supports you at a Modest lifestyle. You are also provided a more lavish private room within the barracks.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As the lieutenant you are your captains shadow, eyes, and ears. You are usually always by their side.

Between adventures, you earn a salary that supports you at a comfortable lifestyle, you also gain access to the private lieutenant suite within the barracks.

Rank 5: Captain

Prerequisites: Renown 25 or higher in this division; you also must have passed the Captain Proficiency test

As the Captain you oversee the division.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the captain quarters, which is a private villa within the barracks.

7th Division

The 7th division is an almost entire division consisting of Men. But not just ordinary men, these are the most loyal, devoted, and courageous men you'll ever meet. The division consists of masculinity and gusto.

Duties of the 7th Division

This division has no special duties other than being the largest army reserve for Soul Society. Since the previous war and other divisions expanded their responsibilities in times of peace, the Soul Society needed a dedicated reserve to respond to threats in times of war. Whether defending off waves of invaders, or to be deployed. The Captain-Commander then held a meeting and asked the captains for one of them to volunteer their division for this role. Without giving any other captain time to consider, Captain Tetsuzaemon volunteered his division.

Army Reserve

All the members of the 7th division constantly train, as they must be vigilante and ready to deploy at a moments notice. They have many garrisons scattered across the Soul Society and the Human Realm.

7th Division Characters

You might enjoy playing a character who belongs to the 7th Division if one or more of the following statements are true:

  • You want to protect the innocent and fight for justice.
  • You want to play as a battle hardened veteran.
  • You're a manly man!

Joining the 7th Division

During your time at the Shin'ō Academy you were drawn to the 7th division by either its ideals or the brotherhood camaraderie they display. Or maybe you were a shining example of courage, loyalty or manliness.

Background: 7th Division Member

Rigorous training, combat simulations and front line deployment are a few scenarios you will face as a 7th division member.

Skill Proficiencies: Athletics, and your choice of Intimidation or Persuasion

Equipment: A black Kosode with your division insignia embroidered on the inside,

Feature: Military Theory

You can requisition equipment for temporary use based on your rank, and you can gain access to any garrison owned or occupied by Soul Society, where you can rest in safety and receive the attention of medics.

Additionally, you gain one of the following feats: Fighting Initiate, Martial Adept or War Caster

Contacts

The 7th Division is a division of soldiers, generals, medics, etc. When choosing an ally and rival, you can roll once on each of the 7th Division Ally and Rival tables; or choose one from each.

7th Division Ally
d4 Contact
1 Your childhood friend works in the armory
2 A family member is a combat medic
3 A new division recruit looks up to you
4 You were on the Captains list of high-priority recruits
7th Division Rival
d4 Contact
1 You owe the quartermaster a huge debt
2 A scorned ex-lover is a combat medic
3 Your former drill sergeant doesn't believe you got what it takes
4 A seated officer dishonorably discharged you from their platoon

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank and are very minor. You have decided on your branch and are introduced to the various duties and jobs of that branch.

Between adventures, you earn a salary that supports you at a poor lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As an established member you are sent out on missions for your branch. These missions are usually not dangerous and routine.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided a private room within the barracks.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

As a senior member you are either routinely entrusted with very dangerous or important missions. Alternatively, as a higher seated officer you can be put in charge of one of the branches.

Between adventures, you earn a salary that supports you at a Modest lifestyle. You are also provided a more lavish private room within the barracks.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As the lieutenant you are your captains shadow, eyes, and ears. You are usually always by their side.

Between adventures, you earn a salary that supports you at a comfortable lifestyle, you also gain access to the private lieutenant suite within the barracks.

Rank 5: Captain

Prerequisites: Renown 25 or higher in this division; you also must have passed the Captain Proficiency test

As the Captain you oversee the division.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the captain quarters, which is a private villa within the barracks.

8th Division

With the 7th division being mostly male, the 8th Division is predominately female, due to the previous Captains recruitment priorities. This division embodies femininity, strength, elegance, sophistication and discipline.

During times of peace after the war, the rudimentary monetary system was in shambles. Loan sharks began to rise and gain great power and influence. Many conflicts started to arise and at one point gangs were a much more larger threat than a hollow incursion. With this problem in mind the Captain-Commander appointed the 8th Division to handle this problem, thus the Seireitei Central Bank was formed.

Duties of the 8th Division

The 8th division functions as Soul Societies central bank. They promote the health of the economy, conduct monetary policy, supervise and regulate banks, maintain financial stability, mint new coins when needed, and ensures the Gotei 13 receive their funding.

Seireitei Central Bank

The SCB is divided into three departments that work together. Each one headed by lieutenant, 2nd seated officer or 3rd seated officer.

The first branch is the Operations Branch. This is the bulk of the division which consists of bank tellers, clerks, marketing representatives, internal auditors, branch managers and loan officers. These individuals handle the most prominent job duties the division is responsible for.

The second department is the Minting Department. They manufacture the coins used for currency.

The third department is the Financial Research Department, which consists of economists, financial researchers, financial analysts and bank examiners.

Then there is the SCB Council, which consists of the Captain as the head of the council, the lieutenant, the 2nd and 3rd seated officers.

8th Division Characters

You might enjoy playing a character who belongs to the 8th Division if one or more of the following statements are true:

  • You like money.
  • You're interested in economic intrigue.
  • You're interested in a heavy RP character.

Joining the 1st Division

During your time at the Shin'ō Academy you could've been drawn to the 8th division for many reasons. You could be seeking to escape poverty for yourself or family or you had a keen sense for economics.

Background: 8th Division Member

Assisting customers with their accounts, analyzing financial reports, minting coins, and issuing financial polices are some examples of duties you will be responsible for handling as an 8th division member.

Skill Proficiencies: Insight and Persuasion

Equipment: A black Kosode with your division insignia embroidered on the inside,

Feature: Entrepreneur

You know where and from whom you can obtain funding, whether this be in currency, assets or services. Usually, this comes from banks, nobles, or an independent investor or other faction. Knowing where the funding can be found doesn’t automatically enable you to acquire it; you might need to offer collateral, business plans, favors, or other incentives to invest into your venture.

Your DM might rule that the funding you seek is too much, would require multiple investors, or your venture is too outlandish for any savvy business person to invest in.

Contacts

The 8th Division is a division of clerks, analysts, minters, etc. When choosing an ally and rival, you can roll once on each of the 8th Division Ally and Rival tables; or choose one from each.

8th Division Ally
d4 Contact
1 An internal auditor owes me a favor
2 I have a stake in another members startup
3 A family member is a bank teller
4 A childhood friend is the personal accountant for a Noble
8th Division Rival
d4 Contact
1 I'm banned from the minting facility for an embarrassing reason
2 An internal auditor is convinced I've embezzled
3 I've been narrowly avoiding a loan officer over a debt
4 During a hollow attack I accidentally destroyed a financial analysts important reports

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank and are very minor. You have decided on your branch and are introduced to the various duties and jobs of that branch.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As an established member you are sent out on missions for your branch. These missions are usually not dangerous and routine.

Between adventures, you earn a salary that supports you at a comfortable lifestyle, you are also provided a private room within the barracks.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

As a senior member you are either routinely entrusted with very dangerous or important missions. Alternatively, as a higher seated officer you can be put in charge of one of the branches.

Between adventures, you earn a salary that supports you at a comfortable lifestyle. You are also provided a more lavish private room within the barracks.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As the lieutenant you are your captains shadow, eyes, and ears. You are usually always by their side.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the private lieutenant suite within the barracks.

Rank 5: Captain

Prerequisites: Renown 25 or higher in this division; you also must have passed the Captain Proficiency test

As the Captain you oversee the division.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the captain quarters, which is a private villa within the barracks.

9th Division

While most of the spotlight is on the brave divisions of the Gotei 13 risking their lives for Soul Society, the leaders are behind the scenes ensuring the order and structur of Soul Society. With not only the threat of Hollows lurking about, certain leaders and noble houses face dangers from assassins, terrorists and public groups and individuals not happy with their policies or stances, and wish harm upon them.

With these threats in mind, a division had to be devoted to ensure the safety of Soul Society's leaders.

Duties of the 9th Division

The main mission of the Ninth Division is to protect the Seireitei and it's leaders. These top leaders include the Central 46, the four great noble houses, other noble houses and their families and visiting foreign leaders.

They also protect the integrity of Soul Society's currency, and investigate crimes against the financial system committed by criminals.

Muguruma Commando Unit

An elite unit made up of high-ranking seated officers of the 9th Division. Mugurama Kyūbantai (Mugurama 9th Division) is printed on the backs of their Uniform. It was a sign of their chivalry, unwavering conviction, and their unbreakable bond. They excel in synchronized combination attacks. The unit consists of Captain Kensei Muguruma his 3rd Seat, 4th Seat, 5th Seat & 6th Seat.

9th Division Characters

You might enjoy playing a character who belongs to the 9th Division if one or more of the following statements are true:

  • You're drawn to the idea of political intrigue.
  • You believe in the system and wish to protect it.
  • You're interested in a heavy RP character.

Joining the 9th Division

During your time at the Shin'ō Academy you might've been drawn to the division by the prestige of the job, you believe in system and which to protect it, you were recruited because your skills were exceptional.

Background: 9th Division Member

Protecting nobles, patrolling the central 46 grounds or providing security for foreign leaders. These are only a few situations you will face.

Skill Proficiencies: Insight, Perception

Equipment: A black Kosode with your division insignia embroidered on the inside,

Feature: Guardian

As a 9th division member you must ensure safety to your client, even risking your life if necessary. Your training has provided you the following benefits.

  • Advantage on saving throws against poison
  • When a creature you can see hits a friendly target, other than you, within 5 feet of you with an attack or single target spell, you can use your reaction to jump in the way, taking the damage or effect of the spell.
  • You gain the Alert feat

Contacts

The 9th Division is a division of brave, stalwart, and chivalrous individuals. When choosing an ally and rival, you can roll once on each of the 9th Division Ally and Rival tables; or choose one from each.

9th Division Ally
d4 Contact
1 Another division recruit owes me a favor
2 A family member works security detail for a noble
3 A childhood friend is stationed at the Central 46 compound
4 My mentor was promoted to the Muguruma Commando Unit
9th Division Rival
d4 Contact
1 A security coordinator was disciplined because of me
2 I accidentally ruined an investigators report
3 Another division member knows a dark secret about me I don't want to get out
4 A scorned ex-lover is in the Muguruma Commando Unit, and the final say so for me to join

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank and are very minor. You have decided on your branch and are introduced to the various duties and jobs of that branch.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As an established member you are sent out on missions for your branch. These missions are usually not dangerous and routine.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided a private room within the barracks.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

As a senior member you are either routinely entrusted with very dangerous or important missions. Alternatively, as a higher seated officer you can be put in charge of one of the branches.

Between adventures, you earn a salary that supports you at a Modest lifestyle. You are also provided a more lavish private room within the barracks.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As the lieutenant you are your captains shadow, eyes, and ears. You are usually always by their side.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the private lieutenant suite within the barracks.

Rank 5: Captain

Prerequisites: Renown 25 or higher in this division; you also must have passed the Captain Proficiency test

As the Captain you oversee the division.

Between adventures, you earn a salary that supports you at a aristocratic lifestyle, you also gain access to the captain quarters, which is a private villa within the barracks.

10th Division

The 10th division is one of the most welcoming divisions among the Gotei 13. Those who wish to constantly refine their skills and learn will find that opportunity here.

Previously, Naruki City was under the jurisdiction of the 10th division, but after the war many roles, and duties were shuffled rearranged or consolidated. That city was consolidated under the 5th divisions duties.

With Central 46 focusing more on governing Soul Society less focused was placed on the Academy. The Captain-Commander then nominated the 10th division to assist with managing the school.

Duties of the 10th Division

The primary duty of the 10th division is to govern the Shin'ō Academy. The 10th division ensures the academy is responsive to the values, beliefs and priorities of the Central 46 and Soul Society. They are responsible for staffing the academy, protecting it, providing support for students and setting the curriculum.

An additional role of the 10th division is to scout out and recruit souls to take the Shinigami Aptitude Test and increase the numbers of the Gotei 13.

Shin'ō Academy

The Shinōreijutsuin (Spiritual Arts Academy), now just called the Shinigami Academy, was an institution founded by Genryūsai Shigekuni Yamamoto over 2,000 years ago.

The Academy is a sprawling, multiple story building with architecture similar to that of Seireitei. It has an open courtyard, many classrooms, dormitories and practice areas for Zanjutsu, Hakuda, Hohō, and Kidō. The commandment all Shinigami are taught at the Academy is "Do not seek beauty in battle. Do not seek virtue in death. Do not make the mistake of considering only your own life. If you wish to protect that which you must protect, slice the enemy you must defeat from behind."

The Academy does not teach students to fight for the sake of their superiors or family. Instead they're taught that a Shinigami should give their life to protect their friends and humanity.

Uniform

The uniform of the Academy is similar to the standard Shinigami shihakushō uniform, but with a different color scheme. The women's style consists of a red shitagi (under shirt), a white kosode (shirt) with red stripes, red hakama (trousers), white socks and sandals.

For the male version of the uniform, the red is replaced with blue. There is a circular symbol on both breasts of the outer shirt. This appears to be the emblem of the Academy.

Admission

Applicants to the academy must pass an entrance exam in order to be admitted, and must demonstrate that they have some Reiatsu. The entrance exam is open to any and all who wish to apply, resulting in a wide range of individuals of all ages joining.

The social classes of the applicants range from nobles and residents of the more hospitable districts of Rukongai to its more barbaric outer regions. The results of the entrance exam are used to divide up the successful applicants into different classes, with those who obtain the highest grades being placed in the first class.

At the start of the academic year, there is a welcoming ceremony for the new students.

Curriculum

The Academy's curriculum is taught over six years, though exceptionally gifted students have been known to graduate from the academy in less time than this. In addition to a more general education, the pupils are taught how to control and make use of their Reiatsu, as well as the four major Shinigami combat forms: Hakuda, Hohō, Kidō, and Zanjutsu. Students also learn how to perform Soul Burials, how to communicate with the spirit of their Zanpakutō, and are prepared for the general duties of a Shinigami. Upon completing the Academy's curriculum, a student will then apply to join a division of the Gotei 13.

10th Division Characters

You might enjoy playing a character who belongs to the 10th Division if one or more of the following statements are true:

  • You want to foster the new generation of Shinigami.
  • You're interested in school life shenanigans.
  • You're interested in a heavy RP character.

Joining the 10th Division

During your time at the Shin'ō Academy you could've been drawn to this division for many reasons. Maybe you aspire to be a professor or instructor, you want to be part of the faculty as you think you can make the Academy better, or you're good with children and people.

Background: 10th Division Member

Wrangling unruly youth, teaching students valuable lessons, constructing lesson plans or attending faculty meetings. These are a few challenges a 10th division member must face.

Skill Proficiencies: Two skills of your choice.

Equipment: A black Kosode with your division insignia embroidered on the inside,

Feature: Faculty

As a faculty member you have a specific field of study, gain the Prodigy feat.

Additionally, you have almost unrestricted access to the Academy.

Contacts

The 10th Division is a division of professors, instructors, and other faculty. When choosing an ally and rival, you can roll once on each of the 10th Division Ally and Rival tables; or choose one from each.

10th Division Ally
d4 Contact
1 An office administrator owes you a favor
2 The lunch lady loves gossiping with you
3 A family member is a counselor
4 Your childhood friend became a Zankensoki instructor
10th Division Rival
d4 Contact
1 During your time as a student you gave a History professor a hard time, they haven't forgotten
2 You owe a counselor a huge favor
3 The nurse knows an embarrassing secret about you
4 A scorned ex-lover became a Language & writing professor

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank and are very minor. You have decided on your branch and are introduced to the various duties and jobs of that branch.

Between adventures, you earn a salary that supports you at a poor lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As an established member you are sent out on missions for your branch. These missions are usually not dangerous and routine.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided a private room within the barracks.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

As a senior member you are either routinely entrusted with very dangerous or important missions. Alternatively, as a higher seated officer you can be put in charge of one of the branches.

Between adventures, you earn a salary that supports you at a Modest lifestyle. You are also provided a more lavish private room within the barracks.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As the lieutenant you are your captains shadow, eyes, and ears. You are usually always by their side.

Between adventures, you earn a salary that supports you at a comfortable lifestyle, you also gain access to the private lieutenant suite within the barracks.

Rank 5: Captain

Prerequisites: Renown 25 or higher in this division; you also must have passed the Captain Proficiency test

As the Captain you oversee the division.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the captain quarters, which is a private villa within the barracks.

11th Division

The 11th Division is a direct-combat Division with a specialization in swords-only combat, forgoing the other Shinigami arts and thereby being one of the most specialized divisions in the Gotei 13. As such, it is common practice for members to be carry their Zanpakutō at all times. Since the rise to captain status of the current Kenpachi, an unofficial rule has been added that says to be a true member of the Eleventh Division, one's Zanpakutō must be a melee-type.

The division's doctrine of dominating in battle is what appeals to its members; they believe that fighting is what makes life worth living. This is what separates the 11th Division from the others and makes them the strongest division. Everyone in the 11th Division are highly skilled in fighting. They believe if they are going to die anyway, they have to go down fighting gloriously.

The division is also set up so that to become the captain of the Eleventh, the candidate must do so through the third method of becoming a captain, killing the previous captain in front of 200 members of the Division.

Duties of the 11th Division

After the war, Zaraki expressed his disappointment and irritation on the amount of casualties the Gotei 13 suffered. He took it upon himself to "properly" teach Zanjutsu to the Gotei 13 members. Though his methods are severe and intense, the results have allowed him to continue. Although after a certain incident with a cocky student losing a limb, Zaraki was only allowed to personally instruct "Advanced Prodigy Pupils;" almost nobody has achieved this pseudo rank, for their own good.

Their first role is conducting weekly Zanjutsu drills for all Gotei members seated 5 and below to keep their swordsmanship sharp at all times.

Their second role is providing all of the Zanjutsu instructors and the Zanjutsu portion of the curriculum for the academy.

Zaraki Corps

The Zaraki Corps is a special operations force of the Gotei 13. This group consists of the Captain, lieutenant and seats three and four.

Additionally, they host a grand tournament once a year for all Gotei 13 members and non-shinigami to test their might and skills. With the finalist winning some grand prize, usually money, or the chance to take on the Captain to take his role and the title of Kenpachi. Everyone so far has taken the money. However, Byakuya did enter the tournament once just to challenge Kenpachi, though the Captain-Commander suggested he take the money, for the safety of the attendants and frankly, Soul Society.

11th Division Characters

You might enjoy playing a character who belongs to the 11th Division if one or more of the following statements are true:

  • You love combat.
  • You want to become the next Kenpachi.
  • You believe might equals right.

Joining the 11th Division

During your time at the Shin'ō Academy you were drawn to the division either because you enjoy the thrill of combat, your Zanjutsu skills were above and beyond your peers and were recruited, or you want to take on an active combat role within the Gotei 13.

Background: 11th Division Member

Sharpening your swordsmanship skills daily, taking on the toughest foes, deploying behind enemy lines and conducting some of the most dangerous missions. These are a few examples of what an 11th division member can expect to face.

Skill Proficiencies: Athletics and Intimidation

Equipment: A black Kosode with your division insignia embroidered on the inside,

Feature: The Way of the Sword

After intense training with some of the toughest and meanest instructors, you have sharpened your Zanjutsu skills.
Choose one of the following feats: Crusher, Piercer or Slasher. You may benefit from the chosen feat only when using your Zanpakutō.

Contacts

When it comes to the 11th division, each member is not only your comrade, but your rival as well.

Additional Contacts

If you wish to ignore this flavor, feel free to roll for contacts on any other divisions tables.

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank and are very minor. You have decided on your branch and are introduced to the various duties and jobs of that branch.

Between adventures, you earn a salary that supports you at a poor lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As an established member you are sent out on missions for your branch. These missions are usually not dangerous and routine.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided a private room within the barracks.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

As a senior member you are either routinely entrusted with very dangerous or important missions. Alternatively, as a higher seated officer you can be put in charge of one of the branches.

Between adventures, you earn a salary that supports you at a Modest lifestyle. You are also provided a more lavish private room within the barracks.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As the lieutenant you are your captains shadow, eyes, and ears. You are usually always by their side.

Between adventures, you earn a salary that supports you at a comfortable lifestyle, you also gain access to the private lieutenant suite within the barracks.

Rank 5: Captain

Prerequisites: Renown 25 or higher in this division; you also must have passed the Captain Proficiency test

As the Captain you oversee the division.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the captain quarters, which is a private villa within the barracks.

12th Division

The 12th Division is more than a division, it's an institution of scientific research, technology and innovation. The 12th division and the SRDI has contributed many life changing technologies that better assist the Gotei 13 in their duties and improve on the quality of life of all Soul Society citizens.

Duties of the 12th Division

The 12th division functions as a location for higher education learning and research of various fields. These fields include mathematics, physics, biology, chemistry, zoology, reishi, and cosmology.

Shinigami Research and Development Institute

The SRDI is behind the development of many of the technologies that aid the Shinigami, and is currently headed by Mayuri Kurotsuchi. It was founded by Kisuke Urahara over 100 years ago. The main function of the SRDI is more specialized in it's duties than thee rest of the division. They research and develop new technology and spiritual tools within the Reinō Spiritual Ability Research Facility.

The second function of the SRDI. is to measure spiritual waves and oversee communications. The Spiritual Wave Measurement Lab closely monitors the world of the living to ensure spiritual stability. This lab has a team of members with highly specialized equipment called the Reishi Inspection Squad that are sent out into the field to analyze Reishi concentrations.

The Communications Research Section oversees transmissions between the Human world and Soul Society. If an incident occurs, things become pretty hectic, but otherwise, it is usually slow.[

12th Division Characters

You might enjoy playing a character who belongs to the 12th Division if one or more of the following statements are true:

  • You're drawn to wild magic and dangerous explosions.
  • You want to be an innovative genius.
  • You believe in brains over brawn.

Joining the 12th Division

During your time at the Shin'ō Academy you could've been drawn to the 12th division to further your studies in a field, maybe you're on the verge of a breakthrough and needed funding, or your genius intellect was noticed and you were recruited.

Background: 12th Division Member

From taking precises notes, long hours in the lab, conducting mundane experiments, and performing dangerous trials. These are just a few scenarios you will face as a 12th division member.

Skill Proficiencies: Choose two from the following: Arcana, History, Investigation, Nature, or Religion.

Equipment: A black Kosode with your division insignia embroidered on the inside,

Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from another lab, library, another division, or a sage or other learned person or faction. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Contacts

The 12th Division is a division of assistants, subjects, researchers, scientists, and directors. When choosing an ally and rival, you can roll once on each of the 12th Division Ally and Rival tables; or choose one from each.

12th Division Ally
d4 Contact
1 You know an assistant who carries important messages among the laboratories
2 You had a romance with a chemist
3 You're in regular communication with an instructor who inspired you to join the division
4 A family member is the lead researcher for a lab
12th Division Rival
d4 Contact
1 Your childhood rival beat you to a promotion
2 You and another researcher are vying for funding on a research project
3 Your miscalculations on a dangerous experiment resulting in the death of a lead researchers friend
4 A lead researchers miscalculations on a dangerous experiment resulting in the death of your friend

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank and are very minor. You have decided on your branch and are introduced to the various duties and jobs of that branch.

Between adventures, you earn a salary that supports you at a poor lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As an established member you are sent out on missions for your branch. These missions are usually not dangerous and routine.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided a private room within the barracks.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

As a senior member you are either routinely entrusted with very dangerous or important missions. Alternatively, as a higher seated officer you can be put in charge of one of the branches.

Between adventures, you earn a salary that supports you at a Modest lifestyle. You are also provided a more lavish private room within the barracks.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As the lieutenant you are your captains shadow, eyes, and ears. You are usually always by their side.

Between adventures, you earn a salary that supports you at a comfortable lifestyle, you also gain access to the private lieutenant suite within the barracks.

Rank 5: Captain

Prerequisites: Renown 25 or higher in this division; you also must have passed the Captain Proficiency test

As the Captain you oversee the division.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the captain quarters, which is a private villa within the barracks.

13th Division

The 13th division like the 2nd division, 10th division and 12th division has had separate entities merged together. The Kidō Corps became part of the 13th division and it's duties broadened and strengthened. The division now regulates anything Kidō within Soul Society.

Duties of the 13th Division

The 13th division is the primary source for kidō instructors and kidō curriculum for the academy. They're also where one would go to further study and research kidō. Would be students aspiring to become kidō masters or create new kidō will find the resources and guidance to do so here.

Their second duty is regulating the usage of kidō. They dictate which kidō should be taught, studied, researched, restricted, or forbidden.

Kidō Corps

The Kidō Corps is a group of specialists presiding over spiritual law. Much like the 2nd division its operations are executed in absolute secrecy.

The Kidō Corps have three main known functions. The first is investigating and prosecuting kidō related crimes, and establishing laws regarding kidō.

The second is releasing the Sōkyoku seal during executions.

The third is opening the Senkaimon. The Senkaimon is the gate used to travel between Soul Society and the Human Realm, and is the only official and safe way to enter and leave Soul Society. Soul Society has only one permanent Senkaimon, which takes the form of a giant gate situated within a large courtyard atop a large tower. Travel through the Senkaimon is heavily regulated, and can only officially be opened by the members of the Kidō Corps. A black winged insect, the Jigokuchō, which only Shinigami are permitted to carry, is needed to pass through it.

Upon arriving and leaving from the Human World, the Senkaimon can appear almost anywhere. When it appears in this fashion, the Senkaimon takes the form of a traditional Japanese waiting room entered through a Shōji. It can be opened by using a Zanpakutō as a key. The method requires simply placing the Zanpakutō in front of the user and inserting it into the spacial area one wants the Senkaimon to appear before turning the sword like a key while declaring "Kaijō!" (unlocking). Intruders can pass through the Senkaimon, but the lack of a Jigokuchō forces intruders to pass through the Dangai.

13th Division Characters

You might enjoy playing a character who belongs to the 12th Division if one or more of the following statements are true:

  • You love casters.
  • You're interested in unlocking the secrets of Kidō.
  • You believe Kidō is the future.

Joining the 13th Division

During your time at the Shin'ō Academy you were drawn to the division because you love kidō, maybe you were recruited because of your talents, or you have close ties with the division during your time in the Rukongai.

Background: 13th Division Member

Conducting experiments with unstable kidō, investigating kidō crimes, protecting the senkaimon or inspiring the next generation to pursue kidō. These are only a few examples of tasks you will face as a 13th division member.

Skill Proficiencies: Arcana, History

Equipment: A black Kosode with your division insignia embroidered on the inside,

Feature: Arcane Scholar

You gain one of the following feats: Elemental Adept, Metamagic Adept, or Spell Sniper.

Contacts

The 13th Division is a division of mages, attendants, researchers, and investigators. When choosing an ally and rival, you can roll once on each of the 13th Division Ally and Rival tables; or choose one from each.

13th Division Ally
d4 Contact
1 An arcane attendant owes you a favor
2 A former mentor was promoted to the Kidō Corps
3 A childhood friend is now on the Kidō Curriculum Advisory Group
4 You were once summoned by the Captain, who complimented you on your work
13th Division Rival
d4 Contact
1 You owe a researcher a favor
2 An investigator is convinced you're linked to a closed unsolved crime
3 A scorned ex-lover just became a seated officer
4 A researcher took credit for your work and got promoted to lead researcher

Rank and Renown

By gaining renown as a member of this division, you can advance. Promotion through the ranks requires the approval of a superior officer. Advancement is a reward for services rendered to the division, rather than an automatic consequence of increased renown.

Rank 1: Division Member

Prerequisite: Renown 1 or higher

Your specific duties vary at this rank and are very minor. You have decided on your branch and are introduced to the various duties and jobs of that branch.

Between adventures, you earn a salary that supports you at a poor lifestyle, you are also provided room and board within the barracks.

Rank 2: Seated Officer

Prerequisites: Renown 5 or higher in this division

As an established member you are sent out on missions for your branch. These missions are usually not dangerous and routine.

Additionally, starting at level 11 your Max Spell Level is considered one level higher for learning Hadō.

Between adventures, you earn a salary that supports you at a modest lifestyle, you are also provided a private room within the barracks.

Rank 3: Senior Officer

Prerequisites: Renown 10 or higher in this division

As a senior member you are either routinely entrusted with very dangerous or important missions. Alternatively, as a higher seated officer you can be put in charge of one of the branches.

Additionally, starting at level 15 your Max Spell Level is considered one level higher for learning Hadō.

Between adventures, you earn a salary that supports you at a Modest lifestyle. You are also provided a more lavish private room within the barracks.

Rank 4: Lieutenant

Prerequisites: Renown 15 or higher in this division

As the lieutenant you are your captains shadow, eyes, and ears. You are usually always by their side.

Between adventures, you earn a salary that supports you at a comfortable lifestyle, you also gain access to the private lieutenant suite within the barracks.

Rank 5: Captain

Prerequisites: Renown 25 or higher in this division; you also must have passed the Captain Proficiency test

As the Captain you oversee the division.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you also gain access to the captain quarters, which is a private villa within the barracks.

Royal Guard

The Royal Guard, also known as the Zero Division, is dedicated to the protection of the Soul King, the Royal Family, and the Soul King Palace. The Royal Guard is a special organization that performs services for the Royal Family. It has a considerable amount of fighting, organizational, and executive power compared to other divisions.

Since serving the royal family is the primary purpose of the Royal Guard, they do not interfere in Gotei 13's affairs and the defense of Soul Society, even against major threats like Aizen and his Arrancar. They are known to do whatever is required by order of the Soul King.

The Royal Guard's authority supersedes the authority of all within Soul Society. Each member of the Royal Guard have had the power of the Ōken imparted onto their bones by the Soul King. They also each have a city of their own at the Soul King Palace.

The Royal Guard commonly stays within the Soul King Palace, but when they do travel, their preferred method of transportation is a huge pillar called the Tenchūren (Heavenly Pillar-Palanquin). This pillar enters from the inner dimension and lands with significant force upon its arrival. The Tenchūren, however, does not have the ability to return to the palace on its own, and relies on Kūkaku Shiba's cannon to launch it back. Additionally, there is the Chōkaimon (Super World Gate), but it can only be opened by syncing the arrival and departure times. The final and least used form of transportation is the interdimensional stairs that lead to the Seireitei, though it will take anywhere from half a day to a week of travel to get there.

Like the divisions of the Gotei 13, the Royal Guard has a unique symbol that represents the division's primary role, which is in its case based upon the Winter Daphne (Jinchōge). This symbol is placed inside the Gotei 13 symbol of a rhombus to form the division's complete insignia, which is displayed upon each member's haori.

History

Due to their status as a secret organization, the history and very existence of the Royal Guard is not commonly known.

Many believed them to be a myth up until they arrived when the Quincy invaded.

Structure

The Royal Guard is known to promote former captains of the Gotei 13 to their ranks. The Royal Guard has no soldiers, and it only has 5 members, all of which are former captains. Their total power far surpasses the power of all the 13 Divisions together.

All the members of the Royal Guard were Shinigami acknowledged by the Soul King to have made significant contributions to the history of Soul Society.

Notable Members & Contributions

Ichibē Hyōsube: Leader of the Zero Division, known as the Monk Who Calls the Real Name, his contribution was that he was the first to chose the names for everything in Soul Society, including Zanpakutō, Shikai and Bankai. He also became the first Shinigami whose Zanpakutō gained an evolved form, which was known as Shinuchi.

Tenjirō Kirinji: Divine General of the East and 1st officer, known as the Hot Spring Demon, his contribution was the creation of most Kaidō and various healing springs.

Kirio Hikifune: Divine General of the South and 2nd officer, known as the Ruler of Grain, her contribution was the creation of the Artificial Soul.

Ōetsu Nimaiya: Divine General of the West and 3rd officer, known as the God of the Sword, his contribution was the creation of the Zanpakutō.

Senjumaru Shutara: Divine General of the North and 4th officer, known as the Great Weave Guard, her contribution was the Shutara Scale as well as the clothing the Gotei 13 use.

Divine General

Prerequisites: Rank 5, Renown 25 or higher and must have provided a great contribution to Soul Society

As a Royal Guard member you are bestowed the Oken, which allows access to and from the Royal Palace. Once per long rest you can cast Plane Shift with no material components. You may expend two hit die to cast this spell an additional time.

Additionally, if you're able to cast 9th level kidō, you learn one secret kidō of your choice.

Finally, you are granted your own city within the Royal Kingdom to preside over as you see fit.

The Wandenreich

After losing the war with the Shinigami 1,000 years ago, the Quincy escaped from the Human World into the Seireitei, the place they believed to be the most unguarded. In doing so, they used Reishi to create space in the "shadows". This is what was called the Wandenreich, the "Invisible Empire". Their plan was to use the abundant Reishi that was only to be found in Soul Society as the source of their power, so they hid and waited for 1,000 years while gathering their power.

Sometime after the defeat of Sōsuke Aizen, the Wandenreich conquered Hueco Mundo, capturing Tier Harribel in the process. In addition, they conscripted many Arrancar into their service and killed many Hollows. With the defeat of Ywach and most of their fighting force the Wandenreich was left in disarray.

Structure

Much like the Gotei 13, the Wandenreich has a rigid and defined hierarchy.

Emperor

The leader and undisputed ruler of the Wandenreich who has absolute control and say.

Sternritter

The Star Knights is a group of elite Quincy combatants led by the Sternritter Grandmaster. Several Sternritter are appointed as the emporer's elite guards, known as the Schutzstaffel (Imperial Guards), led by the Schutzstaffel Grandmaster.

Jagdarmee

The Hunting Corps is a hunting unit which, in the wake of Hueco Mundo's conquest by the Wandenreich, is entrusted with capturing Arrancar to serve the empire. The Jagdarmee is separated into numbered groups. The Executive Hunting Captain being the leader of the first Jagdarmee.

Soldat

The soldiers of the Wandenreich that make up most of the army. They can defeat low-ranked Shinigami with ease.

Rank and Renown

By gaining renown as a member of the Wandenreich, you can ascend through an ordered series of ranks within the faction. Promotion always requires the approval of a superior officer. It is a reward for services rendered to the orgranization, rather than an automatic consequence of increased renown.

In addition, certain positions become available to you when both your renown and your character level reach certain thresholds.

Rank 1: Soldat (Soldier)

Prerequisite: Renown 1 or higher

At this rank you are part of a platoon of soldiers. You embark on routine missions and low threat missions.

You salary allows you to sustain a Modest lifestyle.

Rank 2: Feldwebel (Sergeant)

Prerequisite: Renown 3 or higher

At this rank, you gain some authority over a few Soldat. When you undertake a mission on the faction’s behalf that requires military strength, a squad of 1d4 soldiers (your DM has the stats) accompanies and assists you for the duration of the mission.

Jäger (Hunter) [Special Role]

Prerequisite: Rank 1, Renown 3 or higher and 5th level of higher

If you meet the prequiresites, you can apply to join the elite group known as the Hunting Corps. This special order serves as a combination of military police and military intelligence, giving it a fair degree of independence within the faction. Its members scout the activities of other factions to assess their military strength, predict potential threats, capture and interrogate individuals and they sometimes activate squads to defuse threats before they grow more serious. The Jägers also help the Wandenreich root out spies and leaks within the faction. Secondarily, the Jäger is responsible for policing the ranks of the army. When members get carried away by their zeal and break the law or abuse their authority, the Jäger take on the tasks of investigating, apprehending, and punishing the malefactors. Similarly, if members of the army disappear (involuntarily or otherwise), Jäger agents are typically the ones called to investigate.

Rank 3: Brigadier

Prerequisite: Rank 2 and Renown 5 or higher

As a brigadier, you are responsible for missions and strategies that you can’t execute entirely on your own or with the aid of a handful of soldat. After receiving goals handed down from the captain above you, it’s your job to figure out the tactics needed to accomplish those goals.

You lead a brigade that consists of six squads, each made up of four soldat commanded by a Feldwebel (use the soldier stat block). You can assign these squads to tasks of your choosing within the area you have authority. You can also lead these soldat into battle yourself, or bring one squad and its sergeant with you on a sanctioned mission.

You continue to receive a salary sufficient to maintain a modest lifestyle, but your quarters in the garrison are more spacious.

Silbern Guard (Special Role)

Prerequisite: Renown 5 or higher and 7th level or higher

Members of the Silbern Guard are responsible for the defense of Silbern, the Wandenreich headquarters. Only those who have proven themselves in combat are selected to join this force. If you are accepted into the Silbern Guard, your missions will be primarily defensive in nature. You might receive orders to find new ways to fortify the fortress or to detect moles and other spies who try to gain access. Of course, given these chaotic times, you could end up defending Silbern from an all-out attack by some other enemy force.

Rank 4: Oberst (Colonel)

Prerequisite: Rank 3 and Renown 10 or higher

As a Oberst in the Wandenreich, you gain command of a small garrison and the responsibility for maintaining order and protecting people in part of a city district. You have four brigades under your command. As described for rank 3, each brigade has six squads of five soldat (including a Feldwebel) reporting to them. One additional squad of 2d4 soldat is your personal retinue.

You regularly receive communications from the Sternritter who coordinate the efforts of the smaller garrisons. They keep you informed of the goals and concerns of the Emperor and can help you address them. You are then responsible for giving orders to your brigadiers, and you must answer to your Sternritter for the troops’ success or failure in achieving the army's strategic goals.

As a Oberst, your salary allows you to maintain a comfortable lifestyle between adventures.

Sternritter (Special Role)

Prerequisite: Rank 3, Renown 15 or higher and 10th level or higher

As a Sternritter you're the emporer's elite guards. In this role, you are advised - and ordered around - by the Sternritter Grandmaster. You are in regular communication with the Emperor, who places you in charge of a major faction initiative. You might be tasked with improving recruitment, developing a plan for dealing with another faction, or collaborating with one, as well as leading an invasion.

At this rank, you gain a Sternritter Medallion (described in chapter X) at the start of each mission you undertake on the faction’s behalf. You draw a salary sufficient to maintain a wealthy lifestyle.

Thronfolger (Heir to the Throne) [Special Role]

Prerequisite: Rank 4, Renown 25 or higher and 15th level or higher

This position can only be bestowed by the Emperor. Your power, skillset, or mind has been acknowledged by the Emperor and they decided on you as their successor in the event of their death, or when they step down.

At this rank you are under the wing of the Emperor as they familiarize you with their duties, from managing the Sternritter, to running the country.

Xcution

Xcution is a secret society initially assembled under the founder and former Substitute Shinigami Kūgo Ginjō. This faction is a haven for those persecuted or wronged in one way or another due to their Fullbring powers and to master their abilities.

History

Kūgo initially formed the group to rob Ichigo Kurosaki of his latent Shinigami powers and share it amongst the group. Once his plan utterly failed most of the group was slain by the Shinigami. The surviving members disbanding and scattering.

After some time the members regrouped and decided to reform Xcution and keep its initial mission. For funding they also perform mercenary work. They quickly grew in power and became a much more structured faction mirroring the Gotei 13.

Through the years Xcution and the Gotei 13 would sometimes work together, but their relationship, due to their history together, has been tenuous at best. More often they would clash, as Xcution has made the existence of Hollow's, Shinigami and other factions more known. Xcution believes that the more people know of Hollows, the easier it would be to monitor and protect the Human Realm. The Gotei 13 would see the dismantling of the Xcution, but the additional help they provide with protecting the Human Realm as well as the other realms, they more often turn a blind eye. This however, doesn't reassure Xcution and ensure they not only have the numbers to combat them if necessary, but technology to match them.

Structure

The entire faction is led by a council of 5 Magistrates, known as the Senatorum. All Magistrates were previously a Primaris who were elected as a Magistrate by the Senatorum.

Unlike the Gotei 13, the diferrent sectorums of Xcution work tightly and coherently together. They freely share information, contacts and other assets for the benefit of each other and the faction.

Sectorum Munitorum

This sectorum is one of the largest of the faction. They handle the administrative and bureaucratic duties of the faction. Additionally, they also perform many other important maintenance duties for the factions facilities and assets.

The Sectorum also trains and licenses scribes, notaries, interpreters, cartographers, barristers, heralds, bookbinders to it's clients.

Sectorum Custodia

This sectorum brokers the services of bodyguards, mercenaries, and bounty hunters. They specialize in risk assessment and management, protecting clients from physical threats.

The Sectorum also patrols the Human realm warding off Hollow and being the eyes and ears for the faction.

Sectorum Obscura

This sectorum provides covert operation services, as well as assisting clients in protection against such operations. The sectorum licenses spies, assassins, locksmiths, security specialists, and more.

They also compile many dossiers on individuals, groups, or other factions to blackmail or as a deterrent to maintain Xcutions secrecy, safety and power.

Sectorum Cerebra

This sectorum focuses on science and research on reishi, hollow, other races as well as the mechanics and potential of fullbringers. They also research, craft and sell Kidō infused items.

Additionally, this is the sectorum new recruits go to to train, develop, and discover their Fullbring powers.

For income, this sectorum also consists of many artisans which provides a variety of goods and services to clients.

Sectorum Vitamora

This sectorum manages various establishments that provide healing and medicinal goods and services, both mundane and magical. Additionally they're also mystics that can help clients commune with the recent dead as well as perform Konsō rituals. These mystics also find spirits and assist them in passing over.

Rank 1: Xcution Affiliate

Prerequisite: Renown 1 or higher

You're currently a member not officially apart of any sectorum. You are assigned various minor assignments, or are free to take on assignments from any sectorum.

You are also provided room and board within the factions headquarters or available safe houses.

Rank 2: Sectorum Inceptor

Prerequisites: Renown 5 or higher in this division

You have officially joined a sectorum and pledged yourself to the faction. At this rank you are assigned or can take on more dangerous missions. The sectorum also provides you with supplies you need to complete those missions (within reason). Additionally, you no longer need to pay membership fees.

Between adventures, you earn a salary that supports you at a modest lifestyle.

Rank 3: Sectorum Legatus

Prerequisites: Renown 5 or higher in this division

As a Legatus you are eligible to oversee your own projects, directing the efforts of other inceptors toward the solution of some problem facing the sectorum or faction. The Primaris gives you a personal work place if needed and you have a staff of 2d6 sectorum members.

You can have this staff work on projects, run errands or perform other tasks related to your sectorum.

Between adventures, you earn a salary that supports you at a comfortable lifestyle, you are also provided a private room within the barracks.

Rank 4: Sectorum Primaris

Prerequisites: Renown 5 or higher in this division

As a Primaris you are placed in charge on a Sectorum. New sectorums rarely form, so you must wait for your sectorum primaris to retire (one way or another) before a position exists for you to fill, except in truly exceptional circumstances. Similar to a Sectorum Legatus, you are responsible for directing the efforts of exploring a wide variety of projects related to the focus of your sectorum. Unless an experiment turns out to be especially interesting, these efforts can carry on without your supervision. If you need to, you can enlist the aid of 5d12 sectorum members.

Between adventures, you earn a salary that supports you at a wealthy lifestyle, you are also provided a private room within the barracks.

Rank 5: Senatorum Magistrate

Prerequisites: Renown 5 or higher in this division

You have been elected as a magistrate by the Senatorum. This was in due because a previous member retired, died, or a position became vacant. As a Magistrate you and the others manage and lead the faction. Additionally, as one of the strongest members of the faction, you are also tasked with the protection and defense of the faction. All the resources of the faction are at your disposal.

Between adventures, you earn a salary that supports you at a aristocratic lifestyle.

El Reino Hueco

Spanish for The Kingdom of Hollows. This Kingdom was initially united and formed by Baraggan Louisenbairn. Through his might he was able to unite every arrancar in Hueco Mundo under his rule, and for those that would not bow to him, would be destroyed. After some time he became the undisputed King of Hueco Mundo and the original ruler of Las Noches. However, after some time he became bored as a result of nothing to do, nothing to conquer, and no one to defeat, thus rendering his army nearly useless: its only purpose had become awaiting the invasion of another force.

After Aizen's defection, he made his way to Hueco Mundo and sought out Baraggan and quickly usurped him as King. Aizen kept Baraggan alive under the condition he served him. After Aizen's defeat and baraggan's passing, Tier Harribel, previously the third Espada, took over as the new King of Hueco Mundo and ensured the continued unification of all the arrancar.

Structure

Unlike the Gotei 13, the Espada, and the rest of the forces of Hueco Mundo are a collective of individuals and groups only organized together by the might of the current ruler of Hueco Mundo. Each Esapada member has their own quarters within Las Noches. They're also left to their own devices to do as they want as long as it doesn't disrupt the king's plans or cost harm any other Espada or Números.

Números

Spanish for numbers. The moment a hollow is "reborn" into an arrancar, they are conscripted into the King of Hueco Mundos army. Each one is assigned a two-digit number, starting with 11. This number indicates not the order of the Números' strength, but of their birth. Thus, the higher an Arrancar's number, the younger they are.

The Exequias

Spanish for Funeral Rites. This group cleans up after each battle, performs reconnaissance and data collection, and terminates any rebels or intruders in Las Noches, hence their name.

This group was founded and lead by Rudbornn Chelute, the 61st arrancar. For most of it's existence, he was also it's only member, as all of his subordinates were created by his abilities.

Fracción

Spanish for fraction, are Arrancar that serve a specific Espada. As proof of their status, the Espada have the right to select subordinates from among the Números to supervise directly. They can choose one or many Fracción, or even none at all.

Espada

Spanish for sword, the original Espada was formed by Baraggan Louisenbairn, the previous King of Hueco Mundo.

This elite fighting force assisted him in leading his armies and conquered all of Hueco Mundo and established Las Noches as his palace.

The Espada are the ten top-ranked and most powerful Arrancar in Heuco Mundo controlled by the King of Hueco Mundo. Members of the Espada are given a number from 0-9. The lower the number, the more powerful the Espada. Each Espada has a tattoo with their number somewhere on them.

Only Vasto Lorde's can become an Espada, they're either added to the ranks by the current ruler, or they can challenge a current Espada to take their spot. If an Espada would be demoted they become a Privaron Espada and their number increases by 100.

Their immense power and leadership status among the Arrancar also grants each Espada the authority to exert command over the King's other forces within Las Noches: the Números, the Exequias, and their own Fracción, chosen by them from the Números.

Rank 1: Número

Prerequisite: Renown 1 or higher

As a Número you perform menial tasks by whichever higher ranking arrancar demands of you. You have a room within the large barracks in Las Noches.

Rank 2: Exequias

Prerequisite: Renown 3 or higher

You have proven yourself as a useful Número and have been promoted to the Exequias. No longer performing menial tasks, and fulfilling the tasks of the Exequias you are given greater responsibility, but you are still subordinate to any higher ranking member.

Rank 3: Fracción

Prerequisite: Renown 5 or higher

You have further proven yourself and have been recruited by an Espada to be a part of their Fracción. Your duties now consist of whatever your Espada assigns you too.

Rank 4: Espada

Prerequisite: Renown 5 or higher

You have become an Espada, from either defeating an Espada member to take their place, or from a vacancy opening up and being promoted by the King. As an Espada there is no greater authority than the King of Hueco Mundo. You are free to do as you'd like, so long as you follow any laws & rules of your King and you obey and protect the King as well.

You're also allowed to recruit from the Números to create your own Fracción. You're Fracción maximum size is 1 + your Charisma modifier and your Fracción total combined CR is equal to your level/HD + 1 and no Fracción member can be of equal level, HD or CR as you.

Rank 4: King of Hueco Mundo

Prerequisite: Renown 5 or higher

As the King of Hueco Mundo you are free to rule as you see fit. You control all Espada and Las Noches.

Chapter 3: The Planes of Bleach

Within this chapter you'll find information on the various planes (or realms) of Bleach. Each one unique with it's own rules, denizens and dangers.

The Garganta

Spanish for "Throat", it is the space between realms. It is a featureless black void of turbulent and unstable Reishi. To move through it, travelers must create footholds using the Reishi or fall into the void and be lost forever.

The Valley of Screams

Valleys of Screams are pockets of space, varying in size, that reside within the Garganta. These demiplanes form from souls ejected from the reincarnation cycle and coalesce into a small realm. How and why these form is currently unknown.

The Living Realm

Otherwise known as the Human realm, it is the material plane of that as we knew it, Earth during the 2000's.

Dangai

Also known as the Precipice World, is a corridor-like demiplane in the Garganta that connects Soul Society and the Human Realm. Origninally, the Dangai was not only a passage to the Human realm, but a penal colony. This realm is an isolated space which is surrounded by numerous stacked-up layers of time's current, making it a temporally dense realm when compared to others. It is approximately 2,000 times denser, meaning that when one hour passes in the outside worlds, about 2,000 hours pass inside the Dangai.

The Kōryū and Kōtotsu are remnants of it's time as a penal colony and also act as a defensive mechanism against unwanted intruders. While the Dangai can be used to journey to and from Soul Society, those who have a Jigokuchō bypass this realm entirely.

The Kōryū (Wresting Flow) is the current that is constantly flowing through the Dangai, in order to prevent enemies from using it. This current takes the form of a thick sludge. The current stops those from moving, even if one foot is caught in it, escape is almost impossible. The current encompasses the floor, walls and ceiling.

The Kōtotsu (Wresting-surge) is the Dangai's equivalent to a street sweeper. It is made of the same material as the Dangai and appears similar to a bullet train with a bright golden eye at the upper-center of its body. The Kōtotsu appears every seven days to cleanse the area - killing anyone and everything it makes contact with it. This assures that no one lingers in the realm and takes advantage of the time distortion.

Soul Society

Also known as the Spirit Realm, this plane is an afterlife where most souls go to and dwell until they're reincarnated into the Human Realm. While the denizens refer to it as Soul Society, this area is actually the East Branch of a larger Soul Society. The mode of life in Soul Society closely resembles that of feudal Japan.

When people die, they are assigned a number to a part of Soul Society according to when they died. Denizens never hunger here (unless they have spiritual powers) and lifespans of 2000 or more years are not unheard of. While some would describe this as a paradise, it is far from sublime. Life here is much like that of the living world. Children can be born the same way as in the Human Realm. People can also be killed as regular Humans, though they are capable of surviving wounds that would normally be considered fatal. A soul that dies in Soul Society is reincarnated on Earth as a new Human with no past memories.

Shinigami enter and leave Soul Society by unlocking the Senkaimon and using a Jigokuchō. Pluses can also enter Soul Society through Konsō. Intruders can pass through the Senkaimon in the same manner, but only in soul form. This allows spiritual beings, such as Ichigo in his Shinigami form, to enter without permission. Humans can also use such a gate through the use of Reishihenkanki (Spirit Exchangers), which convert solid matter into Reishi. Finally, Hollows can also directly rip a hole to Soul Society from Hueco Mundo, or in the case of Arrancar, using Garganta.

One of the more unusual aspects of Soul Society is its technology level. While the lifestyle and culture of Soul Society is comparable to feudal Japan, they possess technology of a level exceeding that time period. The Shinigami Research Institute has developed amazing technology to their credit, mixing technology with organic components. Allowing for the creation of creatures that do everything from detecting spiritual energy signatures to allowing Humans to see a spirit without the use of a Gigai. They possess touch-screens and databases which are in use for files and historical documentation storage found extensively in the Daireishokairo (Great Spirit Book Archive), which contains all the knowledge and history of Soul Society. View screen technology that is capable of sending signals to the Human World and Dangai, allowing for face to face conferencing. All manner of portable hand-held devices for tracking and communication purposes. Blending old traditions and ideas with new innovation, Soul Society is an enigma in this comparison.

Government

Soul Society is maintained by the Soul King whose existence is pivotal to the balance of the world as it regulates the flow of souls into and out of Soul Society, leaving administration to the Central 46 Chambers and Nobles. The Soul King lives at the Royal Palace in a demiplane separated from Soul Society itself and protected by the Royal Guard. The demiplane can only be accesssed with an Ōken (King's Key) The supposed location of this Ōken is passed down verbally from one Gotei 13 Captain-Commander to the next.

Another part of the government are the Noble Houses, especially the Four Noble Families which are considered to be the highest of them all.

The lower noble houses all serve one of the four. The military have no authority to act against a noble family without evidence that their actions are treasonous.

The Central 46 is an organization that serves as the judiciary authority of the Soul Society. Operating under a mandate from the Soul King, the influence of the Central 46 goes well beyond the boundaries of a judiciary authority and into those of legislative and operative authorities. The Central 46 is comprised of forty wise men, gathered from all over the Soul Society, and six judges. These men are in charge of trying all Shinigami crimes, whether they were committed in Soul Society or not. The Central 46 are also within their jurisdiction to order the use of deadly force by the military.

Seireitei

The Court of Pure Souls, is in the center of Soul Society. Seireitei is a circular shiro with four main entrances, ten days walk apart, each guarded by one of the Gatekeepers, elite members of incredible size. These gates are collectively called the Four Great Pure Soul Gates: these gates are made up of the Northern Black Ridge Gate, the Eastern Blue Stream Gate, the Southern Red Hollow Gate, and the Western White Road Gate. The gates are so heavy that it takes the full might of a gatekeeper to lift one. There are, however, doors within the gates, to allow passage of individuals when needed.

The walls of the Seireitei, known as the Seireiheki (Pure Soul Wall), are made of Sekkiseki (Spirit Reducing Stone), a rare type of stone known to negate all Reiryoku. The stone also forms a spherical barrier around the city, extending above and below, stopping anything spiritual from breaching it from ground level, from the sky or from underground. The wall that surrounds the Seireitei is commonly held up, only closing down when there is an emergency. When it is not down protecting the Seireitei, the wall protects the Soul King Palace.

The majority of the residents of Seireitei, nobility and Shinigami alike, do not interact with the citizens of Rukongai. The Central 46 chambers, the Shini'o Academy and all Gotei 13 divisions are located within the Seireitei.

Rukongai

Drifing Spirit town, is the largest portion of Soul Society and the most populated. It is divided into 320 districts (80 in North Rukongai, 80 in West Rukongai, etc.), each numbered in descending order on how far they are from the center; this results in the higher-numbered (and farther) districts decaying into slums. Thus, while District 1 is peaceful and lawful, much like the antiseptic lifestyle of early-Edo Era Kyoto, District 80 is a hardscrabble, violent, crime-infested area that more depicts Heian era Kyoto. The duties of the Gotei 13 Divisions include defending allocated districts of Rukongai.

The living standards in Rukongai decline sharply beyond the fiftieth district, with an increase in people wearing rags and no footwear. According to statistics from the last 550 years, no Rukongai resident wears sandals beyond District 59. Rukongai is full of families that are not related by blood. People die at different times and places, and it is rare for a person to find their real family in the vast Rukongai.

Schatten Bereich

German for Shadow Realm, after losing the war with the Shinigami 1,000 years ago, the Quincy escaped from the Human World into the Seireitei, the place they believed to be the most unguarded. In doing so, they used Reishi to create a demiplane in the "shadows". Their plan was to use the abundant Reishi that was only to be found in Soul Society as the source of their power, so they hid and waited for 1,000 years while gathering their power. This is what was called the Wandenreich, the "Invisible Empire".

Over 1,000 years ago, Yhwach had formed a Kingdom of Quincy named the Lichtreich (Empire of Light) which extended to all the nearby countries. In the 200 years since Yhwach's birth, the Lichtreich had conquered the nearby villages and lands.

Headquarters

The Wandenreich is currently based out of a building known as Silbern (Silver), known as the Silver Cross Castle, a large, ice-covered structure surrounded by a vast city roughly the size of the Seireitei. The Wandenreich uses metal plates, known as Gates of the Sun, to move around the large palace quickly. The headquarters is made purely out of Reishi particles from the Seireitei.

Silbern itself is a wide, two-tiered building. The bottom tier is supported by six thick columns, while the upper tier is roughly half as wide and long, instead being held up by pillars; it also features windows consisting of two thin slats in the wall on either side. The ground below it has a set of stairs leading up to the lower tier, and the entire complex is surrounded by an angular barrier with octagonal joints. Silbern is framed by two gutted, curving, tusk-like structures arching toward each other in front of it, and is dwarfed by a large, rectangular tower with a cross on each side rising up behind it.

Government

The Wandenreich is ruled by their emperor, previously Ywach, and is assisted by their advisor. The emperor chooses a crowned prince to replace them should they pass away or step down. The emperor has an elite group of quincy called the Sternritter (Star Knights), each as powerful, if not more powerful than a Captain from the Gotei 13 and led by the Sternritter Grandmaster. Several of these Sternritter that have proven to be the best serve as the emperors personal guard known as the Schutzstaffel. Then there is the Jagdarmee (Hunting Army) a hunting unit which, in the wake of Hueco Mundo's conquest by the Wandenreich, is entrusted with capturing Arrancar to serve the empire. Finally, there is the bulk of the army, the Soldat (Soldier) which can defeat low-ranked Shinigami with ease.

Military Attire

The typical attire of most Wandenreich personnel consists of a long, white, double-breasted trench coat with shoulder straps and a white, button-down bib. This coat is bound at the waist with a black belt, which is further adorned with a decorative buckle, and is worn over both white trousers and trench boots.

Many members sport white hats with black peaks and a crest emblazoned on its front, which is reminiscent of the five-pointed variant of the Quincy cross. This insignia is reflected by the buttons of their other apparel. Some higher-ranking members pair this uniform with other additional pieces of clothing, such as capes or cloaks, to distinguish themselves.[43] The Sternritter wear a distinctive white, ankle-length cloak over their uniform which features the Wandenreich insignia emblazoned on its back and often a hood attached to the cloak's collar. Apart from the standard uniform, a Soldat's attire consists of a military beret, black goggles with white lenses, a gas mask which obscures their entire face, and a short, collared cloak.

The Royal Palace

The Royal Palace is a demiplane kept suspended above Soul Society that serves as the official residence of the Soul King and its Royal Guard. The Soul King Palace consists of several layers, with one layer suspended above the other. The lowest level is comprised from many buildings of the same style to that of Seireitei. From this, a large stairway leads upwards to a wide and flat expanse, with both areas at the base and top of these stairs being lined by rows of huge, circular pillars. This area is known as the Royal Palace Approach. Floating above are five discs, Known as the zero estates, with a town on each disc, each one ruled over by one of the Royal Guard members. Suspended higher still is a large cylindrical structure that has a conical top and bottom, this is the Royal Palace proper.

Entry

The route to the inner dimension in which the palace resides can only be opened with "a key", fittingly named the Ōken (Royal Key), the location of which is kept secret, only being passed down verbally from one Gotei 13 Captain-Commander to the next. There are only two ways to enter the Spirit King Palace:

  1. With the permission of the Royal Guard. They don't have to be there physically, they only need to want the person to enter.
  2. Using an Ōken.

A Royal Guard can also open up a Chōkaimon (Super World Gate) to send someone directly to the Human World, and use the same gate to send said "someone" back, but to do so requires syncing the arrival and departure times. when the Royal Guard do need to travel, their preferred method of transportation takes the form of a huge pillar called the Tenchūren (Heavenly-Pillar Palanquin). While this pillar is able to freely exit the demiplane, it is unable to return to the palace on its own and is instead entirely reliant on outside assistance to do so, such as Kūkaku Shiba's Kakaku Hō (Flower Crane Cannon).

Defenses

The sekkiseki walls that surround Seireitei are ordinarily intended to protect the Soul King Palace, instead meant only to fall down to Seireitei in times of emergency. However, if emergencies occur in succession, they remain in place around Seireitei indefinitely until things are returned to normal.

The Soul King Palace is further protected by 72 barriers between it and the Seireitei. Should these barriers be forced open via clothing constructed from an Ōken, they cannot be closed off for 1 hour and 40 minutes due to the sheer defensive power of the clothing.

There exist a group of elite guards known as "Divine Soldiers" which are led by Senjumaru Shutara, who refers to them as the "Blade of the Soul King". Each guard wears a black hakama with a purple sash tied around their waist and a black mask with four light-colored lines tracing over their heads, and their hair is tied into a long spike at the back of their head before being left to hang free about halfway through the length. They are all armed with swords.

There is a much more powerful version of these soldiers known as a "Second-Class Divine Soldier", which Senjumaru refers to as the "Shield of the Soul King". They resemble an ordinary soldier, but are extremely large and wear a circular black hat on their head. The backs of their wrists each have one-half of a large, black, circular shield on them.

The Royal City

The main Royal city is ran by the Royal Family. This sprawling city about the same size of Seireitei is shrouded in mystery. Only thing known of its denizens is that when a captain is promoted to the Royal Guard, they are allowed to bring their family with them as well.

The Zero Estates

Each Royal Guard member is awarded a town for them to oversee. The Royal Guard are free to shape and govern these towns however they wish. Some model it like any other town, others shape it for a single function and few make it so it's not uninhabited and use it for their own machinations.

Hell

Is an afterlife where Souls are sent if they were wicked when they were Human. For example, the Zanpakutō of a Shinigami can only cleanse Souls of the sins they committed as Hollows. If the spirit committed heinous crimes as a Human, it will be sent through the Gates of Hell instead of Soul Society.

The Gates of Hell are chained shut and adorned with the bandaged head and torso of a skeleton on each door. The arms of both skeletons are positioned at an angle to pull the gates open when it is summoned. On the inside, the Gates appear to be prevented from opening fully by two thick ropes with charms attached to them. The face and left arm of a large demonic creature can be seen behind the Gates. It has armor plating on its upper arm and it wields a blade. Its left arm and face are covered in tattoos resembling tribal markings. The demon skewers the souls entering Hell with its blade, and pulls it through the Gates, while laughing. The Gates then close and the entire structure cracks and crumbles into nothing.

Aside from being an afterlife for sinners, Hell's other primary function is to hold deceased captains of the Gotei 13, due to the Reishi comprising their bodies being too dense with Reiatsu to be reabsorbed by Soul Society and such powerful Reishi being too risky to allow to remain intact in the realm; this is accomplished by the performance of Konsō Reisai twelve years after a captain's death, though until the usage of this ceremony for Jūshirō Ukitake, the captains and lieutenants of the Gotei 13 had no idea it would result in their former comrades being cast into Hell.

Similar to the balance of Souls between the Human World and Soul Society, Hell's integrity is maintained by a balance of Reiatsu between it and the combined realms of the Human World and Soul Society. When that balance is disrupted those within Hell can wrench open the gates and enter the Human World. During such an imbalance, performance of the Konsō Reisai is accompanied by the appearance of Jigoku no Rinki (Hellish Phosphoplasm), black blobs of a non-Reishi substance that float through the air of Soul Society around the grave of the deceased captain that the ceremony is being performed for as well as in the air of the Human World where a denizen of Hell has entered the realm; this substance is harmless when touched normally, but if a globule is cut in two by a Zanpakutō, its contents become acidic. Individuals who enter the Human World from Hell by taking advantage of this imbalance do so using a portal resembling a circular Garganta lined with teeth, though they can also be pulled back into Hell through the usual Gates.

Government

Hell has no known government or rulers, and is stated to fall outside of the jurisdiction of the Gotei 13..

Denizens

Those who have been cast down to Hell are transformed into Togabito (Sinners), they gain a white garb with thin black stripes and are bound by indestructible chains. Whilst in Hell, the Togabito are tormented in a constant cycle of rebirth, death and regeneration. Their tormentors being the Kushanāda.

The Kushanāda are the only known natural inhabitants of Hell, these gargantuan beings guard and punish the imprisoned Togabito for their crimes they committed while they were alive. They have elongated skull-like heads and a large piece of armor on their right shoulders. If they catch a Togabito, they will eat it, only for it to revive itself sometime later.

Hell uniquely affects any Arrancar cast into it after their death by moving their Hollow hole outside of their body and allowing them to gain new powers

Jigoku no Gaki (Beasts of Hell) are massive Hollows uniquely originating from Hell. While their appearances vary wildly, common visual motifs between them include large rings protruding from or comprising parts of their bodies and thick chain patterns on their skin. In addition to possessing great strength befitting their size, they do not emit any Reiatsu, allowing them to sneak up on even spiritually-aware Shinigami.

Hueco Mundo

Spanish for Hollow World, is the plane in which Hollows and Arrancar usually reside. It lies in between the Human World and Soul Society. Though it is separated from the bordering dimension known as the Dangai. It can be accessed by traversing the Garganta, a void between the worlds which can be crossed by Hollows, allowing them to travel to any other dimension at will.

An unchanging night covers the sky, an endless white desert covers the ground. The tree-like objects are not plants, but rather quartz-like minerals. The landscape of Hueco Mundo is a seemingly never-ending white desert, with a multitude of dunes, littered with boulders. In Hueco Mundo, the moon is on the opposite lunar phase of that in the Human World. The vast desert seems to lack any bodies of water and contains rocky formations. Like in Soul Society, the atmosphere is filled with a high concentration of Reishi, thus allowing smaller Hollows to gain nourishment despite the lack of Human souls.

Similar to the case of Human World deserts, active life in Hueco Mundo appears to be few and far between. Hollows generally dwell below the surface or in other areas until something provokes them to leave their shelter, like the intrusion of a foreign entity. All Hollows dwell in Hueco Mundo regardless of their shape, size, or power. When a hollow would be destroyed, and it wasn't slain by a Zanpakutō, or annihilated by Quincy's Heilig Bogen, they will reform in Hueco Mundo some time later.

Government

Hueco Mundo has an informal government, the strongest being wields power and is known as the King of Hueco Mundo. They reside within the palace known as Las Noches and controls the Espada and other "military" branches.

Las Noches

Spanish for "The Nights", is a massive fortress which can be seen for miles. It consists of a main building with a domed center surrounded by several large towers and smaller buildings. Atop the dome are five smaller towers, which appear to contain areas such as the King's throne room and the Espada meeting hall.

The Espada reside there with their army of Arrancar complete with medical facilities and detention wings. Las Noches is an exceedingly large structure, as large as the Seireitei in Soul Society, taking about three days to move from one area to a gate.

The inside of Las Noches' dome simulates the blue sky of the Human World. The position of the halls within the palace can also be adjusted, allowing the one operating them to direct the movements of intruders.

The Forest of Menos

is an area below the surface of Hueco Mundo's desert where the average Hollow hide from the Arrancar. The forest is filled with large trees made of a silvery quartz substance. These trees extend to the surface and dot the landscape of the desert in Hueco Mundo. Countless Gillian class Hollow live here and follow the commands of the Guardian of the Forest of Menos and his followers. The Adjuchas in charge of the Forest of Menos are under the command of the King.

Negal Ruins

These ancient ruins are all that remains of what Hueco Mundo used to be, before it became an endless desert. Not much is known and minimal efforts have been made to uncover more of the ruins and study them.

Laws

When operating underneath Sōsuke Aizen, certain laws were in place that were meant to be followed, the following laws were continued by the current King of Hueco Mundo:

  • It is an offense to invade the World of the Living without permission.
  • It is an offense for Espada members to mobilize their Fracción without authorization.
  • It is an offense for Espada members to utilize the Exequias without authorization.
  • It is forbidden for Espada ranked four and above from releasing their Zanpakutō within Las Noches.
  • It is forbidden for any Espada to use a Gran Rey Cero inside Las Noches.

The Beast Realm

An afterlife of boundless wilderness, nature and fauna. When Humans or hollows commit heinous crimes, they're sent to Hell. However, when a Soul from Soul Society, or Schatten Bereich commit heinous crimes, they're reincarnated as a beast in the Beast Realm.

Those who have died and are reincarnated in the beast realm are referred to as Petitioners. When a petitioner is brought to the Beastlands, they take on the form of a beast that represents their crimes and live out as the animal as punishment. For example, if a murderer who preyed upon others would be sent here, they would take on the form of a mouse or rabbit, to be hunted upon. The petitioners have vague memories of their life before the Beastlands, mostly emotions around certain people, objects or creatures.

The Beast realm has a layer for every biome. Each layer has weather that is regionally distributed and provides all manner of conditions for the habitats of all creatures. Weather in one region doesn't affect adjacent regions, so an arid desert could exist next to a snowy winter region for example. These layers also interact and intersect other layers in various places as well.

Travel

Until recently, travel to the Beast realm was unknown and thought impossible. There were only two known methods, each closely guarded secrets. The first was a cave in the Soul Society guarded by the Werewolf clan, with the location only known by the Sajin clan. The second was a ritualistic hunt, where one would embark into the wilderness and attempt to hunt a powerful beast. At the end of the hunt when one would take the kill and prove successful, they'd find themselves in the beast realm. This ritual was guarded by the Shihōin clan.

However, after the imbalance from Hell, travel to the Beast realm through the Garganta was made possible. Currently the Gotei 13's 12th division is rigorously studying the Beast realm and on how it plays in part with the balance of souls.

Traveling across the plane is relatively straightforward and just requires you to walk to your destination. Walking between the layers of the Beast realm can happen erratically and when you least expect it. Ducking beneath a branch, you might find the tranquil forest replaced with the scorching heat of a desert. On the other hand, you might be being chased between two trees when all of a sudden you're catching yourself from falling off a cliff. These portals are common and it is quite easy to accidentally stumble upon them and make your way back to another layer.

Traits

This plane creates a hunger to eat, a yearning to hunt and to become more bestial in nature. This hunger is not a painful hunger, but rather a singular focus to fulfill the needs of hunting and to take part in eating a meal you hunted for. Though, visitors should be very careful because the beasts you hunt in the Beast realm may appear to be like the typical beasts in the Material Plane, but these beasts are cunning and intelligent. They can speak and form plans among other members of their packs, and they often end up becoming the hunter instead of the hunted.

The longer you stay in the Beast realm, the more likely that you will begin to start taking on the characteristics of beasts. A mighty warrior might begin growing tufts of fur like that of a bear, or a perceptive mage might grow the crooked beak of a hawk. These characteristics can be slow to take hold, those who value law are the slowest for these characteristics to start appearing, but they always do. For those closest to the wilderness, they take only a few hours while those who come from more civilized backgrounds might take a few days. These animal characteristics are only temporary and will disappear after a few days outside of the Beast realm.

Denizens

Most denizens are the petitioners and native inhabitants, taking on various bestial forms, the beastfolk and the Beast Lords. The beast folk are those who have survived long enough and through one way or another regained their humanity. They take on an anthropomorphic version of the beast they are, one such individual is the previous Captain Sajin Komamura. The Beast Lords are powerful creatures that are as powerful if not more powerful than Captains. They hunt across the plane, protecting their lands and provide direction and power in the chaotic wilderness

Government

The beast realm has no official government with every beast needing to defend themselves. However, each Beast lord has it's own clan. These "clans" are only official in name, with the bestial nature, these clans more closely resemble packs or prides that one would see in the wilderness in the Human realm.

Chapter 4: Character Options

The races within this setting are primarily Human. You won't find Dwarves, Elves or other common races you normally would within a high-fantasy setting.



Races & Subraces

Within this book you'll find a slew of new races and subraces to play as. These function as any other race or subrace would.

Lineages

Lineages are races that characters gain through some great event or grand transformation, usually described in the lineage description. The lineage overwrites their original race, if any, and becomes their new race. A character might also choose a lineage during character creation.

Usually you still appear as you once were, but have minor to major changes. For example, a character that becomes a Dhampir would gain paler skin and fangs. For more examples, see Van Richten's Guide to Ravenloft.

Artificial Souls

Translated from Gikon in Japanese, Artificial souls and the means to insert them into a body were created by Kirio Hikifune and her team of scientists. Before she came along, the thought of making artificial souls was a foreign one. She built upon the idea of Gikon and created the Gikongan (artificial pill). According to the core theory behind the artificial soul is to take the Reiatsu from one source and inject it into a different body, with the intention of turning the introduced power into that body's own. For this great achievement and contribution to Soul Society, Kirio was promoted to the Royal Guard.

Some time later more research was made into this technology. In an attempt to even the gap between Shinigami and Hollows, as Hollows generally outnumber Shinigami, project spearchead was initiated. This project seeked to create Modified Souls, more commonly referred to as Mod-Souls, are artificial souls designed to enhance regular Human physiology, making them capable of battling Hollows equally.

The Mod-Souls created varied in their abilities and can be defined by different types. For example, one Mod-Soul may be able to run many times faster than a regular Human while another may be many times stronger than normal. The Mod-Souls, just like regular artificial souls, are condensed into tiny, candy-like orbs. However, their originally intended purpose was to be placed into corpses to achieve their function as soldiers to combat Hollows. To fit with this purpose, they are also more independent than regular artificial souls.

The Mod-Souls were exterminated after the experiment was halted due to ethical reasons, since they were intended to be used to reanimate Human corpses to be used as weapons against Hollows. Most were exterminated, though few escaped, some were hidden, and few were mixed in with regular Gikongan.

Now the pills are mainly used by Shinigami when they're operating in the Human Realm when they have a gigai. By ingesting a Gikongan the pill forces the soul out of the body and allows the artificial soul to take control of it, operating in a pre-programmed manner until removed by the Shinigami. They can be used on a body which has no soul, such as a corpse, or even an inanimate object, such as a stuffed animal. These artificial souls possess their own personalities, which can be specially designed to fit one's specifications.

Currently, gikongan are commonly called Soul Candy, because the Shinigami Women's Association complained that its name was not cute and had it changed. To fit with the more informal name, Soul Candy is contained in toy dispensers, which have the heads of cartoon characters on them. These dispensers come in many varieties, with some being more popular than others. Artificial souls tend to have personalities which reflect traits of their corresponding dispenser's character.

Artificial Soul Traits

Your Artificial Soul character has the following traits.

Soul Candy. While not within a body, an artificial soul is a tiny pill with 10 Armor Class, 5 hit points, immune to poison and psychic damage, and vulnerable to bludgeoning damage.
Ability Score Increase. As an artificial soul you were initially created to battle Hollows, as such your physical attributes were enhanced. Choose two different physical ability scores and one mental ability score, they each increase by 1.
Age. Artificial souls have not been observed to have a maximum lifespan; they have not shown any signs of deterioration due to age.
Alignment. Each Artificial Soul is designed with a specific alignment, though generally are lawful and/or neutral.
Size. The artificial soul takes on the size of the body they inhabit, though it usually is Medium as that is the standard size of Gigai and Humans/Souls.
Speed. While the artificial soul inhabits a body, its base walking speed becomes 40 feet.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Spiritual Awareness. Artificial Souls can see into and interact with the ethereal plane.

Humans

A living being who resides in the Human Realm. Most, if not all, beings who live in the Human World are Humans.

The majority of Humans are completely oblivious to the dangers they are exposed to from Hollow and other evil spirits. It is unknown how many Hollow attacks against Humans occur under normal circumstances, but Hollows make their former loved ones into their first victims before they begin preying on Pluses and Humans with spiritual powers. A severe enough attack from a Hollow, or a Shinigami, on a living Human would not only result in bodily harm, but in the removal of the Human's Soul from the body. The damage can be easily repaired through Kidō if the Chain of Fate is not broken.

Shinigami are forbidden by law from attacking Humans unless ordered to. They generally ignore Humans, but a part of their duties is protecting the Humans in jeopardy from Hollows. Some Shinigami have a tendency to view Humans as inferior, despite the majority of Souls, including most Shinigami, being of Human origins.

A very small percentage of the Human population develops a high amount of Spiritual Power; they are known as "High-Spec" Humans. These Humans can see and interact with Reishi-made objects, such as Souls, to varying degrees and for various reasons.

High-Spec Human

Creature Type: Humanoid
Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this race
Speed: 30 feet
Life Span: 90 years on average
Resourceful. You gain Inspiration whenever you finish a long rest.
Skillful. You gain Proficiency in one Skill of your choice.
Versatile. You gain a Feat of your choice
Spiritual Awareness. You can see into and interact with the ethereal plane. Subrace. Choose one of the following subraces: Fullbringer or Quincy.

Fullbringer

Fullbringers are spiritually-aware Humans born with the ability to manipulate the souls that reside in all physical matter. These powers originate from Hollow reiryoku. Like all spiritually aware Humans, Fullbringers can sense the Reiryoku of other spiritual beings, such as Hollows, Shinigami, and other Fullbringers. However, they differ in that they each have a parent who survived a Hollow attack before they were born. As a result, traces of the Hollows’ power remained in their parents bodies, which were then passed onto them at the moment of their birth. Therefore, their powers more closely resemble a Hollow’s than those of a Shinigami.

Their ability, called Fullbring, enables them to manipulate the souls contained within matter. Everything, even rudimentary objects such as lampposts and chairs possess a soul, however small. By using their power to “pull” on this soul, Fullbringers can manipulate the object's movement or even alter its physical characteristics.

For example, Fullbringers could have a beverage assist them in drinking it by pulling on its soul, drawing it into their mouth. Likewise, by pulling on the soul of water, Fullbringers can walk across its surface without falling through. Many more feats are possible, making the technique highly versatile. Unlike other spiritual beings, Fullbringers use their power with their physical bodies. Because of this, they must train extensively to build up their stamina so they can use it properly. While all Fullbringers are born with this power, the age at which they come to realize it varies. When Fullbringers die, all traces of their abilities disappear from the world. However, they do carry their abilities into the afterlife.

Ability Score Increase. One ability score of your choice increases by 1.

Quincy

Japanese for Monk of Destruction, Quincy are spiritually aware Humans able to absorb and manipulate Spirit Particles into spiritual weapons. The Quincy were a clan scattered all over the world dedicated to fighting Hollows. It is currently unknown when the Quincy first came into being. Some state that Yhwach began the Quincy and his blood flows in every Quincy. However, according to the Quincy themselves, there were Quincy before Yhwach.

While they are trained to confront Hollows in order to defeat them just as Shinigami do, the difference between the two, since ancient times, is whether or not to kill Hollows. The Shinigami purify Hollows with their Zanpakutō and send them to Soul Society, while the Quincy kill the Hollows. The idea can be seen as comparing justice and vengeance: "Hollows devour souls of Humans, so why must it be that those who harm and kill friends and relatives get sent peacefully to Soul Society?" Captain Mayuri Kurotsuchi surmises Quincy are not hostile to Hollows because of a difference in ideology, because Hollow have no ideology, and believes there is only one reason: the Quincy fear the Hollows who endanger their lives. This view is corroborated by Kisuke Urahara, who reveals that Quincy have no "anti-bodies" to defend from Hollows; Hollows are poisonous to Quincy. If a Quincy is infected by a Hollow, not only does their Reiryoku weaken leading to death, but their soul itself is destroyed. This is why Quincy eradicate Hollows.

The Fall of the Quincy

Shinigami govern the souls between the Human World and Soul Society, which maintains a balance that if not kept would result in the mutual destruction of both worlds. All souls, including Hollows, are subject to the Shinigami governance of maintaining the balance. Quincy completely extinguish Hollows, thus the souls that come to the Human World do not return to Soul Society and therefore the souls would increase only on the side of the Human World. As a result, the Human World becomes heavy in souls, causing Soul Society to spill over into it, mixing life and death together.

With the potential destruction of both worlds, Soul Society tried to appeal to the Quincy that the handling of Hollows should be left to the Shinigami. The Quincy refused to accept the situation. As time went on, the number of Quincy increased and the cycle of souls became more unstable, forcing the Shinigami to reluctantly wipe out the Quincy in order to maintain the balance of the world. Few escaped into the Schatten Bereich and some into the other realms, primarily the Human realm.

Failed Reconciliation

The Quincy line was closely monitored over the decades, as their numbers continued to dwindle. Later the Quincy advanced the idea that since they were already among the living and still more numerous at the time, they could act as "first responders" to Hollow attacks: protecting Humans until the less-numerous Shinigami could send a representative to finish the Hollow off. Embittered by the recent war, the Shinigami refused to participate, opting instead to allocate

their limited resources to reacting to the most dangerous Hollows and current Hollow attacks.

Gemischt and Echt Quincy

At some point within their history, the Quincy began to distinguish themselves based upon an individual's ancestry and adopted the practice of true-breeding. Those who were descended from a long line of only Quincy, and so were thought to have a pure heritage, came to be known as Echt (Pure-Blooded) Quincy, while all others were instead referred to as Gemischt (Mixed-Blooded). In order to preserve their pure lineage, many families conducted arranged marriages between their own children and only those belonging to other pure families.

Echt Quincy

Ability Score Increase. Your Wisdom score increases by 1.
Acute Reiatsu Perception. You have advantage on reiatsu checks.
Acute Reiatsu Control. Spiritual Bows do not require concentration.
Hollow vulnerability. Hollow attacks, abilities and spells deal an additional 2d6 damage to you.

Gemischt Quincy

Ability Score Increase. Your Dexterity score increases by 1.
Half-breed Versatility. You gain a Quincy feat of your choice. Bowyer Proficiency. The time and cost to craft physical bows is reduced by half.

Bount

Bount are spiritually-aware beings who were artificially created by an accident during an experiment in Soul Society many centuries ago; this experiment was meant to investigate the concept and possibility of eternal life, with the researchers using Artificial Souls based on their own Souls and the Souls of their fellow Shinigami due to ethical concerns about using Human Souls, but one of the Jōkaishō used for the experiment experienced a meltdown and exploded, releasing a large quantity of energy that made its way into the cycle of rebirth and affected a large number of Souls being reincarnated in the Human World, which resulted in all the Bount being born across the world.

Due to the unique circumstances of their creation, the Bount were born with the ability to maintain eternal youth by consuming either living or dead Souls; this, combined with their fatal attacks on living Humans for their Souls, led to the myth of the vampire being created by Human society. In addition, the visible agelessness of the Bount caused Humans to persecute and hunt them down under the impression that they were witches and monsters; eventually, the Bount decided that they had no place in the Human World and sought to return to Soul Society, only to end up warring with the Quincy and slaughtered alongside them by the Shinigami. After centuries of genocide with a complete inability to produce offspring, the Bount were reduced to a small tribe under the leadership of Jin Kariya.

Ability Score Increase. Your Constitution score increases by 1.

Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You can add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit.

Immortality. You do not suffer from the frailty of old age, cannot die of old age and do not need food or water as long as each week you consume a number of souls equal to the number of Hit Die you possess.

Soul Absorption. You have the ability to consume the Soul from a creature that is grappled by you, incapacitated or restrained. Make a melee bite attack against the target. On a success, the target is drained by the amount of damage taken, and you regain hit points equal to that amount. The Drain lasts until the target finishes a long rest. A creature slain this way has it's soul consumed, removing them from the reincarnation cycle.

Empowerment. If you would consume the soul of a creature with hit die equal to or greater than yours, you gain a cumulative +1 bonus on all ability checks until you finish a long rest, and your spell point maximum permanently increases by 2.

If a creature is slain with your Soul Absorption ability, and its hit die is double your hit die or more, you choose one of the following:

  • One ability score increases by 2.
  • You gain a feat.

Spiritual Awareness. Bounts can see into and interact with the ethereal plane.

Lineages

Within this book you'll find the two following lineages: Soul and Visored.

Soul

The spiritual beings that reside within Soul Society, and the spirits of dead Humans in the Human Realm are Souls. While many Souls are deceased Humans from the Human World, it is known that they can be born within Soul Society as well. There are a few different type of souls as described below.

Pluses are the benign souls in the Human World. They are the spirit of a person who has died. A chain, known as the Chain of Fate, protrudes from the chest and connects the soul to its living body. When this chain is severed, the soul can no longer return to its body and live.

The soul can move about freely if the chain is broken, but this also causes the chain to slowly corrode. Normally, pluses are sent to Soul Society by Shinigami in a ritual called Konsō before this corrosion becomes significant. If the Chain of Fate is corroded entirely, the Plus will become a Hollow.

Jibakurei (earch-bound spirit) are souls who are bound to a place and refuse to pass on. A Jibakurei is more vulnerable to a Hollow, as being bound to a certain area prevents them from fleeing as far as a normal Plus. This means that the Hollow would only need to search in a small area to find them. It can take months or even years for a Jibakurei to become a Hollow.

A Tsukirei (Possessive Spirit) is a soul very similar to a Jibakurei as it is also unable to leave the Human World because of something they regret leaving behind. The difference is that a Tsukirei is bound to a person, with the Chain of Fate being wrapped around said person.

A Blank is a soul with no memory that has become lost in the space between the Soul Society and the Human World, called the Valley of Screams.

A Soul would have the same statistics and traits as it did when it was alive.

Augmented Spiritual Pressure. You retain your creature type as Humanoid, yet you register as an Undead to spells and other effects that detect the presence of the Undead creature type.

Visored*

The Visored are a group of Shinigami that have acquired Hollow powers through experimentation, usually not of their own free will. When a Hollow is inserted into the soul of a Shinigami it merges with them and their Zanpakutō. This process is very dangerous as the Shinigami must battle this Hollow within them. Losing this battle results in the Hollow taking of their body, however if the Shinigami wins they gain the ability to don a Hollow mask, and have access to Hollow powers. This process is known as Hollowfication.

The Visored appear entirely Human and, barring when they use their powers, are indistinguishable from ordinary Shinigami. To gain access to their Hollow powers, a Visored dons a Hollow mask. Their spiritual pressure likewise changes into a mix of Hollow and Shinigami.

The transition from a Shinigami into a Visored is usually met with swift exile from Soul Society. The Visored and any other parties involved will be considered criminals by the Soul Society for breaking the law of acquiring Hollow powers. Their status or rank of any kind are stripped and if apprehended would spend the rest of their days in the deepest level of the Central Great Underground Prison.

Supernatural Gift: Visored

The Dungeon Master has the option to allow a character created in a Bleach campaign to be Visored. Alternatively, a character who undergoes Hollowfication in the course of a campaign might become a Visored.

Becoming a Visored is a supernatural gift (see "Supernatural Gifts" in chapter 7 of the Dungeon Master's Guide) that bestows upon you the following traits.

Inner Battle. To first gain access to the the rest of the traits you must first defeat the Hollow merging with your soul.

You must spend 1 minute meditating to enter your Inner World. Once their you immediately battle the Hollow. You have access to all your armament and abilities as you normally would, but no other equipment. The Hollow takes on the appearance of you, but a dark, twisted and evil version. It uses the same statistics as your character but with the Hollow template applied.

While battling with your Hollow, your actual body starts to spill white material from its eyes and mouth and transforming into a Hollow and goes on a rampage attacking anyone in sight trying to devour any souls. For each soul your Hollow possessed body devours, it gains a cumulative +1 bonus on all ability checks, skill checks and damage rolls within the Inner Battle.

If you would lose the Inner Battle, you are slain, the Hollow takes over your body and transforms into an Arrancar and is controlled by the DM. If your actual body would be slain, you are slain as well.

However, if you would defeat the Hollow, you emerge victorious, donning your Hollow mask. You gain four Hollow abilities.

Hollow Mask. On your turn, as a bonus action you don your Hollow mask, gaining the following benefits.

  • You gain access to your Hollow abilities.
  • All forms of movement you have are increased by 20 feet.
  • You have advantage on Strength checks and Strength saving throws.
  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical sources.

Your mask lasts for 1 minute increments, for a total number of minutes equal to your proficiency bonus. You may dismiss your mask at will and you regain all expended minutes on a long rest.

Whenever you would gain a level, you gain a Hollow ability (your level = your HD amount) or an armament ability. Starting at level 10, your HD is increased by your proficiency bonus for the purposes of fulfilling HD prerequisites for Hollow abilities.

Augmented Spiritual Pressure. You retain your creature type, yet you register as a Hollow to spells and other effects that detect the presence of the Hollow creature type.

Hollow

Are former Pluses who lose their hearts to despair or regret, or they remain in the Human World for too long. These corrupt spirits with supernatural powers devour the souls of both living and deceased Humans. Hollows settle in Hueco Mundo, but can traverse the Garganta into the Human World, Soul Society and other realms.

The majority of souls peacefully move on to the Soul Society after their death. However, some stay in the living world to fulfill certain goals, such as looking after a loved one, protecting a particular location, or pursuing a grudge from beyond the grave. However, with only limited abilities to interact with the living, and by definition tied to their goals, many souls find they are unable to cope when their loved ones move on or old enemies forget them. At this point, some will become dangerously obsessed with fulfilling those goals, even if the means to fulfill them renders the soul empty: for example, killing anyone who comes near a loved one in order to keep them from hurting that person. In doing so, the ghost warps into a Hollow and, ironically, often makes the focus of their obsession into their first victim.

The process by which a soul becomes a Hollow is reflected by the length of the soul's Chain of Fate, which usually resides in the center of their chest, and connects to their bodies, if present. The Chain of Fate slowly corrodes over time, coinciding with the degradation of the soul's ties to the living world. The process can be accelerated under certain conditions, such as being attacked by a Hollow, giving into extreme despair, or using certain spiritual powers. When the chain completely decays, they become a Hollow when a hole opens up on their chest where the chain was attached, signifying they have lost their heart.

Once a soul becomes a Hollow, it is driven by an eternal and insatiable hunger to devour other souls, living or dead, to fill the void caused by its descent. Hollows are usually mindless creatures concerned only with finding the most potent souls to devour. Stronger and more evil Hollows are often able to retain some of their intelligence in Hollow form, making them more dangerous than the average Hollow.

All Hollows wear masks, which are formed from the hearts they had lost as Humans. This mask protects the naked instinct which is left in a being after the loss of its heart, and obscures the original identity of the Hollow. The masks of different Hollows can differ greatly in shape and form, but are always white and skull-like. The mask can be shattered, temporarily allowing the Hollow to regain its original identity, but it will regenerate after a short period once the Hollow takes over again. When a Hollow's heart is carved out by the hole in their chests, the lost heart becomes its mask. The powers a Hollow wields are manifestations of its heart.

When a Hollow is slain by a Shinigami's Zanpakutō, the Hollow is not truly killed; its spirit is purified of the sins it committed as a Hollow. This allows the spirit within to enter the Soul Society as a Plus. In cases where a Hollow committed great sins as a mortal, its purification will summon the gates of Hell, through which the soul is dragged to its punishment. When a Hollow is killed by a Quincy, it is destroyed, soul and all. When dispatched by other spiritual powers, the Hollow will reform back in Hueco Mundo some time later.

Menos Classification

Though most Hollows are simply transformed Human souls, a sub-group of Hollows known as Menos Grande, or simply Menos, exist. Menos are created when the void within an ordinary Hollow's heart becomes so substantial Human souls are incapable of sustaining it, at which point it begins devouring fellow Hollows. These cannibal Hollows are attracted to one another, and a mass inter-devouring follows, resulting in a Gillian. This is the first of the three categories of Menos, the three being: Gillian, Adjuchas and Vasto Lorde.

Menos evolution is not only contingent upon the Menos eating other Hollows, but also upon the Menos' ability to avoid being eaten. If another Hollow succeeds in devouring even a part of their body, evolution becomes impossible for the one who was wounded this way. Menos-class Hollows are considered so dangerous Soul Society sends only highly trained Shinigami teams to handle them.

Gillian

Are the first and weakest of all Menos. There are many of them, and they all look alike. In Soul Society, they are the "Menos" who are generally referred to in textbooks. Gillians are huge, but they are slow and have beast-like intellect that commonly attack in a group.

Gillians are gargantuan Hollows at least 2-6 stories tall, easily dwarfing even the largest standard Hollow. They all have a white mask with an elongated nose. Their bodies are covered from their head to their feet with a black covering reminiscent of a cloak. Around their neck is a row of thin white spikes. They have large, pointed feet wrapped in white bandages. They have large white hands with long, sharp, white nails, but they are commonly hidden within their cloak, rarely revealed even in combat. They have long tongues capable of breaking a fellow Hollow's mask.

Though Gillians usually have no personality to speak of, which makes them dangerous since they have no mind of their own, one of the many Hollows which comprise it might gain control over the newly formed entity, reflected in the unique mask it wears in comparison to a normal Gillian. Only these Gillian variants have the potential to evolve into Adjuchas-class Menos. The evolution is facilitated by the continued cannibalization of fellow Hollows, even other Gillians.

Adjuchas

Are the second classification of Menos. They are smaller than Gillians as they get more powerful they're able to more precisely control their reiryoku. They are much smarter and stronger than Gillians, and are often the ones who lead Gillians into battle. Adjuchas are commonly solitary creatures, rarely joining into groups. Adjuchas can vary radically in appearance, anywhere from bulky humanoids to beast-like characteristics.

Adjuchas-class Menos are much smaller in population compared to the Gillian class, due to the rarity of any one Hollow being capable of overwhelming the many other Hollows which comprise the body of a Gillian. Furthermore, the Adjuchas must continue to devour Hollows, or its mind will be absorbed by the other Hollows comprising its form, and it will revert into a Gillian. The subsequent lack of an individual will prevent the reverted Gillian from becoming an Adjuchas again.

Vasto Lorde

Are the third classification of Menos. They are extremely rare in number, and it is said that their entire number within Hueco Mundo can be counted with the fingers on one's hands. The combat capabilities of a Vasto Lorde are said to be above those of the captains of the Gotei 13.

The process for the creation of a Vasto Lorde is not fully understood. An adjuchas can devour over three thousand hollows and still not evolve into a Vasto Lorde. Some hollow speculate that a Vasto Lorde is determined upon an individual's birth as a Hollow, or perhaps before that. The only known method to become a Vasto Lorde is for an Adjuchas to devour the souls of powerful non-hollows, such as a vice captain.

Arrancar

Is a powerful hollow that has removed its mask, gaining Shinigami-like powers. A Menos usually takes on a Human shape when it becomes an Arrancar. The only ones that will definitely get a 100% Humanoid form are Vasto Lorde-class Menos. For the remaining two levels, there are many who don't get a completely Humanoid form, despite becoming Arrancar. Therefore, the closer one looks to a Hollow, the lower its power of reasoning. There have been Arrancar who have claimed that they gave up their Humanoid forms in order to obtain enormous power.

All Arrancar retain a hole in them somewhere, as well as fragments of their Hollow mask known as an estigma. A number of Arrancar have tried to conceal the remnants of their past whilst others choose to hide their faces completely to escape unwanted attention. Most also have a colored marking of some sort on their face, although some only gain these markings upon the release of their Zanpakutō.

The Arrancar seal their abilities within the form of a sword. It is entirely different from what Shinigami use. When they release their Zanpakutō's seal, they unleash their true power and their true form. Therefore, an Arrancar's release of their Zanpakutō is merely a temporary restoration to their former selves, granting them any powers their Hollow form possesses. The act of release is called Resurrección (Spanish for "Resurrection"), which is activated with a command phrase followed by the name of the sword.

Hollow HD Progression Table
HD Classification
1-5 Menos
6-9 Gillian
10-15 Adjuchas
16-20 Vasto Lorde

Menos Template

When a creature becomes a Hollow, apply the following template to it:

Creature Type. The creature gains the (Hollow) creature type tag.

Hole & Mask. The creatures chain of fate corroded away leaving behind a hole signifying their heart fading away, and becoming their Hollow mask.

Spell Point Pool. The hollow gains a pool of Spell Points equal to their HD total plus their proficiency bonus. They regain any spent SP on a long rest.

Ability Score Increase. One ability score is increased by 2, or two ability scores are increased by 1.

Damage Resistances. The Hollow has resistance to Bludgeoning, piercing, and slashing damage from nonmagical attacks.

Darkvision. The Hollow can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can’t discern color in darkness, only shades of gray.

Hollow Evolution. The Hollow must eat souls for sustenance. At a minimum, it must eat a number of souls equal to their HD per week.

When it eats a soul with HD equal to or greater than its own, its HD amount permanently increases by one and gains a Hollow ability.

Slam. If the Hollow has no attacks, it gains the Slam natural melee weapon attack. It deals 1d6 bludgeoning damage.

Kūmon. The Hollow gains the Kūmon ability, regardless if the requirements are met or not.

Unique Abilities. The Hollow gains a number of Hollow abilities equal to its HD plus one.

NPC Hollow abilities

DMs, feel free to adjust, modify, or ignore the Hollow Evolution feature as you see fit. Give the Hollow NPC more or less HD and Hollow abilities as needed. Most of the time Hollows will be evolving and getting stronger Off-Screen.

Hollow Progression

When a Hollow reaches the next stage in it's evolution by acquiring the specified number of HD listed on the "Hollow HD Progression Table" it gains the following features or Hollow abilities (whether the prerequisites are met or not) based on which evolution stage it reached.

Gillian. Base size changed to colossus (any hollow abilities affecting size can be replaced), Cero, Kūmon, Negación, and Swallow Whole. Alternatively you can use the Gillian statblock listed in Chapter 8: Friends & Foes.

Adjuchas. Base size changed to your choice between Huge or Medium (any abilities related to size can be replaced), Intelligence and Wisdom increased by 2, Negación ability is replaced with any other Hollow ability, and Sonído.

Vasto Lorde. Base size changes to Medium (any abilities related to size can be replaced) and four Hollow abilities.

Hollow Player Characters

To build a Hollow PC, it is recommended to start as an Adjuchas. To do so you first choose a Non-humanoid creature from the Monster Manual with a CR 3 or less (or another creature approved by your DM) and apply the PC Hollow template to it. You may choose monsters from a different source and/or from a higher CR if allowed by your DM.

Hollow PC Template

Creature Type. The creature gains the (Hollow) creature type tag.

Hole & Mask. Your chain of fate corroded away leaving behind a hole signifying your heart fading away, and becoming your Hollow mask.

Hit Die Increase. If your HD amount is less than 10, you gain a number of HD equal to the difference. To increase your HP total you can either roll the HD dice, or take the average.

HD Information

For more information on Hit Dice, read the Hit Points and Hit Dice section in page 12 of the Players Handbook. This information can also be found in the free Basic Rules.

Spell Point Pool. You gain a pool of Spell Points equal to your HD total plus your proficiency bonus. You regain any spent SP on a long rest.

Ability Score Increase. You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

Damage Resistances. You have resistance to Bludgeoning, piercing, and slashing damage from nonmagical attacks.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hollow Evolution. You must eat souls for sustenance. At a minimum, you must eat a number of souls equal to your HD per week.

When you eat a soul with HD equal to or greater than your own, your HD amount permanently increases by one and you gain 1 Hollow point. These points stay with you until they are spent.

Each time your HD permanently increases from this feature, you can spend any number of Hollow points to gain that many Hollow abilities.

Slam. If you have no attacks, you gain the Slam natural melee weapon attack. It deals 1d6 bludgeoning damage.

Kūmon. You gain the Kūmon ability, regardless if the requirements are met or not.

Unique Abilities. You gain a number of Hollow abilities equal to half your HD plus three. You can forgo any number of these hollow abilities and gain that many Hollow points.

Classes & Subclasses

This section includes the two new classes, Shinigami and Quincy.

Shinigami

A group of Shinigami are ambushed by an Espada and it's Fraccion. Akihiko engages the Espada, both clash swords and trade swings back and forth, in a brilliant display of steel and skill.

Izuna releases here Shikai, her sword manifesting into a set of heavy armor and surprises one of the Fraccion member with heavy blows, showing off her hand-to-hand expertise.

Ikuto stands in the back casting Kidō. He casts Bakudō #9 Hōrin to stop the advance of a fraccion giving Izuna an opening, he follows that up with Kaido #26 Enlarge to grow Akihiko twice his size, finally after Akatsuya distracts her opponent and gives Ikuto enought time, he finishes off the fraccion member with Hadō #33 Sōkatsui and reduces it to dust. All of these heroes are Shinigami, specialized in one type of combat learned from the academy.

Duties

As a Shinigami you are the guardian of souls, protecting them from Hollows. These Hollow devour souls and disrupt the balance of reincarnation. By slaying Hollows with your Zanpakutō, you purify them and send them off into the afterlife, back into the reincarnation cycle.

Shin'ō Academy

As a Shinigami you're a graduate of the Shinōreijutsuin (Spiritual Arts Academy), or more commonly known as the Shinigami Academy. Through their six year curriculum you learned all four major Shinigami combat forms: Hakuda, Hohō, Kidō and Zanjutsu.

Creating a Shinigami

As you build your Shinigami, think about two related elements of your character's background: Which combat form will you specialize in? When and how did you discover your high reiryoku? What motivated you to join the academy and become a Shinigami?

Class Features

As a Shinigami, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Shinigami level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Consitution modifier per Shinigami level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Charisma
  • Skills: None

Equipment

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

  • Standard Shihakushō uniform
  • (a) 2 Anken or (b) Razor Wire
Level Proficiency Bonus Features Hakuda Shunpo Spell Points Max Spell Level
1st +2 Shinigami Discipline, Hakuda, Shunpo, Spellcasting, Unarmed Defense, Zanpakutō 1d4 10 ft. 5 1
2nd +2 - 1d4 10 ft. 6 1
3rd +2 Shinigami Discipline Feature 1d4 10 ft. 7 1
4th +2 Ability Score Improvement 1d4 10 ft. 9 1
5th +3 Extra Attack 1d4 15 ft. 10 2
6th +3 - 1d6 15 ft. 12 2
7th +3 Shinigami Discipline Feature 1d6 15 ft. 15 2
8th +3 Ability Score Improvement 1d6 15 ft. 18 2
9th +4 Indomitable 1d6 20 ft. 21 3
10th +4 - 1d6 20 ft. 24 3
11th +4 Shinigami Discipline Feature 1d8 20 ft. 27 3
12th +4 Ability Score Improvement 1d8 20 ft. 30 3
13th +5 Enhanced Durability 1d8 25 ft. 33 4
14th +5 - 1d8 25 ft. 36 4
15th +5 Shinigami Discipline Feature 1d8 25 ft. 39 4
16th +5 Ability Score Improvement 1d10 25 ft. 42 4
17th +6 Timeless Body 1d10 30 ft. 45 5
18th +6 Shinigami Master 1d10 30 ft. 48 5
19th +6 Ability Score Improvement 1d10 30 ft. 51 5
20th +6 Epic Boon 1d10 30 ft. 54 5

Spellcasting

Cantrips

At 1st level, you know two cantrips of your choice from the Shinigami spell list.

Spell Points

The Shinigami table shows how many spell points you have to cast kidō at each level. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

To cast one of your kidō of 1st level or higher, you must expend a number of spell points to create a spell slot of a given level, and then use that slot to cast kidō. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

For example, to create a spell slot of 1st level, you would need to expend two spell points.

Kidō of 3rd level and higher are particularly taxing to cast. Once per long rest, you can create one spell slot of each level of 3rd or higher a number of times, equal to half your PB, rounded down.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level kidō of your choice from the Shinigami spell list.

Each time you gain a Shinigami level, you can learn one new kidō of your choice for free. Kidō you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level. Additionally, when you gain a level in this class, you can choose one of kidō you know and replace it with another kidō from the Shinigami spell list, which also must be no higher than what's shown in the table's Max Spell Level column for your level.

Spellcasting Ability

Charisma is your spellcasting ability for your Kidō. You can use your Charisma whenever a spell refers to your spellcasting ability.

In addition, you use your Charisma modifier when setting the saving throw DC for Kidō you cast and when making an attack roll with one.

Spell Save DC = 8 + your PB +

your CHA modifier

Spell attack modifier = your pb +

your CHA modifier

Unarmored Defense

While you are not wearing any armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your PB.

Hakuda

Japanese for Hand-to-Hand Combat, Hakuda is a close combat style of fighting, in which one is unarmed and uses only one's body.

You can roll a d4 in place of the normal damage of your unarmed strike. This die increases as you gain levels, as shown in the Hakuda column of the Shinigami table.

Shunpo

Japanese for Flash Step, Shunpo is a special movement technique which allows the user to move faster than the eye can follow.

Starting at 1st level you gain a Shunpo speed of 10 feet.

To use Shunpo you expend a number of Shunpo feet in increments of 5 feet to teleport that same amount to an unoccupied space you can see. This movement is still affected by difficult terrain.

You regain expended Shunpo on a short or long rest. Your Shunpo distance increases as you gain levels, as shown in the Shunpo column.

Zanpakutō

Japanese for Soul Slayer, a Zanpakutō is the main weapon of the Shinigami.

When students are accepted into the academy they are given an Asauchi (Shallow Hit). These are nameless Zanpakutō in which the Shinigami has not yet connected too and have no "identity." Over time while the Shinigami wields this weapon, they slowly pour their Spiritual Power into the weapon.

In doing so the Zanpakutō develops it's own independent personality. This spirit is a reflection of the owner's soul, as well as it's shape and abilities. Once a Shinigami learns their Zanpakutō's name and release command, they can communicate with one another and grow stronger together.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability by 2, or you can increase two ability scores by 1.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Enhanced Durability

Beginning at 13th level, when you are reduced to 0 HP and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.

Timeless Body

Starting at 17th level, your Spiritual Power causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Shinigami Master

Through intense training and experience, you have mastered a single aspect of your Zankensoki training.

You gain one of the following options based on the same choice for your Shinigami Discipline.

Zan

Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Additionally, your base Zanpakuto damage dice is doubled.

Ken

Your Strength and Dexterity scores increase by 4. Your maximum for those scores is now 24.

Additionally, your base Hakuda dice is doubled.

So

Your Dexterity and Intelligence scores increase by 4. Your maximum for those scores is now 24.

Additionally, when you are targeted by a spell that you can see, or an attack is made against you, as a reaction you can use Shunpo possibly dodging the attack or spell. When using Shunpo this way, you must expend double the amount of feet.

Ki

Your spellcasting ability score, and another mental ability score of your choice increase by 4. Your maximum for those scores is now 24.

Additionally, your base spell points amount are doubled.

Epic Boon

At 20th level you gain an Epic Boon of your choice.

Shinigami Discipline

During you're time at the academy you specialized in one form of the Zankensoki training.

Zan Discipline

Zan, short for Zanjutsu, refers to sword fighting techniques.

Zanjutsu Practitioner

Beginning at 1st level you gain the following:

  • You gain proficiency in Strength and Constitution saving throws.
  • Choose two skills from the following, you're now proficient in them: Athletics, Acrobatics, History, Animal Handling, Insight, Perception, Survival, Intimidation
  • Your base Zanpakutō damage dice size is increased by one step.
  • You gain a +1 bonus on attack rolls made with your Zanpakutō.

Zanjutsu Prodigy

At 3rd level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Blind fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Two-weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Zanjutsu Adept

At 7th level you gain a Zanjutsu feat of your choice.

Zanjutsu Specialist

Beginning at 11th level you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Zanjutsu Expert

When you reach 15th level, melee armamaent attacks made with your Zanpakuto, deal bonus damage equal to your PB.

Ken Discipline

Ken, or otherwise referred to as Hakuda, refers to unarmed fighting.

Hakuda Practitioner

Beginning at 1st level you gain the following:

  • You gain proficiency in Strength and Dexterity saving throws.
  • Choose two skills from the following, you're now proficient in them: Acrobatics, Athletics, History, Insight, Perception, Religion, and Stealth.
  • Your Hakuda dice size is increased by two steps.
  • You gain a number of bonus spell points equal to your PB.

Hakuda Prodigy

Beginning at 3rd level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Hakuda Adept

At 7th level, you gain a Hakuda feat of your choice.

Hakuda Specialist

Starting from 11th level, immediately after you take the Attack action on your turn, you can expend 2 spell points to make two unarmed strikes as a bonus action.

Hakuda Expert

When you reach 15th level, your unarmed strikes score a critical hit on a roll of 19 or 20.

So Discipline

So, or otherwise referred to as Hohō (Agility) is a defensive style of fighting which relations to footwork. Shunpo is part of this style.

Hohō Practitioner

Beginning at 1st level you gain the following:

  • You gain proficiency in Dexterity and Intelligence saving throws.
  • Choose two skills from the following, you're now proficient in them: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
  • Your base shunpo is doubled.
  • When you Shunpo at least 20 feet or more, at the end of the movement if an enemy is adjacent to you, you have advantage on the next attack roll against them.

Hohō Prodigy

Starting from 3rd level, when an attacker that you can see hits you with an attack, you can use your reaction to expend 10 feet of Shunpo to halve the attack’s damage against you.

Hohō Adept

At 7th level you gain a Hohō feat of your choice.

Hohō Specialist

Beginning at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Hohō Expert

When you reach 15th level, Whenever you roll for initiative, you can expend 10 Shunpo to gain advantage on the roll.

Ki Discipline

Ki, or otherwise referred to as Kidō (Spirit Arts), is focused on combat using magic.

Kidō Practitioner

Beginning at 1st level you gain the following:

  • You gain proficiency in Wisdom and Intelligence saving throws.
  • Choose two skills from the following, you're now proficient in them: Arcana, History, Insight, Investigation, Persuasion, Medicine, and Religion*
  • Your base spell points are doubled.
  • Whenever you finish a short rest, you regain a number of spell points equal to your PB.
  • You learn two additional Cantrips and two additional Level 1 kidō from the Shinigami spell list.

Kidō Prodigy

At 3rd level, your Max Spell Level is increased by one. Your max spell level increases by one again at 7th level to a max spell level of 7th starting at level 17th.

Additionally, you learn one kidō of your choice from the Shinigami spell list and learn an additional Shinigami spell each time you gain a Shinigami level.

Kidō Adept

At 7th level you gain a Kidō feat of your choice.

Kidō Specialist

Starting from 11th level, you can now use spell points to create one slot of each level of 5th or higher a number of times per long rest, equal to half your PB, rounded down.

Kidō Expert

At 15th level, the spell save DC for your kidō increases by 1.

Quincy

After dodging a cero, the Quincy draws her bow and lets loose a barrage of arrows at the Hollow. Stilling her mind and maintaining concentration on her bow, she sends one arrow after another to pierce the hollows thick hierro.

Within the urban jungle of the city Hollow can lurk within dark alleyways, perched atop a high building, or stalking its prey from the shadows. However, the vigilant Quincy awaits to eliminate any Hollow that dares to show it's face.

Deadly Hunters

Quincy specialize in hunting Hollow that threaten humankind. From they're ancestors they've learned to traverse the wilderness, to the current Quincy which have adapted and now hunt within the urban jungle. Quincy learn to track their foes as a predator does, moving through the brush and rubble, or maze like street blocks.

Creating a Quincy

As you create your Quincy character, consider where you come from. Are you a Quincy that escaped the Shinigami's Quincy purge? Are you a Quincy that was born and raised within the Invisible realm? Or are you a Quincy from abroad?

Class Features

As a Quincy, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Quincy level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Consitution modifier per Quincy level after 1st

Proficiencies


  • Armor: None
  • Weapons: All bows and crossbows
  • Tools: One artisan tool of your choice

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose three from Acrobatics, Sleight of Hand, Arcana, History, Investigation, Religion, Insight, Medicine, Perception, Performance

Equipment

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

  • A set of Quincy robes
  • (a) 2 Gintō or (b) 1 Seele Schneider
Level Proficiency Bonus Features Hirenkyaku Spell Points Max Spell level
1st +2 Quincy Cross, Quincy Tradition, Unarmored Defense 40 ft. 5 -
2nd +2 Reishi Manipulation, Gintō Proficiency 40 ft. 10 1st
3rd +2 Point-blank Shot 40 ft. 13 1st
4th +2 Ability Score Improvement 40 ft. 15 1st
5th +3 Extra Attack 60 ft. 18 2nd
6th +3 Blut 60 ft. 20 2nd
7th +3 Quincy Tradition feature 60 ft. 23 3rd
8th +3 Ability Score Improvement 60 ft. 25 3rd
9th +4 Sharpshooter 80 ft. 28 3rd
10th +4 Vollständig 80 ft. 30 4th
11th +4 Quincy Tradition feature 80 ft. 33 4th
12th +4 Ability Score Improvement 80 ft. 35 5th
13th +5 Spirit Tap 100 ft. 38 5th
14th +5 Expanded Spirit 100 ft. 40 5th
15th +5 Quincy Tradition feature 100 ft. 43 6th
16th +5 Ability Score Improvement 100 ft. 45 6th
17th +6 Schatten 120 ft. 48 7th
18th +6 Master Archer 120 ft. 52 7th
19th +6 Ability Score Improvement 120 ft. 56 8th
20th +6 Epic Boon 120 ft. 60 8th

Quincy Cross

A cross in the shape of the Quincy symbol that only those who have inherited Quincy abilities and techniques are allowed to possess. This cross is your sealed armament, your Heilig Bogen (Holy Bow).

While sealed your cross usually takes the form of a necklace or pendant, but you may choose another form it takes.

Quincy Tradition

At 1st level, you choose a quincy tradition to follow.

Your choice grants you features at 1st level and again at 7th, 11th and 15th level.

Unarmored Defense

While you are not wearing any armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your PB.

Reishi Manipulation

Reishi is Japanese for spirit particles, it is the main material component of Souls and all spiritual matter. A Quincy uses the Reishi in the atmosphere, and combines it with their own Reiryoku.

Spell Points. The Quincy table shows how many spell points you have to fuel various abilities. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

Hirenkyaku. (Flying Screen Step) It is special movement technique, allowing the user to move at high speed by riding on the flow of Reishi created below their feet.

You gain a Hirenkyaku speed of 40 feet.

To use Hirenkyaku you expend a number of Hirenkyaku feet in increments of 5 feet to teleport that same amount to an unoccupied space you can see.

You regain expended Hirenkyaku on a short or long rest. Your Hirenkyaku distance increases as you gain levels, as shown in the Hirenkyaku column.

Spellcasting Ability. Wisdom is your spellcasting ability for your Quincy kidō. You use your Wisdom whenever a kidō refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Quincy kidō you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Gintō Proficiency

Gintō are small containers approximately 5 centimeters in size. You can craft these magic potions by condensing your Reiryoku into a liquid state.

To craft a Gintō, choose a kidō from the Quincy spell list of a level no higher than your max spell level and you must spend 1 hour, 100 gp and 2 SP per spell level.

If a kidō you choose requires a target or to choose a point or area, it would be the subject of the target and centered on them.

Gintō can be used as a ranged weapon with a range of 10 ft + 5 ft x your DEX bonus. If used this way, the target doesn't take damage and instead is subject to the effects of the Gintō.

Point-Blank Shot

Beginning at 3rd level, If you would make a ranged armament attack when you are within 5 feet of your target, you don't suffer disadvantage.

Additionally, if you would be able to make an opportunity attack, you can now make a single ranged armament attack.

Ability score improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability by 2, or you can increase two ability scores by 1.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blut

Starting from 6th level you have learned to channel reishi through your blood vessels, increasing your attack or defense. You can only have one instance of blut activate at a time.

Blut Arterie. When you make an attack, but before any rolls are made, as a reaction you may expend any number of your SP points. You gain a +1 bonus on attack rolls for each SP point expended until the end of the turn.

Blut Vene. When you are dealt damage, but before damage is rolled, as a reaction you can expend any number of your SP points. You gain two temporary hit points for each SP point expended. These temporary hit points last until the end of the turn.

Sharpshooter

At 9th level you gain the Sharpshooter feat.

Vollständig

Starting from 10th level, you have completed your training to achieve your holy form.

As an action you spend 5 SP and become ascended. To remain in this form you must spend 5 SP at the beginning of your turn (no action required) or this form ends. This form can also end early if you become unconscious or die.

While in Vollständig you gain the following benefits:

  • You gain 5 temporary HP for each Quincy level you have. These stack with any existing temporary HP.
  • You gain a halo above your head known as a Heiligenschein.
  • You gain wings of reishi giving you a fly speed equal to your walking speed.
  • If you have a schrift, it's save DC is increased by +2 or it deals two additional damage dice of its size and type.
  • Your heilig bogen base damage dice size is increased by one step.

Spirit Tap

At 13th level, you regain 2 SP anytime an enemy within 60 feet of you that you can see is slain, casts kidō, or uses an armament ability.

Expanded Spirit

Beginning at 14th level, whenever you make a saving throw and fail, you can spend 2 SP point to reroll it and take the second result.

Schatten

German for Shadow.

Starting at 17th level when you are in dim light or darkness you can expend 10 spell points and cast Plane Shift without material components, except you can only transport yourself and one other person.

Master Archer

At 18th level, you gain the following benefits.

  • Your Heilge Bogen's damage dice is increased by one dice.
  • You only need one hand to wield and use your Heilge Bogen.
  • You always have advantage on ranged weapon attack rolls with your Heilge Bogen.

Epic Boon

At 20th level you gain an Epic Boon of your choice.

Quincy Traditions

Each Quincy has unique skill sets that serve the Wandenreich.

Krieger

You focused on melee training over archery.

Martial Training

At 1st level you gain the following benefits.

  • You are proficient in Strength saving throws
  • Proficiency with shields
  • Proficiency with one melee weapon of your choice.
  • Proficiency with the Seele Schneider
  • Your Heilig Bogen deals an additional 1d8 damage of its type

When you summon your Heilig Bogen, you may have it take on the form of the chosen melee weapon.

Fighting Style

At 1st level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength or Dexterity modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d4 becomes a d6.

Whirlwind Attack

Beginning at 7th level, You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Evasion

Starting at 11th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a Hollow's cero or a Shakkahō spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Extra Attack

At 15th level, you can attack three times, instead of twice whenever you take the Attack action on your turn.

Jäger

You learned specialized techniques to hunt down your foes.

Starting at 1st level, you are now proficient in Constitution saving throws.

Favored Foe

At 1st level, when you hit a creature with an attack roll, you can mark the target as your favored enemy for 1 minute.

The first time on each of your turns that you deal damage to your favored enemy, you can increase that damage by 1d4. The extra damage increases when you reach certain levels in this class: to 1d6 at 6th level, and 1d8 at 10th level.

You have advantage on Wisdom (Survival) checks to track your favored enemies.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Natural Explorer

At 1st level, you become a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits.

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more.

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in antoher activity while travelling (such as foraging, nagivating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as your normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and now long ago they passed through the area.

Supernatural Defense

At 7th level, you gain extra resilience against your foe’s assaults on your mind and body. Whenever the target of your Favored Foe forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.

Vanish

Starting at 11th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Foe Slayer

At 15th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to an attack roll you make against your favored enemy and deal bonus damage equal to your Wisdom modifier.

Zauberer

You begin to focus on spellcasting instead of archery.

Starting at 1st level, you are now proficient in Intelligence or Charisma saving throws, your choice.

Improved Spellcasting

Starting from 1st level your max spell level known increases by one and your base Spell Points are doubled.

Additionally the time to create Gintō using the Quincy spell list is reduced by half, rounded down.

Tactical Wit

At 1st level, your keen ability to assess tactical situations allows you to act quickly in battle. You gain a bonus on initiative rolls equal to your Wisdom modifier.

Expanded Gintō

Beginning at 7th level and at later levels, you may cast a number of chosen Quincy kidō at will, without using spell components and without the use of Gintō as shown below:

  • 7th level, four Cantrips of your choice.
  • 11th level, three 1st level spells of your choice.
  • 15th level, two 2nd level spells of your choice.
  • 19th level, one 3rd level spell of your choice.

Additionally, you can use Gintō as a bonus action.

Gintō Expert

Starting at 11th level, creatures subjected to your Gintō effects have disadvantage on the saving throw, if any.

Gintō Master

When you reach 15th level, you have become an expert on reishi manipulation and can duplicate the effects of other spells. You may prepare Gintō using kidō from any spell list. If you craft a Gintō using a kidō not on the Quincy Spell list, the SP and gold cost is doubled.

Arrancar

Spanish for "tear off", these group of Hollows gained similar powers to Shinigami by removing their masks. The ritual needed for a Hollow to remove their mask and gain these powers is not fully known.

Arrancar are assigned a number from numbers 11 and above indicating the order of their birth.

Creating a 1st level Arrancar

These steps are only if you don't have a pre-existing hollow and you have your GM's permission to create an Arrancar.

First, choose a Beast from the Monster Manual (approved by your GM) as your base (any damage immunities, condition immunities, features, and actions are sealed).

Second, apply the Hollow PC template to that creature.

Third, if your HD is below 15, you gain a number of HD equal to the difference.

Fourth, your creature type is changed to Humanoid, you become bipedal and your size becomes Medium. If your base has additional appendages and legs, those are sealed as well.

Finally, pick a Hollow background (wip) and your done.

How strong are Arrancar?

Currently, a 1st level Arrancar should be stronger than an 8th level Shinigami. It is recommended to not have a 1st level party include an Arrancar, unless they're all Arrancar.

Arrancar Physiology

Arrancar not only share similar powers to the Shinigami, but their anatomy as well. When a menos becomes an Arrancar it usually takes on a Human shape. This is defintely true when a Vasto-Lorde class Menos becomes an Arrancar.

Estigma. Each hollow has a pattern on their face that is unique to them. These tattoo like markings are the remaining part of their mask. Example, Ulquiorra Cifer has tear like markings on his face. Some might only appear during Resurrección.

Hollow Hole. The most distinctive characteristic of a Hollow is the hole in their body. It represents the lack of a heart that is difficult to fill. This can be located on almost any area of a Hollow's body.

Mask Fragment. Finally, the Hollow has some remnant of their mask that they tore off, somewhere on their head.

Zanpakutō. An arrancar's Zanpakutō is entirely different from what Shinigami use. A Hollow's true power and their true form is sealed within their Zanpakutō. Therefore, when they release, it is a temporary restoration to their former selves, granting them any powers their Hollow form has.

Requirements: Hollow, 15 Hit Die

Class Features

As a Arrancar, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Simple weapons

  • Saving Throws: Constitution
  • Skills: Choose four skills of your choice

Equipment

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

  • A set of Arrancar zōri
  • One simple weapon
Arrancar
Level Proficiency Bonus Features
1st +2 Arrancar Specialization, Resurrección
2nd +2 Hollow Ability
3rd +2 Arrancar Specialization Feature
4th +2 Ability Score Improvement
5th +3 Multi-Attack
6th +3 Hollow Ability
7th +3 Arrancar Specialization Feature
8th +3 Ability Score Improvement
9th +4 Indomitable
10th +4 Hollow Ability
11th +4 Arrancar Specialization Feature
12th +4 Ability Score Improvement
13th +5 Enhanced Durability
14th +5 Hollow Ability
15th +5 Arrancar Specialization Feature
16th +5 Ability Score Improvement
17th +6 Timeless Body
18th +6 Hollow Ability
19th +6 Ability Score Improvement
20th +6 Epic Boon

Resurrección

You gain a Zanpakutō. It functions as the Shinigami's Zanpakutō except it only has the Magic Weapon Feature. Your Zanpakutō gains one armament type of your choice, and two armament abilities. You gain two additional armament abilities at levels 4th, 8th, 12th, 16th and 20th.

Beginning at level 9, your also considered ascended while in Resurrección.

As an action you spend 5 SP and release your Zanpakutō, gaining the following benefits:

  • Your maximum hit points are doubled and you regain 5 hit points per Arrancar level.
  • Your unarmed strikes or natural weapons function as your Zanpakutō.
  • You gain 2 hollow abilities.
  • You gain access to your sealed racial traits. Additionally, your creature type and size is changed back to your base.
  • You gain 4 non-hollow armament abilities.

You can stay in this form a number of rounds equal to your HD + 1. You can exit this form as an action. When you exit this form you gain a level of exhaustion. This form also ends early if you're unconscious or die.

Hollow Ability

Starting at 2nd level you gain a Hollow Ability, and again at 10th, 14th and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability by 2, or you can increase two ability scores by 1.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Multi-Attack

At 5th level, you gain the Multi-Attack Hollow ability.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Enhanced Durability

Beginning at 13th level, when you are reduced to 0 HP and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Timeless Body

Starting at 17th level, your Spiritual Power causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Epic Boon

At 20th level you gain an Epic Boon of your choice.

Arrancar Specialization

During your time roaming the dunes of Hueco Mundo, you specialized in a specific set of abilities to survive.

Ofensa Specialization

Beginning at 1st level, you gain the following benefits

  • You gain proficiency in Strength saving throws
  • Choose two skills from the following, you're now proficient in them: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
  • Your base Zanpakutō damage dice size is increased by one step.
  • Your are immune to the frightened condition

Fighting Style

At 3rd level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. You roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Natural Weapon. When you are wielding no weapons, you add your proficiency bonus to unarmed strikes or natural weapon damage rolls.

Two-weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.

Relentless Attack

Beginning at 11th level, when you use the Attack action on your turn, you can make one additional attack as a bonus action.

Might of the Strongest

At 15th level you gain a Zanjutsu feat of your choice.

Additionally, your Strength score increases by 2.

Defensa Specialization

Beginning at 1st level, you gain the following benefits:

  • You gain proficiency in Wisdom saving throws
  • Choose two skills from the following, you're now proficient in them: Athletics, Insight, Intimidation, Medicine, Persuasion, and Survival
  • You gain the Tough feat
  • You are immune to the stunned condition

Armadura

At 3rd level you gain the Armadura hollow ability.

Evasion

Starting at 7th level when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Retaliation

Beginning at 11th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Might of the Indomitable

Starting at 15th level you are resistant to bludgeoning, piercing and slashing damage.

Magia Specialization

Beginning at 1st level, you gain the following benefits

  • You gain proficiency in Intelligent or Wisdom saving throws
  • Choose two skills from the following, you’re now proficient in them: Arcana, History, Insight, Investigation, Medicine, and Religion
  • Your base spell points are doubled or you gain the Bruj(o/a) hollow ability
  • You are immune to the charmed condition

Increased Spellcasting

At 3rd level you gain a Kidō feat of your choice.

Magic Attack

Beginning at 7th level, when you take the attack action, you can replace one of your attacks with a spell that has a casting time of a bonus action or 1 action.

Magus

Starting from 11th level, you can now use spell points to create one slot of each level of 5th or higher a number of times per long rest, equal to half your proficiency modifier, rounded down.

Might of the Arcanist

At 15th level, you gain advantage on saving throws against spells and other magical effects.

Fullbringer

Are spiritually-aware Humans born with the eponymous ability Fullbring, which allows them to manipulate the souls that reside in all physical matter.

Fullbring

This ability enables them to manipulate the souls contained within matter. Everything, even rudimentary objects such as lampposts and chairs possess a soul, however small. By using their power to “pull” on this soul, Fullbringers can manipulate the object's movement or even alter its physical characteristics. For example, by pulling on the soul of water, Fullbringers can walk across its surface without falling through. Many more feats are possible, making the technique highly versatile.

Unlike other spiritual beings, Fullbringers use their power with their physical bodies. Because of this, they must train extensively to build up their stamina so they can use it properly. While all Fullbringers are born with this power, the age at which they come to realize it varies. When Fullbringers die, all traces of their abilities disappear from the world. However, they do carry their abilities into the afterlife.

Creating a Fullbringer

As you build your Fullbringer, think about character’s background in regards to your Fullbringer powers: When did your powers manifest? Did this cause any problems? Where your parents also Fullbringers? Did you train alone or did another Fullbringer help you?

Class Features

As a Fullbringer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Fullbringer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Fullbringer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Choose one gaming set or one musical instrument

  • Saving Throws: Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) Explorer's Pack or (b) Scholar's Pack
  • (a) One gaming set or (b) One musical instrument
Fullbringer
Level Proficiency Bonus Features Bringer Light Spell Points Max Spell Level
1st +2 Fullbring, Object Affinity 10 4 0
2nd +2 10 6 0
3rd +2 Fullbring Manifestation 15 7 1
4th +2 Ability Score Improvement 15 9 1
5th +3 Fullbring Art 10 11 2
6th +3 20 12 2
7th +3 Fullbring Manifestation 20 15 2
8th +3 Ability Score Improvement 20 18 2
9th +4 Fullbring Art 25 21 3
10th +4 25 24 3
11th +4 Fullbring Manifestation 25 27 3
12th +4 Ability Score Improvement 30 30 3
13th +5 Fullbring Art 30 33 4
14th +5 30 36 4
15th +5 Fullbring Manifestation 35 39 4
16th +5 Ability Score Improvement 35 42 4
17th +6 Fullbring Art 35 45 5
18th +6 40 48 5
19th +6 Ability Score Improvement 40 51 5
20th +6 Epic Boon 40 54 5

Level 1: Fullbring

Your training allows you to harness your reiryoku. This is represented by a number of Spell Points. Your Fullbringer level determines the number of points you have, as shown in the Spell Points column. You regain all expended SP on a long rest.

Additionally, you know three Fullbring Arts of your choice from the Fullbringer Arts List. You gain two more of your choice when you reach 5th, 9th, 13th, and 17th level.

Level 1: Object Afinnity

By developing an affinity for a particular object, a Fullbringer can alter its form, granting powers that vary greatly among individuals. This affinity can be defined by one’s love for the object in question, or simply an overall fondness for it. Fullbringers pull out the object’s soul and boost it with their own, transforming it in the process.

Choose a mundane non-weapon object to be your sealed armament.

Level 3: Fullbringer Manifestation

You choose how your fullbring manifests. Your Manifestation choice grants you features at 3rd level and then again at 7th, 11th, and 15th level.

Level 4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability by 2, or you can increase two ability scores by 1.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Level 20: Epic Boon

You gain an Epic boon of your choice.

Fullbringer Arts

The following Warlock Invocations are considered Fullbring Arts: Armor of Shadows, Ascendant Step, Beast Speech, Beguiling Influence, Bewitching Whispers, Cloak of Flies, Devil's Sight, Dreadful Word, Eldritch Mind, Eyes of the Rune Keeper, Fiendish Vigor, Gaze of Two Minds, Ghostly Gaze, Gift of the Depths, Mask of the Many Faces, Master of Myriad Forms, Minions of Chaos, Mire the Mind, Misty Visions, One with Shadows, Otherworldly Leap, Sculptor of Flesh, Shroud of Shadow, Sign of Ill Omen, Thief of Five Fates, Tomb of Levistus, Trickster's Escape, Undying Servitude, Vision of Distant Realms, Whispers of the Grave, Witch Sight.

If any Warlock Invocation would require a Warlock Spell Slot, you can use your own class's Spell Slot instead.

Accelerated Strike (2 SP)

As a bonus action you empower your next attack. You gain a bonus on your next attack roll equal to your PB.

Action Surge

Prerequisite: STR or CON 16

On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.

You cannot gain the Spellcasting Fullbring Art.

Arcana Unlocked

Prerequisite: Expanded Arcana

Choose one kidō of your choice from any spell list. A kidō you choose must be of a level you can cast, or a cantrip. If the kidō is not a cantrip, you gain the ability to cast it once per long rest. If the kidō is a cantrip, you can cast it at will.

You can select this Fullbring Art multiple times. Each time you do so, you must choose a different kidō.

Athletic Influence

You gain proficiency in the Acrobatics and Athletics skills.

Binder of Wills

Prerequisite: 9th level

You can cast planar binding using SP. You can’t do so again until you finish a long rest.

Bringer Light

Bringer Light is a special movement technique which allows the user to pull on the soul of the ground to increase their speed or walk on liquids. Your Bringer Light amount is dictated by the Bringer Light column.

To use BL you expend a number of BL feet in increments of 5 feet to teleport that same amount to an unoccupied space you can see. This movement is still affected by difficult terrain. You regain expended BL on a short or long rest.

Beginning at 5th level, you can expend 5 BL and cast Water Walking, targeting only yourself.

Cunning Action

Prerequisite: Dexterity 13

You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Danger Sense

Prerequisite: Rage

You have advantage on Dexterity saving throws unless you are wearing heavy armor and/or incapacitated.

Dimensional Pocket (1 SP)

By spending 1 minute and 4 SP you imbue a pocket of any non-magical garment you're wearing with extradimensional properties. This limits the size of items you can fit into this space. If the item can fit through the garment pocket opening without struggle, you can store the item. To store an item, it requires you to pay the SP cost, but not to retrieve an item. Retrieving an item from the pocket requires an action. This pocket can hold up to 250 pounds, not exceeding a volume of 32 cubic feet. If the pocket is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered into the Garganta. If the pocket is turned inside out, its contents spill forth, unharmed, but the pocket must be put right before it can be used again. Breathing creatures inside the pocket can survive up to a number of rounds equal to 10 divided by the number of creatures (min. 1 round), after which time they begin to suffocate.

Druidic Influence

You gain proficiency in the Nature and Survival skills.

Evasion

Prerequisite: Level 9, Assassin, Dexterity 16

You can nimbly dodge out of the way of certain area effects, such as a Hollows Cero. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Expanded Arcana

Prerequisite: Spellcasting

Your base SP is doubled. Your max spell level is increased by 1. It increases again at 7th level.

Expanded Martial Techniques

Prerequisite: Level 9, Brawler

The following kidō and armament abilities are considered Martial Techniques: Spirit Blast, Primal Savagery, Shocking Grasp, and Inflict Wounds.

Expertise

Prerequisite: Assassin

Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Extra Attack

Prerequisite: STR, DEX, or CON 15, 5th level

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fine-Tuned Kinetics

Prerequisite: Level 13, Psychomancer

Your Telekinetic kidō costs 1 less SP.

Formidable Influence

You gain proficiency in the Intimidation and Performance skills.

Gift of the Moon

Prerequisite: Spellcasting

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.

Greater Bringer Light

Prerequisite: DEX or WIS 13

Your base Bringer Light speed is doubled.

Intimidating Presence

Prerequisite: Level 13, Retaliation

As a Bonus Action, each creature of your choice within 30-feet of you must make a Wisdom saving throw (DC 8 + CON modifier + PB). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.

Kleptic Influence

You gain proficiency in the Sleight-of-Hand and Stealth skills.

Martial Arts Training

Prerequisite: Strength 13

You can roll 1d4 in place of the normal damage of your Unarmed Strike. If you can already do so, you can roll a 1d6 instead. The dice size increases by one step at levels 6, 10, 14 and 18.

Mindless Rage

Prerequisite: Level 5, Rage

You have immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends.

Multi Buff

Prerequisite: Level 13, Templar

When you activate your Soul Aura, you may have it provide an additional buff, except only your allies can benefit from it.

Phantom Hand

You can cast the Mage Hand cantrip at will.

Phantom Hold

Prerequisite: Phantom Hand or Psychokinetic

You can use your action to grapple a medium sized creature or smaller with your mage hand by making an athletics check using your spellcasting modifier instead of Strength contested by an athletics or acrobatics check from the target creature.

Psychosurge

Prerequisite: Level 9, Psychomancer

You can cast telekinetic kidō, that don't deal damage, as a Reaction when you are targeted by an attack or kidō.

Reliable Talent

Prerequisite: Expertise, 13th level

Whenever you make an ability check that lets you add your PB, you can treat a d20 roll of 9 or lower as a 10.

Retaliation

Prerequisite: Level 9, Mindless Rage

When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an unarmed strike.

Round Two

Prerequisite: Level 13, Brawler

During a combination on your turn, when it ends for the first time by failing an attack roll, as a reaction, you can spend 6 SP to start another Combination.

Slow Fall

Prerequisite: 5th level

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your level.

Smiting Aura

Prerequisite: Level 5, Templar

You gain the following benefits:

  • When you attack with a weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • While your Soul Aura is active, once per turn when you hit a creature with a melee attack, you can deal bonus damage equal to your PB.

Soul Presence

Prerequisite: Level 5, Templar

As a bonus action, you can make your Soul Aura stationery. While your Soul Aura is stationary, as another Bonus Action you can have it dissipate from its current position and reappear on yourself being mobile as normal.

Soul Recovery

Prerequisite: INT, WIS or CHA 15

Once per day when you finish a short rest, you can regain 2d4 SP. The dice size increases at later levels. D6 at 4th level, d8 at 8th level, d10 at 12th level and d12 at 16th level.

Spellcasting

Prerequisite: INT, WIS or CHA 13

You choose the mental score that meets the prerequisite of this fullbring art, it is now your spellcasting ability. You gain the Spellcasting feature as the Shinigami, except you learn kidō from the Human spell list.

You cannot gain the Action Surge Fullbring Art.

Steady Aim

Prerequisite: Level 5, Assassin

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Step of the Wind (2 SP)

You take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Telekinetic Strike

Prerequisite: Level 5, Psychomancer

Catapult and Mage Hand are considered Telekinetic kidō. Additionally, with Catapult you can choose an object weighing up to 5 pounds times your INT score. For each 5 lbs. that object weighs, the damage increases by one step.

Unseen Archive

Prerequisite: 15th level

You may cast Magnificent Mansion without expending a spell slot or material components.

Brawler

You pull on your soul to empower your body and fists.

Level 3: Living Weapon

You gain the following benefits:

  • You are proficient in Strength saving throws
  • You can roll 1d4 in place of the normal damage of your Unarmed Strike.
  • You can make an unarmed strike as a bonus action
  • Whenever you score a critical with an unarmed strike, you regain 1 SP

Level 3: Martial Techniques

Whenever you would make an unarmed strike, you can replace it with a martial technique. These are still considered unarmed strikes. Additionally, if you would use the same martial technique consecutively in the same turn, you gain a cumulative -4 penalty on the attack roll for each consecutive time you've used it.

For example, if Ishikawa would make a Jab, Cross, and then jab, there would be no penalty. However, if he would make a cross, jab then jab again, the second jab would gain a

-4 penalty on the attack roll. If he would jab for a third consecutive time, the third jab would be made at a -8 penalty.

Some of your Martial Techniques require your target to make a saving throw to resist the techniques effects. The saving throw DC is calculated as follows:

Martial DC = STR mod + PB + The number of successful martial techniques this turn

Martial Technique List
  • Jab (0 SP): On a hit you deal extra damage equal to your PB.

  • Cross (1 SP): On a hit roll 1d4, you deal extra damage equal to the result and regain the same amount of SP.

  • Hook (1 SP): On a hit, you deal an extra 1d4 damage and your next non-hook martial technique has advantage on the attack roll.

  • Elbow (2 SP): On a hit, you deal an extra 1d6 damage. The target makes a Constitution saving throw, on a failure they are Distracted until your next turn.

  • Knee (2 SP): On a hit, you deal an extra 1d6 damage. The target makes a Constitution saving throw, on a failure they are Slowed until your next turn.

  • Uppercut (3 SP): On a hit roll 1d8, you deal extra damage equal to the result and gain that much temporary HP (These temporary HP stack).

  • Roundhouse (3 SP): On a hit you deal an extra 1d10 damage. The target makes a Constitution saving throw, on a failure they are Dazed until your next turn. This ends your Combination this turn.

  • Haymaker (4 SP): On a hit, you deal an extra 1d4 damage for each martial technique you've succeeded on this combination. This ends your Combination this turn.

Level 3: Combination

On your turn, as an action you make a unarmed strike using a Martial Technique, on a success you begin a Combination. To do so, you make an additional Martial Technique, if successful you repeat this process until you do not succeed on an attack, which ends the Combination. A combination can also end early if you become incapacitated or unconscious.,

Level 7: Iron Fist

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Level 11: Critical Blows

Your unarmed strikes score a critical hit on a roll of 19 or 20.

Level 15: Professional Brawler

When you make an opportunity attack and succeed, you can spend 10 SP and start a combination.

At level 19, the damage dice size of your Martial Techniques is increased by one step.

Assassin

You pull on the soul of your surrounds do help obscure you.

Level 3: Roguish Talent

You gain the following benefits while wearing light or no armor:

  • You gain proficiency in Dexterity saving throws
  • You gain proficiency in Thieves tools and Poisoner's Kit
  • Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  • You can Hide as a bonus action.

Level 3: Sneak Attack

Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack roll if you have advantage on the roll and the attack uses a Finesse or a ranged weapon. You don't need advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally isn't incapacitated and you don't have disadvantage on the attack roll. This damage increases by an additional 1d6 at each odd level to a max of 10d6 at 19th level.

Level 5: Imposter

You can unfailingly create false identities for yourself. You must spend three days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Level 9: Infiltration Expertise

Masterful Mimicry. You can unerringly mimic another person's speech, handwriting and/or behavior if you have spend at least 1 hour studying each component. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Deception checks you make to avoid detection.

Level 11: Death Attack

When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 + DEX mod + PB), or the attack's damage is doubled against the target.

Level 15: Elusive

No attack roll has advantage against you while you aren’t incapacitated.

Brute

By pulling on your soul you enter a trance of furious power.

Level 3: Rage

As a bonus action you spend 1 SP and gain the following benefits while not wearing heavy armor.

Damage Resistance. You have resistance to physical damage

Physical Advantage. You are proficient in Strength saving throws. Additionally, you have advantage on strength and constitution checks and saving throws

Rage Damage. When you make an attack using Strength and deal damage to the target, you deal +2 bonus damage. This damage increases to +3 at 9th level, and +4 at 16th level.

No Concentration. You can't maintain concentration and you can't cast kidō. The rage lasts until the end of your next turn and it ends early if you don heavy armor or are incapacitated. If your rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

  • Make a melee attack roll against an enemy
  • Force an enemy to make a saving throw
  • Take a bonus action to extend your Rage

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Level 3: Danger Sense

You have advantage on Dexterity saving throws while not wearing heavy armor and not incapacitated.

Level 3: Reckless Attack

When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

Level 7: Primal Instincts

While not wearing heavy armor you gain a bonus to your initiative rolls equal to your Constitution modifier.

Level 7: Instinctive Pounce

As part of the Bonus Action you take to enter your Rage, you can move up to half your speed.

Level 11: Relentless

If you drop to 0 HP while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your HP instead changes to a number equal to twice your Fullbringer level. Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.

Level 15: Persistent Rage

Your Rage now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your rage ends early if you are unconscious or don heavy armor.

Level 15: Primal Champion

If your total for a Strength or Constitution check or saving throw is less than your Constitution score, you can use that score in place of the total.

At 19th level, your Strength and Constitution scores increases by 4, to a maximum of 25.

Psychomancer

Your Fullbring abilities allow you to physically manipulate the souls of matter to move them at your will.

Level 3: Psychokinetic

  • You are proficient in Intelligence saving throws
  • You can cast Catapult and Mage Hand at will. You can cast these kidō without V or S components, and you can make the spectral hand invisible. Additionally, the Mage Hand can carry an additional 5 pounds per your INT mod. You use INT as the spellcasting score for these kidō.

Level 3: Telekinetic Kidō

You learn kidō when you reach certain levels in this class, as shown on the Telekinetic Kidō table. Each of these kidō counts as a Fullbringer kidō for you. Intelligence is the spellcasting score for your telekinetic kidō.

Spellcasting Ability

INT is your spellcasting ability for your Telekinetic Kidō.

Spell Save DC = 8 + your PB +

your Intelligence mod

Spell attack modifier = your PB +

your Intelligence modifier
Telekinetic Kidō Table
Fullbringer Level kidō
3rd Blade Ward, Gust
5th Shield, Thunderwave
7th Hold Person, Levitate
9th Tiny Hut, Water Walk
11th Private Sanctum, Resilient Sphere
13th Arcane Hand, Wall of Force
15th Blade Barrier, Globe of Invulnerability
17th Forcecage, Reverse Gravity

Level 7: Psychopower

You can cast your telekinetic Kidō without Verbal or Somatic components. Additionally, the damage dice size of your telekinetic kidō is increased by one step.

Level 7: Telekinesis

You can cast telekinesis at will and it is considered a telekinetic kidō.

Level 11: Telekinetic Flight

You can cast Fly at will and and it is considered a telekinetic kidō.

Level 15: Telekinetic Master

You do not need to concentrate on Telekinesis or Fly. You can affect a creature of size colossus or smaller instead. Finally, you can move objects with a weight of 1,000 pounds times your Int modifier instead.

Infusionist

You pull on the souls of objects to amplify or commune with them.

Level 3: Magical Artifice

You gain the following benefits:

  • Proficient in Wisdom saving throws
  • Proficient in simple weapons
  • Proficient in medium armor
  • Proficient in Tinker's Tools and one type of artisan's tools of your choice
  • You can take the Use an Object action as a Bonus Action

Level 3: Infusions

You pull on the soul of mundane items and mix in a part of your soul, infusing them with magic. You learn four infusions. You learn two new ones at 6th, 10th, 14th, and 18th level.

After performing a ritual that takes 1 minute and spending the listed amount of SP, you touch a non-magical item and imbue it with one of your infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

Your infusion remains in an item until you finish your next long rest.

You can only infuse a set number of objects; the maximum number of objects is equal to your profiency bonus + 1. Each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Infusions List

Armor of Magical Strength (4 SP)
Item: A suite of armor (requires attunement)
This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Wisdom modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d4 expended charges daily at dawn.

Boots of the Winding Path (4 SP)
Prerequisite: 6th-level Item: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Arcane Focus (4 SP)
Item: A rod, staff or wand (requires attunement
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level.

Enhanced Defense (2 SP)
Item: A set of armor, clothes, robes or a shield
A creature gains a +1 bonus to Armor Class while wearing the item or wielding the shield.

This bonus increases to +2 when you reach 10th level.

Enhanced Weapon (3 SP)
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.

This bonus increases to +2 when you reach 10th level.

Elevated Weapon (2 SP)
Item: An improvised weapon
The enchanted weapon is treated as a martial weapon and deals 1d8 bludgeoning, piercing or slashing damage.

Headpiece of Awareness (4 SP)
Item: A crown, helmet or headpiece
While wearing this headpiece, a creature has advantage on initiative rolls.

In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Mind Sharpener (3 SP)
Item: A set of clothes or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Radiant Weapon (4 SP)
Prerequisite: 6th-level
Item: A simple or martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn..

Repeating Shot (2 SP)
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Repulsion Shield (4 SP)
Prerequisite: 6th-level
Item: A shield (requires attunment
A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor (4 SP)
Prerequisite: 6th-level
Item: A suite of armor or set of clothes
While wearing this item, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon (2 SP)
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Spell-Refueling Ring (4 SP)
Prerequisite: 6th-level
Item: A ring (requires attunement)
While wearing this ring, the creature can recover 1d6 SP as an action. Once used, the ring can’t be used again until the next dawn.

Level 7: Pull Memory

You can pull on the soul of an object you hold or your immediate surroundings to gain visions of its past. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting kidō.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity up to a 50-foot cube, going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Level 7: Infuse Magic Item

You can now use your Infusions feature on magic items.

Level 11: Dual Infusions

You can infuse two different infusions on a single item.

Level 15: Eternal Infusions

Your infusions remain in an item indefinitely, but when you die any infusions vanishes.

Additionally, at level 19 each of your infusions can be infused onto more than one object at a time.

Templar

While most Fullbringer are wrought with tragedy and strife. You are a beacon for your kind. You use your Fullbring to inspire your allies and conjure fear into your enemies.

Level 3: Devout Aura

You gain the following benefits:

  • You are proficient in Charisma saving throws
  • You are proficient in Religion
  • You are immune to disease
  • As an action, you can open your awareness. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Level 3: Soul Aura

You can create an Aura by manipulating your own soul and extending a fraction of it out of your body.

As an action you can spend 4 SP to create your Soul Aura which is a 20-foot radius sphere emanating out from you that moves with you. The Aura is active until you are unconscious, or dismiss it (no action). Choose one of the Buffs listed below your Soul Aura provides.

Embolden. Once per turn, when you or a friendly creature makes a saving throw, gain a bonus to the roll equal to your Charisma modifier.

Enhance. Once per turn, when you or a friendly creature makes an attack roll, gain a bonus to the roll equal to your Charisma modifier.

Protect. Once per turn, when you or a friendly creature are subjected to an attack, gain a bonus to AC equal to your Charisma modifier.

Courage. You and friendly creatures can't be frightened.

Devotion. You and friendly creatures can't be charmed.

Empower. When you or friendly creatures roll a 1 on a damage die for an attack made with a melee weapon, reroll the die and take the new result, even if the new roll is a 1.

At 6th the Soul Aura radius increases by 5 feet, and again at 10th, 14th and 18th level.

Level 7: Improved Soul Aura

Your Soul Aura can affect enemies as well. When you activate your Soul Aura, instead of providing a Buff, you can have it provide one of the Debuffs listed below.

Enfeeble. Once per turn, when an enemy makes a saving throw, they reduce the result equal to your Charisma modifier.

Drain. Once per turn, when an enemy makes an attack roll, they reduce the result equal to your Charisma modifier.

Jinx. Once per turn, when an enemy is subjected to an attack, their AC is reduced equal to your Charisma modifier for that attack.

Horrify. Oncer per turn, when an enemy begins their turn in your aura they must make a Wisdom saving throw. On a failed save, they become frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Beguile. Once per turn, when an enemy begins their turn in your aura they must make a Wisdom saving throw. On a failed save, they are charmed by you for 1 minute. The charmed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Enervate. Oncer per turn, when an enemy deals damage with a weapon attack, it is reduced by half.

Level 11: Dual Aura

When you activate your Soul Aura, you can choose two buffs or debuffs or one of each, your aura provides at the same time.

Level 15: Perfect Aura

When you active your Soul Aura, it provides two buffs and two debuffs of your choice at the same time.

Additionally, at 19th level the effects of your Soul Aura are active at all times instead of once per turn.

Bount

Bount
Level Proficiency Bonus Features SP Max Spell Lvl
1st +2 Bount Crest 4 -
2nd +2 Bount Archetype 6 1st
3rd +2 - 7 1st
4th +2 Ability Score Improvement 9 1st
5th +3 Reishi Absorption 10 2nd
6th +3 Bount Archetype Feature 12 2nd
7th +3 - 15 2nd
8th +3 Ability Score Improvement 17 3rd
9th +4 - 20 3rd
10th +4 Bount Archetype Feature 22 3rd
11th +4 - 25 4th
12th +4 Ability Score Improvement 27 4th
13th +5 - 30 4th
14th +5 Bount Archetype Feature 32 5th
15th +5 - 35 5th
16th +5 Ability Score Improvement 37 5th
17th +6 - 40 6th
18th +6 Bount Archetype Feature 42 6th
19th +6 Ability Score Improvement 45 7th
20th +6 Epic Boon 50 7th

Class Features

As a Bount, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: One of your choice

  • Saving Throws: Constitution saving throws
  • Skills: Choose three of your choice

Equipment

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

  • (a) Explorer's Pack or (b) Scholar's Pack
  • (a) One gaming set or (b) One musical instrument

Bount Crest

You gain an armament known as a Doll. Your Doll is sealed within a mundane object of your choice, such as: a large metal marble, a bottle cap, a jewel, or a deck of cards.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability by 2, or you can increase two ability scores by 1.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Reishi Absorption

You manipulate the reishi in the ambient air to create minor effects. However, while in a reishi dense area, you may create the major version of these effects instead. As an action you can spend 4 SP to create one of the following effects:

Invigorate

  • Minor: You gain temporary hit points equal to your level
  • Major: You regain HP equal to your Bount level + Your Constitution modifier + Your proficiency bonus

Mend

  • Minor: You instantly clean an object or clothing no larger than 1 cubic foot
  • Major: You completely repair an outfit, or a single break or tear in an object you touch, as long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This can physically repair a magic item or construct, but can't restore magic to such an object.

Enhancement

  • Minor: You gain a bonus to all attack rolls, saving throws or skill checks equal to your PB for the next minute
  • Major: You have advantage on all attack rolls, saving throws or skill checks for the next minute

Celerity

  • Minor: Your walking speed increases by 10 feet
  • Major: Your walking speed is doubled and you ignore difficult terrain for the next minute

Bount Archetype

At 2nd level, you choose an archetype that you follow. Your archetype choice grants you features at 2nd level and then again at 6th, 10th, 14th, and 18th level.

Cavalier

Cavalier excels at mounted combat. Usually born among the nobility and raised at court. A Cavalier is known for either leading a cavalry charge, organizing their allies in battle, guarding those in their charge from harm, or equally fighting on the battlefield side by side with their mount.

Mounted Expert

Starting from 2nd level you gain the following benefits:

  • Proficient in Strength saving throws
  • You gain proficiency with Animal Handling
  • If your mount is your Summon, it is considered to be trained
  • You have advantage on saving throws made to avoid falling off your mount
  • If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated
  • Mounting or dismounting costs you only 5 feet of movement, rather than half your speed

Cavalry Style

At 2nd level you choose a Cavalry Style, this choice is permanent and grants you additional features at later levels.

Standard-Bearer: If you have the Summon armament ability, you gain the Retain Blade augment. While released your armament takes the form of a banner with a crest or sigil of your choosing; the weapon statistics and/or properties don't change. While partnered, you have access to the Inspiring Leader feat and can perform the speech as an action, instead of spending 10 minutes; additionally, those creatures also gain a bonus to their saving throws equal to your CHA mod.

Knight: If you have the summon armament ability, you gain the Retain Blade augment. While released your armament takes the form and statistics of any slashing weapon lacking the two-handed weapon property, but you use your armament damage instead. While partnered, you and your Summon gain the Slasher feat.

Lancer: If you have the summon armament ability, you gain the Retain Blade augment. While released your armament takes the form and statistics of a Lance, but you use your armament damage instead. While partnered, you and your Summon gain the Piercer feat.

Marauder: If you have the summon armament ability, you gain the Retain Blade augment. While released your armament takes the form and statistics of any bludgeoning weapon lacking the two-handed weapon property, but you use your armament damage instead. While partnered, you and your Summon gain the Crusher feat.

Cavalry Stance

At 6th level you gain one of the following based on your Cavalry Style.

Standard-Bearer: While partnered, creatures affected by your inspiring speech cannot be frightened or charmed for an hour.

Knight: While partnered, you can use any of your controlled mounts normal actions.

Lancer: While partnered, you or your mount don't provoke attacks of opportunity when moving out of an enemy's reach; though it still requires 5 feet of movement.

Marauder: While mounted, you and your mount ignore any movement speed penalties from difficult terrain. Additionally, while unmounted, whenever your mount moves past you, you can mount it, no action required.

Mounted Tactics

At 10th level, you gain the one following based on your Cavalry Style.

Standard-Bearer. Hold the Line: While partnered, creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the targets speed is reduced to 0 until the end of the current turn. If you have the sentinel feat, whenever you make an opportunity attack, you can spend 2 SP to gain advantage on it.

Knight. Challenge: While partnered, when you hit a creature with an armament attack, you can spend 4 SP to mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on attack rolls that don’t target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee armament attack against the marked creature as a bonus action on your next turn. If the attack hits, it deals extra damage equal to half your bount level.

Lancer. Charge: While partnered, as an action you can spend 4 SP to move up to 30 feet and then immediately make a single melee armament attack against a creature within range. If you moved 20 feet or more, you have advantage on the attack roll.

Marauder. Feral Dismount: While partnered, if you moved at least 20 feet, as a bonus action you can spend 4 SP to dismount and make a single melee armament attack against a creature within range with advantage. Additionally, you and your mount gain the benefits of the Crusher feat without having to be partnered.

Mounted Maneuver

At 14th level, you gain the following based on your Cavalry Style.

Standard-Bearer. Into the Fray: As an action you can spend 10 SP to have all creatures affected by your inspiring speech that can see and hear you to move up to 30 feet and make a single melee attack against a creature they can reach.

Knight. Gallant Slash: While partnered, as an action you can spend 6 SP to choose up to three targets adjacent to you, each of those targets must be adjacent to at least one other target. The chosen targets take 4d6 slashing damage.

Lancer. Penetrating Lance: While partnered, as an action you can spend 8 SP to move up to 30 feet and lunge your lance. Each creature in a line that is 5-foot wide and 15 feet long, originating from you, takes 4d8 piercing damage.

Marauder. Hunting Pack: You and your Summon gain the Pack Tactics ability. While not mounted, whenever you or your Summon hits a creature, as a reaction you can spend 6 SP and the other can move up to it's speed toward the creature and make a single melee attack against it if the creature is within reach.

Cavalry Master

At 18th level, you gain the following based on your Cavalry Style.

Standard-Bearer. Undying Devotion: In combat, the first time a creature affected by your inspiring leader feat would drop to 0 HP as a result of taking damage, they instead drop to 1 HP. If the creature is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against them. They can't benefit from this feature again until they finish a long rest.

Knight. Vigilant Defender: In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

Lancer. Valiant Charge: You charge through foes with your lance. While partnered, as an action you can spend 10 SP to move in a straight line up to your speed moving past enemies. Each creature you pass through must make a Dexterity saving throw. A creature takes 6d6 piercing damage on a failed save, is pushed 5 feet away from you and falls prone, or half as much damage on a successful save and the creature doesn't fall prone.

Marauder. Marauder's Fury: When you take the attack action, if your Summon is within 10 feet of you as a bonus action you can spend 10 SP and have your Summon take the attack action.

Wushu Warrior

Ages ago, to the far east, Bounts were being hunted and persecuted, a sect of their kind managed to flee and find refuge. These refuge Bounts sequestered themselves in the mountains, where they honed their skills and tempered their desires in the crucible of self-discipline. Over centuries of isolation, they developed a unique martial tradition called Wushu. These bount recoiled from the darkness of their nature, seeking redemption through discipline and mastery of their bloodlust.

Way of Wushu

Starting from 2nd level while you're not wearing armor, you gain the following benefits:

  • Proficient in Dexterity saving throws
  • Unarmored Defense: Your AC equals 10 + your Dexterity modifier + your PB
  • Unarmored Movement: Your speed increases by 10 feet. At 10th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
  • Martial Arts: Your unarmed strikes deal 1d6 damage. Additionally, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You learn a Wushu Technique; listed below. You learn an additional technique at 6th, 10th, 14th 18th and 20th level.

Surging Steel

At 6th level When you take the attack action, your movement is doubled until the end of the turn and you don't provoke opportunity attacks when leaving a creatures threatened range.

Mystic Deflection

Starting at 10th level, when you hit a creature with a melee armament attack, you have advantage on saving throws against kidō they cast until the end of your next turn.

Wushu Reflexes

Beginning at 14th level, creatures provoke opportunity attacks from you when they do any of the following:

  • They enter your threatened range
  • A creature within your reach activates an armament ability
  • A creature within your reach spends an action to use a class feature

One with the Blade

At 18th level you always roll your armament attacks with advantage.

Wushu Techniques

Agile Parry: (Prereq 6th level) If you make a melee armament attack as part of your Attack action on your turn, you can use it to defend yourself. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Deft Strike: (Prereq 6th level) When you hit a target with your armament, you can spend 3 SP to deal extra damage equal to your DEX mod. You can use this feature only once on each of your turns.

Deflect Missiles: You can use your reaction to deflect or catch a missile when you are hit by a ranged weapon attack. When you do so, you can spend 1 SP any number of times, the damage you take from the attack is reduced by Xd6 + your DEX mod + your bount level; x is equal to the amount of times you spent SP. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 SP to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, and has a normal range of 20 feet and a long range of 60 feet.

Diamond Soul: (Prereq 14th level) You gain proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 2 SP to reroll it and take the second result.

Empty Body: (Prereq 18th level) You can use your action to spend 5 SP to become invisible for 1 minute. During that time, you also have resistance to all damage except force damage. Additionally, you can spend 14 SP to cast the astral

projection kidō, without needing material components. When you do so, you can’t take any other creatures with you.

Evasion: (Prereq 8th level) When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Leap to Your Feet: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Patient Defense: You can spend 3 SP to take the Dodge action as a bonus action on your turn.

Perfect Self: (Prereq 20th level) You never roll saving throws or skill checks at disadvantage.

Purity of Body: (Prereq 10th level) You're immune to disease and poison.

Redirect Attack: When a creature misses you with a melee attack, you can spend 1 SP as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Slow Fall: You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your bount level.

Stilless of Mind: (Prereq 10th level) You can use your action to spend 4 SP to end one of the following conditions on yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Poisoned, Shocked, Taunted, or Weakened.

Step of the wind: You can spend 2 SP to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Spellthief

Spellthieves blend skill and arcane magic to drain their opponents' abilities and turn their foes' powers against them. With a versatile array of skills, spellthieves can adapt to nearly any situation.

Arcane Knowledge

You are proficiency in Intelligence saving throws. You gain proficiency with Arcana skill checks.

Cantrips

At 2nd level, you know two cantrips of your choice from the Human spell list.

Spellcasting

The Bount table shows how many spell points you have to cast kidō at each level. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

To cast one of your kidō of 1st level or higher, you must expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a kidō. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

For example, to create a spell slot of 1st level, you would need to expend two spell points.

Kidō of 3rd level and higher are particularly taxing to cast. Once per long rest, you can create one spell slot of each level

of 3rd or higher a number of times, equal to half your proficiency modifier, rounded down.

Spells Known at 1st Level and Higher

At 2nd level, you know one 1st-level spell of your choice from the Human spell list.

Each time you gain a Bount level, you can learn one new kidō of your choice for free. A spell you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level.

Additionally, when you gain a level in this class, you can choose one kidō you know and replace it with another kidō from the Human spell list, which also must be no higher than what's shown in the table's Max Spell Level column for your level.

Spellcasting Ability

Constitution is your spellcasting ability for your Kidō. You can use your Constitution whenever a spell refers to your spellcasting ability.

In addition, you use your Constitution modifier when setting the saving throw DC for Kidō you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier

Steal Spell Effect

Beginning at 2nd level, a spellthief can siphon an active spell-effect from another creature. When you hit a creature with your bite, you can choose to forgo dealing damage and instead spend 2 SP to gain the effect of a single spell-effect affecting the target. If the target is willing, you can steal a spell-effect as an action by touching them instead.

You choose which spell effect to steal; otherwise, the GM determines the stolen spell-effect randomly. If you try to steal a spell-effect that isn't present, the stolen spell-effect is determined randomly from among those currently in effect on the target. You can't steal a spell-effect if the spell level exceeds your PB + your Con.

Upon stealing a spell-effect, you gain the stolen spell (and the original creature loses that effect) for 1 minute per PB (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell-effect returns to the creature that originally benefited from it.

You can steal the effect of a spell only if the spell could be cast on yourself by the original caster. For example, you couldn't gain the effect of a blade ward spell (since that spell's range/area is self). If you try to steal the effect of a spell that can't be cast on yourself, the effect is still suppressed on the original target of the spell for 1 minute per PB.

Steal Spell

At 6th level, you can siphon spell energy away from a target and use it for yourself. When you hit a creature with your

bite you can choose to forgo dealing damage and instead spend 4 SP to steal a spell, or the potential to cast a specific known spell, from the target. If the target is willing, you can steal a spell as an action by touching them instead.

The target loses one spell they know, maximum level equal to your PB + your CON. The target also loses the ability to cast the stolen spell for 1 minute. If the target knows no spells, this ability has no effect. You can choose which spell to steal; otherwise, the GM determines the stolen spell randomly. If you try to steal a spell that isn't available, the stolen spell is determined randomly from among those the target has available. After stealing a spell, you can cast the spell on a subsequent turns.

At any one time, you can possess a max number of stolen spell levels equal to your CON + your PB (treat 0-level spells as 1/2 level for this purpose). If you would steal a spell that would cause you to exceed this limit, you can choose to lose stolen spells sufficient to reduce your total to accommodate the newly stolen spell, otherwise you don't gain it.

You can't apply metamagic effects or other feats to the stolen spell.

Absorb Spell

At 10th level, if you make a successful save against a spell that targets you, you can attempt to absorb the spell energy for later use. This ability affects only spells that target you as the single target. You can't absorb a spell of a higher spell level than you could steal.

To absorb a spell, you must succeed on a reiatsu check against a DC of 8 + the spell's level + the casters spell mod. Failure indicates that the spell has its normal effect. Success means that you suffer no effect from the spell and can cast the spell later as if you had stolen the spell.

At 20th level you can choose to use the stolen spell energy as a reaction to recast the spell without spending SP.

Discover spell

At 14th level, when you steal a spell from a creature you automatically learn the names of all other spells they know of the same spell level as the stolen spell. This knowledge allows you to better choose which spells to steal on subsequent attacks.

Improved Steal Spell Effect

At 14th level, you can steal a spell effect, even if the original spell couldn't be cast on you, such as blade ward.

Improved Steal Spell

At 14th level, you can apply metamagic feats or other effects to stolen spells you cast.

Steal Resistance

At 18th level, when you hit a creature with your bite you can choose to forgo dealing damage and instead spend 4 SP to steal the targets resistance to an energy type, or Spell Resistance. If the target is willing, you can steal a resistance as an action by touching them instead.

The target loses the chosen resistance to an energy type or spell resistance for 1 minute. If the resistance is derived from

a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

If the target has more than one type of resistance to energy, you can choose which kind to steal; otherwise, the GM determines the stolen resistance randomly from among those possessed by the target. If you choose to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

You can use this ability multiple times, but its effects do not stack unless they apply to different types of energy.

Spell Striker

Spell Strikers are unique spellcasters who have the innate ability to turn kidō into raw, tangible energy, and use this power to strike their opponents with precision and force. Spell Strikers engage more directly in combat, channeling their arcane prowess into devastating blows and magical projectiles. Their journey is one of relentless training and adaptation, turning traditional magical practices into a dynamic and aggressive combat style.

Eldritch Knowledge

At 2nd level, you gain proficiency in Intelligence saving throws. You gain proficiency with Arcana and Sleight of Hand skill checks. Additionally, you learn the Eldritch Blast cantrip; this doesn't count towards the number of cantrips you can learn.

Cantrips

At 2nd level, you know two cantrips of your choice from the Human spell list.

Spellcasting

The Bount table shows how many spell points you have to cast kidō at each level. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

To cast one of your kidō of 1st level or higher, you must expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a kidō. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

For example, to create a spell slot of 1st level, you would need to expend two spell points.

Kidō of 3rd level and higher are particularly taxing to cast. Once per long rest, you can create one spell slot of each level of 3rd or higher a number of times, equal to half your proficiency modifier, rounded down.

Spells Known at 1st Level and Higher

At 2nd level, you know two 1st-level kidō of your choice from the Human spell list.

Each time you gain a Bount level, you can learn one new kidō of your choice for free. A kidō you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level.

Additionally, when you gain a level in this class, you can choose one kidō you know and replace it with another kidō from the Human spell list, which also must be no higher than what's shown in the table's Max Spell Level column for your level.

Spellcasting Ability

Intelligence is your spellcasting ability for your Kidō. You can use your Intelligence whenever a kidō refers to your spellcasting ability.

In addition, you use your Intelligence modifier when setting the saving throw DC for Kidō you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spell Strike

Starting at 2nd level, when you cast a non-touch, non-spell attack kidō that targets a single creature, instead of the target making a saving throw, you make a ranged spell attack against them. On a successful hit, the target is subjected to the effects of the kidō.

Errant Strike

Starting at 6th level, you gain a bonus on ranged spell attacks equal to your Intelligence modifier.

Eldritch Blitz

When you reach 10th level, when you use your Action to cast a kidō, as a bonus action you can cast Eldritch Blast. You can do this a number of times equal to your Intelligence modifier. You regain all expended uses on a long rest.

Multicast

At 14th level, When you use your action to cast a kidō, if you made a ranged spell attack for that kidō, you can cast one other kidō as part of the same action, max spell level equal to your Intelligence, that requires a ranged spell attack.

At 18th level, you can cast two other kidō as part of the same action instead.

Farstrike

Starting at 18th level, you can cast kidō with a range of touch or that requires a melee spell attack, as a ranged spell attack with a range of 10 ft x your Intelligence modifier.

Siren

Sirens were early Bounts that lived by the sea and created the myths of the creatures by the same name. These Bounts were born with an innate connection to the arcane, Sirens utilize their haunting songs to beguile foes or bolster allies.

Charming Personality

You gain proficiency in Charisma saving throws. Additionally, you are proficient in Charisma (Persuasion) skill checks.

Cantrips

At 2nd level, you know two cantrips of your choice from the Human spell list.

Spellcasting

The Bount table shows how many spell points you have to cast kidō at each level. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

To cast one of your kidō of 1st level or higher, you must expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a kidō. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

For example, to create a spell slot of 1st level, you would need to expend two spell points.

Kidō of 3rd level and higher are particularly taxing to cast. Once per long rest, you can create one spell slot of each level of 3rd or higher a number of times, equal to half your proficiency modifier, rounded down.

Spells Known at 1st Level and Higher

At 2nd level, you know two 1st-level kidō of your choice from the Human spell list. You can only learn enchantment kidō.

Each time you gain a Bount level, you can learn one new kidō of your choice for free. A kidō you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level.

Additionally, when you gain a level in this class, you can choose one kidō you know and replace it with another kidō from the Human spell list, which also must be no higher than what's shown in the table's Max Spell Level column for your level.

Spellcasting Ability

Charisma is your spellcasting ability for your Kidō. You can use your Charisma whenever a spell refers to your spellcasting ability.

In addition, you use your Charisma modifier when setting the saving throw DC for Kidō you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Song of Charm

At 2nd level, as an action you can spend 2 SP to cast Charm Person.

Enthralling Charm

At 2nd level, you gain proficiency in deception and persuasion. Additionally, when you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Song of Hypnosis

At 6th level, as an action you can spend 6 SP to cast Charm Monster.

Melodic Favor

Starting at 6th level, a charmed creature, once per turn, can gain advantage on a saving throw.

Enthralling Echoes

At 6th level, when you cast an enchantment kidō that targets only a single creature, you can target an additional number of targets up to your PB.

Song of Domination

At 10th level, as an action you can spend 7 SP to cast Dominate Person.

Melodic Courage

Starting at 10th level, creatures charmed by you can't be frightened.

Song of Subjugation

At 14th level, as an action you can spend 11 SP to cast Dominate Monster.

Subtle Song

Starting at 14th level, When you cast kidō through your Siren class features, you can spend 2 SP to do so without any somatic or verbal components.

Unraveling Charm

At 18th level, a creature immune to being charmed, can still be charmed by you.

Harmonic Power

Starting at 18th level, a creature charmed by you has advantage on attack rolls.

Backgrounds

This section includes the new backgrounds unique to this setting.

Exile

You have, for whatever reason, been banished from your homeland. This could have been from your own choice, rejecting your society. Perhaps you committed a crime or were framed for a crime. Maybe you had dangerous heretical ideals. Regardless of the reason, you are no longer welcomed in the home you grew up in and would face serious consequences if you returned.

Skill Proficiencies: Survival, your choice of Animal Handling, Religion, Arcana or Sleight of Hand

Tool Proficiencies: One type of artisan tools, or forgery kit

Equipment: A memento of your past life, a set of artisan’s tools your proficient with or a forgery kit, a winter blanket, a set of common clothes, and a ouch containing 5gp.

Reason of Banishment

What was the reason for your banishment, and what changed to allow the end of your banishment? You can work with your DM to determine the exact nature of your banishment, or you can roll on the table below to determine the reason.

d6 Reason of Banishment
1 Deviant
2 Refugee
3 Heretic
4 Framed
5 Lawbreaker
6 Revolutionist

Feature: All Eyes on You

Your accent, mannerisms, figures of speech, or perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Suggested Characteristics

Some people are well suited for a life of seclusion, whereas others chafe against it and long for home. Whether they embrace their banishment or long to escape it, the banishment shapes their attitude and ideals. Few grow resentment, fewer can be driven slightly mad by their years apart from their home, family and friends.

d4 Personality Trait
1 I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2 I feel tremendous empathy for all who suffer.
3 I've learned to adapt and blend into my new environment.
4 I am working on a grand philosophical theory and love sharing my ideas.
d4 Ideal
1 I will stand up to tyranny, because if no one does, who will? (Good)
2 Emotions must not cloud our sense of what is right and true, or our logical thinking (Lawful)
3 When people follow orders blindly, they embrace a king of tyranny (Chaotic)
4 Solitude and contemplation are paths toward mystical or magical power (Evil)
d6 Bond
1 I discovered ancient and dark knowledge I wasn't supposed to know
2 I will avenge my home that was destroyed.
3 I have proof that a conspiracy is true.
4 I work tirelessly to clear my name.
5 I'm guilty of a terrible crime. I hope I can redeem myself for it.
6 I am ashamed of what my country is. I must reshape it so I don't have to be.
d4 Flaw
1 I like keeping secrets and won't share them with anyone.
2 My hatred for my enemies is blind and unreasoning.
3 I am incredibly slow to trust.
4 A crime prevents me from ever going home again. That kind of trouble seems to follow me around.

Armaments

Armaments are powerful weapons used within the world of bleach. Each not only unique from one another, but unique as well from user to user. They are as follows:

Zanpakutō: Used by the Shinigami to cleanse Hollows and restore balance.

Heilig Bogen: Used by the Quincy to utterly destroy Hollows and rid them from this world

Fullbring: Used by the Fullbringers, they draw out the soul from an object of great importance to them to defend themselves and those they love.

Doll: Used by the Bounts, they form pacts with their dolls, forging an unbreakable bond.

A character can only ever be attuned to one Armament at a time.

Zanpakutō

weapon (Katana, Nodachi, Tanto), Legendary (requires attunement by a Shinigami)

The trademark weapon of the Shinigami, used to battle hollows. These unique weapons of infinite potential are tempered by the soul of it's wielder.


Level Features Tanto Katana Nodachi
Base Properties - Finesse, Light, Thrown 20/60 - Heavy, Two-handed
1st Konso, Sublimation 1d4, Thrown 20/60 1d6 1d8
2nd Kengen 1d4, Thrown 20/60 1d6 1d8
3rd - 1d4, Thrown 20/60 1d6 1d8
4th Shikai ability 1d4, Thrown 20/60 1d6 1d8
5th Magic Weapon +1 1d4, Thrown 20/60 1d6 1d8
6th Shikai ability 1d6, Thrown 40/80 1d8 1d10
7th - 1d6, Thrown 40/80 1d8 1d10
8th Final Shikai 1d6, Thrown 40/80 1d8 1d10
9th Magic Weapon +2 1d6, Thrown 40/80 1d8 1d10
10th Bankai 1d6, Thrown 40/80 1d8 1d10
11th - 1d8, Thrown 60/100 1d10 1d12
12th Shikai ability 1d8, Thrown 60/100 1d10 1d12
13th Magic Weapon +3 1d8, Thrown 60/100 1d10 1d12
14th Shikai ability 1d8, Thrown 60/100 1d10 1d12
15th - 1d8, Thrown 60/100 1d10 1d12
16th Shikai ability 1d10, Thrown 80/120 1d12 2d6
17th Magic Weapon +4 1d10, Thrown 80/120 1d12 2d6
18th Shikai ability 1d10, Thrown 80/120 1d12 2d6
19th - 1d10, Thrown 80/120 1d12 2d6
20th Final Bankai 1d10, Thrown 80/120 1d12 2d6

Choose one of the Zanpakutō forms, Tanto, Katana or Nodachi, this choice is permanent. As well as one Armament type, this is your base type. Your Zanpakutō level is the same level as your Shinigami level.

Konsō

Soul Burial is the process by which Shinigami send Pluses to Soul Society from the Human World, which is known as "crossing over". To achieve this, they tap the hilt of their Zanpakutō against a Plus's forehead, leaving an emblem at the point of impact which begins to shine brightly. The Plus proceeds to sink into the ground in a pool of blue light as they are sent to Soul Society, and a hell butterfly flies away from their point of departure.

As an action you make a melee attack on a Plus. To resist the Konsō's effect if must make a Constitution saving throw, DC 10 + your level. A Plus is willing and automatically fails it's saving throw if you've completed it's Quest.

Sublimation

When a Hollow is slain with a Zanpakutō, it is cleansed of the sins it committed as a Hollow, and passes into the afterlife. This is called sublimation.

Souls who pass into Soul Society will be reborn again into the Human World once their "life" in Soul Society comes to an end. However, if the Hollow committed heinous crimes, it will be sent through the Gates of Hell instead of Soul Society.

Kengen

You gain two armament abilities.

Your Zanpakutō has developed it's own personality. Your Zanpakutō takes on a more unique appearance. It's scabbard, tsuba, handle or other aesthetics have changed. You learn the name of your Zanpakutō and obtain it's initial release form, also known as Shikai.

You don't simply pick a name, for the living spirit of the Zanpakutō already has its own name. The Shinigami must be able to communicate and harmonize with their Zanpakutō effectively, which requires being able to speak to the spirit within its world. Gaining access to one's Shikai and releasing it for the first time is known as Kengen (Manifestation).

To activate this form you must chant a Kaigo (Release Call). Using the Kaigo, followed by the name of the Zanpakutō, activates Shikai. It is crucial to memorize each phrase, as every Zanpakutō has a different Kaigo.

As an action you spend 1 SP to activate Shikai. This form lasts for a number of minutes equal to your PB, which you can dismiss as an action.

If your Shikai would be broken or destroyed, as long as their is some part of it remaining, you may restore it. Your Zanpakutō has a number of HP equal to five times your PB. While on you, it uses your AC, otherwise it's 11.

Shikai Ability

At 4th level, you gain two armament abilities, and again at 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level.

Magic Weapon

Starting at 5th level your Zanpakutō counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You have a +1 bonus to attack and damage rolls made with this magic weapon, this bonus increases at levels 9th, 13th and 17th.

Final Shikai

A powerful attack that requires sacrificing your weapon.

You gain an Ultimate ability of your choice. When the ability ends, your Zanpakutō is destroyed gaining the Broken condition. While broken you can't activate or benefit from it's armament abilities.

After 10 days (minus your proficiency bonus) your Zanpakutō regenerates and the condition ends.

Bankai

Japanese for final release, it's the final form of a Zanpakutō.

To achieve Bankai, one must be able to subjugate their Zanpakutō spirit. Once per day you may enter your "inner world" and attempt to subjugate your Zanpakutō spirit. Your Zanpakutō spirit has the same statistics, Zanpakutō and armament abilities as you.

Once your defeat your Zanpakutō, you gain access to Bankai.

To activate Bankai you must first be in Shikai. As an action you spend 4 SP and become Ascended. You can stay in this form a number of rounds equal to your level plus one. These rounds need not to be consecutive and you can dismiss

Bankai as an action, reverting you back to Shikai if you wish.

You gain the following benefits while in Bankai.

  • Your maximum hit points are doubled and you regain 5 hit points per Shinigami level.
  • You gain an additional armament type and two armament abilities of your choice in the selected armament type.
  • You gain two additional armament abilities.
  • You gain one Ascended ability.

Once your Bankai ends, you gain a level of exhaustion.

At 15th level and again at 20th level, you gain an Ascended ability and two armament abilities, these additional armament abilities are only available during Bankai.

Final Bankai

This technique is not one that is easily revealed to you by your Zanpakutō. This technique is of tremendous power, but at a great cost. By using this technique, you merge with your Zanpakutō, but afterwards you lose all of your Shinigami powers.

Work with your GM on what or how your Final Bankai functions. Take inspiration from the only canon source their is, Ichigo's final Getsuga Tenshō.

Heilig Bogen

Legendary (requires attunement by a Quincy)

The trademark weapon of the Quincy. Used to utterly annihilate Hollows


Level Features Long Bow Short Bow Crossbow Web Bow
Base Properties - Heavy, Two-handed Two-handed Loading, Two-handed Heavy, Two-handed
1st - Range 120/240 Range 50/100 Range 30/60 Range 25/50
2nd Bow Attribute Range 120/240 Range 50/100 Range 30/60 Range 25/50
3rd - Range 120/240 Range 50/100 Range 30/60 Range 25/50
4th Magic Weapon +1 Range 120/240 Range 50/100 Range 30/60 Range 25/50
5th - Range 120/240 Range 50/100 Range 30/60 Range 25/50
6th Bow Attribute Range 130/260 Range 60/120 Range 40/80 Range 30/60
7th - Range 130/260 Range 60/120 Range 40/80 Range 30/60
8th Magic Weapon +2 Range 130/260 Range 60/120 Range 40/80 Range 30/60
9th - Range 130/260 Range 60/120 Range 40/80 Range 30/60
10th Master Shot Range 130/260 Range 60/120 Range 40/80 Range 30/60
11th - Range 140/280 Range 70/140 Range 50/100 Range 35/70
12th Magic Weapon +3 Range 140/280 Range 70/140 Range 50/100 Range 35/70
13th - Range 140/280 Range 70/140 Range 50/100 Range 35/70
14th Bow Attribute Range 140/280 Range 70/140 Range 50/100 Range 35/70
15th - Range 140/280 Range 70/140 Range 50/100 Range 35/70
16th Magic Weapon +4 Range 150/300 Range 80/160 Range 60/120 Range 40/80
17th - Range 150/300 Range 80/160 Range 60/120 Range 40/80
18th Bow Attribute Range 150/300 Range 80/160 Range 60/120 Range 40/80
19th - Range 150/300 Range 80/160 Range 60/120 Range 40/80
20th Magic Weapon +5 Range 150/300 Range 80/160 Range 60/120 Range 40/80

Choose one of the Heilig Bogen forms: Long Bow, Short Bow, Crossbow or Web Bow and a bow material: spiritual or physical. Your Heilig Bogen level is the same level as your Quincy level.

Spiritual Bow

A spirutual bow as the following traits.

  • You must expend 1 SP point to conjure your Heilig Bogen.
  • Your Bow Attributes cost 1 less SP point to use, minimum 1 SP point.
  • Your Heilig Bogen requires concentration. This form of concentration does not prevent you from concentrating on other tasks, such as spells.
  • If your Heilig Bogen would be destroyed while youre holding it, or disarmed and you have not lost concentration, as a reaction you can expend 1 SP point to reform it in your hand.
  • If your Heilig Bogen would leave your hands it disappears.

Physical Bow

A physical bow gains different traits based on the material it's made of.


Type Features
Silver Your Bow ignores piercing resistance
Darkwood Max SP increased by 4 if you're in a forest
Infernal Iron Deal an additional 1d4 fire damage
Mithral Can be wielded with one hand
Adamantine Critical Range increased by 1

Long Bow

Your Long Bow deals 1d10 piercing damage.

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Short Bow

Your Short Bow deals 1d6 piercing damage.

When you would use your Blut Vene, you gain the same bonus on damage rolls.

Crossbow

Your Crossbow deals 1d8 piercing damage.

Your Heilig Bogen deals an additional 1d4 piercing damage.

Web Bow

Your Web Bow deals 1d6 piercing damage.

Immediately after you take the Attack action on your turn, you can spend 3 SP points to make two ranged weapon attacks with your Heilig Bogen as a bonus action.

Bow Attribute

At 2nd level, you learn to unleash special magical effects with some of your arrows. When you gain this feature, you learn two Bow Attributes of your choice (see Bow Attributes in the Armament Abilities chapter).

Once per turn when you take the Attack action with your hielig bogen, you can apply one of your Bow Attributes to that attack (unless otherwise specified). You must decide to use a bow attribute before you make the attack roll, unless the option doesn’t involve an attack roll. You must expend the listed SP under the Bow Attribute to use it.

You learn two additional Bow Attributes at 6th, 10th, 14th and 18th level.

If a bow attribute requires a saving throw, the save DC equals 8 + your proficiency bonus + your Dexterity modifier.

Magical Weapon

Beginning at 4th level, your Heilig Bogen counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You have a +1 bonus to attack and damage rolls made with this magic weapon, this bonus increases at levels 8th, 12th and 16th.

Master Shot

Starting at level 10, you learn more advanced effects you can unleash with your Heilig Bogen.

You may select Master Shots whenever you would gain a Bow Attribute. You can only use Master Shots while ascended.

Fullbring

Object (any), Legendary (requires attunement by a Fullbringer)

By forming an affinity for an object, you can alter it's form by pulling its soul out.


Fullbring
Level Features Damage
1st Fullbring ability 1d4
2nd - 1d4
3rd Fullbring ability 1d4
4th Magic weapon +1 1d4
5th Fullbring ability 1d6
6th Ultimus 1d6
7th Fullbring ability 1d6
8th Magic weapon +2 1d6
9th Fullbring ability 1d8
10th Inevectus 1d8
11th Fullbring ability 1d8
12th Magic weapon +3 1d8
13th Fullbring ability 1d10
14th - 1d10
15th Fullbring ability 1d10
16th Magic weapon +4 1d10
17th Fullbring ability 1d12
18th - 1d12
19th Fullbring ability 1d12
20th Magic Weapon +5 1d12

Choose an armament type to be your base type. You can select armament abilities from your selected type as normal, as well as from any other armament type except Bow attributes and Hollow abilities.

Your Fullbring level is the same as your Fullbringer level.

Object Affinity

Choose a melee weapon from the weapons listed in the Player's Handbook (or any other resource approved by your GM) that your Fullbring manifests as when you release it, this choice is permanent. It takes on the same properties of the chosen weapon and you are considered proficient with it except it's damage is changed to what's listed on the Damage column of the Fullbring table.

As an action you spend 1 SP to release your Fullbring. You stay released for up to 1 minute per Fullbringer level. You can spend a Bonus action to seal your Fullbring.

Fullbring Ability

You gain three armament abilities beginning at 1st level and two additional armament abilities at each odd level.

Magic Weapon

Beginning at 4th level, your Fullbring counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You have a +1 bonus to attack and damage rolls made with this magic weapon, this bonus increases at levels 8th, 12th, 16th and 20th.

Ultimus

At 6th level, you gain an Ultimate ability of your choice.

At 14th and 18th level you gain another Ultimate ability of your choice. Once you use an ultimate, you gain two levels of exhaustion and you can't do so again until you finish a long rest.

Inevectus

Starting from level 10, when you would select an armament ability, one of them can be an Ascended ability. While released, you're also considered Ascended.

Doll

Object (any), Legendary (requires attunement by a Bount)

You use an object to form a pact with your Doll, using the object as its seal.


Doll
Level Features Damage
1st Doll Pact 1d6
2nd - 1d6
3rd Armament ability 1d6
4th Doll Pact Feature 1d6
5th Armament ability 1d6
6th Letzter Schlag, Magic Weapon +1 1d8
7th Armament ability 1d8
8th Doll Pact Feature 1d8
9th Armament ability 1d8
10th Einer Werden, Magic Weapon +2 1d8
11th Armament ability 1d10
12th Doll Pact Feature 1d10
13th Armament ability 1d10
14th Magic Weapon +3 1d10
15th Armament ability 1d10
16th Doll Pact Feature 1d12
17th Armament ability 1d12
18th Magic Weapon +4 1d12
19th Armament ability 1d12
20th - 1d12

Your armament type is dictated by your chosen pact.

Your Doll level is the same as your Bount level.

Armament Ability

You gain two armament abilities beginning at 3rd level and two additional armament abilities at each odd level.

Letz Schlag

At 6th level, you gain an Ultimate ability of your choice.

At 14th and 18th level you gain another Ultimate ability of your choice. Once you use an ultimate, you gain two levels of exhaustion and you can't do so again until you finish a long rest.

Einer Werden

Starting from level 10, when you would select an armament ability, one of them can be an Ascended ability. While released, your also considered ascended.

Doll Pact

You call forth your Doll and form a pact with it. Choose one of the pacts below.

Your Doll is a sentient weapon. It's alignment is similar to yours with one shift of your choice in either ethics (lawful, neutral, chaotic) or morality (good, neutral, evil).

It has mental ability scores dictated by your pact. It has hearing and darkvision out to a range of 30 feet. The armament can speak, read and understand common.

You gain additional features from your pact on levels 4, 8, 12, 16.

Pact of the Aegis

Your doll has an Intelligence of 10, a Wisdom of 18, and a Charisma of 14.

Your base armament type is Defense. You gain the Shield and Shield Bash armament abilities and one augment of your choice.

Aegis Aura: At 4th level, when you release, you can spend 2 SP any number of times. Your shield emanates an Aegis Aura sphere that is 5-foot diameter + 5 ft for each time you spent SP. Each creature you choose within the sphere benefits from it's ac bonus as if they were wielding it.

Animate Shield: Beginning at 8th level, as a bonus action you can cause your shield to animate. The shield leaps into the air and hovers in a space adjacent to you. Your shield acts on it's own during your turn, but follows your commands.

While it's adjacent to you, you are protected by it and benefit from the shield as if you were wielding it. It has a movement speed of 30 feet, it hovers 2 feet off the ground.

Take Cover: Starting at 12th level, while holding your shield, you have evasion.

Improved Aegis Aura: At 16th level, creature you choose within your Aegis Aura also benefit from you defense armament abilities as if they were wielding the shield.

Pact of the Blade

Your doll has an Intelligence of 10, a Wisdom of 14, and a Charisma of 18.

Your base armament type is Weapon. You either gain the Weapon Form or Gauntlet Form armament ability.

Extra Attack: At 4th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Focus: Beginning at 8th level, as a bonus action you spend 6 SP to give yourself advantage on armament attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels, increasing to 10 at 10th level and 15 at 15th level.

Quick Strike: Starting at 12th level, once per turn, if you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional melee armament attack against that target, as part of the same action.

Diehard: At 16th level, if you take damage that reduces you to 0 hit points and doesn’t kill you outright, as a reaction you can delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

Pact of the Chain

Your doll has an Intelligence of 14, a Wisdom of 18, and a Charisma of 10.

Your base armament type is Summon. You gain the Summon armament ability and two armament abilities of your choice.

Life Link: At 4th level, whenever your doll takes damage, if you're within 30 feet of it, you can instead take that damage. Additionally, when you take damage, as a reaction you can have your doll take the damage instead if its within 5 feet of you. You can use this feature a number of times equal to your PB. You regain expended uses on a long rest.

Shield Ally: Beginning at 8th level, you can have your doll throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the doll to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your doll. You can use this feature a number of times equal to your PB. You regain expended uses on a long rest.

Transposition: At 8th level, as a bonus action, you can teleport, magically swapping places with your doll at a cost of 15 feet of your movement, regardless of the distance between the two of you.

Adapative Evolution: Starting at 12th level, when you finish a long rest, you may choose any number of your Summon armament abilities, and replace them with any other summon armament abilities you qualify for.

Synthesis: At 16th level, as an action you fuse with your doll gaining all of its features and Summon abilities. Additionally, while fused you choose whether you use your summons physical (Str, Dex, Con) abilities scores or mental (Int, Wis, Cha) ability scores. You can remain in this form for as long as you spend 3 SP at the beginning of your turn.

Pact of the Symbiote

Your doll has an Intelligence of 14, a Wisdom of 18, and a Charisma of 10.

At 1st level, your armament type is Defense. You gain the Armor armament ability and one augment.

Symbiote Kidō

Starting at 1st level, you learn kidō when your Doll reaches certain levels, as shown on the Symbiote Kidō Table, which you can cast while wearing the symbiote, using it as a spellcasting focus. Each of these kidō counts as a Bount kidō for you.

Symbiote Kidō Table
Doll Level Spells
2nd Arms of Hadar, Jump, Primal Savagery
4th Acid Arrow, Darkvision
8th Hunger of Hadar, Vampiric Touch
12th Black Tentacles, Blight
16th Enervation, Telepathic Bond

Spellcasting Ability
Constitution is your spellcasting ability for your Symbiote kidō. You use your Constitution whenever kidō refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a symbiote kidō you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Hunter's Instincts: At 4th level, you add your PB to initiative rolls. Additionally, while wearing your Doll you can’t be surprised.

Feral Metabolism: Starting at 8th level, you're immune to disease and poison. Additionally, while wearing your Doll you have advantage on perception checks relying on smell.

Voracity: Starting at 12th level, if you take damage that reduces you to 0 hit points and it doesn’t kill you outright, you fall unconscious and your Doll takes over your body. It acts on your turn and spends each of its turns attacking or casting kidō at the nearest target(s). It has HP equal to half of yours and uses your statistics. When your Doll is reduced to 0 hp it becomes sealed.

Predator: Starting at 16th level, while wearing your Doll:

  • Your size is increased by one category
  • When you make melee attacks, your reach is 5 feet greater than normal.
  • You gain two tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.
  • You gain a climbing speed equal to your walking speed.
  • You can’t be frightened

Pact of the Tome

Your doll has an Intelligence of 18, a Wisdom of 14, and a Charisma of 10.

Your base armament type is kidō or an elemental type of your choice. You gain two armament abilities of your choice.

When released, your armament transforms into a spellbook known as a grimoire which contains any kidō you learn.

Cantrips: At 1st level, you know three cantrips of your choice from the Human spell list.

Spellbook: Your grimoire contains four 1st-level human kidō of your choice.

Spellcasting Ability: Intelligence is your spellcasting ability for your Bount kidō. You use your Intelligence whenever kidō refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for Bount kidō you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting: You can cast a human kidō as a ritual if that kidō has the ritual tag and you have the kidō in your grimoire.

Learning Spells of 1st level and Higher: Each time you gain a Bount level, you can add two human kidō of your choice to your grimoire for free. Each of these kidō must be of a level no higher than your max spell level, as shown on the Bount table. On your adventures, you might find other kidō that you can add to your grimoire.

Copying Kidō into the Grimoire: When you find a human kidō of 1st level or higher, you can add it to your grimoire if it is of a level no higher than your max spell level and if you can spare the time to decipher and copy it.

Copying that kidō into your grimoire involves reproducing the basic form of the kidō, then deciphering the unique system of notation used by the person who wrote it. You must practice the kidō until you understand the sounds or gestures required, then transcribe it into your grimoire using your own notation.

For each level of the kidō, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the kidō to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can cast the kidō just like your other kidō.

Arcane Recovery: At 4th level, as an action, you regain SP equal to your PB + Your Intelligence modifier. You can't use this feature again until you finish a short or long rest.

Arcane Study: Beginning at 4th level your max spell level is increased by one. Your max spell level increases by one again at 12th level.

Dual mind: At 4th level, your Doll can hold concentration for you. When you cast kidō that requires concentration, you can spend 4 SP to have your doll hold concentration

instead of you for the duration of the kidō. At 8th level this feature also applies to armament abilities you activate.

Eldritch Scribe: At 8th level, you gain the following benefits:

  • The time you must spend to copy a kidō into your grimoire equals 2 minutes per spell level for the transcription.
  • You can use the book as a spellcasting focus for your kidō.
  • When you cast kidō as a ritual, you can use the kidō’s normal casting time, rather than adding 10 minutes to it. Once you use this feature, you can’t do so again until you finish a long rest.

Eldritch Scrivener: Starting at 12th level, whenever you finish a long rest, you can create up to two magic scrolls by touching two blank piece of paper or parchment and causing kidō from your grimoire to be copied onto them. Each chosen kidō must be two levels lower than your max spell level and have a casting time of 1 action. Anyone can cast the kidō from the scrolls by reading it as an action; the kidō uses your spell save DC. The kidō vanishes from the scrolls when cast or when you finish your next long rest.

Eldritch Mind: Beginning at 16th level, you have advantage on Intelligence (Arcana) checks, as your grimoire helps you remember magical lore.

Moreover, if you take damage while released, you can prevent all of that damage to you by using your reaction to roll 3d6. Your grimoire temporarily loses kidō of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, kidō vanish from the grimoire that have a combined level of at least 9, which could mean one 9th-level kidō, three 3rd-level kidō, or some other combination. If there aren’t enough kidō in the grimoire to cover this cost, you drop to 0 hit points. Until you finish 1d4 long rests, you are incapable of casting the lost kidō, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the kidō reappear in the grimoire. Once you use this feature, you can’t do so again until you finish a short or long rest.

Feats

Within this book there are new feats, as well feats found within other sources updated to better fit the theme of this setting. It is highly recommended to use the versions in this book. All feats are presented here in alphabetical order.

New Feat Types

The following feats have also been categorized into 1 of 4 feat types.

Zanjutsu: Crusher, Defensive Duelist, Duel Wielder, Fighting Initiate, Great Weapon Master, Mage Slayer, Martial Adept, Piercer, Polearm Master, Savage Attacker, Sentinel, Slasher,

Hakuda: Charger, Crusher, Grappler, Martial Adept, Ritual Caster, Sentinel, Tavern Brawler,

Hohō: Mobile, Second Chance, Skulker,

Kidō: Artificer Initiate, Eldritch Adept, Elemental Adept, Magic Initiate, Metamagic Adept, Spell Sniper, War Caster,

Prerequisites

Within this book certain feats can have one of the following new prerequisites:

1st level: The feat must be taken at 1st level and cannot be taken at later levels.

Additional Armament

You gain an armament ability you qualify for.

You may choose this feat multiple times.

Agitowari [Zanjutsu]

Prerequisite: Strength 14 and level 6

As an action you unleash a powerful downward vertical melee weapon attack on a single creature within range. If this attack is made against a creature that is one size category or more larger than you, you make the attack roll with advantage. If this attack is successful you double your weapon damage dice. Once you use this feat, you can't do so again until you finish a long rest.

Alternate Demon Path [Kidō]

Prerequisite: Shinigami

You may choose Wisdom or Intelligence to be your spellcasting modifier instead of Charisma, this choice is permanent. Whenever anything refers to your spellcasting score or modifier, it uses the new chosen ability.

Blut Reines [Quincy]

Prerequisite: Quincy 8

You have become an expert with Blut and can use any of the following effects:

  • When using your normal Blut Vene or Arterie, the effects instead last until the beginning of your next turn.
  • Instead of the normal Blut Vene, when you make an attack, but before any rolls are made, as a reaction you expend 1 SP points up to five times.

You deal an additional 1d4 damage for each time you spent 1 SP this way until the end of the next turn.

  • Instead of the normal Blut Arterie, when an attack is made against you, but before any rolls are made, as a reaction you expend 1 SP point up to five times. You gain a +1 bonus to AC for each time you spend 1 SP this way until the end of the next turn.

Blut Vene Anhaben [Quincy]

Prerequisite: Quincy 16, Blut Reines

A technique that allows you to extend your Blut Vene outside of your body to create a forcefield that blocks incoming attacks.

As a reaction you spend 5 SP, which you take when you are subjected to an attack or spell, but before any attack rolls or damage rolls are made a 20-foot radius sphere centered on you springs out.

If an attack roll is the trigger, the attack misses and any creatures are pushed away from you as the sphere forms.

If a spell is the trigger, the sphere absorbs any spell of 6th level or lower, the spell fails and has no effect.

Dual Type [Zanjutsu]

Prerequisite: 1st level, Shinigami or Bount

You gain an additional Armament type.

Additionally, when gain an armament ability in your secondary type for the first time, you gain an innate ability of your choice from your secondary type.

You cannot gain the Specialized Armament feat.

Dual Weapon [Zanjutsu]

Prerequisite: Zanpakutō (Katana or Tanto)

Your armament manifests as two separate weapons, they are considered one armanent for the purposes of attunement.

You gain a second Zanpakutō in the form of a Tanto or Katana, your choice.

Eishōhaki [Kidō]

Prerequisite: Spellcasting

Whenever you cast a spell, you may spend 1SP and forgo the spoken incantation and drastically decrease the spells casting time (as described by the table below), but weaken the spell and making it unstable.

If the spell requires a saving throw, any targets have advantage on the saving throw, if the spell requires an attack roll, it is done so at disadvantage.

Additionally, when you cast the spell you must make a concentration check, DC 10 + the spell level. If you fail, the spell fails and detonates in a 20-foot radius sphere centered on you dealing 1d6 force damage per level of the spell.

Casting Time New Casting Time
1 hour 10 minutes
10 minutes 5 minutes
1 minute 1 action
1 action Bonus action

Hirenkyaku Master [Quincy]

Prerequisite: Dexterity 16 and level 8

You gain the following benefits:

  • Your Hirenkyaku is increased by 10 feet
  • You can use Hirenkyaku as a bonus action
  • You regain 20 feet of Hirenkyaku on a short rest

Hitotsume: Nadegiri [Zanjutsu]

Prerequisite: Strength 15, Dexterity 15 and level 10

As an action you make a swift precision cut with extreme force and speed. You spend 10 SP and make a single melee weapon attack against a creature within reach. On a hit you deal an additional 50 damage ignoring any resistances. Once you use this feat, you can't do so again until you finish a long rest.

Improved Gintō Proficiency [Quincy]

Prerequisite: Quincy and level 5

You gain the following benefits:

  • You can use Gintō as a bonus action
  • When using Gintō as a ranged weapon, the range is doubled
  • The time it takes to craft Gintō is reduced by half

Oni Dekopin [Hakuda]

Prerequisite: Strength 15 and Dexterity 15

As a bonus action you spend 2 SP any number of times and pull a finger back against your thumb and generate reiatsu. The next time you would shove a creature, you can do so at a range of 20 feet and you may use a Dexterity (Acrobatics) check instead. If a creature is successfully shoved and you push them away from you, the range is increased by 5 feet for each time you spent 2 SP.

Ikkotsu [Hakuda]

Prerequisite: Strength 18 and level 10

As an action you spend 8 SP and make a single melee unarmed strike against a creature within range.

If successful you deal an additional 1d6 constitution damage and the creature must make a Strength saving

throw (DC 10 + your STR modifier), if they fail you push them back up to 10 feet per your proficiency bonus. Once you use this feat, you can't do so again until you finish a long rest.

Improved Reiatsu Control

You have trained to have greater control over your own Spiritual Power.

As a reaction, when you are targeted by an attack roll, you can make a Reiatsu check and use the result as your AC.

At 5th level, as a reaction when you are required to make a saving throw, you can make a Reiatsu check in place of that saving throw.

Kazaguruma [Hakuda]

Prerequisite: Strength 14 or Dexterity 14

As an action you make a devastating kick that sends your target flying away. You spend 3 SP and make a single melee unarmed strike against a creature within range. If this attack is successful the creature makes a Strength saving throw (DC 10 + your STR modifier), if they fail you push them back up to 10 feet times your PB. If the creature is pushed back into a barrier or other solid object, they take 1d6 damage per your PB. This damage is reduced by 1d6 damage for each 10 feet the creature has traveled.

Kōjutsu Eishō [Kidō]

Prerequisite: Spellcasting and level 7

As a bonus action you spend 3 SP to power up the next spell you cast by reciting the incantation of the spell after you cast it. The next spell you cast is empowered in one of the following ways, your choice:

  • If the spell requires an attack roll, its rolled with advantage.
  • If the spell requires a saving throw, the saving throw DC is increased by 2.
  • If the spell deals damage, you reroll any 1's rolled on the damage dice. You must keep the second result.

Mute Zanpakutō [Zanjutsu]

Prerequisite: 1st level Shinigami

To you a Zanpakutō is nothing more but a tool. You form no connection with you Zanpakutō.

You gain the following traits:

  • You cannot commune with your Zanpakutō, and never learn it's name. You can still activate Shikai.
  • You can only select Generic armament abilities.
  • You cannot gain the Bankai class feature, however starting at level 10 while released you're considered Ascended. Additionally, when you're granted armament abilities from your armament, one of them can be an Ascended ability.
  • Your Zanpakutō Magic Weapon bonus is doubled.
  • Your Zanpakutō base damage dice size is increased by one step.

Nijū Eishō [Kidō]

Prerequisite: Spellcasting

As an action you spend 2 Sp and choose two spells you can cast that are no higher than 4th level. Both spells must have a casting time of 1 action. You expend a number of SP to cast both spells.

Both spells take effect in the order you choose, as if you had cast them one after the other. If either spell requires a material component, or special cost, these must be used or paid as part of the casting.

Once you've used this feat, you cant do so again until you finish a long rest.

Raiōken [Hakuda]

Prerequisite: Strength 14 or Dexterity 14

You perform a series of ultra-high-speed punches with both arms. As an action you spend 3 SP and you make four unarmed strikes. You can't use this feat again until you finish a long rest or 2 ki points.

Ransōtengai [Quincy]

Prerequisite: Quincy level 8, Intelligence 14

A high level technique which allows the user to control their body using strings of Reiryoku controlled by their brain.

If an effect would prevent you from moving (except from being grappled or restrained) or performing actions or reactions, you can spend a number of SP, as listed below, to ignore the effect and perform the barred action or movement.

Action SP Cost
Movement 1 SP
Hirenkyaku 2 SP
Action 4 SP
Bonus Action 2 SP
Reaction 3 SP

Ryōdan [Zanjutsu]

You've learned kendo, granting the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Melee non-versatile slashing weapons you are proficient with have the versatile property when you wield them. The damage dice is increased by one step when wielding them with both hands.
  • As an action you make a single melee weapon attack against a creature within range. You have advantage on this attack. If you use this feat this way, you can't do so again until you finish a short or long rest.

Senmaioroshi [Zanjutsu]

Prerequisite: Dexterity 15

When you take the attack action using a finesse slashing weapon you are proficient with, as a bonus action you can spend 4 SP and make two melee weapon attack rolls with the same weapon.

Shunkō [Hakuda]

Prerequisite: Level 7, Dexterity 16, one other Hakuda feat

Choose a damage type: Cold, Fire, Lightning, or Slashing. As an action you expend a spell slot and gain the following benefits for the duration, based on the spell slot you expended:

  • When you make an unarmed strike, you gain a bonus on the attack roll equal to the spell slot level expended
  • Your unarmed strikes deal additional 1d4 damage per spell slot level expended. The damage type is the type chosen when you selected this feat
  • The duration of this ability is 2 rounds per the spell slot expended, which requires concentration. If you would expend a spell slot of 5th level or higher, this ability doesn't require concentration

Sklaverei [Quincy]

Prerequisite: Quincy 12, Intelligence 16

While ascended, as an action you spend 10 SP and begin to concentrate. While concentrating, you begin to enslave all reishi within 60 feet of you.

  • Structures made of reishi begin to have their max HP reduced by 6d6 at the beginning of your turn while concentrating.
  • Spells and spell-like effects of 5th level or lower end. For each spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the effect ends and you gain 3 SP per effect ended.
  • When this feat is first used and whenever a spiritual being begins their turn within range they must make a Consitution saving throw. A target takes 6d6 necrotic damage on a failed save and has all their movement reduced by half until the end of their next turn. When a creature is slain by this ability, you assimilate some of its abilities. Choose one of the creature traits, feats, actions, or armament abilities. You now gain the chosen ability for the next hour.

Specialized Armament [Zanjutsu]

Prerequisite: 1st level

You cannot gain multiple Armament types beyond your base type. If you're able to choose armament abilities from multiple types, you can only choose from your base type; you can still choose armament abilities from Generic as normal. Additionally, whenever you would gain an armament ability, you can forgo it for two augments instead.

You cannot gain the Dual Type feat.

Sōkotsu [Hakuda]

Prerequisite: Ikkotsu, level 15, Strength 20

You make a powerful, two-fisted punch. As an action you spend 12 SP and make a single melee unarmed strike against a creature within range. If successful, the target must make a Constitution saving throw (DC 10 + your STR modifier), on a success they take an additional 100 bludgeoning damage. On a failure the target takes 20 constitution damage.

Taketonbo [Hakuda]

Prerequisite: Strength 13 or Dexterity 13

You gain the following benefits:

  • When a creature attempts to grapple you and they fail their grapple check, as a reaction you can grapple them.
  • When escaping a grapple you have advantage on the check.
  • When you escape a grapple, as a bonus action you can attempt to shove a creature to knock them prone.

Twin Shot [Quincy]

Prerequisite: Quincy, Level 8

When you would take the Attack action on your turn and apply a bow attribute to an attack, you can apply another one, as long as both don't require an action. You can do this a number of times per long rest equal to your Intelligence modifier.

Versatile Spirit [Quincy]

Prerequisite: Quincy, Spiritual Bow

As a bonus action, you can spend 5 SP to change your heilig bogen form until your next long or short rest.

Way of Onmitsu, 1st of the Shihō: Shunpo Dodge [Hohō]

Prerequisite: Shunpo, Dexterity 15

When you would fail a Dexterity saving throw, as a Reaction you can expend 20 Shunpo and reroll the die. You must use the new roll.

Way of Onmitsu, 2nd of the Shihō: Speed Clone [Hohō]

Prerequisite: Shunpo Dodge, Dexterity 16

As an action you can expend any amount of Shunpo in increments of 10. Each time you do, you create a clone of yourself that is indistinguishable from you in an unoccupied square within 40 feet of you. These clones do not do damage, these clones do not do damage, but they mimic you and your movements. They have an AC equal to yours and 1 Hit point. These clones last for a number of rounds equal to your proficiency bonus.

Way of Onmitsu, 3rd of the Shihō: Utsusemi [Hohō]

Prerequisite: Speed Clone, Dexterity 17

Whenever an attack roll is made against you, you can expend 20 Shunpo to use Shunpo as a Reaction, potentially dodging and negating the attack.

Way of Onmitsu, 4th of the Shihō: Senka [Hohō]

Prerequisite: Utsusemi, Dexterity 20, level 16

As an action you spend 20 SP and Shunpo behind a target within 40 feet attempting to sever their Saketsu and Hakusui in two quick attacks. As part of the same action, you make two melee weapon attacks.

If only one attack succeeds you deal 1d10 Constitution damage. If both attacks succeed, and the targets Hit Die or level is half or lower than your own, they take the same damage and lose access to any class levels and cannot gain new class levels indefinitely.

Boons

Within this book there are new boons, as well boons found within other sources updated to better fit the theme of this setting. It is highly recommended to use the versions in this book.

Generic Boons

These boons have no requirements and are accessible to anyone that receives a boon.

The following boons from the Dungeon Master's Guide are considered Generic Boons: Combat prowess, Fate, Foritude, Immortality, Invincibility, Luck, Peerless Aim, Perfect Health, Recover, Resilience, Skill Proficiency, Speed, Spell Mastery, Spell Recall, Fire Soul, Stormborn, and Unfettered.

Shinigami Boons

These boons can only be selected by characters with at least 1 level in the Shinigami class.

Boon of the Kenpachi

There is only ever one instance of this boon, and for a creature to obtain it, they must slay the current holder in battle. Once a person slays the current Kenpachi they obtain the title and this boon gaining access to the following benefits:

  • Your Zanpakutō base damage dice size is increased by one step.
  • Once per long rest, on your turn you can take an additional action. This action can only be used to take the Attack action.
  • When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Boon of the Substitute Shinigami

You have been bestowed the powers of a Shinigami from another. You are considered a Soul for meeting the requirements to gain Shinigami class levels. Additionally, you gain a level in the Shinigami class.

Quincy Boons

These boons can only be selected by characters with at least 1 level in the Quincy class.

Boon of the Schrift

You have been bestowed a powerful ability by Yhwach. You gain a Schrift not possessed by another in the Schrifts section of this book.

Hollow Boons

These boons can only be selected by Hollow.

Boon of the blank

Fullbringer Boons

These boons can only be selected by charactesr with at least 1 level in the Fullbringer class.

Boon of the blank

Epic Boons

The following boons from the Dungeon Master's Guide are considered Epic Boons: High Magic, Irresistible Offense, Planar Travel, Quick Casting, Night Spirit, Truesight and Undetectability.

Boon of Secret Kidō

Prerequisite: Able to cast 9th level kidō, Spellcasing ability of 20, Shinigami

You learn a 10th level kidō of a category in which you know a 9th level kidō.

Schrifts

Canonically, these are powerful abilities granted to a Sternritter by Yhwach. These abilities have a letter given that corresponds to the an appropriate epithet reflecting the nature of the person's ability. The quincy would need to perform the Initial-In-Soul Writing Ritual and drink a cup of Yhwachs blood. Through this ritual Yhwach writes the initial of the power he wishes to bestow on the selected quincy's soul.

Schrift Damage. If a schrift would deal damage, it deals damage equal to your base heilig bogen damage (unless otherwise stated). Additionally, the schrift will specify what type of damage it deals.

Saving Throws. Some Schrifts require a saving throw to resist the effects. The saving throw DC is calculated as follows (unless otherwise stated):

Schrift save DC = 8 + your proficiency bonus + your Wisdom modifier.

A - The Antithesis

As an action you expend 10 SP and target two creatures within 100 feet that you can see. You can choose one of the following effects.

  • The two creatures swap current HP totals.
  • The two creatures swap active spell effects.
  • The two creatures swap cumulative equipment damage/penalties.
  • The two creatures swap current conditions.

If the two creatures that were selected as targets did not deal any damage to each other or target each other with a spell or effect. The creatures are allowed a Consititution saving throw.

Once you use this feature, you can't do so again until you finish a short or long rest. While in Vollständig, you can expend 1 minute of its duration to use this schrift an additional time.

B - The Balance

As an action you expend 10 SP and create a 40-foot radius sphere with you at the center. This sphere moves with you. Any creatures and objects within this sphere are subjected to your Schrift.

As an action, or Reaction you expend 4 SP and choose one of the following effects:

Fortune

  • If a creature made a saving throw to negate or prevent an effect or reduce damage, and failed the saving throw. They make another save and automatically succeed, then the effect ends, or damage they would've taken is reduced.
  • If a creature or object you can see within your sphere, takes damage from an attack, ability or spell it is negated.

Misfortune

  • If a creature made a saving throw to negate or prevent an effect or reduce damage, and succeded the saving throw. They make another save and automatically fail, then the effect takes place, or they take the damage they wouldve reduced.
  • If you would prevent damage from an attack, ability or spell. A creature or object you can see within range, is dealt damage equal to the amount prevented.

C - The Compulsory

As an action you expend 10 SP, and shoot out nearly invisible threads of reishi at a creature or object you can see within 100 feet. The target must make a constiution saving throw. On a failed save, they are sujbected to the effects of your Schrift:

If a creature is subjected to your Schrift, you can choose one of the following:

  • The creature moves as you direct and takes one of the following actions on its turn: The attack action (you choose the targets), Dash, Use Object, or Cast a spell (It can only cast a spell of one you know the creature can, and if it has the SP or spell slots to do so).
  • You can also choose one of the creatures limbs (except the head) and have it be destroyed. Once you do so, the creature is no longer subjected to your Schrift until your next turn.

D - The Deathdealing

You can make any substance "lethal" to creatures around you if you ingest a great amount of that substance (one pound for solid substances, one liter for liquids, and for gases you must have been breathing it for at least 1 minute).

Once you've ingested the appropriate amount of a substance to make it lethal, you are also immune to it. You can only consume a total number of units equal to your Con modifier + 1. On a long rest this total resets to 0.

2 units equals one pound of substance, and 1 unit equals one liter of liquid.

As an action you expend 6 SP and choose a creature you can see within 60 feet. If that creature has consumed a substance that you have consumed, or has that substance in their body, since your last long rest. That substance poisons them; they gain the "poisoned" condition and begin to die. At the beginning of the affected creatures turn, they gain two levels of exhaustion.

Whenever you are dealt damage by a non-physical attack or spell, as a Reaction you can make a Constitution saving throw, DC equal to the damage dealt. if you succeed, you are immune to that attack or spell. If you succeed the DC by 5 or more, you regain a number of hit points equal to the damage dealt. Additionally, if you are immune to that attack or spell, and take damage from it, instead, you regain a number of hit points equal to the damage dealt.

Gift Bad. As an action you expend 5 SP and can create a magical stationary 40-foot radius circle centered on you which lasts up to 1 minute. Any creature that steps foot into the circle for the first time they either lose a Resistance they have, or they become vulnerable to a source of your choice.

E - The Explode

You can use your schrift in the following ways:

  • As an action you spend SP and send your reishi into an inanimate object you can see within 120 feet. You can have the object instantly explode, or for the next hour you can use a bonus action to cause the object to explode. Each creature in the the area must make a Dexterity saving throw, taking half damage on a success. The SP cost, explosion radius and damage differs by the size of the object as per the table below.
  • If you would make a ranged attack and fire a projectile you can have your schrift apply to the projectile (most arrows are small size).
  • As an action you spend 2 SP any number of times. A 10-foot radius sphere explodes out from you. Each creature within it must make a Dex saving throw. On a failure taking 2d6 force damage. For each time you spent 2 SP the radius increases by 5 feet and the damage increases by 1d6.
  • As an action you spend 3 SP and send out an orb of reishi to a point you choose within 120 feet and then explodes. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 force damage on a failed save, or half as much damage on a successful one. The explosion spreads around corners.
The Explode Cost Table
Size SP Radius Damage
Tiny or small 4 15-ft radius sphere 2d6 force
Medium 8 30-ft radius sphere 6d6 force
Large 12 50-ft radius sphere 12d6 force
Huge 16 80-ft radius sphere 16d6 force
Gargantuan 20 120-ft radius sphere 20d6 force

F - The Fear

Whenever you fire an arrow with your Heilig Bogen you can spend 5 SP to empower the arrow with your scrift. Whenever a creature is dealt damage by the arrow, they are subjected to your schrifts effects. If your arrow doesn't deal damage, when it strikes the next solid object "the Fear" begins to spread out from that point in a 10-foot radius. Any creature in contact with the area that "the fear" has spread to, is subjected to your shcrift.

Any creature affected by your schrift is subjected to different effects based on their HD.

  • 12 HD or more: The creature gains the frightened condition.
  • 9-11 HD: They roll on the short-term madness table.
  • 6-8 HD: They roll on the long-term madness table.
  • 5 HD or less: They roll on the indefinte madness table.

G - The Glutton

As an action you spend 4 SP and shift your mouth outward into an extended form, allowing it to become a gaping maw of jagged teeth. You make a melee bite attack against a target within 30 feet. On a successful the target takes piercing damage plus an additional 2d6 piercing damage.

If the target would be slain by this ability, you assimilate some of its abilities. Choose one of the creature traits, feats, actions, armament abilities, or schrifts. You now gain the chosen ability.

Additionally, you can go without food for a number of days equal to 1 + your Constitution modifier (minimum 1) instead, and you require two pounds of food per day instead as well.

If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 10 Wisdom saving throw or move directly toward the nearest creature and use your Schrift against that creature if able, otherwise you use your attack action against that creature as you are overwhelmed by hunger.

H - The Heat

You are able to manipulate the reishi in the air and generate flames and launch them at foes.

Burner Finger 1 (4 SP): As an action you launch a burning streak of energy toward a creature within 60 feet. Make a ranged attack against the target. On a hit, the target takes fire damage.

Burner Finger 2 (6 SP): As an action you shoot out an arch of fire, choose up to 6 targets within 30 feet, each one must make a Dexterity saving throw. On a failed taking fire damage plus an additional 1d6 fire damage, or half as much on a save.

Burner Finger 3 (8 SP): As an action you touch an unattended object or structure and deal double fire damage to it. If the object or structure is made of rock or similar material, lava forms in an area with a radius equal to half its size. The area is considered difficult terrain and deals 6d6 fire damage to any creature that moves into the area for the first time and/or begins their turn within the area.

Burner Finger 4 (10 SP): You create a fiery blade around one of your hands that lasts for 1 minute (Your are proficient with it). You can use your action to make a melee attack with the fiery blade. On a hit, the target takes fire damage plus an additional 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Burning Full Finger (15 SP): You unleash a torrent of flame in a spiraling cone in front of you. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Burning Stomp (10 SP): You stomp on the ground, releasing a torrent of fire and heat which sweeps over the surrounding area. Each creature in a 30-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes fire damage plus an additional 3d6 fire damage and is set on fire. On a successful save, the creature takes half as much damage and isn't set on fire. Creatures set on fire take 1d6 fire damage. They can spend an action to put out the flames, ending the effect.

I - The Iron

As an action, you can spend 4 SP any number of times, and coat your skin with a layer of iron. For each time you've spent 4 SP this way, any time you take damage for the next hour is reduced by that amount.

J - The Jail

As an action you can choose one of the following options and spend the appropriate amount of SP. Additionally, the duration of each effect is 1 year (You can spend an action to dispel any effect), and Quincy are unaffected by this schrifts affects.

Lock (10 SP): You choose a closed door, window, gate, chest, or other entryway within 60 feet of you that you can see, and it becomes locked for the duration. You and the creatures you designate when you use this schrift can open the object normally. Otherwise, it is impassable until it is broken or the schrift is dispelled or suppressed. While affected by this schrift, the object is impossible to break or force open.

Jail (20 SP): An immobile, opaque, cube-shaped cage composed of magical force springs into existence around a creature within 60 feet that you can see. The cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. The creature in the cage is trapped. A creature inside the cage can't leave it by magical means, such as teleportation or interplanar travel. Nothing can physically pass through the cage including sound. It is immune to all damage and can't be dispelled by dispel magic. Creatures within the cage cannot be detected by divination magic and their reiatsu is undetectable. The cage also extends into the Ethereal Plane, blocking ethereal travel.

K - The Knowledge

As an action, you spend 10 SP and target a creature you can see within 5 feet that is either restrained, unconscious or willing. You begin to concentrate and extract information from the creature. For each round you spend concentrating, you learn something new about the creature.

1st round: You learn which skills the creature is proficient with or has expertise with

2nd round: You learn if the creature has any resistances or vulnerabilities

3rd round: You learn which saving throws the creature is proficient in

4th round: You learn if the creature has any damage or condition immunities

5th round: Any spell or ability the creature has used against you, you now have advantage on saving throws against those spells or abilities

6th round: You know all the spells the creature knows and has prepared if any

7th round: You know exactly how many hit points the creature has remaining

L - The Love

As an action, you spend 10 SP and fire a beam of love. Make a ranged attack against a creature, zanpakuto or fullbring you can see within 60 feet. If successful the target is charmed by you. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey.

You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

You can only have a number of targets charmed equal to half of your proficiency bonus.

Love Kiss (20 SP): As an action you fire a 30-foot cone out from you in a direction you choose. Any creatures, Zanpakuto and Fullbrings must make a wisdom saving throw (DC 18). On a failed save they are Charmed and subjected to your schrift.

M - The Miracle

Whenever you would fail an attack, saving throw or skill check, as a reaction you can spend 3 SP to succeed instead.

Since your last turn, if you've been dealt a total amount of damage equal to your level, you increase in size. Your size category increases by one (maximum gargantuan) and you gain the following benefits:

  • You gain a +1 to Strength and Constitution scores for each size category above your original
  • Whenever you would lose a limb (including your head) you can spend 4 SP and it will regrow back to its original form at the end of the round.

Whenever you are dealt bludgeoning, piercing or slashing damage while wielding your armament, you can spend 2 SP, if you do, you negate the damage and have the creature that dealt that damage to you, be dealt that damage instead.

N - The Navigate

Your Hirenkyaku increases by 30 feet.

As an action, you spend 10 SP and choose a creature within 60 feet. You teleport to an unoccupied square adjacent to them and make a single attack roll against them. The target is considered surprised and you are considered hidden.

Grimaniel: While ascended, you gain the following benefits:

  • If you would begin your turn with 0 Hirenkyaku, you regain 30 feet of Hirenkyaku
  • You can take the dash action as a bonus action
  • When an attack roll is made against you, as a reaction you can spend 10 SP to use Hirenkyaku, potentially dodging the attack.

O - The Overkill

Whenever you slay a creature, you can spend 4 SP, if you do you gain an Overkill charge. On a long rest you lose any and all Overkill charges.

While you possess an Overkill charge, you gain the following benefits:

  • You deal an additional 1d4 damage for each Overkill charge.
  • You gain a bonus +1 to attack rolls for each Overkill charge.

P - The Power

You Strength score increases by 2. You have advantage on Strength checks and Strength saving throws. As a bonus action, you can spend 4 SP any number of times. For each time you've done so, your Strength scores increases by 2 until your next short or long rest.

Q - The Question

As an action you target a creature you can see within 60 feet that can hear you. You choose an objection and they must make a Wisdom saving throw. If they fail, they can't perform the objected action for the next hour.

Only a single creature can be affected by your schrift at a time, and a creature can only be affected by a single objection. As a bonus action, you can end the effects of your schrift on a creature.

4 SP: Dash, disengage, dodge, help, ready, search

6 SP: Hide, use an object

10 SP: Cast a spell

15 SP: Use armament abilities

20 SP: Attack action

R - The Roar

As a bonus action you can spend 6 SP and transform into an ape-like creature for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die. While you are transformed, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls.
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
  • As an action you can spend 4 SP and let out a mighty roar. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. Addtitionally, creatures who failed the save are deafened for 1 minute.

S - The Superstar

As an action you can spend 10 SP and choose an ally Quincy you can see within 60 feet. They are designated as your "Superstar" and you the "fan". While a creature is your "superstar" and you spend an action on your turn cheering them on, they gain the following benefits until the end of your next turn:

  • At the start of their turn, they regain 5 hit points
  • They have advantage on strength saves and strength checks
  • They have resistance to bludgeoning, piercing and slashing damage.
  • If your fan has died and they are within 80 feet of you. As a reaction, you can spend 5 SP and they return to life with 1 hit point.

T - The Thunderbolt

Galvano Blast (Bow attribute 4 SP): You imbue your heilig bogen with 5 gigajoules of elecric power. When you hit the creature, the damage you deal is changed to lightning and the target takes an additional 2d10 damage of the chosen type. While ascended, the additional damage is increased to 2d12.

Galvano Javelin: When you ascend you gain 6 small lightning bolt shaped wings. As a bonus action, you can pull off two of the wings and wield one in each hand as a melee weapon. You are considered proficient in them, they deal damage equal to your base armament damage, except the damage type is changed to lightning, and they have the finesse and light weapon properties.

As an action you can spend 6 SP and hurl the javelin in a direction your choose, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding the target must make a DC Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes an additional 4d6 lightning damage. The galvano javelin is consumed and dissipates.

Electrocution (8 SP): While ascended, as an action, you choose a point you can see within 120 feet, a vertical column of lightnings blasts the area. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one.

U - The Underbelly

As an action, you spend 8 SP and choose a target you can see within 120 feet and make an investigation check, DC equal to their HD. If successful, you know how much HD the creature has and they gain a morphine charge.

Morphine Pattern (5 SP): As an action you target a creature with a schrift charge that you can see within 60 feet. That creature makes a Constitution saving throw. The DC is increased for each morphine charge they have. If the creature fails, they are knocked unconsicous for 5 rounds per morphine charge they have.

Once you finish a long rest or die, any and all morphine charges are removed.

V - The Visionary

One of the most powerful schrifts is rivaled by how dangerous and unwieldy it can be. By turning fantasy into reality you create one of many effects with this schrift. Some effects require concentration, and you can concentrate on a number of effects equal to your Intelligence modifier.

Body Hardening: As a reaction, when you are targeted by an attack roll (but before the results are revealed) you can spend 2 SP any number of times, for each time you do your AC is increased by +1 for that attack.

Spell duplication: As an action, you duplicate any spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect after spending the appropriate SP cost.

Retry (4 SP): As an action you undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, the schrift could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

Item creation (6 SP): As an action you create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

Resistance (8 SP): One target creature that you can see gains resistance to a damage type you choose while you concentrate.

Healing (10 SP): One target creature that you can see regains all hit points, and you end all effects on them as described in the greater restoration spell.

Immunity (14 SP): One target creature that you can see gains immunity to a single spell or other magical effect while you concentrate.

Life Creation (20 SP): As an action you can either create a copy of yourself, with the same statistics as you at time of creation, or you can summon a creature of any CR not exceeding your HD, or you can create another creature (as per PC creation rules approved by your GM) with a level equal to yours minus your proficiency bonus. As an action you can dismiss the created creature.

You might be able to achieve something beyond the scope of the above examples. The GM has great latitude in ruling what occurs in such an instance; the greater the imagination, the greater the likelihood that something goes wrong. This ability might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of what your imagined.

Conscious Control: As this schrift requires constant and precise control, losing control while concentrating on your schrift can be dangerous and thus you can suffer from any of the following drawbacks:

  • If a creature lands a critical strike on your or you lose concentration from an attack roll. That creature has advantage on attack rolls against your for 1 round.
  • If you lose concentration because of a spell or other magical effect, you have disadvantage on saving throws from spells or other magical effects cast from that creature for 1 round.
  • When you have half of your hit points remaining, you have disadvantage on concentration checks.

W - The Wind

As an action you spend 10 SP and choose up to a number of targets equal to your proficiency bonus. While you maintain concentration, the chosen targets benefit from your schrift.

Whenever an attack roll is made against the target, and the target is aware of the attacker, the attack misses. Additionally, as an action you can use the wind to slice an opponent. Choose a creature you can see within 30 feet. They must make a Dexterity saving throw. On a failure they take 6d6 force damage.

X - The X-Axis

When you take the Attack action on your turn, and you make a ranged attack with your heilig bogen, you can replace any number of those attacks with an Axis attack.

Axis Attack (15 SP): You pierce through anything in your line of sight. A projectile of reishi forming a line 100-feet-long and 5-feet-wide blasts out from you in a direction you choose. Each creature in the line that has 100 hit points or fewer, dies. Otherwise, they take 10d8 force damage.

Y - The Yourself

As an action you spend 20 SP and target one creature you can see within 60 feet. You transform into the exact physical likeness of the targeted creature, and choose one of the additional effects. You remain transformed until you are unconsious, die or end the transformation as an action.

  • You gain all memories and personality of this individual, flawlessly impersonating the target.
  • You replicate the spiritual power and abilities of this individual, your statistics are replaced with that of the creature.

Z - The Zombie

As an action you spend 10 SP and lose 2 HP any number of times to target a living, non-quincy creature you can see within 10 feet. and splash them with your blood. They must make a dexterity saving throw. On a failure they gain a Zombie stack for each 2 HP you lost. On a success, they gain half as many Zombie stacks. Alternatively, you can target an unconscious or deceased creature and they are not allowed a save. Additionally, when a creature within 5 feet of you deals damage to you, for each 2 HP you lost, they gain a Zombie stack.

When a creature gains a number of Zombie stacks equal to their HD, they become a "corpse" falling under your control. They gain the "Undead" creature type in addition to their other types. Additionally, if a deceased creature becomes a Corpse, they have disadvantage on d20 rolls and all forms of movement are reduced by 10 feet. Corpses retain their personality and memories.

When a creature becomes a "corpse", they regain half their hit points. While the corpse is under your control you can issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," "Fetch that object", or "Harm yourself." If the corpse completes the order and doesn't receive further direction from you, it does nothing. You can use your action to take total and precise control of the corpse. Until the end of your next turn, the corpse takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the corpse to use a reaction, but this requires you to use your own reaction as well. If the corpse was not a deceased creature when it became a corpse, whenever you issue it a command or action, it can make a Wisdom saving throw, ignoring any instructions from you for 1 round on a success.

While you are controlling a corpse you gain the following benefits:

  • You don't die outright from massive damage
  • If you would reach 0 HP you don't fall unconscious
  • You have advantage on death saving throws
  • As an action you can reduce a Corpse's maximum HP by any amount and regain that many hit points.
  • As an action, you can remove a limb from a corpse to regenerate a missing limb from another willing creature you can see within 5 feet

Chapter 5: Armament Abilities & Rules

Each Armament (Zanpakutō, Heilig Bogen, or Fullbring) has an armament type, usually listed on the items description.

Armament abilities are spell-like abilities and are considered magical, unless otherwise stated.

Armament Types

In this chapter you'll find the following armament types:

Acid, Blood, Dark, Defense, Earth, Fire, Generic, Gravity, Healing, Ice, Illusion, Kidō, Light, Lightning, Oppression, Poison, Projectile, Sound, Summon, Water, Weapon and Wind.

There are a few armament types that not all characters have access too. Bow Attributes are only available to Quincy and Hollow abilities can only be selected by Hollow.

Generic armament abilities can be selected by anyone, and you don't need to have it selected as one of your armament types to pick abilities from this category.

Armament Type Classifications

The following armament types are classified as kidō type or elemental type; which is a sub-category of kidō.

Kidō Type: Blood, dark, gravity, healing, illusion, kidō, light, and sound.

Elemental Type: Acid, earth, fire, ice, lightning, poison, water and wind.

A zanpakutō cannot have more than one elemental type.

Spell Point Cost

Armament abilities have an SP cost needed to activate. Each armament ability will list the amount needed.

Components

Just like spells, armament abilities require components. Most abilities require a new component marked with a "W". This notates that to use the armament ability you must be wielding your armament and be released, unless otherwise stated.

Armament Attacks

Some abilities require you to make melee or ranged armament attacks. These are weapon attacks made specifically with your armament.

Saving Throws & Requirements

The DC to resist one of your armament abilities equals 8 + your proficiency bonus + the number of armament abilities you have of that type + any special modifiers.

For example, Rukia is using her Cone of Ice ability, her other ice abilities are Cold Form, Ice Weapon, and Freezing weapon, therefore the DC would be 8 + 4 (PB) + 4 (four ice abilities) for a total DC 16.

Augments are not counted towards the save DC.

Augments

Augments are changes or additional effects applied to an armament ability. Whenever an ability refers to a number of augments, it only counts the number that ability has.

Some abilities may have a requirement with an ability to have a certain number of augments, as the example below.

Example Ability

Requirements: Armor (3)


Ability description.

The requirement "Armor (3)" notates that to select this ability, you must first have the Armor ability, and 3 augments for it.

Innate Abilities

These abilities are subtle, yet powerful. Unless otherwise stated, these abilities are always active and can be activated when possible, even while sealed.

When you gain an armament ability for your base type for the first time, you gain your choice of one innate ability from that armament type. You do not gain innate abilities from secondary or more types.

Ultimate Abilities

These special armament abilities are usually used as a last ditch effort to win, or turn the tides of a battle. Using one greatly drains your reiryoku and comes at a great cost; stated by your class or armament.

Ascended Abilities

These powerful armament abilities (and augments) can only be selected when a sources grants you an ascended ability. These abilities can only be used while in an ascended form.

Abilities beyond

The listed abilities in this book are by no means the only abilities a character can learn. If you desire an ability that is not listed within the book, feel free to speak with your GM on how to incorporate it.

The best section for guidance on this would be the Creating a Spell section in Chapter 9 of the Dungeon Master's Guide.

Acid Armament

F

rom within you a corrosive power manifests, signifying the potency of your soul. Wielders of this power navigate the delicate cycle of life and destruction, a power where the wielder orchestrates the putrefaction of their foes.

As the blade is unsheathed, acid drips from it, heralding the arrival of a power that corrodes all in its path.

Innate Abilities

Acid Resilience: You gain resistance to acid damage. If you're already resistant to acid damage or gain resistance from another source, you're instead immune.

Kostomancer: When you cast kidō that deals non-acid elemental damage, you can spend SP equal to that kidōs level, (min 1 SP) and change the damage to acid damage.

Senescence: Your acid abilities can affect and target stone material and physical kidō (such as black tentacles, gate, tiny hut, wall of force, etc). If the kidō has HP it loses hp, if it doesn't, roll the damage dice, for each 10 points of acid damage it would deal, the kidō's duration is reduced by 1 minute, if the duration is "until sealed" or similar, it ends instead.

Acid Armor

Requirements: One acid ability


  • SP Cost: 2
  • Casting Time: Bonus action
  • Range: Touch
  • Components: V, S, W
  • Duration: Until sealed

You touch a creature within your reach and have acid secrete from their body. The acid does not harm the target. For the duration, they gain the following benefits:

  • Resistance to fire and poison damage
  • Any nonmagical weapon made of metal or wood that hits the target, corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage. If the weapon is magical, its owner must make a Constitution saving throw. On a failure it receives the -1 penalty to damage rolls, and the weapon gains the broken condition if the penalty reaches -5 or beyond. If the ammunition is magical, its owner must make a Con saving throw, on a failure the ammunition is destroyed after dealing damage. Magical weapons with penalties from this ability are removed when your armament is sealed, you take a short rest or long rest, whichever comes first.

If the target is submerged or completely drenched with water, or similar liquid, the acid is washed away and the duration ends.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Acid Ward: The target is also resistant to acid damage, if they're already resistant, they're immune instead.
  • Heighten Ability: The saving throw increases by 1.
  • Indelible Acid: Water or similar liquid doesn't wash away the acid.

Acid Form


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure acid. While this ability is active, your armament damage type is changed to acid damage.

If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quicken Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Acid Mastery

Requirements: Acid innate ability


You gain an Acid innate ability you currently don't possess.

Acid Pool

Requirements: Two acid abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: 1 minute

Acid covers the ground in a 10-foot radius centered on a point within range and turns it into difficult terrain for the duration. When the acid appears, each creature standing in its area must succeed on a Dexterity saving throw or take 1d4 acid damage. A creature that enters the area or ends its turn there takes 1d4 acid damage.

The damage increases by 1d4 for each augment; max 5d4.

If the area is drenched with sufficient water, or similar liquid, the acid is washed away and the duration ends.

You may select this ability multiple times, each time selecting one of the following augments:

  • Widen Ability: The range and radius increases by 10 feet.
  • Extend Ability: The duration increases by one minute.
  • Subtle Ability: This ability no longer requires V or S components
  • Slick Acid: A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
  • Indelible Acid: Water or similar liquid doesn't wash away the acid.

Acid Rain

Requirements: Three acid abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

A storm cloud appears on a point you can see within range above you and rains down in the shape of a cylinder that is 40 feet tall with a 20-foot radius. Each creature that starts their turn in the cylinder takes 4d6 acid damage. This ability fails if you can’t see a point in the air where the acid cloud could appear.

The acid turns the area of effect into difficult terrain for the duration.

You may select this ability multiple times, each time selecting one of the following augments:

  • Focused Ability: This ability no longer requires concentration.
  • Subtle Ability: This ability no longer requires V or S components.
  • Widen Ability: The range and radius increases by 10 feet.
  • Extend Ability: The duration increases by one minute.

Acid Shot

Requirements: One acid ability


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: 1 minute

You target one creature you can see within range and hurl acid at them. They must make a dexterity saving throw. On a failure they are covered in acid. For the duration, whenever the target takes an action, they are dealt 1d10 acid damage.

If the target is submerged or completed drenched with water, or similar liquid, the acid is washed away and the duration ends.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires concentration.
  • Reactive Acid: The creature also takes the damage when they take a reaction.
  • Indelible Acid: Water or similar liquid doesn't wash away the acid.

Acid Spit

Requirements: Two acid abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: 1 minute

You spew a stream of acid in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid from this ability takes 2d6 acid damage at start of each of its turns.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires concentration.
  • Empower Ability: The damage increases by 1d4, max 6d4.

Caustic Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Your armament secretes acid, dealing an additional 1d6 acid damage. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quicken Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: The damage dice increases by one step, max 1d12.
  • Lingering Acid: On a crit, the target has residual acid on them, taking 1d6 acid damage at the start of each of it's turns. On each of it's turns, the target can use an action to remove the residual acid, ending this effect. Requires 2 augments.

Corrosive Touch

Requirements: Four acid abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 2 rounds

You imbue your armament with corrosive acid. For the duration, when your armament deals damage and the target is wearing non-stone, non-magical armor or shield, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

If the armor or shield is magical, the creature must make a Constitution saving throw, on a failure gaining the cumulative penalty for the duration. The armor or shield gains the broken condition if the AC is reduced to 10 or beyond or the shield bonus is reduced to +0 or beyond. After 3 hours, magical armor or shields with penalties from this ability are removed.

You may selected this ability multiple times, each time selecting one of the following augments:

  • Extend Ability: The duration increases by 1 round.
  • Heighten Ability: The saving throw increases by 1.
  • Persisting Corrosion: The amount of hours it takes for penalties to be removed increases by 1.

Putrefaction

Requirements: Four acid abilities


Your Acid abilities are increased in power.

Your armament abilities and kidō that deal acid damage ignore resistances. If a creature would be immune to acid damage you deal, it instead takes half damage.

Ultimate Abilities

Corrosive Attack (Ultimate)

Requirements: Five acid abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, W
  • Duration: Concentration

You choose a point within range and unleash corrosive acid in a 40-foot cube. Each creature in the area must make a Dexterity saving throw. Each creature takes 2d6 acid damage on a failed save and half as much on a successful one.

Additionally, any creature that failed their saving throw continue to take 2d6 acid damage at the beginning of their turn as long as you maintain concentration.

Regardless if a creature took damage, all creatures in the area that are wielding any non-stone weapons, their weapons take a permanent and cumulative -1 penalty to damage rolls at the beginning of their turn as long as

you maintain concentration. If it's penalty drops to -5, the weapon is destroyed. If they are wielding any non-stone armor or shield, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

Magical objects and fauna within the area that are not attended are allowed a saving throw. On a failed saving throw they suffer the same effects as a creature that failed the saving throw. Mundane fauna and non-stone objects decay and corrodes away.

Vitriolize (Ultimate)

Requirements: Five acid abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this ability takes 6d6 + 40 acid damage. The target is liquified if this damage leaves it with 0 hit points.

A liquified creature and everything it is wearing and carrying, except magic items, are reduced to a puddle. The creature can be restored to life only by means of a true resurrection or a wish kidō.

This ability automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this ability disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this ability.

Ascended Abilities

Slime Lord (Ascended)

Requirements: Six acid abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: 1 minute

You transform your body and equipment into thick translucent acidic ooze. You gain the following benefits for the duration:

  • Your creature type is changed to ooze
  • You gain resistance against acid and poison damage
  • You are immune to being blinded, deafened, and prone
  • You are immune to any spell or effect that would alter your form
  • Whenever you are dealt damage, pieces of you fly out dealing acid damage equal to the damage you took, to all creatures within 5 feet of you
  • You can move through a space as narrow as 1 inch wide without squeezing
  • You gain two pseudopods. Each one has a reach of 5 feet, and can lift a number of pounds equal to your Strength score. You can use it to do the following simple tasks as a bonus action: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to this list of options.

The psuedopods can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of Kidō.

You may select this ability multiple times, each time selecting one of the following augments:

  • Caustic Healing: You're immune to acid and poison damage instead. If you're already immune, whenever you're subjected to acid or poison damage you take no damage and instead regains a number of hit points equal to the damage dealt.
  • Ooze Anatomy: You are also immune to being charmed, poisoned, and stunned.
  • Prehensile Pseudopods: Your pseudopods can wield weapons or shields and can perform actions that require manual precision such as using tools or magic items or performing the somatic component of Kidō. Requires 1 augment.

Sphere of Acid (Ascended)

Requirements: Six acid abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

Choose an unoccupied square on the ground you can see within range. You create a 2-foot-diameter viscous sphere of acid in that space. The sphere is considered medium and weighs 500 pounds.

The sphere disintegrates all organic matter it passes through, and all organic matter that passes through it. The sphere can disintegrate 2-inch thick, nonmagical metal, or stone in 1 round. Anything else that touches the sphere but isn't disintegrated by it takes 6d6 acid damage. For each square the sphere moves through, it disintegrates 1 cubic feet of material. If the sphere doesn't move, it will start to sink if able.

The sphere is stationary until you use a bonus action to move it 15 feet in a direction of your choice. A creature whose space the sphere enters must succeed on a Dexterity saving throw or be touched by it.

If the sphere would enter the space of a creature and fully engulf them, they must succeed on a Constitution saving throw. A target takes 6d6 acid damage on a failed save, or half as much damage on a successful one.

If a creature begins their turn inside the sphere, they take 3d6 acid damage and must succeed on a Strength saving throw to move through the sphere. The sphere can occupy another creatures space.

When the sphere disintegrates a number of cubic feet equal to the diameter x 100, the spheres size category increases by one (maximum gargantuan), It's diameter increases by 1-foot, the weight doubles, and the damage is increased by 2d6.

You may select this ability multiple times, each time selecting one of the following augments:

  • Sticky Sphere: The sphere becomes sticky, allowing it to stick to surfaces and freely move up, down, and across vertical surfaces and upside down along ceilings.
  • Expeditious Sphere: You can move the sphere 30 feet instead. Additionally, it ignores difficult terrain.
  • Engulfing Sphere: If the sphere would fully engulf a creature, they automatically fail the Constitution save. Additionally, when a creature starts their turn inside the sphere they take 6d6 acid damage instead. Requires 1 augment.

Blood Armament

W

ithin your veins and soul, a crimson tide surges fourth, signifying the visceral power of your soul. Wielders of this power walk on the edge of life and death, willing to sacrifice whatever it takes to protect what they love, or achieve absolute victory. As the blade is unsheathed, it bleeds, heralding the arrival of a power that reaps all in its path.

Innate Abiities

Bloodstream: Whenever you gain a level, your hit point maximum increases by 1 hit point.

Sanguimancer: When you make damage rolls with a blood ability, you reroll any 1's, taking the second result.

Crimson Tenacity: Whenever you would lose HP to activate a blood ability, you lose 1 less HP, minimum 1 HP lost.

Bleeding Strike

Requirements: Four blood abilities


  • SP Cost: 6
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: 5 rounds

Once per turn, when your armament deals damage, you may have the target gain a wound and become wounded.

If the target is undead, a construct or has no blood, it is immune.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Crimson Assault: The number of times per turn a creature can be wounded increases by 1, max 3.
  • Empower Ability: The damage dice size increases by one step, max 1d8.
  • Heighten Ability: The save DC increases by +1, maximum +3.
  • Grievous Wounds: When a successful Wisdom (Medicine) check is made, it ends the effect of one wound instead of all. Requires 4 augments.

Blood Blade


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

You empower your armament with your blood. When you activate this ability, you lose 1d4 hit points. For the duration, your armament deals an additional 1d8 damage of its type. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quicken Ability: You may activate this ability as a bonus action and dismiss it at will
  • Silent Ability: This ability no longer requires V components
  • Focused Ability: This ability no longer requires concentration
  • Empower Ability: The HP loss and damage dice size increases by one step, max damage dice 1d12
  • Crimson Surge: While bloodied, this ability deals an additional dice of damage; this ability doesn't stack

Blood Magic

Requirements: Three blood abilities


You use your own life force to fuel your Kidō. If you would enhance your Kidō with metamagic, instead of expending Sorcery Points, you instead lose 1d6 hit points for each Sorcery Point that would be spent.

When casting Kidō, instead of spending SP, you roll your hit die a number of times equal to the spells level. You lose hit points equal to the total amount rolled.

Blood Mastery

Requirements: Blood innate ability


You gain a Blood innate ability you currently don't possess.

Blood Shield


  • SP Cost: 2
  • Casting Time: Reaction (which you take when you are hit by an attack)
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You create a shield of your own blood to protect you. You lose 1d4 hit points and gain that same amount as bonus AC for the duration, including against the triggering attack,.

For each augment, the dice size is increased by one step, maximum 1d10.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Silent Ability: This ability no longer requires V components.
  • Innate Ability: This ability no longer requires W components. Requires 1 augment.
  • Extend Ability: The duration is changed to 1 round.

Blood Shot

Requirements: Two Blood abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

Your fire a projectile of your blood toward a creature within range. You lose 1d6 hit points and make a ranged armament attack against the target. On a hit, the target takes 2d4 piercing, bludgeoning or slashing damage (your choice when you activate this ability).

Increase the HP lost dice by 1d6 and increase the damage by 2d4 (maximum 8d4 damage) for each augment.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Silent Ability: This ability no longer requires V components.
  • Distant Ability: The range increases by 10 feet.

Bloodcraft

Requirements: One Blood ability


  • SP Cost: 2
  • Casting Time: Bonus action
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

You can affect or extract information from blood in various methods. The blood must be unattended, such as puddles of blood within a 5-foot cube or a vial of blood. You may also touch a willing creature and they lose 1d6 hit points.

  • You know the type of creature who shed the blood. Additionally, for the next 24 hours you can change the blood and when the creature or blood is identified, it registers as another creature type of your choice.
  • You know if the blood carries any diseases or poisons. Additionally, you know the type of disease or poison if you've encountered it before.
  • You know how old the blood is and/or the age of the creature.
  • You turn a puddle of blood into a trap. For the next 8 hours, when a creature enters the same space as the blood they take a number of 1d4 piercing damage equal to your PB.
  • You fortify a creatures blood. For the next hour the target has advantage on Constitution saving throws and death saving throws.

Drain Reiatsu

Requirements: Two blood abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

You make a melee armament attack against a creature within range. On a success the target loses 1d6 spell points.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Heighten Ability: The dice size increases by one step, max 1d12.
  • Harvest Reiatsu: You regain SP equal to the SP the target lost.
  • Crimson Surge: While bloodied, the target loses an additional dice of spell points.

Rending Blade

Requirements: One blood ability


When you score a critical hit with your armament, the target is dealt 2 points of Constitution damage.

If the target is undead, a construct or has no blood, it is immune to this ability.

Sanguine Form

Requirements: Three blood abilities


While you are bloodied, you have advantage on armament attack rolls.

Vampiric Strike

Requirements: Two Blood abilities


  • SP Cost: 3
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 round

For the duration, when your armament deals damage you regain hit points equal to the base damage dealt by your armament.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires Concentration.
  • Extend Ability: The duration increases by 1 round.
  • Crimson Surge: While bloodied, when you regain HP from this ability, you also heal one point of ability score damage.

Ultimate Abilities

Blood Tether (Ultimate)

Requirements: Five Blood abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: 1 hour

Choose two creatures you can see within range, the creatures are magically linked for the duration, regardless of the distance between them. While linked the total Spell Pool of the creatures are added together and divided evenly between the two. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. When one is subjected to the effects of an ability or spell, the other is subjected to the same ability or spell.

Either creature can end the effect early if they spend an action removing the tether. If either creature does so, or one of them ends the ability early by effects such as Dispel Magic, they must roll a 1d6 for each HD they possess, losing hit points equal to the total amount rolled.

Exsanguinate (Ultimate)

Requirements: Five Blood abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

You lose 10 HP any number of times and choose a creature you can see within range and painfully drain their blood. If the creature has HP equal to double the HP you lost or less, it dies. Otherwise, they lose HP equal to the amount you lost and are drained for the same amount.

If the target is undead, a construct or has no blood, it is immune to this ability.

Lord of Blood (Ascended)

Requirements: Six Blood abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: 1 minute

For each 10 points of HP you're missing, you gain the following cumulative bonuses:

  • You gain a +1 bonus on attack rolls
  • You gain a +1 bonus on damage rolls
  • You gain a +1 bonus on saving throws

You may reselect this ability a multiple times, each time choosing one of the following augments:

  • Red Ascension: When you are dealt 13 points of damage or more from a single source while released, as a reaction you become ascended and you activate this ability as part of the same reaction.
  • Sanguine Offering: When you activate this ability, you may lose 5 HP any number of times, maximum amount of times equal to your PB.
  • King of Blood: You gain the bonuses of this ability for each 5 points of HP your missing instead. Requires 1 augment.

Hemorrhage (Ascended)

Requirements: 6 blood abilities


While ascended, whenever a creature is dealt damage by your Blood abilities, they gain a hemorrhage stack. Whenever they gain a number of hemorrhage stacks equal to or greater than their constitution score, the stacks are consumed and the creature loses 1d4 hit points for each hemorrhage stack consumed.

Creatures lose any and all hemorrhage stacks when you are sealed, take a short rest or long rest; whichever comes first.

If the target is undead, a construct or has no blood, it is immune to this ability.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Bloody Amp: The number of hemorrhage stacks a creatures receives increases by 1.
  • Empower Ability: The dice size of HP lost increases by one step, max 1d8.

Bow Attributes

Anticipating Shot

SP Cost: 4


Whenever a hostile creature uses special movement, at the end of the movement if they are within your Heilig Bogen range, as a reaction you can make a single weapon attack against that creature.

While ascended, you make two weapon attacks against that creature instead of one.

Banishing Arrow (Master Shot)

SP Cost: 5


You use abjuration magic to temporarily banish your target to a harmless location in the valley of screams. The creature hit doesn't take damage and instead must succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

Beguiling Arrow

SP Cost: 4


Your enchantment magic causes this arrow to temporarily beguile its target. When the creature is hit, instead of dealing damage choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the charmed target is attacked, dealt damage or forced to make a saving throw.

While ascended, this effect instead ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

Bursting Arrow

SP Cost: 2


You imbue your Heilig Bogen with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after you hit the creature, the target and all other creatures within 30 feet of it take 2d6 force damage.

While ascended, the damage is increased to 2d10.

Critical Arrow

SP Cost: 3


You score a critical hit on a roll of 18 or 20.

While ascended, you score a critical hit on a roll of 17 through 20 instead.

Curving Arrow

SP Cost: 2


You learn how to direct an errant attack toward a new target. When you make an attack and miss, you can use a bonus

action to reroll the attack roll against a different target within 60 feet of the original target if you made a ranged attack, or a different target within 5 feet of the original target if you made a melee attack.

While ascended, you have advantage on the reroll.

Dazing Arrow

SP Cost: 4


The creature hit must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

While ascended, if the target fails the Constitution saving throw they also suffer disadvantage on saving throws for the duration.

Deflecting Arrow

SP Cost: 4


You can use your reaction to deflect a melee weapon attack or a missile from a ranged attack when you are hit. When you do so, the damage you take from the attack is reduced by your Heilig Bogen base Damage + your Dexterity modifier + your Quincy level.

While ascended, the damage is reduced by your Heilig Bogen base Damage + your Dexterity modifier + double your Quincy level instead.

Dispelling Arrow

SP Cost: 4


You use abjuration magic to try to temporarily suppress magic. The creature or object hit, or magical effect within 10 feet of the hit target, has any spell of 3rd level or lower on it to end. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

While ascended, any spell of 5th level or lower on the target ends instead of 3rd.

Disrupting Arrow

SP Cost: 2


If the hit creature is undead it takes an extra 1d6 radiant damage and the target must make a Wisdom saving throw. On a failure, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions.

For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

While ascended, the damage is increased to 3d6 and the target has disadvantage on their Wisdom saving throw.

Distant Arrow

SP Cost: 3


Attacking at long range doesn't impose disadvantage on your attack. If the hit creature is in your long range it takes an additional 2d6 force damage.

While ascended, the creature takes an additional 2d8 force damage instead.

Distracting Arrow

SP Cost: 3


You distract your foe giving your allies an opening. The hit creature takes an additional 1d6 force damage and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

While ascended, the damage is increased to 2d6.

Elemental Arrow

SP Cost: 4


You imbue your arrow with Elemental power. Choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, radiant or thunder. When you hit the creature, the damage you deal is changed to the chosen damage type and the target takes an additional 1d6 damage of the chosen type.

While ascended, the additional damage is increased to 2d6.

Enfeebling Arrow (Master Shot)

SP Cost: 5


You weave necromantic magic into your attack. The creature hit takes an extra 2d8 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by it's weapon attacks is halved until the start of your next turn.

Grasping Arrow (Master Shot)

SP Cost: 5


When this attack strikes its target, conjuration magic creates grasping ethereal bindings, which wrap around the target. The creature hit takes an extra 2d6 force damage, its speed is reduced by 10 feet, and it takes 2d6 bludgeoning damage the first time on each turn it moves 1 foot or more. The target or any creature that can reach it can use its action to remove the bindings with a successful Strength (Athletics) check against your save DC. Otherwise, the bindings last for 1 minute or until this ability is used again.

Klavier


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Equal to your Heilig Bogen
  • Components: S
  • Duration: Instantaneous

You fire multiple arrows in succession. You make three separate ranged weapon attacks against one target within range. On a hit, the target takes an additional 1d6 force damage.

While ascended, the additional damage is increased to 2d6.

Licht Regen (Master Shot)


  • SP Cost: 5
  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

After gathering reishi, you unleash a devastating volley of innumerable arrows. You unleash a column of arrows from you in a direction of your choice. Each creature within the 30-foot-radius, 90-foot-high cylinder must make a Dexterity saving throw. A creature takes 8d6 force damage on a failed save, or half as much damage on a successful one.

Piercing Arrow

SP Cost: 2


You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 60 feet long, before disappearing. The arrow passes harmlessly through abjects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the attack, plus an additional 2d8 piercing damage. On a successful save, a target takes half as much damage.

While ascended, the additional damage is increased to 2d10.

Pinning Arrow

SP Cost: 2


When you hit a creature, instead of dealing damage, you attempt to reduce the targets speed. If the target is large or smaller, it must make a Strength saving throw. On a failed save, you reduce the targets movement by half until the end of your next turn.

While ascended, targets that are a greater size category than large are affected.

Precise Arrow

SP Cost: 3


You gain a +20 bonus on your attack roll. If the attack hits, you add your Wisdom modifier to the damage roll.

While ascended, you deal an additional 2d6 force damage.

Pushing Arrow

SP Cost: 2


When you hit a creature instead of dealing damage, you attempt to drive the target back. If the target is large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

While ascended, targets that are a greater size category than large are affected.

Seeking Arrow


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: 1 hour

Using divination magic, you create an arrow with the ability to seek out a target. Choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw, on a failed save taking damage as if they were hit by the attack, or half as much on a successful one. Otherwise, the arrow disappears after travelling as far as it can.

On a failed save, you also always know the target’s location for the duration, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

While ascended, the duration increased to 24 hours.

Shadow Arrow (Master Shot)

SP Cost: 5


You weave illusion magic into your attack, causing it to occlude your foe's vision with shadows. The creature hit takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 10 feet away until the start of your next turn.

Soul Arrow (Master Shot)

SP Cost: 5


When you hit a creature, instead of dealing damage, the target temporarily loses it's magic prowess. If the target has any spell slots, they lose 2d4 spell slots of their choice, as if they were expended. If the target has Spell Points, they lose 2d8 SP as if they were expended.

Stepping Shot

SP Cost: 3


When you hit a creature with your heilig bogen, you can immediately use Hirenkyaku.

Tripping Arrow

SP Cost: 2


When you hit a creature, instead of dealing damage you attempt to knock the target down. If the target is large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

While ascended, targets that are a greater size category than large are affected.

Wounding Arrow (Master Shot)

SP Cost: 5


When you hit a creature, you wound the target. At the start of each of the wounded creatures turns, it takes 2d6 necrotic damage for each time you've wounded it, and it can then make a Constitution saving throw, ending the effect of all such wounds on it on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Dark Armament

Deep within your soul, an abyssal power unfurls, unleashing the stygian power of your soul. Wielders of the shadows navigate the subtlety between concealment and revelation, material and the immaterial.

As the blade is unsheathed, shadows writhe around it, heralding the arrival of a power that enervates all in its path.

Innate Abilities

Necro Resilience: You gain resistance to necrotic damage. If you're already resistant to necrotic damage or gain resistance from another source, you're instead immune.

Umbramancer: When you cast kidō that deals force or radiant damage, you can spend SP equal to that kidōs level, (min 1 SP) and change the damage to necrotic damage.

Nyxborn: While in dim light or darkness, you have advantage on armament attacks.

Dark Mastery

Requirements: Dark innate ability


You gain a dark innate ability you currently don't possess.

Dark Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Shadowy whisps emanate from your armament, dealing an additional 1d6 necrotic damage. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: The damage dice increases by one step, max 1d12.
  • Necro Blade: On a crit, the target is weakened. At the end of each of the targets turn it can make a Constitution saving throw, ending the effect on a success. Requires 2 augments.

Enervating Shadow Slash

Requirements: Three Dark abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

Make a melee armament attack against a creature you can reach. On a hit, the target takes 2d4 necrotic damage. If you are in dim light or darkness, on a hit the creature must make a Constitution saving throw. On a failure they are drained for the same amount of damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quicken Ability: The casting time is changed to a bonus action.
  • Empower Ability: The damage increases by 1d4, max 6d4.

Gloom Vision

Requirements: One Dark ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You target a willing creature within range and grant it the following benefits for the duration:

  • Darkvision out to a range of 60 feet
  • Advantage on saving throws to be blinded
  • Dead, dying and undead creatures are illuminated by a dark glow that only the target can see

The range is increased by 10 feet for each augment.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Focused Ability: This ability no longer requires concentration.
  • Quicken Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Multi Ability: You can target up to two additional creatures.
  • Greater Gloom Vision: The creature(s) can also see through magical darkness.
  • Sun Guard: The creature(s) is immune to the blinded condition.

Necropotence

Requirements: Four Dark abilities


Your Dark abilities are increased in power.

Your armament abilities and kidō that deal necrotic damage ignore resistances. If a creature would be immune to necrotic damage you deal, it instead takes half damage.

Necrotic Form


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure darkness. While this ability is active, your armament damage type is changed to necrotic damage. If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quicken Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Nightfall

Requirements: Three Dark abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

Choose a point you can see within range. A 30-foot cube of writhing shadows spread out from that point for the duration.

The shadows spreads around corners. All light in the area is reduced by one category.

When a creature begins their turn within the shadows, they must make a dexterity saving throw or be grappled by the shadows. A creature can spend a bonus action to make a strength or dexterity saving, on a success no longer being grappled.

The save DC increases by 1 for each augment.

You may reselect this ability multiple times, each time choosing one of the following options:

  • Widen Ability: The range and cube size increases by 10 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires concentration.
  • Shadow Embrace: When a creature becomes grappled by the shadows, they take 2d6 necrotic damage; this augment doesn't stack. Requires 2 augments.

Shadow Bolt

Requirements: Two Dark abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

A beam of dark energy streaks toward a creature of your choice within range. Make a ranged armament attack against the target. On a hit, the target takes 4d6 necrotic damage, and the creature can't regain hit points until the start of your next turn.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Silent Ability: This ability no longer needs V components.
  • Distant Ability: The range increases by 10 feet.
  • Nocturnal: If the target is in dim light or darkness, you have advantage on the attack roll.
  • Empower Ability: The damage dice size increases to a d8. Requires 4 augments.

Shadow Veil

Requirements: One Dark ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Until sealed

Shadows envelope a creature you touch. For the duration, the creature gains the following benefits:

  • Resistance to necrotic and cold damage
  • Advantage on Dexterity (Stealth) checks made within dim light or darkness
  • The shadows grant the creature half cover

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quicken Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Necro Ward: The creature is immune to necrotic damage instead.
  • Greater Shadow Veil: The cover granted increases by one degree, maximum total cover.

Umbral Strike

Requirements: Two Dark abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: 1 minute

You send out dark energy to corrupt the shadow of a creature you can see within range. The target makes a Charisma saving throw. On a failure, you can attack the creature from it's shadow as if you were adjacent to.

This ability can only be used to target a creature that is casting a shadow.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quicken Ability: You may cast this ability as a bonus action.
  • Distant Ability: The range increases by 10 feet.
  • Extend Ability: The duration increases by 1 minute.

Umbral Weapon

Requirements: Four Dark abilities


Once per turn, when a creature is dealt necrotic damage by your armament, it must make a Constitution saving throw. On a failure it can't can’t regain hit points until the start of your next turn.

Ultimate Abilities

Dominate Shadows (Ultimate)

Requirements: Five Dark abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: 1 minute

You choose any number of creatures you can see within range that are casting a shadow. You animate their shadows and compel them to turn on their owners. The shadows use the same statistics as their owner, their creature type is changed to Undead and gain the Sunlight Weakness ability; they act at the end of each of their owners turn.

Their sole mission is to destroy their owners, and they will pursue them relentlessly until their mission is complete or they are destroyed. These shadows do not converse in any meaningful way and cannot be reasoned with.

Umbral Storm (Ultimate)

Requirements: Five Dark abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You unleash a torrent of dark energy out from you. Each creature in a 30-foot cone takes 6d6 necrotic damage and must make a constitution saving throw. On a failed save, creatures that were dealt damage are drained by the same amount.

Ascended Abilities

Dark Matter (Ascended)

Requirements: Six Dark abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

Magical darkness spreads from a point you choose within range to fill a 30-foot radius sphere for the duration.

The darkness spreads around corners. Nonmagical light can't illuminate the area.

If any of this ability's area overlaps with an area of light created by kidō or an armament of 4th level or lower, the spell that created the light is dispelled. The level of kidō or armament this ability dispels increases by one for each augment.

When another creatures starts their turn within the darkness they take 5d6 necrotic damage.

Other creatures within the darkness are weakened.

You may reselect this ability multiple times, each time choosing one of the following options:

  • Distant Ability: The range and sphere size of this ability increases by 20 feet.
  • Extend Ability: The duration increases by 1 minute.
  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires concentration.

Shadow Form (Ascended)

Requirements: Six Dark abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: 1 minute

You coat your body in darkness. When you gain this ability, choose one of the following forms. While this ability is active, you benefit from the chosen form.

Shadow Armor

  • You gain resistance to radiant damage
  • While in dim light or darkness, you can move through a space as narrow as 1 inch wide without squeezing
  • You gain a +2 to strength. While in dim light or darkness, this bonus is doubled.
  • You are immune to the grappled, poisoned and restrained conditions
  • When you roll a 1 on a damage die dealing necrotic damage, you can reroll the die and must use the new roll

Shadow Cloak

  • You gain resistance to radiant damage
  • While in dim light or darkness, you can move through a space as narrow as 1 inch wide without squeezing
  • You gain a +2 to dexterity. While in dim light or darkness, this bonus is doubled
  • While in dim light your walking speed increases by 10 feet. While in darkness this increase is doubled and applies to all forms of movement
  • Your armaments reach is increased by 5 feet.

Shadow Robe

  • You gain resistance to radiant damage
  • While in dim light or darkness, you can move through a space as narrow as 1 inch wide without squeezing
  • You gain a +2 to Wisdom, Intelligence or Charisma. While in dim light or darkness, this bonus is doubled.
  • While in dim light, as an action you can regain 1d4 + 1 spell points. While in darkness you regain 1d8+1 instead.
  • When you cast kidō that deals non-necrotic damage, you may change the damage type to necrotic damage and it deals bonus damage equal to your spellcasting modifier.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Alternate Shadow: Select another mode. When you activate this ability, you can choose which form to benefit from for the duration.
  • Shadow Swap: As a bonus action, you can switch between your chosen forms.

Defense Armament

A bulwark of power manifests within you. A testament to the unwavering power of your soul. Wielders of this power are a bastion of defense and strength.

Armor clads you, heralding an unstoppable force of strength that paves your path forward.

Innate Abilities

Alternate Armor: Your armor is considered one weight category less (minimum light armor) and you can have the armor material be non-metallic, such as padded, leather, hide, etc.

Alternate Shield: Your shield is wooden instead of metallic.

Elemental Force: If you have an ability in an elemental armament type, you may have the material of your armor and/or shield be composed of that element, it does not harm the wearer. This provides your armor/shield with additional benefits and drawbacks as dictated by your GM.

Adamantine Armor

Requirements: Iron Body


While wearing your armor, any critical hits against you becomes a normal hit.

Armor


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

When released, your armament transforms into a suit of metallic armor around you that has the following properties.

Defense Armor
Category Armor Class Stealth Weight
Heavy 16 Disadvantage 70 lb.

If you have a Summon when you activate this ability, you may have your Summon gain the armor instead.

For each augment, the weight is reduced by 5 lbs, minimum 40 lbs.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires concentration. Requires 1 augment.
  • Retain Blade: You retain your weapon when you use this ability.
  • Greater Defense Armor: The AC granted increases by 1, max 18 AC.
  • Mithral Armor: Your armor no longer imposes disadvantage on Dexterity (Stealth) checks.
  • Armor Ally: When you activate this ability, you may have a willing creature within 10 feet of you gain the armor instead.

Defense Mastery

Requirements: Defense innate ability


You gain a Defense innate ability you currently don't possess.

Defensive Strike

Requirements: Two Defense abilities


When you take the dodge action, as a bonus action you can spend 3 SP to make a single melee armament attack at disadvantage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Reach Ability: You can make a ranged armament attack instead (if able).
  • Improved Strike: The Attack roll is no longer made with disadvantage. Requires 1 augment.

Empyrean Armor

Requirements: Thornmail


While wearing your armor you cannot be knocked prone. In addition, if an effect moves you against your will along the ground, you can use your reaction to spend 2 SP to reduce the distance you are moved by up to 10 feet.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Tenacity: When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Greater Empyrean Armor: Choose one of the following conditions: Blinded, Dazed, Deafened, Frightened, Poisoned or Shocked. While wearing your armor, you're immune to the chosen condition.

Iron Body

Requirements: Armor


While wearing your Armor, you have resistance to nonmagical bludgeoning, piercing and slashing damage.

Shield


  • SP Cost: 3
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

You manifest a metallic shield in your off-hand. If you have a Summon when you activate this ability, you may have your Summon gain the shield instead.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Shield Protection: While wielding your shield, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
  • Shield Ally: When you activate this ability, you may have a willing creature within 10 feet of you gain the shield instead.
  • Shield Expert: While wielding your shield, your off-hand is considered open. Requires 2 augments.

Shield Bash

Requirements: Shield


Your shield is considered a martial melee weapon that deals 1d4 bludgeoning damage; you are proficient with it.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Empower Ability: The damage dice size increases by one step, max 1d12.
  • Improved Shield Bash: Your shield is treated as your armament for the purposes of using or benefiting from any bonuses, features, kidō, or armament abilities.
  • Stunning Bash: When you crit with your shield, the target must make a Constitution saving throw, on a failure they are stunned until your next turn. Requires 3 augments.

Shield Riposte

Requirements: Shield Throw


  • SP Cost: 3
  • Casting Time: Reaction (Which you take when a creature within 5 feet of you that you can see misses a melee attack against you)
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

You make an attack with your shield against the attacker. If the attacker rolled a 1 on their attack roll, you have advantage on this attack.

Shield Throw

Requirements: Shield Bash


Your shield gains the Thrown property and a range of 10/30 feet.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The normal and long range increases by 10 feet.
  • Returning Shield: Immediately after a ranged attack with your shield, you may have it fly back to your hand.
  • Ricochet Shield: Whenever you deal damage to a target, immediately after if you have additional attacks, you can have the shield bounce off the first target and hit another. Make a ranged attack against another creature originating from the space of the first target. You can repeat this for however many attacks you have. Requires 2 augments.

Shield Ward

Requirements: Shield Riposte


  • SP Cost: 2
  • Casting Time: Reaction (which you take when a creature within range that you can see takes damage)
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

You create an ethereal shield of force to protect the creature. Roll 2d4, reduce the amount of damage they take by the rolled amount.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Improved Shield Ward: Roll an additional 1d4 for each +1 magical weapon bonus your armament has; this augment doesn't stack.
  • Empower Ability: The dice size increases by one step, max d8

Spell Resistance

Requirements: Adamantine Armor


While wearing your Armor, you have advantage on non-dexterity saving throws against spells.

Spellguard Shield

Requirements: Shield Ward


While wielding your shield, ranged weapon attacks have disadvantage against you.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Deflect Spell: Ranged spell attacks have disadvantage against you.
  • Missile Ward: You have immunity to damage from magic missile and similar kidō.
  • Shield Reflection: Whenever you're targeted by a magic missile kidō, or kidō that requires a ranged attack roll and missed, as a reaction you spend 4 SP and the effect is reflected back at the caster as though it originated from you, turning the caster into the target. Requires 2 augments.

Thornmail

Requirements: Armor (2) and two other defense abilities


While wearing your armor, whenever you are dealt damage by a melee attack, you may spend 3 SP to have your armament deal 1d4 damage to the attacker.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Empower Ability: The damage increases by 1d4, max 5d4.
  • Improved Thorns: This ability also applies for ranged attacks. Requires 1 augment.
  • Arcane Thorns: This ability also applies for spells. Requires 2 augments.

Ultimate Abilities

Arcane Armor (Ultimate)

Requirements: Empyrean Armor


  • SP Cost: 10
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: 5 rounds

Your armor expands and covers your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaced. For the duration you have the following benefits:

  • Your size is large.
  • You have resistance to all damage
  • All forms of movement increases by 10 feet
  • If you would be blinded, dazed, deafened, exhausted, incapacitated, paralyzed, poisoned, stunned, slowed, or unconscious, you can spend 4 SP and not gain the condition
  • When you take the attack action, as a bonus action you can make a melee armament attack
  • Each of the armor’s gauntlets is considered your armament while you aren’t holding anything
  • A gemlike node appears on the chest. As a bonus action you spend 5 SP and fire concentrated reishi forming a line 100 feet long and 5 feet out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 force damage on a failed save, or half as much damage on a successful one

Mighty Bastion (Ultimate)

Requirements: Spellguard Shield


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: 10 hours

You plant your shield down onto the ground and it transforms into a fortress of stone around you.

The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises or shunted outside of it, your choice.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area.

Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

The fortress also has a translucent hemispherical dome as a canopy that functions as the "Wall of Force" Kidō.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep has simple furnishings and decorations of your choosing. Furnishings, and other objects created by this ability crumble to dust if removed from the fortress.

A staff of twenty animated suits of armor obeys any command given to them by creatures you designate when you activate this ability. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 100 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the GM’s discretion.

Ascended Abilities

Resistance Armor (Ascended)

Requirements: Arcane Armor


Choose between radiant, necrotic, psychic or an elemental damage type. While wearing your armor, you have resistance to the chosen type.

You may reselect this ability multiple times, each time choosing another damage type.

Shield Charge (Ascended)

Requirements: Mighty Bastion


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

While wielding your shield, you charge through foes with tremendous force. You move in a straight line up to your speed moving past enemies without provoking attacks of opportunity. Each creature you passed through must make a Dexterity saving throw. A creature takes 6d8 bludgeoning damage on a failed save and falls prone. Half as much damage on a successful one and a creature doesn't fall prone.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Unimpeded Charge: Your movement ignores difficult terrain
  • Furious Charge: Creatures make the saving throw at disadvantage
  • Devastating Charge: The creatures fall prone regardless if they succeeded on the save or not.

Earth Armament

Earthly power takes root deep within your soul, a grounding testament of your enduring spirit. Wielders of earth are a force of nature that can shape the world.

As the blade is unsheathed, seismic energy is unleashed, heralding the arrival of cataclysmic power.

Innate Abilities

Earthen Resilience: You gain resistance to bludgeoning damage. If you're already resistant to bludgeoning damage or gain resistance from another source, you're instead immune.

Geomancer: When you cast kidō that deals non-bludgeoning physical damage, you can spend SP equal to that kidōs level, (min 1 SP) and change the damage to bludgeoning damage.

Stone Touch: You can tell if an earthen surface is natural or worked with tools (or even shaped by earth abilities or kidō) simply by touching or looking at it. Additionally, you can automatically sense when you are underground, as well as the approximate depth, if the surrounding material is primarily earthen material.

Earth Form


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure earth. While this ability is active, your armament damage type is changed to bludgeoning damage.

If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Earth Mastery

Requirements: Earth innate ability


You gain an Earth innate ability you currently don't possess.

Seismic Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Stone and earth surround your armament, dealing an additional 1d6 bludgeoning damage.

You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: The damage dice increases by one step, max 1d12.
  • Crag Blade: On a crit, the target is dazed. At the end of each of the targets turn it can make a Constitution saving throw, ending the effect on a success. Requires 2 augments.

Mold Earth


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You choose or touch a portion of dirt, mud, stone or similar material that you can see within range and that fits within a 10-foot cube. You manipulate it in one of the following ways:

  • You can reshape the material in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension.
  • You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for the duration.
  • If the material you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for the duration.
  • You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut.

The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

  • You transmute rock to mud or vice versa. If you would transmute rock to mud while a creature is within the area they must succeed a strength saving throw or be immobilized for the duration. An immobilized creature can use it's action to make a Strength saving throw to break away from the solidified rock. The muddy area is considered difficult terrain.

For each augment, the area of the cube you can affect is increased by 5 feet, and the thickness you can affect is increased by 1 foot.

You may select this ability multiple times, each time selecting one of the following augments:

  • Distant Ability: The range and cube size increases by 5 feet.
  • Silent Ability: This ability no longer requires V components.
  • Extend Ability: The duration increases by 1 hour.

Seismic Sense

Requirements: One Earth ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You gain tremorsense out to 60 feet.

You may select this ability multiple times, each time selecting one of the following augments:

  • Extend Ability: The duration increases by 1 minute.
  • Improved Seismic Sense: The tremorsense range increases by 10 feet.
  • Read Stone: You know if the material your standing on and within your tremorsense is an earth based material or not. If it is an earth based material, you know its makeup.
  • Seismic Vision: Your seismic sense grants you the ability to "see" creatures, objects, walls, or structures connected to the ground. Requires 2 augments.
  • Focused Ability: This ability no longer requires concentration. Requires 2 augments.

Wall of Stone

Requirements: One Earth ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: 1 hour

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 3 inches thick and is composed of up to five 10-foot-by-10-foot panels. Each panel must be continuous with at least on other panel.

The thickness is increased by 1 inch for each augment.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object.

The wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this ability to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 10 hit points per inch of thickness. Reducing a panel to 0 hit points

destroys it and might cause connected panels to collapse at the DM’s discretion.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires Concentration.
  • Expand Wall: You can create an additional panel.

Stone Bolt

Requirements: Two Earth abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

You launch a chunk of earth at one creature you can see within range. Make a ranged armament attack against the target. On a hit, the target takes 3d4 bludgeoning damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Empower Ability: The damage increases by 1d4, max 6d4.
  • Versatile Stone: You can change the damage type to slashing or piercing. You must make this choice before making the attack roll.

Tremor

Requirements: Two Earth abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You stomp the ground causing a tremor out in front of you. Each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Widen Ability: The cone size increases by 10 feet.
  • Empower Ability: The damage increases by 1d6, max 4d6.

Stone Prison

Requirements: Two Earth abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You target a creature you can see that is touching the ground. The earth rises around them attempting to bind them.

The target must make a strength saving throw. On a failure, they are immobilized for the duration. The creature can damage the stone prison, it has 5 AC and 20 hit points. When the stone prison has no hit points, the ability ends.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Focused Ability: This ability no longer require concentration.
  • Enhance Prison: The range increases by 10 feet and HP by 5.
  • Cragfield: The area in a 10-foot radius centered on the target becomes difficult terrain.
  • Crushing Prison: On a failed save, the target also takes 4d4 bludgeoning damage. Requires 2 augments.

Earth Blast

Requirements: Three Earth abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area

must make a Dexterity saving throw. A creature takes 3d4 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 20 feet.
  • Widen Ability: The cube size increases by 10 feet.
  • Empower Ability: The damage dice size increases by one step, max d12.

Underminer

Requirements: Three Earth abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You harness the power of the earth. You gain the following benefits for the duration:

  • You deal double damage to objects and structures
  • You gain a burrow speed of 30 feet
  • You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: The casting time is changed to a Bonus action.
  • Extend Ability: The duration increases by 1 minute.
  • Maintain Focus: Whenever you make a concentration check to maintain concentration on this ability, you automatically succeed. Requires 1 augment.
  • Sure-footed: You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
  • Stone Tell: As a bonus action you touch a stone object or surface and know what types of creatures have been within 60 feet of that stone in the past 24 hours. You can also determine the number of creatures of each type, but not their identities.
  • Lithomancy: Choose an unoccupied square that is difficult terrain. You can cast kidō and make attacks as if you were in that square. Requires 2 augments.

Stone Pillars

Requirements: Four Earth abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: 80 feet
  • Components: V, S, W
  • Duration: Instantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity saving throw (the creature’s choice), no longer being restrained on a success and must either move off the pillar or fall of it.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Multiply Pillars: You can create two additional pillars.
  • Enhance Pillar: The pillar height and HP increases by 5.

Bedrock

Requirements: Four Earth abilities


Your Earth abilities are increased in power.

Your armament abilities and kidō that deal bludgeoning damage ignore resistances.

If a creature would be immune to bludgeoning damage you deal, it instead takes half damage.

Ultimate Abilities

Earthquake (Ultimate)

Requirements: Five Earth abilities


  • SP Cost: 8
  • Casting Time: 1 round
  • Range: 300 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius

circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

When you use this ability and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone and takes 10d6 bludgeoning damage. This ability can have additional effects depending on the terrain in the area, as determined by the GM.

Fissures. Fissures open throughout the ability's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side.

A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it

collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 20d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

Fissure (Ultimate)

Requirements: Five Earth abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 200 feet
  • Components: V, S, W
  • Duration: Concentration, up to 3 rounds

You open the earth forming a fissure that is 30 feet wide, 100 feet long and 60 feet deep, on a point you can see within range. Creature within the area begin to fall into the fissure.

During the duration you can spend a bonus action to close the fissure, dealing 10d6 bludgeoning damage to each creature in the fissure.

The fissure remains open if not closed and is a permanent natural feature.

Ascended Abilities

Granite Armor (Ascended)

Requirements: Six Earth abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You transform into a massive bulk of unyielding granite. For the duration, you gain the following benefits:

  • Your size increases by one category
  • You gain 50 temporary hit points
  • When you make a melee attack using Strength, you gain a bonus to the damage roll equal to your level
  • You are resistance to physical damage
  • You are Slowed and unable to fly
  • You cannot be knocked prone

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Maintain Focus: Whenever you make a concentration check to maintain concentration on this ability, you automatically succeed.
  • Prismatic Stone: You have resistance to elemental damage.
  • Lighten Stone: You are no longer slowed.

Sandstorm (Ascended)

Requirements: Six Earth abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 5 rounds

A stationary sandstorm erupts around you. The sandstorm is a 60-foot-diameter, 50-foot-high cylinder centered on you. The sandstorm produces strong winds, the area is lightly obscured and becomes difficult terrain.

Other creatures must make a Dexterity saving throw whenever it begins its turn within the sandstorm. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become immobilized in the sandstorm until its next turn.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Extend Ability: The duration increases by 5 rounds
  • Widen Ability: The diameter and height increases by 40 feet.
  • Empower Ability: The damage dice size increases to d8. Requires 1 augment.

Fire Armament

Blazing within your soul, a fervent inferno blossoms. A testament to the ardent power of your soul. Wielders of this power wrestle the fires of destruction to ensure only their foes are incinerated.

As the blade is unsheathed, fire dances around it, heralding the arrival of a power that scorches all in its path.

Innate Abilities

Fire Resilience: You gain resistance to fire damage. If you're already resistant to fire damage or gain resistance from another source, you're instead immune.

Pyromancer: When you cast kidō that deals non-fire elemental damage, you can spend SP equal to that kidōs level, (min 1 SP) and change the damage to fire damage.

Heart of Fire: When you cast kidō that deals fire damage, it deals bonus damage equal to your PB.

Cone of Fire

Requirements: Four Fire abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

A roaring cone of fire erupts from you. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Widen Ability: The cone size increases by 5 feet.
  • Empower Ability: The damage increases by 1d8; max 8d8.

Conflagrate

Requirements: Two Fire abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, W
  • Duration: Instantaneous

You unleash fire all around you. Each creature within range of you takes 1d8 fire damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range is increased by 5 feet.
  • Empower Ability: The damage dice size increases by one step, max 1d12.

Control Flames

Requirements: One Fire ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous or 1 hour

You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously extinguish the flames within the cube.
  • You double or halve the are of bright light and dim light cast by the flame, change its color, or both. You choose the duration.
  • You cause simple shapes - such as the vague form of a creature, an inanimate object, or a location - to appear within the flames and animate as you like. You choose the duration.
  • You may also have a flickering flame appear in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss this effect as an action.

For each augment the cube size is increased by 5 feet.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Magic Fire: You may now affect magical fire.
  • Continual Flames: The flame you can produce with this ability creates no heat and doesn't use oxygen if you so choose; this flame can be covered or hidden, but not smothered or quenched.
  • Extend Ability: The duration increases by 1 hour.

Fire Form


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure fire. While this ability is active, your armaments damage type is changed to fire damage.

If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Fire Mastery

Requirements: Fire innate ability


You gain a Fire innate ability you currently don't possess.

Flaming Riposte

Requirements: One Fire ability


  • SP Cost: 2
  • Casting Time: 1 reaction (Which you take when you're damaged by a creature within range of you that you can see)
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

You momentarily engulf the target in fire. The creature must make a Dexterity saving throw. It takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: The damage dice size increases by one step, max d12.

Flaming Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Your armament ignites on fire, dealing an additional 1d8 fire damage. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: The damage dice size increases by one step, max 1d12.
  • Inferno Blade: On a crit, the target is ignited taking damage equal to this ability. Requires 2 augments.

Hellfire

Requirements: Four Fire abilities


Your fire abilities are increased in power.

Your armament abilities and kidō that deal fire damage ignore resistances. If a creature would be immune to fire damage you deal, it instead takes half damage.

Ignite

Requirements: Two Fire abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, W
  • Duration: Instantaneous

You attempt to light a creature or object on fire. You target a creature or an unattended flammable object within range that you can see. It must make a dexterity saving throw. On a failure, the target is Ignited taking 1d8 fire damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Heighten Ability: The save DC increases by your PB; this augment doesn't stack.

Pillar of Flame

Requirements: Three Fire abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous or 1 hour

A vertical column of fire roars to life on a point you choose within range. This column is 40 feet high with a 10-foot radius. Each creature within the pillar must make a Dexterity saving throw.

A creatures takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The pillar persists for the duration.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Enhance Pillar: The column radius and height increases by 5 feet.
  • Multiply Columns: You may create one additional column; columns cannot overlap with another.

Wall of Fire

Requirements: Three Fire abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Concentration, until sealed

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creatures takes 4d6 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you activate this ability, deals 3d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall.

A creatures takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

For each augment the damage increases by 1d6.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Enhance Wall: The range, height, length, and diameter increases by 10 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires Concentration.
  • Heighten Ability: The save DC increases by 1.
  • Improved Wall: You may choose both sides of the wall to deal damage.

Ultimate Abilities

Phoenix Fire (Ultimate)

Requirements: Five Fire abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You immolate yourself, consuming your flesh in a roaring column of fire. This column is 60-feet-high with a 60-foot-radius. Each creature in the pillar must make a Dexterity saving throw, taking 2d8 + 2 fire damage per hit die you have, on a failed save, or half as much damage on a successful one. You are slain and reduced to a pile of fiery ash along with any non-magical equipment you have. After 5 minutes, you rise from the ashes as if restored to life by the resurrection spell.

By spending double the SP cost, you may activate this ability as a reaction when you are slain or reduced to 0 hit points.

Reverberating Flame (Ultimate)

Requirements: Five Fire abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

You create up to 3 flaming beads of fire and launch them at different points you can see within range. Each bead blossoms with a loud roar into a 15-foot-radius-sphere explosion of flame. Each creature within the radius must

make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Each creature that was dealt damage by one of the beads is marked with a fiery rune. At the beginning of a creatures

turn, if they are marked with a rune it's consumed and explodes in a 20-foot-radius-sphere centered on that creature.

Each creature within the radius must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Ascended Abilities

Fire Storm (Ascended)

Requirements: Six Fire abilities


  • SP Cost: 10
  • Casting Time: 1 round
  • Range: 100 feet
  • Components: V, S, W
  • Duration: Instantaneous

Blazing orbs of fire plummet to the ground at four different points you can see within range.

Each creature in a 10-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creatures takes 5d6 fire damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

This ability damages plants, objects in the area and ignites flammable objects that aren't being worn or carried.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 100 feet.
  • Widen Ability: The radius of the spheres doubles.
  • Collateral Fire: Creatures can be affected more than once from the fiery bursts.
  • Empower Ability: The damage dice size increases by one step, max d10.

Inferno Strike (Ascended)

Requirements: Six Fire abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

You condense your fire within your weapon. Make a melee armament attack against a creature within your reach. On a hit, the target takes 6d8 fire damage and is ignited taking 3d6 fire damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Precise Ability: You have advantage on the attack roll.
  • Empower Ability: The damage dice size increases by one step, max d12.
  • Empower Flame: The ignited damage dice size increases by one step, max d12.

Generic

Increased Strength


  • Duration: Until sealed

While your armament is active, your Strength score is increased by 2.

You may reselect this ability multiple times, each time increasing your Strength score by 1.

Increased Dexterity


  • Duration: Until sealed

While your armament is active, your Dexterity score is increased by 2.

You may reselect this ability multiple times, each time increasing your Dexterity score by 1.

Increased Constitution


  • Duration: Until sealed

While your armament is active, your Constitution score is increased by 2.

You may reselect this ability multiple times, each time increasing your Constitution score by 1.

Increased Intelligence


  • Duration: Until sealed

While your armament is active, your Intelligence score is increased by 2.

You may reselect this ability multiple times, each time increasing your Intelligence score by 1.

Increased Wisdom


  • Duration: Until sealed

While your armament is active, your Wisdom score is increased by 2.

You may reselect this ability multiple times, each time increasing your Wisdom score by 1.

Increased Charisma


  • Duration: Until sealed

While your armament is active, your Charisma score is increased by 2.

You may reselect this ability multiple times, each time increasing your Charisma score by 1.

Increased Saving Throw

Requirements: Three armament abilities


  • Duration: Until sealed

While your armament is active you gain a +1 bonus to saving throws.

You may reselect this ability up to three times, each time increasing this bonus by 1, for a maximum of +4.

Increased Skill


  • Duration: Until sealed

Choose a skill you are not proficient in, while your armament is active, you are considered proficient in the chosen skill.

You may reselect this ability multiple times, each time selecting another skill you are not proficient in.

Increased Speed


  • Duration: Until sealed

While your armament is active, all your forms of movement are increased by 5 feet.

You may reselect this ability multiple times, each time increasing this bonus by 5 feet.

Quick Release


You may release your armament as Bonus action.

Quick Release Greater

Requirements: An Ascended form


You may activate your Ascended form as a Bonus action if you're armament is released.

Increased Talent


Gain a feat you qualify for.

You may reselect this ability multiple times, to a total of three times.

Increased Concentration

Requirements: One armament ability


  • Duration: Until sealed

While your armament is released, you have advantage on checks to maintain concentration on armament abilities.

Spirit Blast

Requirements: One armament ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S, W
  • Duration: Instantaneous

A blast of reiatsu hurdles toward a creature within range from you.

Make a ranged armament attack against the target. On a hit, the target takes 2d8 force damage. You gain an additional beam for each augment, maximum four beams. You can direct the additional beams at the same target or a different one, you must make a separate attack roll for any additional beams.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Distant Ability: Increase the range by 10 feet.
  • Empower Ability: Increase the damage dice size by one step; maximum d12.

Increased Awareness

Requirements: Four armament abilities


You gain the following benefits:

  • You add your proficiency bonus to your initiative rolls.
  • You have a +2 bonus to your passive Wisdom (Perception) score.
  • You have Blindsight with a range of 5 feet. This stacks with other sources of Blindsight.

Flying

Requirements: Six armament abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

You gain a flying speed of 60 feet for the duration. When this ability ends, you begin to fall if you are still aloft, unless you can stop the fall.

You may reselect this ability multiple times, each time choosing one of the following options:

  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires Concentration.
  • Enhanced Flight: Increase the Fly speed by 10 feet.

Quickened Ability (Ascended)

Requirements: Six armament abilities


Choose an armament ability with a casting time of one action, it is now changed to a Bonus action.

You may reselect this ability multiple times.

Improved Ascencion (Ascended)

Requirements: An ascended form


Choose two armament abilities, you only have access to these abilities while ascended.

You may select this ability multiple times.

Gravity Armament

Deep within the well of your soul, a power becomes unbound. Wielders of gravity manipulate the very fabric of reality, bending the forces that bind and shape the universe.

As the blade is unsheathed, energy pulses from it, heralding the arrival of a cosmic power.

Innate Abilities

Graviton Resilience: You gain resistance to force damage.

Gravomancer: When you cast kidō that deals necrotic or radiant damage, you can spend SP equal to that kidōs level, (min 1 SP) and change the damage to force damage.

Gravity Shield: While not wearing armor or using a shield, you gain a +1 bonus to AC.

Control Gravity


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You manipulate gravity in a 10-foot cube that you can see within range. Choose one of the following effects when you activate this ability. The effect lasts for the duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

Any creature can ignore the effects of this ability with a successful Strength saving throw.

The duration increases by 1 minute for each augment.

Magnify gravity: All objects and creatures within the area have their weight doubled and each creature must spend 1 extra foot of movement for every foot they move using their Speed.

Reduce gravity: All objects and creatures within the area have their weight halved and each creature that moves 1 foot, moves an additional 1 foot.

Repel gravity: On initiative of 10, each creature within the area is pushed back 5 feet away from the center in a direction they choose.

Attract gravity: On initiative of 10, each creature within the area is pulled 5 feet towards the center in a direction they choose.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: The casting time is changed to a bonus action.
  • Extend Ability: The duration increases by 1 minute.
  • Widen Ability: The cube size increases by 10 feet.
  • Increase Initiative: The initiatives of this ability increases by 2.
  • Lock gravity: Choose an object that weighs no more than 10 pounds within the area, you cause it to become magically fixed in place. If the object is fixed in the air, it can hold up to 2,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your armament save DC. On a success, the creature can move the object up to 10 feet. Requires 3 augments.

Displacement

Requirements: Three Gravity abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

You magically twist space around yourself and another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or you and the target teleport, swapping spaces. Your space must be on a surface or in a liquid that can support the target without the target having to squeeze.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Transposition: You may select any two targets instead of one target and yourself.
  • Improved Displacement: The spaces don't have to support the target(s), but the creatures must still be able to physically occupy the space. Requires 2 augments.

Entropy

Requirements: Four Gravity abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You create a destabilized field of gravity around a target you can see within range. Make a ranged armament attack against the target. On a hit, the target takes 1d6 force damage and for the duration, at the beginning of each of the target's turns it is shunted 20 feet in a random direction between forward, backward, left or right. The target can resist the forced movement in increments of 5 feet, but for every 5 feet it doesn’t move it takes 1d6 force damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Focused Ability: This ability no longer requires concentration.
  • Extend Ability: The duration increases by 1 minute.
  • Increase Apergy: The amount a creature is shunted by increases by 5 feet.

Gravimetric Sense

Requirements: One Gravity ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You manipulate your own gravitational field. You gain the following benefits for the duration:

  • You gain blindsight out to 10 feet
  • Your walking speed is increased by 5 feet
  • Your jump distance is increased by 10 feet

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires Concentration.
  • Increase Gravisense: The Blindsight range increased by 10 feet.
  • Increase Kinetics: The walking speed and jump distance bonus increases by 5 feet.
  • Lock Gravity: You cannot be knocked prone. Requires 1 augment.
  • Lock Inertia: When you are moved against your will, as a reaction you negate the movement. Requires 1 augment.
  • Anti-Gravity: You gain a fly speed equal to your walking speed. Requires 6 augments.

Gravitas

Requirements: Two Gravity abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

You violently manipulate gravity to forcefully move a creature you can see within range. The target makes a Strength saving throw. On a failed save, you push or pull the target up to 15 feet in any single direction, if you move the target into a solid surface, the target takes 1d8 bludgeoning for every 5 feet they moved this way.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Silent Ability: This ability no longer requires V components.
  • Distant Ability: The range increases by 10 feet.
  • Increase Apergy: The amount of feet you can move the target increases by 5 feet.
  • Multi-field: You may select an additional target. Requires 3 augments.

Gravitational Pocket

Requirements: Three Gravity abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: 1 round

Make a melee armament attack against a creature you can reach. On a hit, the target takes 1d8 force damage and collapses into an impossibly tiny point in space where it stood, vanishing and then reappearing at the end of the duration within the same space they left. If the space is occupied, they are shunted to the nearest unoccupied space of their choice. A creature affected by this ability is immune to it for 1 round.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Extend Ability: The duration increases by 1 round.
  • Empower Ability: The damage increases by 1d8, max 4d8.

Graviton Blade


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Your armament pulses with gravitational forces, when your armament deals damage, the target is pushed up to 5 ft away from you in a direction they choose.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Focused Ability: This ability no longer requires concentration.
  • Increase Apergy: The distance the target can be pushed away increases by 5 ft.
  • Singularity Blade: On a crit, the target takes an additional 1d12 force damage. Requires 1 augment.

Gravity Mastery

Requirements: Gravity innate ability


You gain a Gravity innate ability you currently don't possess.

Gravity Unbound

Requirements: Four Gravity abilities


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You disrupt the gravity in a 20-foot-diameter sphere centered on you, that moves with you.

For the duration the field has the following effects:

  • Other creatures in the field are immobilized.
  • Other creatures have disadvantage on weapon attacks.
  • Your other gravity abilities pull or push creatures an additional 10 feet, if they do so. A creature can make a strength saving throw at the beginning of their turn. On a success no longer being affected by this ability for 1 round.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Extend Ability: The duration increases by 1 minute
  • Focused Ability: This ability no longer requires concentration. Requires 1 augment.
  • Anchor Field: As an action, you can make the sphere stationary.
  • Amplify Baryons: Your other gravity abilities that deal damage, deal additional damage equal to your PB; this augment doesn't stack. Requires 2 augments.

Gravity Wave

Requirements: Two Gravity abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You unleash an intense gravitational pressure to push or pull creatures and objects. Each creature in a 60-foot cone must make a Strength saving throw. A creature takes 4d6 force damage and is pulled toward you or pushed 15 feet from you, you must choose which before using this ability. On a successful save, a creature takes half damage and isn’t moved.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Expand Ability: The cone size increases by 5 feet.
  • Increase Apergy: The amount of feet pushed or pulled increases by 5 feet.
  • Increase Gravitons: Creatures that fail the saving throw are also knocked prone. Requires 1 augment.

Repulsion

Requirements: One gravity ability


  • SP Cost: 4
  • Casting Time: 1 reaction (which you take when you take damage from a source you can see)
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You create a sphere of gravity around you to repel projectiles and attackers. A powerful force emanates out from you in a 10-foot radius sphere centered on you, pushing away all creatures, physical items, spells, and unsecured objects. If the triggered source is a creature, item or object and was pushed away, the damage you took is negated. If the triggered source is a spell, the sphere

functions as a physical barrier, negating damage if the spell cannot reach you.

Using this ability breaks your concentration.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components
  • Expand Ability: The sphere size increases by 5 feet, max 30 feet.
  • Empower Ability: A creature caught in the sphere makes a Dexterity saving throw, on a failure they 2d6 force damage. Each time you reselect this augment the damage dice size increases by one step, max 2d12.

Ultimate Abilities

Gravity Rift (Ultimate)

Requirements: Five Gravity abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You create a rift of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 60 force damage.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

Singularity (Ultimate)

Requirements: Five Gravity abilities


  • SP Cost: 8
  • Casting Time: 1 round
  • Range: 100 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You create a 5-foot-diameter black sphere on a point that you can see within range, it hovers in that space.

The sphere obliterates all matter that passes through it. Artifacts are the exception. Anything that touches the sphere but isn't wholly engulfed and obliterated by it takes 10d6 force damage.

On initiative of 30, each creature within 60 feet of the sphere must make a Strength saving throw, on a failure they are pulled 35 feet towards its center.

If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines what catastrophic event happens.

Ascended Abilities

Falling Star (Ascended)

Requirements: Six Gravity abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You create a sphere of unstable gravity around you. As part of this action, you gain a fly speed of 300 feet and fly up to 300 feet. During this movement, if you impact any object, surface or creature, the sphere is discharged with massive force. The impacted object or creature, and each other creature within 30 feet of it must make a Strength saving throw. An affected creature or object takes 10d4 force damage on a failed saving throw and is pushed back 30 feet in a direction you choose. Objects and creatures take half as much on a successful one and aren’t moved.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Silent Ability: This ability no longer requires V components
  • Improved Star: The fly speed, and how much you can move increases by 100 feet.
  • Empower Ability: The damage dice size increases by one step, max d8.
  • Increase Apergy: The feet creatures are pushed by increases by 30 feet.

Gravitational Bombardment (Ascended)

Requirements: Six Gravity abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Until sealed

You create four one-inch diameter orbs of collapsing space that orbit around you. These orbs deal 2d8 force damage. For the duration whenever a creature within range is subjected to another one of your gravity abilities, or kidō that forcefully moves a creature, you may launch up to 2 spheres at the creature as a reaction, striking them. Additionally, when a creature is hit with a sphere for the second time, it explodes and sends out gravitational energy out from the creature in a 20-foot radius sphere. Each other creature within the sphere must make a dexterity saving throw. A creature takes 1d8 force damage on a failed saving throw or half as much on a successful one.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Multiply Spheres: You create 2 additional spheres.
  • Multi Launch: You can launch an additional sphere at a creature.
  • Amplify Ability: The damage dice size increases by one step, max d12.
  • Autonomous Spheres: You can send out the spheres at will, requiring not action. Requires 2 augments.

Healing Armament

A rejuvenating power manifests within your soul, a testament to your invigorating spirit. Wielders of this power dictate the life of those around them.

As the blade is unsheathed, a healing aura emanates from it, heralding the arrival of a power that nurtures all in its path.

Innate Abilities

Healer: You gain the Healer feat.

Vitamancer: Your healing abilities and similar kidō affect constructs, undead and plants. However, undead cannot be returned to "life."

Stabilizer: As an action, you spend 2 SP and touch a living creature within reach that has 0 hit points. The creature becomes stable.

Heal Other


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

You touch another creature within reach. They regain 1d6 hit points. Constructs, undead and plants are unaffected.

You may reselect this ability multiple times, each time choosing one of other following augments:

  • Empower Ability: The dice size increases by one step, max 1d12.
  • Improve Heal: The creature regains an additional dice of HP, max 4 dice. Requires 2 augments.
  • Proficient Heal: The target regains additional hit points equal to your PB; this augment doesn't stack.
  • Cleansing Heal: If the creature is under the effects of a spell or ability that allows a saving throw to end the effect, the creature immediately makes another saving throw to end the effect.

Improved Healing

Requirements: The ability to cast at least one spell


  • SP Cost: 1
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 round

For the duration, whenever you cast a spell that restores HP or grants temporary HP, it restores an additional 1d4 HP or grants an additional 1d4 temporary HP.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components
  • Empower Ability: The dice size increases by one step, max 1d12.
  • Extend Ability: The duration increases by 1 round.
  • Dynamic Heal: This ability also includes abilities, class features, or feats.
  • Focused Ability: This ability no longer requires concentration. Requires 1 augment.

Arcane Healer

Requirements: The ability to cast at least one spell and one Healing ability


  • SP Cost: 2
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 round

For the duration, When you deal damage with kidō, max level 1st or lower, you may have all the targets regain HP instead of taking damage. Constructs, undead and plants are unaffected.

You may reselect this ability multiple times, each time choosing one of othe following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Increase Arcana: The max kidō level increases by one, max 9th level.
  • Extend ability: The duration increases by 1 round.
  • Focused Ability: This ability no longer requires concentration. Requires 2 augments.

Healing Blade

Requirements: One Healing ability


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 2 rounds

Your armament no longer deals lethal damage. The base damage your armament deals, instead restores that many hit points. You may dismiss this ability as a bonus action. Constructs, undead and plants are unaffected.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Extend Ability: The duration increases by 1 round.
  • Focused Ability: This ability no longer requires concentration. Requires 2 augment.
  • Restoration Blade: Instead of just the base damage your armament deals, any damage it deals restores that many HP instead. Requires 3 augments.

Healing Aura

Requirements: Two Healing abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, W
  • Duration: Instantaneous

You and each creature within range of you regain 1d6 hit points. Constructs, undead and plants are unaffected.

You may reselect this ability multiple times, each time choosing one of other following augments:

  • Distant Ability: The range increases by 10 feet.
  • Empower Ability: The dice size increases by one step, max 1d12.
  • Proficient Heal: The creatures regain additional hit points equal to your PB; this augment doesn't stack.
  • Careful Ability: You can choose if creatures within range regain HP or not.

Healing Mastery

Requirements: Healing innate ability


You gain a Healing innate ability you currently don't possess.

Rejuvenate

Requirements: Two Healing abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, W
  • Duration: Instantaneous

You touch another creature within reach. They regain 1d6 Spell Points. Constructs, undead and plants are unaffected.

You may reselect this ability multiple times, each time choosing one of other following augments:

  • Empower Ability: The dice size increases by one step, max 1d12.
  • Proficient Heal: The target regains additional SP equal to your PB; this augment doesn't stack.

Cleanse

Requirements: Three Healing abilities


  • SP Cost: 4
  • Casting Time: 1 reaction (which you take when a creatures gains one of the conditions or debilitating effects listed by this ability)
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

You target a creature you can see within range and end one of the following conditions on it: blinded, dazed, deafened, drained, frightened, paralyzed, poisoned, shocked, stunned or weakened. Constructs, undead and plants are unaffected.

You may reselect this ability multiple times, each time choosing one of other following augments:

  • Improved Cleanse: You can also end the charmed or petrified condition.
  • Recuperate: You can also remove a level of exhaustion.
  • Rehabilitate: You can instead end any reduction to one of the target's ability scores.
  • Revitalize: You can instead end one effect reducing the target's hit point maximum. Requires 1 augment.
  • Exorcize: You can instead end one curse, including the target's attunement to a cursed magic item.

Energy Absorption

Requirements: Three Healing abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You touch a creature within range and choose one elemental damage type they're protected from. The protected creature has resistance to the chosen elemental damage type.

You may reselect this ability multiple times, each time choosing one of other following augments:

  • Focused Ability: This ability no longer requires concentration. Requires 1 augment.
  • Extend Ability: The duration increases by 1 minute.
  • Multi Protect: You can choose an additional elemental damage type the target is protected from.
  • Improved Absorption: When a creature is dealt damage by an elemental damage type they're protected from, it takes no damage and instead gains a number of temporary HP equal to the damage dealt. Requires 2 augment.

Rejuvenating Aura

Requirements: Four Healing abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, W
  • Duration: Instantaneous

Each other creature within range of you regains 1d4 spell points. Constructs, undead and plants are unaffected.

You may reselect this ability multiple times, each time choosing one of other following augments:

  • Distant Ability: The range increases by 10 feet.
  • Empower Ability: The dice size increases by one step, max 1d12.
  • Proficient Heal: The creatures regain additional SP equal to your PB; this augment doesn't stack.
  • Careful Ability: You can choose if creatures within range regain SP or not.

Panacea

Requirements: Four Healing abilities


Whenever you would roll one or more dice to restore HP with an armament ability, the target(s) instead regains the maximum number of HP possible from the healing. For example, instead of restoring 2d6 HP to a creature, you restore 12.

You may reselect this ability multiple times, each time choosing one of other following augments:

  • Improved Panacea: This ability also applies to Kidō you cast.
  • Vitamancy: All other Healing abilities now affect undead or constructs.
  • Arcane Vitality: Kidō you cast that restore hit points, or provide other healing properties that have no effect on undead or constructs, now affect them.

Ultimate Abilities

Pain Release (Ultimate)

Requirements: Five Healing abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, W
  • Duration: Instantaneous

You target a creature you can see within range. The target takes force damage equal to the amount of hit points creatures have regained through your Kidō or armament abilities since your previous long rest. The range increases by 5 feet for each Healing ability you have.

Resurrection (Ultimate)

Requirements: Five Healing abilities


  • SP Cost: 10
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

You touch a dead creature that has been dead for no more than a year, that didn't die of old age, and that isn't a construct, plant or undead. If its soul is free, willing and hasn't been reincarnated, the target returns to life with all its hit points.

This ability neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't however, remove magical diseases, curses, and the like; if such effects aren't removed prior to activating the ability, they afflict the target on its return to life.

This ability closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -7 penalty to all D20 rolls. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Restoring life to a creature that hasn't been dead for one month or longer taxes you greatly. You have disadvantage on all attack rolls, ability checks and saving throws until you finish three long rests.

Ascended Abilities

Circle of Life (Ascended)

Requirements: Six Healing abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

A sphere of positive energy ripples out in a 15-foot-radius sphere from a point you choose within range. If a creature within the sphere would drop to 0 hit points and doesn't die outright, they drop to 1 hit point instead.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires Concentration.
  • Reactive Ability: You may activate this ability as a reaction, the trigger being an ally you can see within range taking damage.
  • Healing Circle: When this ability ends, any creature within the sphere regains 8d4 hit points.

Healing Factor (Ascended)

Requirements: Six Healing abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: 1 minute

For the duration, you gain the following benefits:

  • You regain 10 hit points at the beginning of your turn
  • You heal one point of ability score damage at the beginning of your turn
  • When you succeed on a death saving throw, you gain an additional success
  • You have advantage on saving throws against being poisoned
  • You are immune to diseases

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Increase Factor: The amount of hit points regained increases by 10.
  • Regeneration: At the start of your turn you regrow one severed appendage; except your head.
  • Cleansing: At the start of your turn, you can end one of the following conditions on yourself: blinded, charmed, dazed, deafened, drained, exhaustion (one level at a time), frightened, paralyzed, poisoned, shocked, stunned or weakened.

Hollow Abilities

Whenever a Hollow ability requires a saving throw, the DC is half the Hollows HD + their PB (minimum 12).

Ability Increase

Choose one of the Hollows ability scores, it increases by 2.

This ability may be selected multiple times.

Aggressive

Requirements: 6 HD


  • SP Cost: 4

As a bonus action, the Hollow can move up to it's speed towards a hostile creature that it can see.

Ambusher*

Requirements: 4 HD


In the first round of a combat, the Hollow has advantage on attack rolls against any creature it surprised.

Amphibious*

Requirements: 2 HD


The Hollow can breathe air and water.

Arcane Ward

Requirements: Magia


  • SP Cost: 4
  • Casting Time: Reaction
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Recharge: 1—6

When the Hollow takes damage, it creates a magical barrier around itself. The barrier reduces the damage by 1d10, to a minimum of 0, and then vanishes.

This ability may be selected multiple times, each time choosing one of the following augments:

  • Increase the damage reduced by an additional 1d10; maximum 4d10.
  • Choose a number not chosen: 2, 3, 4, 5. This ability also recharges on that result.

Armadura

Requirements: 1 HD, Arrancar (Defensa)


While you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier.

Assassinate*

Requirements: 10 HD, Ambusher


During its first turn, the Hollow has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Hollow scores against a surprised creature is a critical hit.

Avoidance*

Requirements: 10 HD, Dexterity 16


If the Hollow is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Awakened Mind*

Requirements: 6 HD, Intelligence 16


The Hollow can telepathically speak to any creature it can see within 30 feet of it, provided the creature can understand at least one language.

Bala

Requirements: 4 HD


  • SP Cost: 2
  • Casting Time: Bonus action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

The Hollow makes a ranged attack against a target it can see within range. On a hit, the target takes 2d4 force damage. If the Hollow has multiattck, it can replace one or more of its attacks with a Bala.

For each 4 HD above 4 HD, the range is increased by 5 feet.

This ability may be selected multiple times, each time choosing one of the following augments:

  • Increase the damage by an additional 1d4, maximum 6d4.
  • Increase the range by 20 feet.
  • The Hollow gains a +1 bonus on the attack roll using this ability; maximum +4.

Battle Command

Requirements: 12 HD, Charisma 15


  • SP Cost: 2
  • Recharge: 1/Day

As a Bonus action the Hollow chooses one creature within 30 feet of it that it can see. If the chosen creature can see or hear the Hollow, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action. For each 4 HD above 12 HD, the Hollow gains an additional use of this ability, maximum 6/Day.

Berserk*

Requirements: 10 HD, 40 HP, Strength 14


Whenever the Hollow starts its turn with 10 hit points or fewer, roll a d6. On a 6, the hollow goes berserk. On each of its turns while berserk, the Hollow attacks the nearest creature it can see. If no creature is near enough to and

attack, the Hollow attacks an object, with preference for an object smaller than itself. Once the Hollow goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Bite*

Requirements: 3 HD, Mouth


You gain the Bite natural melee weapon. Its range is 5 feet and the damage is equal to your unarmed strike damage.

If you already have a Bite attack, then it deals an additional damage dice.

Blood Frenzy

Requirements: 4 HD, Strength 13


The hollow has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Breath Weapon*

Requirements: 4 HD


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Recharge: 6

The Hollow gains a breath weapon taking the form of either a 15-foot cone or 30-foot line, this choice is permanent. The Hollow also chooses an element type from the following, this is the damage type the Breath weapon deals; Acid, Cold, Fire, Lightning or Poison.

Each creature in that area must make a Dexterity saving throw, taking 4d6 damage on a failed save, or half as much damage on a successful one.

If the hollow already has a breath weapon, instead it's range increases by 10 feet and the damage is increased by 2d6 or it also recharges on a 4.

This ability may be selected multiple times, each time choosing one of the following augments:

  • Choose a number 1 through 6 that this ability doesn't recharge on, it now recharges on the chosen number. You can only select this augment twice.
  • Increase the range by 10 feet.
  • The damage increases by 2d6.

Brute

Requirements: 5 HD, Strength 13


Choose one of the Hollows melee weapons, it deals one extra die of its damage.

Burrow

Requirements: 4 HD


The Hollow has a Burrow speed of 30 feet. For each 4 HD above 4 HD it the burrow speed increases by 5 feet; maximum 60 feet.

Cero

Requirements: 6 HD, Bala


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Recharge: 1—6

The Hollow fires a powerful blast of concentrated spiritual energy. A beam forming a line 100 feet long and 5 feet wide blasts from the Hollow in a direction they choose. Each creature in the line must make a Dexterity saving throw. A creatures takes 6d6 force damage on a failed save, or half as much damage on a successful one.

For each 2 HD above 6 HD, the length of the line increases by 10 feet.

This ability may be selected multiple times, each time choosing one of the following augments:

  • Increase the damage by an additional 1d6; maximum 10d6.
  • Choose a number 1 through 6 that this ability doesn't recharge on, it now recharges on the chosen number. You can only select this augment twice.
  • Increase the save DC by +1; maximum +4.
  • If the Hollow has Multiattack, it can replace one of its attacks with a Cero. This ability must have been selected three times before this option can be selected.

Cero Oscuras

Requirements: 18 HD, Cero, Gran Rey Cero


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous
  • Recharge: 6

The Hollow fies a powerful dark blast of concentrated spiritual energy. A beam forming a line 500 feet long and 5 feet wide blasts from the Hollow in a direction they choose. Each creature in the line must make a Dexterity saving throw. A creatures takes 6d12 force damage on a failed save, or half as much damage on a successful one.

For each 4 HD above 18 HD, the damage increased by 1d12.

Chameleon Skin*

Requirements: 10 HD, Dexterity 14


The Hollow can change the color & texture of it's exterior to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.

Charge*

Requirements: 4 HD


If the Hollow moves at least 15 feet straight toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 2d6 damage.

Charm

Requirements: 12 HD, Charisma 14


  • SP Cost: 6

As an action, the hollow targets one humanoid it can see within 30 feet of it. If the target can see the hollow, the target must succeed on a Wisdom saving throw against this magic or be charmed by the hollow. The charmed target regards the hollow as a trusted friend to be heeded and protected. Although the target isn’t under the hollow’s control, it takes the hollow’s requests or actions in the most favorable way it can.

Each time the hollow or the hollow’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 12 hours or until the hollow is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Claws*

Requirements: 3 HD, Arms & Hands


You gain the Claws natural melee weapon. Its range is 5 feet and the damage is equal to your unarmed strike damage.

If you already have a Claw attack, then they deal an additional damage dice.

Cognition Synchronization

Requirements: 24 HD, Pesquisa, Wisdom 16


  • SP Cost: 4
  • Casting Time: Bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration

The Hollow chooses up to 11 creatures it is familiar with. If those creatures are on the same plane, while the Hollow concentrates on this ability, it can broadcast information of whatever it is currently seeing or experiencing to the chosen creatures.

Crushing Leap*

Requirements: 12 HD, Large size


If the Hollow jumps at least 20 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures is pushed to an unoccupied space within 5 feet of the Hollow and must make a Dexterity saving throw. On a failed save, a creature takes 4d12 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.

Curse*

Requirements: 14 HD


  • SP Cost: 4
  • Recharge: Short or Long Rest

As an action the Hollow targets one creature that it can see within 30 feet. The target must succeed on a Charisma saving throw or be cursed.

While cursed, the target has vulnerability to one type of damage of Hollows choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic.

Decrease Recharge*


Choose an ability the Hollow has that recharges, except for a Breath Weapon. Choose a number it doesn't recharge on, it now recharges on that number. This ability may be selected multiple times, each time choosing an ability that hasn't been chosen.

Deflect Attack*

Requirements: 14 HD


  • SP Cost: 4

As a Reaction the Hollow adds 5 to its AC against one weapon attack that would hit it. To do so, the Hollow must see the attacker and be wielding a melee weapon.

Deflect Missiles*

Requirements: 14 HD


  • SP Cost: 4

As a Reaction, in response to being hit by a ranged weapon attack, the Hollow deflects the missile. The damage it takes from the attack is reduced by 1d10. If the damage is reduced to 0, it catches the missile if it’s small enough to hold in one hand and it has a hand free. For each 4 HD above 14 HD, the damage is reduced by 1d10; maximum 4d10.

Descorrer

Requirements: 23 HD, Kūmon


  • SP Cost: 6
  • Recharge: Short or Long Rest

As an action the Hollow opens a pathway into the garganta, and up to four willing creatures can follow inside. Descorrer is a much more stable form of travel and always provides a safe and short walk to any location familiar to the Hollow on a different plane of existence.

Devil's Sight*

Requirements: 12 HD, Darkvision


Magical darkness doesn't impede the hollows darkvision.

Displacement*

Requirements: 10 HD


The Hollow beast projects a magical illusion that makes it

appear to be standing near its actual location, causing attack rolls against it to have disadvantage.

If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the Hollow is incapacitated or has a speed of 0.

Dive Attack

Requirements: 3 HD, Flying speed


  • SP Cost: 2

If the Hollow is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon atack, the attack deals an extra 1d6 damage to the target.

Earth Glide*

Requirements: 15 HD


The Hollow can traverse through nonmagical, unworked earth and stone. While doing so, the Hollow doesn’t disturb the material it moves through.

Eat Memories*

Requirements: 18 HD


  • SP Cost: 6

As an action the Hollow targets one creature it can see within 5 feet of it. The target must succeed on a Wisdom saving throw or take 4d8 psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically.

While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one; maximum d12, at which point the target becomes unconscious for 1 hour. The effect then ends.

The Hollow learns all the languages a memory-drained target knows and gains all its skill proficiencies.

Elemental Absorption*

Requirements: 15 HD, Elemental resistance


The Hollow chooses an elemental damage type they are resistant too. Whenever the Hollow is subjected to the chosen damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

Elemental Resistance*

Requirements: 8 HD


The Hollow chooses a damage type from the following they are not vulnerable to: Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant and Thunder. The Hollow has resistance to the chosen damage type.

Additionally, the Hollow must choose an element type they're not vulnerable or resistant to, they are now vulnerable to the chosen damage type.

Elusive*

Requirements: 24 HD, Dexterity 18


No attack roll has advantage against the Hollow unless it's incapacitated.

Enigmatic Mind*

Requirements: 14 HD, Intelligence 18


The Hollow's mind can't be read, creatures can communicate telepathically with the Hollow only if it allows and magic can't determine whether the Hollow is lying.

Enlarge

Requirements: 4 HD, Constitution 13, Medium size


  • SP Cost: 4

As an action, for 1 minute, the hollow magically increases in size, along with anything it is wearing or carrying. While enlarged, the hollow is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the hollow lacks the room to become Large, it attains the maximum size possible in the space available.

Extra Skill

Requirements: 2 HD


Choose two skills, the Hollow is now proficient in those skills. This ability can be selected multiple times.

Fear Frenzy*

Requirements: 8 HD, Charisma 14


The Hollow has advantage on attack rolls against frightened creatures.

Fey Ancestry*


The Hollow has advantage on saving throws against being charmed, and magic can't put the Hollow to sleep.

Fiendish Blessing

Requirements: 11 HD, Charisma 15


The Hollow gains a bonus to AC equal to their Charisma bonus.

Flby

Requirements: 3 HD, flying speed


The hollow doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Frightful Presence

Requirements: 19 HD, Charisma 20


  • SP Cost: 6

As an action, each creature of the hollows choice that is within 120 feet of the hollow and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hollows Frightful Presence for the next 24 hours.

Garganta Broadcast

Requirements: 26 HD, Pesquisa, Wisdom 16 or Intelligence 16


  • SP Cost: 5
  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S,
  • Duration: 10 minutes

The Hollow can see and hear a particular creature they choose that is on the same plane of existence as them. The target must make a Wisdom saving throw, which is modified by how well the hollow knows the target and the sort of physical connection they have to it. If a target knows they're using this ability, it can fail the saving throw voluntarily if it wants to be observed.

On a successful save, the target isn't affected, and the Hollow can't use this ability against it again for 24 hours.

On a failed save, the ability creates an invisible sensor within 10 feet of the target. The Hollow can see and hear through the sensor as it they were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creatures that can see invisible objects sees the sensor as a small luminous orb.

Save Modifier Knowledge
+5 Secondhand (They've heard of the target)
0 Firsthand (Hollow has met the target)
-5 Familiar (Hollow knows the target well)
Save Modifier Connection
-2 Likeness or pictures
-4 Possession or garment
-10 Body part, lock of hair, bit of nail, or the like

Instead of targeting a creature, the Hollow can choose a location they have seen before as the target of the spell. When it does, the sensor appears at the location and doesn't move.

Gemelos Sonido

Requirements: 16 HD, Sonido, Dexterity 14


Instead of using Sonido, the Hollow can create afterimages of itself that lasts for 1 minute, or until it loses concentration (as if it were concentrating on a spell). It can create an afterimage for each 10 feet of Sonido; maximum five. The afterimages appear in an unoccupied space that the hollow can see within 20 feet of it. As a bonus action on it's turn, it can move the illusions up to 30 feet to a space it can see, but it must remain within 100 feet of it.

The afterimages AC equals 10 + the Hollows Dexterity modifier or natural armor bonus, whichever is higher. If the duplicate would take damage it is destroyed, and duplicates automatically fail any saving throw.

Gonzui

Requirements: 14 HD, Constitution 16


  • SP Cost: 10
  • Casting Time: 1 round
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Recharge: Long Rest

The Hollow inhales and attempts to suck out the souls of all beings within range and be devoured.

Each creature within 20 feet of the Hollow is affected. If the Hollow has double or more HD of the creatures within range, they are slain and their souls devoured. Otherwise, they must make a Constitution saving throw. Any creatures with the Spiritual Awareness trait are allowed a saving throw regardless.

For each 4 HD above 14 HD, the range is increased by 10 feet.

Gran Rey Cero

Requirements: 18 HD, Cero


  • Casting Time: 1 round
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Recharge: Short or Long Rest

By mixing their own blood with a Cero, a Hollow can fire a Cero with much greater attack power and speed.

To activate this ability the Hollow loses hit points equal to the number of hit die they have.

Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 6d10 force damage on a failed save, or half as much damage on a successful one.

For each 4 HD above 18 HD, the size of the cone increases by 10 feet.

This ability may be selected multiple times, each time choosing one of the following augments:

  • The ability also has a Recharge 6.
  • Increase the save DC by +1; maximum +4.

Hierro

Requirements: 4 HD


The Hollows Reiryoku condenses, creating steel-hard skin.

Bludgeoning, piercing and slashing damage the Hollow takes is reduced by 2.

This ability may be selected multiple times, each time the damage is further reduced by 1, but the requirement increases by 2 HD as well.

High-Speed Regeneration

Requirements: 8 HD


The Hollow regains 5 hit points at the start of its turn. The Hollow dies only if it starts its turn with 0 hit points and doesn't use High-Speed Regeneration.

Whenever the Hollow would gain another 5 hit die, the amount of hit points regained is increased by 1.

This ability may be selected multiple times, each time choosing one of the following augments:

  • Instead of regaining hit points, the Hollow may regrow a severed limb. The Hollow must have 10 HD before selecting this option.
  • Instead of regaining hit points, the Hollow can regrow an organ. The Hollow must have 15 HD before selecting this option.

Hold Breath*

Requirements: 4 HD


The Hollow can hold its breath for 10 minutes. For each 2 HD above 4 HD the hollow has, it can hold its breathe for an additional minute.

Ice Walk*

Requirements: 4 HD


The Hollow can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost the Hollow extra movement.

Illumination*

Requirements: 6 HD


The hollow sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.

Illusory Appearance

Requirements: 10 HD, Intelligence 13 or Wisdom 13


  • SP Cost: 3

As an action, the hollow covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of it's general size and humanoid shape. The illusion ends if the hollow takes a bonus action to end it or if it dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hollow could appear to have smooth skin, but someone touching it would feel its rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a Intelligence (Investigation) check to discern that the hollow is disguised.

Immutable Form*

Requirements: 8 HD


The Hollow is immune to any spell or effect that would alter its form.

Indice Radar

Requirements: 24 HD, Pesquisa (3), Intelligence 13


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Thrusting their index finger into the ground, a luminous trail rapidly extends outwards from the Hollow in the direction of the target within range and gauge their Reiryoku.

The Hollow chooses one creature within range, the Hollow gains the knowledge of the creature HD amount, how many armament abilities they possess if any, and the highest spell they can cast.

Whenever the Hollows hit die increases by one, the range is increased by 10 feet.

Innate Spellcasting

Requirements: 6 HD, Magia


The Hollow chooses two spells it knows of 3rd level or lower. It can innately cast the chosen spell once per day each, requiring no material components or SP.

If the hollow already has Innate Spellcasting, it can ignore the requirements for this ability and chooses one of it's spell lists, they can cast those spells an additional time per day each.

This ability may be selected multiple times, each time choosing one of the following augments:

  • The hollow chooses two spells it knows of 3rd level or lower. It can innately cast the chosen spell twice per day requiring no material components.
  • The hollow chooses a spell it knows of 4th level or higher. It can innately cast the chosen spell once per day each requiring no material components.
  • Choose a spell the hollow can innately cast, it can cast it an additional time per day.

Inscrutable*

Requirements: Wisdom or Intelligence 16, 20 HD


The Hollow is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain its intentions or sincerity have disadvantage.

Keen Hearing*

Requirements: 3 HD


The Hollow has advantage on Wisdom (Perception) checks that rely on hearing.

Keen Sight*

Requirements: 3 HD


The Hollow has advantage on Wisdom (Perception) checks that rely on sight.

Keen Smell*

Requirements: 3 HD


The Hollow has advantage on Wisdom (Perception) checks that rely on smell.

Kūmon

Requirements: 4 HD


  • SP Cost: 4
  • Casting Time: 1 round
  • Range: 10 feet
  • Components: S
  • Duration: 1 minute
  • Recharge: Long Rest

Hollows have an innate ability to tear the barriers between planes. The Hollow chooses a point it can see and opens a circular portal, 10 feet in diameter, to a different plane of existence. On the other plane, another portal opens up. The Hollow can specify a target destination in general terms.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other.

Labyrinthine Recall*

Requirements: 6 HD


The Hollow can perfectly recall any path it has traveled.

Locus of the Mind

Requirements: 14 HD, Magia


The Hollow can maintain concentration on two different spells at the same time. In addition, it has advantage on saving throws to maintain concentration spells.

Magia*

Requirements: 4 HD, Wisdom, Intelligence or Charisma 12


The Hollow gains the ability to cast spells. They cast spells from the Shinigami spell list. The Hollow chooses Wisdom, Intelligence or Charisma to be it's spell casting score.

The hollow learns 2 cantrips and two 1st level spells.

Starting when the Hollow gains 6 HD, and at each 2 HD above 6 HD, the Hollow learns an additional spell.

The Hollows Max Spell Level is their HD divided by 5, rounded down, minimum level 1.

If the Hollow already has the Spellcasting feature, it ignores this ability's requirements and Spellcasting is replaced by this ability. They keep their current spells known and they increase their Spell Point Pool by 10.

This ability can be selected multiple times, each time choosing one of the following:

  • The hollow learns 2 new Cantrips
  • The hollow learns 2 new spells

Magic Resistance

Requirements: 12 HD


The Hollow has advantage saving throws against spells and other magical effects.

Magic Weapons

Requirements: 6 HD


The hollows weapon attacks are magical.

Martial Advantage

Requirements: 10 HD, Strength 12 or Dexterity 12


  • SP Cost: 4

Once per turn, the hollow can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hollow that isn’t incapacitated.

Mask of the Wild*

Requirements: 10 HD, Skill proficiency (Stealth)


The Hollow can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.

Mimicry*

Requirements: 4 HD


The Hollow can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check.

Multi-Attack

Requirements: 5 HD


The Hollow can make two attacks instead of one when it takes the attack action. For each 5 HD above 5 HD, it gains an additional attack.

Negación

Requirements: Gillian class Hollow


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 1 mile
  • Components: S
  • Duration: Instantaneous
  • Recharge: Long Rest

A square beam of light engulfs a target in a beam of light, completely isolating them from the plane they're currently in.

When the Gillian has a Kūmon active, it can use this ability to draw a non-hostile creature into the Kūmon. The affected creature is immune to damage and cannot be targeted by attacks, abilities or spells.

When a Hollow is no longer a Gillian, it loses this ability and replaces it with another Hollow ability it meets the requirements for.

Nimble Escape*

Requirements: 4 HD, Dexterity 13


The Hollow can take the Disengage or Hide action as a bonus action on each of its turns.

Pack Tactics

Requirements: 3 HD


The Hollow has advantage on an attack roll against a creature if at least one of the Hollows allies is within 5 feet of the creature and the ally isn't incapacitated.

Palma Plancha

Requirements: 10 HD


Once per turn, when a Hollow deals damage with one of their natural weapons or unarmed strike, they can spend 2 SP and deal additional damage equal to their natural armor bonus.

Pesquisa

Requirements: 23 HD


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

The Hollow sends out a radiating pulse in the form of a 30-foot-radius sphere which reacts to sources of Reiatsu, allowing it to determine the location of any sensed individuals and gauge how powerful they are.

At each minute the Hollow gains the following knowledge:

  1. Number of sensed individuals.
  2. Distance of the senses individuals.
  3. Creature type of the sensed individuals.
  4. If the sensed individuals, have more or less HD.

For each 2 HD above 23 HD, the radius is increased by 10 feet.

This ability may be selected multiple times, each time reducing the amount of time requires to gain the knowledge by one minute.

Petrifying Gaze*

Requirements: 12 HD, Eyes


  • SP Cost: 4
  • Recharge: 6

As an action, the Hollow fixes its gaze on one creature within 60 feet that it can see and that can see its eyes. The target must make a Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is retrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success.

The petrification last until the creature is freed by a greater restoration spell or similar magic.

Pounce*

Requirements: 5 HD, Quadrapedal, Claws, Bite


If the Hollow moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the Hollow can make one bite attack against it as a bonus action.

Psychic Defense

Requirements: 7 HD, Wisdom 14


While the hollow is wearing no armor and wielding no shield, its AC includes its Wisdom modifier

Rampage*

Requirements: 10 HD, Bite


When the Hollow reduced a creature to 0 hit points with a melee attack on its turn, the Hollow can take a bonus action to move up to half its speed and make a bite attack.

Reactive

Requirements: 18 HD, Dexterity 18


The hollow can take one reaction on every turn in a combat

Reckless

Requirements: 6 HD, Strength 14


At the start of its turn, the hollow can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn

Relentless*

Requirements: 6 HD


  • Recharge: Short or Long Rest

If the Hollow takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. For each 4 HD above 8 HD, the damage needed to take is reduced by 2, minimum 10 damage.

Resurrección: Segunda Etapa

Requirements: 25 HD, Arrancar, All ability scores 16


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: W
  • Duration: 1 minute

The Hollow must be in Resurrección to activate this ability.

When the Hollow enters this form it gains the following benefits for the duration:

  • 30 temporary hit points, these stack with any existing temporary hit points.
  • Walking speed and Sonido increases by 30 feet
  • Gain 2 Armament abilities, these are only available in this form.
  • Gain 2 Bankai abilities, these are only available in this form.
  • Gain 2 other Hollow abilities, these are only available in this form.
  • All natural weapons, armament and unarmed strike damage dice is increased by one step

This ability may be selected multiple times, each time choosing one of the following augments:

  • Increase the duration by 1 minute
  • You gain one other hollow ability, armament ability or a Bankai ability; only available in this form

Shadow Stealth*

Requirements: 8 HD, Dexterity 13


While in dim light or darkness, the Hollow can take the Hide action as a bonus action.

Siege Monster*

Requirements: 10 HD, Strength 16


The hollow deals double damage to objects and structures

Silbido

Requirements: 12 HD, Charisma 13


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute
  • Recharge: Short or Long Rest

Once per day, the Holl ow can summon Menos that appear in unoccupied spaces that they can see within range. Choose one of the following options for what appears:

  • One Menos of challenge rating 2 or lower.
  • Two menos of challenge rating 1 or lower.
  • Four Menos of challenge rating 1/2 or lower.
  • Eight Menos of challenge rating 1/4 or lower.

The Menos dissapear when it drops to 0 hit points.

The summoned creatures are friendly to the Hollow and it's companions. They act on the same turn as the Hollow. They obey any verbal commands that are issued to them (no action required by the Hollow). If the Hollow doesn't issue any commands to them, they attack any hostile creatures.

The DM has the creatures' statistics.

Size Increase*

Requirements: 4 HD


The Hollow size increases by one category. Increasing its Strength score by 1 (maximum 18) and decreasing its Dexterity by 1 (minimum 8).

This ability may be selected multiple times, to a maximum size of gargantuan.

Slippery*

Requirements: 4 HD


The Hollow has advantage on ability checks and saving throws made to escape a grapple.

Sneak Attack

Requirements: 4 HD, Dexterity 15, Proficiency (Stealth)


  • Recharge: 1/Day

The Hollow deals an extra 1d4 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Hollow that isn't incapacitated and the Hollow doesn't have disadvantage on the attack roll.

For each 4 HD above 4 HD, the uses per day is increased by one; maximum 6\Day. For each 2 HD above 4 HD, the damage is increased by 1d4; maximum 6d4.

Solita Vista

Requirements: 24 HD, Pesquisa, Wisdom 13 or Intelligence 13


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (one of the casters eyeballs, which the ability consumes)
  • Duration: Instantaneous

The Hollow removes one of its eyes and crushes it, which turns into dust and flows around up to 12 willing creatures.

Affected creatures experience events that the Hollow has experienced that it chooses as far back as one week. The affected creatures experience the events as the Hollow did, the sight, sounds, emotions, etc. The amount of time the Hollow can relay is 1 minute for each two HD it possesses, these minutes need not be consecutive of the same day or event. It can be one minute of one day, and another minute of another day.

Sonido

Requirements: 6 HD


The Hollow gains a Shunpo of 40 feet; except the special movement is not affected by difficult terrain.

For each 4 HD above 6 HD, the Shunpo is increased by 10 feet.

Spider Climb*

Requirements: 2 HD


The Hollow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sure-Footed*

Requirements: 2 HD, Strength 13 or Dexterity 13


The Hollow has advantage on Strength and Dexterity saving throws against effects that would knock it prone.

Surprise Attack

Requirements: 8 HD


If the Hollow surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 1d6 damage from the attack. For each 4 HD above 8 HD, the damage increases by 1d6; maximum 4d6.

Swallow Whole*

Requirements: 10 HD, Bite, Large


When the Hollow succeeds on it's Bite attack, If the target is at least one size smaller, it must succeed on a Dexterity saving throw or be swallowed by the Hollow. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the Hollow, and takes 3d4 acid damage at the start of each of the Hollows turns.

If the Hollow takes 10 damage or more on a single turn from a creature inside it, the Hollow must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Hollow.

Tail*

Requirements: 3 HD


You gain a tail. You can grasp things with your tail. It has a reach of 5 feet, and it can lift a number of pounds equal your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container. Your DM might allow other simple tasks to be added to that list of options.

Your tail can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

This ability may be selected multiple times, each time choosing one of the following options:

  • Your tail is considered a melee weapon; using Dexterity.
  • You can use your tail to grapple someone. You must have a Strength 16 to select this option.

Tentacle*

Requirements: 4 HD


You gain a tentacle. You can grasp things with your tentacle. It has a reach of 5 feet, and it can lift a number of pounds equal your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container. Your DM might allow other simple tasks to be added to that list of options.

Your tentacle can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

This ability may be selected multiple times, each time choosing one of the following options:

  • Your tentacle is considered a melee weapon, you must choose if its Strength or Dexterity based.
  • You can use your tentacle to grapple someone. You must have a Strength 16 to select this option.
  • You gain another tentacle.

Terrain Camouflage*

Requirements: 3 HD


Choose one of the following terrains: Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Underwater, or Urban. The Hollow has advantage on Dexterity (Stealth) checks made to hide in the chosen terrain.

Tunneler*

Requirements: 10 HD, Burrow


The Hollow can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

Vengeful Tracker

Requirements: 12 HD


The Hollow knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the Hollow are on different planes of existence. If the creature being tracked by the Hollow dies, the Hollow knows.

Water Walking*

Requirements: 8 HD


The Hollow can walk across water and other liquids as if they were solid ground.

Web*

Requirements: 8 HD


  • SP Cost: 3

As an action, the Hollow spews out webbing at a creature it can see within 30 feet. The target is restrained by webbing. As an action, the restrained target can make a Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; HP 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Web Sense*

Requirements: 8 HD


While in contact with a web, the Hollow knows the exact location of any other creature in contact with the same web.

Additionally, the Hollow ignores movement restrictions caused by webbing.

Wounded Fury*

Requirements: 14 HD


While the Hollow has 10 hit points or fewer, the Hollow has advantage on attack rolls. In addition, it deals an extra 1d6 damage to any target it hits with a melee attack. For each 4 HD above 14 HD, the Hollow deals an additional 1d6 damage; maximum 6d6.

Ice Armament

A glacial power bursts from your soul, a chilling testament to the cold influence of your soul. Wielders of this frigid power command the cold, ensnaring their adversaries in a boreal grasp.

As the blade is unsheathed, it frosts with deadly ice, heralding the arrival of a power that freezes all in its path.

Innate Abilities

Cold Resilience: You gain resistance to cold damage. If you're already resistant to cold damage or gain resistance from another source, you're instead immune.

Cryomancer: When you cast kidō that deals non-cold elemental damage, you can spend SP equal to that kidōs level, (min 1 SP) and change the damage to cold damage.

Heart of Ice: While in naturally occurring extreme cold weather, you are immune to exhaustion and your max HP cannot be reduced.

Cold Form


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure ice. While this ability is active, your armaments damage type is changed to ice damage.

If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Freezing Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Your armament freezes over, dealing an additional 1d6 cold damage. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will
  • Subtle Ability: This ability no longer requires V or S components
  • Empower Ability: The damage dice size increases by one step, max 1d12.
  • Cryoblade: On a crit, the target is slowed. At the end of each of the targets turn it can make a Constitution saving throw, ending the effect on a success. Requires 2 augments.

Control Ice & Snow

Requirements: One Ice ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous or 1 hour

You choose nonmagical ice, snow or water that you can see within range and that fits within a 5-foot cube. You affect it in one of the follows ways:

  • You instantaneously freeze the water into ice or snow, instantaneously melt ice or snow into water, harden snow into ice or soften ice to snow.
  • You lower the temperature by up to two temperature bands. This change lasts for the duration.
  • You cause simple shapes - such as vague form of a creature, an inanimate object or location - to appear within the ice or snow as you like. The shapes last for the duration.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Enhance Ability: The range increases by 10 feet and the cube by 5 feet.
  • Magic Ice: You may now affect magical ice, snow or water.
  • True Ice: The ice you produce with this ability cannot be thawed out magically or otherwise.
  • Chill: You can lower the temperature by an additional 2 temperature bands.

Hoarfrost

Requirements: One Ice ability


  • SP Cost: 2
  • Casting Time: 1 reaction (which you take when a creature within range misses an attack against you)
  • Range: 10 feet
  • Components: V, S, W
  • Duration: Instantaneous

You momentarily cover the target with chilling frost. The creature must make a Dexterity saving throw.

It takes 2d6 cold damage on a failed save, or half as much damage on a successful one.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Extend Ability: The range increases by 10 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: The damage dice size increases by one step, max d12.

Ice Mastery

Requirements: Ice innate ability


You gain an Ice innate ability you currently don't possess.

Glacial Blast

Requirements: Two Ice abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

A blast of ice spikes forming a line of 30-feet long and 5-feet wide blasts out from the ground in a direction you choose. The ice spikes are 4 feet tall and cover the area until they melt. Each creature in the line must make a dexterity saving throw. A creature takes 2d4 cold damage on a failed save, or half as much damage on a successful one.

If the line contacts a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 1 inches over an area 5 feet square. This ice lasts until it melts.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Widen Ability: The line length increases by 10 feet.
  • Empower Ability: The damage increases by 1d4, max 6d4.
  • Glaciate: The line freezes liquid by an additional depth of 1 inch and an area of 5 feet.
  • Freezing Blast: Creatures that fail the saving throw are also encased in ice. While encased they are immobile and must spend an action to break the ice, ending the effect.

Wall of Ice

Requirements: Two Ice abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Concentration, until sealed

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a 10-foot radius, or you can shape a flat surface made up of up to ten 10-foot-square panels. Each panel must be continuous with another panel. In any form, the wall is

1-foot-thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make dexterity saving throw. On a failed save, the creatures

take 4d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. Each panel has AC 12 and 10 hit points per inch of thickness, and it is vulnerable to fire damage. Reducing a panel of wall to 0 hit points destroys it and leaves behind

a sheet of frigid air in the space the wall occupied.

A creature moving throw the sheet of frigid air for the first time on turn must make a Constitution saving throw. The creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires Concentration.
  • Expand Wall: You can create an additional panel.
  • Robust Wall: The walls thickness increases by 1 foot, max 5.

Cone of Ice

Requirements: Three Ice abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

A blast of cold air erupts from you. Each creature in a 30-foot cone must make a Dexterity saving throw. A creatures takes 4d6 cold damage on a failed save, or half as much damage on a successful one.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Widen Ability: The cone size increases by 10 feet.
  • Empower Ability: The damage dice size increases to a d8. Requires 4 augments.

Polar Ray

Requirements: Three Ice abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: 1 minute

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged armament attack against the target. On a hit, it takes 3d8 cold damage.

The target must then make a constitution saving throw. On a failure they are encased in ice for the duration, or until the ice breaks or melts. The ice is 1-inch thick and has 10 HP per inch of thickness. While encased, the creature is immobilized and takes 1d8 cold damage at the beginning of its turn.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Enhance Ability: The duration increases by 1 minute and the thickness by 1 inch.
  • Amplify Ability: While encased, the creature takes an additional 1d8 cold damage, max 4d8. Requires 1 augment.

Frostbite

Requirements: Four Ice abilities


Whenever a creature is dealt damage by your ice abilities, they gain a frost stack. Whenever they gain a number of frost stacks equal to or greater than their constitution score, the stacks are consumed and the creature gains Frostbite.

While a creature has frostbite it suffers the following effects:

  • They are dealt 2 points of cold damage per frost stack consumed
  • When they take 10 or more points of fire damage, this effect ends
  • When they're dealt cold damage, they take an additional 1d6 cold damage

A creature cannot gain frost stacks while they have frostbite. Creatures lose any and all frost stacks when you are sealed, take a short rest or long rest; whichever comes first.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Gelid Ability: A creature must take an additional 5 points of fire damage for the effect to end.
  • Amplify Ability: When a creature is dealt cold damage, they take an additional 1d6 cold damage.
  • Algid Ability: While a creature has frostbite, any weapon attacks they make that rely on strength deal half damage. Requires 2 augments.
  • Shiver: While a creature has frostbite, they are also slowed. Requires 3 augments.

Subzero

Requirements: Four Ice abilities


Your ice abilities are increased in power.

Your armament abilities and Kido that deal cold damage ignore resistances. If a creature would be immune to cold damage you deal, it instead takes half damage.

Ultimate Abilities

Boreal Strike (Ultimate)

Requirements: Five Ice abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

You condense immense frigid energy within your weapon. Make a melee armament attack against a creature within your reach. On a hit, if the target has has 70 hit points or less they are slain and become a frozen statue until it thaws. If the creature is frostbitten, they are slain if they have 90 hit points or less. Otherwise, the target takes 6d6 cold damage and is slowed for 1 minute.

Iceberg (Ultimate)

Requirements: Five Ice abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, W
  • Duration: Instantaneous

You create a huge block of ice that drops from the sky onto a point you can see within range. The iceberg then shatters when it encounters a solid surface. Large pieces of ice and snow scatter in all directions, affecting creatures based on how far they are from the point of impact.

Within 20-feet of the point: All creatures, objects and structures take 10d6 cold damage and 10d6 bludgeoning damage and is buried under 30 feet of snow.

Between 21 feet and 40 feet of the point: Same as above but creatures are allowed a dexterity saving throw. Taking half damage on a success and are buried under 15 feet of snow.

Between 41 feet and 60 feet of the point: Same as above but the damage is halved and creatures are not buried under snow.

Ascended Abilities

Blizzard (Ascended)

Requirements: Six Ice abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 5 rounds

A stationary blizzard erupts around you. The blizzard is a 1-mile-diameter, 100-foot-high cylinder centered on you. The blizzard produces strong winds, heavy precipitation from snow fall, the weather is extreme cold, and the area is considered difficult terrain. Each round produces 1 inch of snow.

Bodies of water or liquid that is principally water (not including water-based creatures), freezes to a depth of 20 feet. This ice lasts until melted. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against the save DC to break free.

Other creatures must make a Constitution saving throw whenever it begins its turn within the blizzard. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • The duration increases by 5 rounds.
  • Shiver: Creatures that fail the saving throw are also slowed while in the area.
  • Amplify Ability: The damage dice size increases to d8. Requires 1 augment.

Ice Tomb (Ascended)

Requirements: Six Ice abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Concentration, up to 2 rounds

You completely encase yourself or a creature you can see within range in a solid cube of ice. The size of the cube is equal to the amount of space the creature occupies. The cube has 4 AC, 20 hit points per foot of thickness, and is vulnerable to fire damage. The effects of this ability are based on the target chosen.

Yourself

  • You are immobilized and incapacitated (You do not lose concentration on this ability)
  • At the beginning of your turn you regain 10 hit points
  • Whenever a creature moves within 5 feet of you for the first time, they take 5d6 cold damage.

Another Creature

  • They take 6d6 cold damage
  • They are immobilized and incapacitated
  • At the beginning of their turn, they take 4d6 cold damage
  • At the end of each of their turns, they can make a strength saving throw. Ending this effect on a success

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Reactive Ability: You may activate this ability on yourself as a reaction, which you take when your are dealt damage.
  • Amplify Ability: The damage dice size increases to a d8.
  • Enhance Tomb: The cube AC increases by 2, HP increases by 5 per foot of thickness and is no longer vulnerable to fire damage.
  • Shivering Aura: Any creature that ends their within 10 feet of the cube must make a constitution saving throw. On a failure they become slowed for 1 minute. At the end of each of their turns they can make a Constitution saving throw. Ending the effect on a success.

Illusion Armament

A transcendent power manifests within your soul and mind. Wielders of illusions command both deceptive and psychic forces, entrapping their foes in a phantasmal or mental grip.

As the blade is unsheathed, it shimmers with energy, heralding the arrival of a power that beguiles and dominates all in its path.

Innate Abilities

Psionomancer: You gain resistance to psychic damage. If you're already resistant to psychic damage or gain resistance from another source, you're instead immune.

Illusiomancer: Creatures are only allowed a save against your illusions if they interact with them.

Third Eye: You automatically detect visual illusions and succeed on saving throws against them. Additionally, you perceive the original form of a creature that is concealed by illusions.

Psychosis: Your illusion abilities affect creatures with 5 or less intelligence.

Delirium

Requirements: Four Illusion abilities


Your illusion abilities are increased in power.

Your armament abilities and kidō that deal psychic damage ignore resistances. If a creature would be immune to psychic damage you deal, it instead takes half damage.

Hallucinate

Requirements: Three Illusion abilities


  • SP Cost: 5
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

You weave an illusion in a creatures mind, making their ally appear as an enemy. You target a creature you can see within range. They must make an Intelligence saving throw. On a failure, they expend their reaction to move up to their speed and make a single attack against one of their allies within their range. This movement doesn't provoke attacks of opportunity. A creature with 5 or less Intelligence is immune to this ability.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Aggravate: The target has advantage on their attack roll.
  • Reckless Movement: The creatures movement can provoke attacks of opportunity. Requires 2 augments.

Illusion

Requirements: Two Illusion abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

Choose an Illusion kidō from any spell list that doesn't deal damage, and with a level equal to half your character level + 1, maximum 9th level. You cast that kidō, spending SP and material components as normal.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Focused Ability: The casted kidō doesn't require concentration.
  • Subtle Ability: This ability, as well as the casted kidō doesn't require V or S components.
  • Expansive Ability: If the casted kidō has a range of 5 feet or greater, the range is doubled.
  • Persistent Ability: If the casted kidō has a duration of 1 minute or greater, the duration is doubled.
  • Innate Illusion: The casted kidō does not require material components. Requires 2 augments.
  • Malleable Illusion: You can use your action to change the nature of any illusion created by an ability or kidō (using the kidōs normal parameters for the illusion), provided that you can see the illusion. Requires 2 augment.

Illusion Mastery

Requirements: Illusion innate ability


You gain an Illusion innate ability you currently don't possess.

Illusory Double

Requirements: One Illusion ability


  • SP Cost: 3
  • Casting Time: Bonus action
  • Range: 15 feet
  • Components: V, S, W
  • Duration: Special

You manifest an illusion of yourself in an unoccupied space you can see within range. This double is visually indistinguishable from you that lasts until it is destroyed, you dismiss it as a bonus action, you manifest another double, or you are incapacitated; whichever happens first.

Your double has AC 12 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the double to move up to 30 feet in any direction (no action required).

If your double is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the double in the following way: When you take the Attack action on your turn, any attack you make with that action can originate from your space or the doubles space. You make this choice for each attack.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Enhance Double: The ability range increases by 5 feet, how far your double can be from you by 10 feet, and its HP by 2.
  • Subtle Ability: This ability no longer requires V or S components.
  • Enduring Double: The double persists even if you're incapacitated.
  • Opportunistic Double: When a creature that you can see within 5 feet of your double moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the double's space.
  • Share Senses: You can temporarily transfer your consciousness to your double. As an action, you can see through your double's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action).

Mind Blast

Requirements: Two Illusion abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: 1 minute

You unleash a blast of psychic energy in a 15-foot cone. Each creature in the cone must succeed on a Intelligence saving throw or take 2d4 psychic damage and be dazed for the duration. A dazed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature with 5 or less Intelligence is immune to this ability.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Extend Ability: The duration increases by 1 minute.
  • Expand Ability: The cone size increases by 5 feet.
  • Improved Mind Blast: On a successful save, creatures still take half damage.
  • Empower Ability: The damage dice size increases by one step, max d12.
  • Stupor: Creatures that were dealt damage have their concentration broken.

Psionic Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Your armament shimmers with psionic energy, dealing an additional 1d4 psychic damage. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: The damage dice size increases by one step, max 1d12.
  • Probe Psyche: When you deal damage against a creature, you can mentally ask a yes or no question, if the target knows the answer, you immediately know the answer as well. Requires 2 augments.
  • Psyblade: On a crit, the target is dazed. At the end of each of the targets turn it can make a Constitution saving throw, ending the effect on a success. Requires 2 augments.

Psychic Blade

Requirements: Three Illusion abilities


  • SP Cost: 5
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You create a floating weapon of psionic energy within range that lasts for the duration or until you use this ability again. When you activate this ability, you can make a melee armament attack against a creature within 5 feet of the weapon. On a hit, the target takes pyschic damage equal to 2d4 + your PB.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Broad Ability: The range and the weapons movement increases by 10 feet.
  • Focused Ability: This ability no longer requires Concentration. Requires 2 augments.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: The damage dice size increases by one step, max d12.
  • Stupor: A creature dealt damage by this ability has their concentration broken.

Psychic Form


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure psychic energy. While this ability is active, your armaments damage type is changed to psychic damage.

If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Psychic Lance

Requirements: One Illusion ability


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

You unleash a shimmering lance of psychic power at a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 4d4 psychic damage and their concentration is broken. A creature with 5 or less Intelligence is immune to this ability.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet
  • Subtle Ability: This ability no longer requires V or S components
  • Improved Lance: On successful save, the target takes half damage.
  • Bewilder: On a failed save, the target is distracted until the end of your next turn. Requires 1 augment.
  • Psychic Pursuit: On a failed save, you also always know the target’s location for the next minute, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. Requires 2 augments
  • Mental Ability: Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the ability's target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. Requires 3 augments.

Synaptic Discord

Requirements: Four Illusion abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Concentration, up to 5 rounds

You target a creature you can see within range. They must make an Intelligence saving throw. A a failure the creature

is discordant for the duration. After the discordant creature casts kidō or activates an armament ability, they take 1d4 pyschic damage. A creature can only be dealt damage from this ability once per turn.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet
  • Extend Ability: The duration increases by 1 round.
  • Empower Ability: The damage dice size increases by one step, max d12.
  • Improved Discord: The creature also takes damage after they use a class feature or feat.
  • Discordant Aura: The creature also takes damage if they are within 10 feet of you, and dealt you damage from an attack. Requires 3 augments.
  • Synaptic Havoc: A creature can take damage from this ability more than once per turn. Requires 4 augments.

Ward Psyche


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, W
  • Duration: Until sealed

You choose a creature you can see within range and shield their mind. For the duration, they gain the following benefits:

  • Resistance to psychic damage
  • Whenever the target makes an Intelligence or Wisdom saving throw, they roll a d4 and add the number rolled to the saving throw.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range is increased by 10 feet.
  • Multi Ability: You can choose an additional creature to target.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: The dice size increases by one step, max d10.
  • Inscrutable Ward: The target(s) thoughts can't be read by telepathy or other means unless they allow it.
  • Ward Emotions: The target(s) are immune to the Charmed and Frightened conditions. Requires 1 augment.
  • Mental Ability: Alternatively, you can utter a creature’s name(s). If the named target(s) is within range, it becomes the ability's target even if you can’t see it. If the named target isn’t within range, they don't gain the benefits and you know if they don't. Requires 2 augments.

Ultimate Abilities

Psychic Wail (Ultimate)

Requirements: Five Illusion abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

You unleash a powerful wave of psionic energy against all creatures within range.

Each creature takes 10d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast kidō, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. If a creature is killed by this damage, its head explodes; assuming it has one.

At the end of every 7 days, the creature can repeat its saving throw against this ability. Ending the effect on a success.

This ability can also be ended by heal, or similar high powered kidō or ability.

Solipsism (Ultimate)

Requirements: Five Illusion abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You weave powerful and volatile illusions within your own mind and the world around you. You create a mobile 60-foot-radius-sphere centered on you. Within the field harmful events can be turned into illusions, thus not harming you. The save DC of this ability is 10 + your PB + your Wis or Int modifier (whichever is greater).

When any attack roll is made against you that you can see, make an intelligence saving throw against this ability's DC. On a success, the attack harmlessly passes through you.

When you are targeted by kidō, or subjected to the effects of kidō or magical ability, make an intelligence saving throw against this ability's DC. On a success, the spell or magical effect fails and has no effect.

If you would make a concentration check to maintain this ability and fail, you're intelligence is reduced by 1d6 + 1. When you finish a long rest, you regain one point of Intelligence.

Ascended Abilities

Hysteria (Ascended)

Requirements: Six Illusion abilities


  • SP Cost: 12
  • Casting Time: 1 action
  • Range: 25 feet
  • Components: V, S, W
  • Duration: Concentration, up to 5 rounds

You weave illusions around all other creatures within range. Confusing their senses, filling them with paranoia and unable to tell friend from foe.

Each creature within range of you must make an intelligence saving throw. On a failed save, a creature becomes confused for the duration.

A confused creature can't tell if a creature is their ally or enemy, can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

1-2: The creature spends their turn to move up to their speed and take the attack action against a randomly determined creature within its reach. If there is no creature within it's reach, the creature does nothing this turn.

3-4: The creature spends their action to cast a spell that deals damage, targeting a randomly determined creature or choosing a random point nearest a creature within range. If there is no creature within range, or the creature can't cast spells, the creature does nothing this turn.

5-6: The creature uses all movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

7: The creature doesn't move or take actions this turn.

8: The creature can act and move normally.

A creature with 5 or less Intelligence is immune to this ability.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Expansive Ability: The range is doubled.
  • Focused Ability: This ability no longer requires concentration.
  • Persistent Ability: The duration is doubled.
  • Careful Ability: You can choose a number of creatures equal to your PB that are not affected by this ability.
  • Heighten Ability: Creatures make the initial Intelligence saving throw at disadvantage.

Phantasmagoria (Ascended)

Requirements: Six Illusion abilities


  • SP Cost: 12
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: 5 rounds

You weave grim illusions into the minds of creatures, making them see gruesome and painful visions of their death. Choose up to two target creatures you can see within range. They must make an intelligence saving throw. On a failure creatures take 8d6 psychic damage and become paralyzed for the duration. On a success, they take half damage and are not paralyzed.

A paralyzed creature can repeat the saving throw at the end of each of their turns. Ending the effect on a success. A creature with 5 or less Intelligence is immune to this ability.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Expansive Ability: The range is doubled.
  • Persistent Ability: The duration is doubled.
  • Multi Ability: You can target an additional creature.
  • Amplify Ability: The damage dice size increases to a d8.

Kidō Armament

Arcane power surges through your body, mind, and soul. A testament to the magical influence within. Masters of the arcane wield wild and enigmatic magic.

As the blade is unsheathed, it surges with magic, heralding the arrival of a power that can preserve, or destroy the world.

Innate Abilities

Arcanist: When you cast kidō that deals necrotic or radiant damage, you can spend SP equal to that kidōs level, (min 1 SP) and change the damage to force damage.

Eldritch Adept: You gain the Eldritch Adept or Alternate Demon Path feat.

Tactical Wit: You use your intelligence modifier for initiative rolls instead of your dexterity modifier.

Arcane Channeling

Requirements: Two Kidō abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

Choose a 1st level kidō or lower that you know with a casting time of 1 action, duration of instantaneous, and that requires a melee attack. You make a single melee armament attack against a creature within reach. After dealing damage, the target is subjected to that kidō's effects as if you succeeded on the required attack roll.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Enhance Arcana: The level of the kidō you can choose increases by one (max 9th level) and the SP cost of this ability by 2.
  • Optimize Spirit: The SP cost of this ability decreases by 1, minimum 4 SP.
  • Ranged Channel: The chosen kidō can require a ranged attack. If the kidō would allow multiple attacks, it is treated as only one was made.
  • Precise Ability: You have advantage on the attack roll. Requires 2 augments.
  • Furious Channel: Instead of a single melee attack, you take the attack action using your armament, the chosen kidō applying to all attacks. Requires 6 augments.

Arcane Form


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure arcane energy.

While this ability is active, your armaments damage type is changed to force damage.

If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Arcane Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Your armament surges with power, dealing an additional 1d4 force damage. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will
  • Subtle Ability: This ability no longer requires V or S components
  • Empower Ability: Increase the damage dice size by one step, max 1d12
  • Spellbane: On a crit, a kidō of 3rd level or lower on the target ends; their choice. Requires 2 augments.

Counter Blade

Requirements: Four Kidō abilities


  • SP Cost: 6
  • Casting Time: 1 reaction (Which you take when you see a creature within range of you activate an armament ability)
  • Range: 30 feet
  • Components: S, W
  • Duration: Instantaneous

You attempt to counter a creature in the process of activating a non-ascended, non-ultimate, armament ability. You and the creature both make contested reiatsu checks. If you win, the creature's armament ability is Countered.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Enhance Spirit: You gain a +1 bonus on your reiatsu checks for this ability.
  • Distant Ability: The range increases by 10 feet.
  • Counter Ego: You can also counter class features if they're magical.
  • Counter Maneuver: You can also counter feats and other non-class abilities if they're magical.
  • Improved Counter Blade: You can counter ascended abilities. Requires 4 augments.

Critical Spell

Requirements: Four Kidō abilities


Whenever you cast kidō that requires a saving throw, and any affected creatures rolls a 1 on their saving throw, you may spend 4 SP and choose one of the following effects:

  • The kidō deals double the damage dice.
  • If the kidō would allow additional saving throws, the affected creature rolls them with disadvantage.
  • The kidō duration is doubled.
  • If the kidō had a single target and requires concentration, you do not need to concentrate.

Dedicated Mage


You learn one cantrip and two leveled kidō from your class spell list, or one kidō from any other spell list.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Arcane Study: You learn two kidō from your class list.
  • Eldritch Study: You learn one kidō from any spell list.
  • Abjuration: When you take damage, as a reaction you can spend 4 SP to reduce the damage by your spellcasting modifier + your PB.
  • Conjuration: While you concentration on a conjuration kidō, your concentration can't be broken as a result of taking damage.
  • Divination: When you make a saving throw, as a reaction you can spend 4 SP to give yourself advantage on the roll.
  • Enchantment: When you cast an enchantment kidō equal to your PB that targets only one creature, you can spend 2 SP to have it target a second creature.
  • Evocation: When you cast an evocation kidō, you can spend 4 SP to give yourself advantage on the attack roll, or have it deal additional damage equal to your spellcasting modifier.
  • Illusion: When a creature makes an attack roll against you, as a reaction you can spend 4 SP to create an illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
  • Necromancy: Whenever you kill one or more non-construct, non-undead creatures with kidō, you can spend 4 SP to regain HP equal to twice the kidō's level, or three times its level if the kidō belongs to the School of Necromancy.
  • Transmutation: Whenever you cast kidō that deals elemental damage, as a reaction you can spend 4 SP to change the damage type to another elemental type.

Disruption Field

Requirements: Three Kidō abilities


  • SP Cost: 5
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Concentration, up to 4 rounds

You create a shimmering 10-foot-radius sphere of antimagic at a point you can see within range. Whenever a creature within the sphere casts kidō, they must make a reiatsu check opposed by yours. On a failure their kidō is countered.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Extend Ability: The duration increases by 2 rounds.
  • Widen Ability: The sphere size increases by 5 feet.
  • Dispelling Field: When you activate this ability, for each ongoing kidō within the sphere, you make a reiatsu check, DC equal to the spell save DC of the kidō. On a success, the kidō is countered.
  • Improved Disruption: When a creature casts kidō, max level 1st or lower, it is automatically countered. Each time you reselect this augment the max spell increases by one, max 6th level. Requires 2 augments.

Eldritch Stance

Requirements: One Kidō ability


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: W
  • Duration: Until sealed

You learn to combine mind and steel, harmonizing the power of the arcane with martial prowess. For the duration, you gain the following benefits if you are wielding your armament in one hand and no other weapons:

  • When you attack with your armament, you use your spellcasting modifier, instead of Strength or Dexterity for the attack and damage rolls
  • You have advantage on concentration checks
  • While you're not wearing armor or holding a shield. You AC is 10 + your spellcasting modifier + your PB

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Enchanted Flourish: When you use your action to cast kidō, you can spend 4 SP to make one melee armament attack as a bonus action.
  • Arcane Assault: When you take the attack action, you can spend 2 SP to cast a cantrip that requires an attack roll as a bonus action.
  • Eldritch Strike: When you hit a creature with a melee armament attack, that creature has disadvantage on the next saving throw it makes against kidō you cast before the end of your next turn.
  • Durable Mage: While you maintain concentration on kidō, you have a +1 bonus to AC and all saving throws. Requires 2 augments.

Eldritch Weapon

Requirements: Three Kidō abilities


  • SP Cost: 5
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You create a weapon made of force that hovers around you. When the weapon appears, you make a melee spell attack against a target of your choice within 5 feet of you. On a hit, the target takes 2d6 force damage.

For the duration, you can use a bonus action on each of your turns to repeat this attack against the same target or a different one.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires concentration.
  • Increase Reach: The range of the attack increases by 5 feet.
  • Empower Ability: The damage dice size increases by one step, max d12.

Epic Spell

Requirements: Six Kidō abilities, able to cast 9th level kidō, Spellcasting ability of 20


You learn one 10th level secret kidō of your choice from the Shinigami Spell List.

You may reselect this ability multiple times, each time the spellcasting ability requirement increases by 2.

Kidō Mastery

Requirements: Kidō innate ability


You gain an Kidō innate ability you currently don't possess.

Metamage

Requirements: Two Kidō abilities


You learn one Metamagic option of your choice from the Sorcerer class. You also gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from other sources, but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Expand Metamagic: You gain another Metamagic option.
  • Increase Font: You gain 1 additional sorcery point.
  • Convert Spirit: As a bonus action on your turn, you can expend a sorcery point to gain 3 SP.
  • Reaving Font: Whenever you Counter kidō, you regain 1 sorcery point.

Spellbreaker

Requirements: One Kidō ability


Whenever you cast an abjuration kidō that requires you to make an ability check to Counter a kidō (such as Counterspell or Dispel Magic), you can spend 2 SP to add your PB to that ability check.

Additionally, if you successfully counter an ongoing kidō on a creature, that creature has disadvantage on the next saving throw it makes against kidō you cast before the end of your next turn.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Reaving Counter: Whenever you counter kidō, you regain 1d6 HP or 2 SP.
  • Arcane Backlash: Whenever you counter kidō of a creature, they take 1d4 force damage.
  • Break Maneuver: This ability also applies when you counter an ability or non-kidō magical effects.
  • Improved Spellbreaker: You have advantage on saving throws against kidō cast by creatures within 5 feet of you. Requires 2 augments.

Ultimate Abilities

Arcane Blast (Ultimate)

Requirements: Five Kidō abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You blast a cone of roaring energy out from you. Spend 4 SP any number of times. This ability deals 1d8 force damage for each time you spent SP this way. Each creature in a 60-foot cone takes that much force damage.

A target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish kidō.

Omni Spell (Ultimate)

Requirements: Five Kidō abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

When you activate this ability, choose 3 spells you know. You cast the chosen spells, choosing which order they resolve. These spells do not require you to spend SP or use material components, they do not require concentration for their duration, and they cannot be countered. You gain two levels of exhaustion.

Ascended Abilities

Arcane Surge (Ascended)

Requirements: Six Kidō abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: 5 rounds

Roll a d8. You create the magical effect of the number rolled for the duration. Once per turn as an action, you can repeat this process.

d8 Effect
1 Roll on the Wild Magic table
2 Your movement is reduced by half and you have resistance to all damage
3 You have advantage on ability checks and you reroll 1's on attack and damage rolls, taking the second result(s).
4 You cast Sleep with the dice maximized
5 You instantaneously teleport yourself and any number of other creatures within 10 feet of you, up to 100 feet. Each creature appears in an unoccupied space of your choice.
6 You cast Fireball with the damage dice maximized
7 You end any and all effects reducing your HP maximum and regain all missing HP or gain 20 temporary HP
8 Your Kidō is drained to power a brilliant explosion. This ability expends all of your Spell points. This ability deals 1d6 force damage per 4 SP expended. Each other creature in a 30-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes damage on a failed save, or half as much damage on a successful one. This ability ends.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Surge: This ability or any kidō cast because of this ability doesn't require V or S components.
  • Extend Ability: The duration increases by 5 rounds.
  • Restrain Surge: You can choose not to create the magical effect rolled.
  • Improved Surge: You instead roll 2d8 and choose one result.

Archmage (Ascended)

Requirements: Six Kidō abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: 5 rounds

Choose one of the following arcana. For the duration, you benefit from the chosen arcana.

  • Abjurer: You have resistance to damage from spells
  • Conjurer: As an action you can spend 5 SP to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places
  • Diviner: You have advantage on saving throws
  • Enchanter: When you cast kidō that targets only one creature, you can have it target a second creature
  • Evoker: As a bonus action you can spend 5 SP to have the next kidō you cast that deals damage, deals it's maximum amount of damage
  • Illusionist: You and any item on you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors
  • Necromancer: As an action you cast Raise Dead.
  • Transmuter: As an action you cast Polymorph
  • Dual Caster: You can concentrate on two kidō at once.
  • Arcane Strike: You have advantage on spell attacks
  • Arcane Blitz: When a creature succeeds on a saving throw against your cantrips, the creature takes half the damage, but suffers no additional effects.
  • Arcane Sculptor: When you cast a spell that affects other creature that you can see, you can choose a number of them equal to 1 + the kidō's level. The chosen creatures automatically succeed on their saving throws against the kidō, and they take no damage if they would normally take half damage on a successful save.
  • Wild Surge: After you or another creature you can see within 60 feet of you casts a kidō, as a reaction you spend 5 SP to have that creature roll on the Wild Magic table to create a magical effect

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Extend Ability: The duration is increased by 5 rounds.
  • Expand Arcana: You can choose an additional arcana to benefit from.

Light Armament

A radiant power shines from the depths of your soul, a luminous testament to your incandescent influence. Masters of light command it's brilliance, and blinds their foes in a radiant embrace.

As the blade is unsheathed, it dawns with solar brilliance, heralding the arrival of a power that purifies all in it's path.

Innate Abilities

Radiant Resilience: You gain resistance to radiant damage. If you're already resistant to radiant damage or gain resistance from another source, you're instead immune.

Luxomancer: When you cast kidō that deals force or necrotic damage, you can spend SP equal to that kidōs level, (min 1 SP) and change the damage to radiant damage.

Absolution: All light you create and radiant damage you deal with light abilities is sunlight.

Apotheosis

Requirements: Four Light abilities


Your light abilities are increased in power.

Your armament abilities and kidō that deal radiant damage ignore resistances. If a creature would be immune to radiant damage you deal, it instead takes half damage.

Bend Light

Requirements: Two Light abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous or 1 minute

You choose nonmagical light that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You double or halve the area of bright light and dim light cast by a light source, change its color, or both. The change lasts for the duration
  • You extinguish a light source within the cube.
  • You target one object that is no larger than 10 feet in any dimension. For the duration, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the ability.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Widen Ability: The cube increases by 5 feet.
  • Magic Light: You can affect magical light. Requires 2 augments.
  • Refract Light: Alternatively, a creature of your choice within the cube becomes invisible for the duration. Requires 2 augments.

Incandescence

Requirements: One Light ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Concentration, until sealed

A creature you touch becomes grossly incandescent.

The target gains the following benefits for the duration:

  • Shed Light. They shed bright light in a 10-foot radius and dim light for an additional 10 feet
  • Light Ward. Resistant to necrotic and fire damage
  • Luma Vision. They gain darkvision out to 30 feet

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Focused Ability: This ability no longer requires concentration. Requires 1 augment.
  • Brighten: The target sheds additional bright light and dim light by 10 feet.
  • Increase Vision: The darkvision range increases by 10 feet, max 60 ft.
  • Sun Guard: The target is also immune to blindness. Requires 1 augment.
  • Greater Luma Vision: The target can see through magical darkness. Requires 2 augments.
  • True Light: The target automatically detects visual illusions and succeeds on saving throws against them. Requires 3 augments.
  • Elucidate: The target can also perceive the true form of a creature if transformed or hidden by illusions. Requires 3 augments.
  • Improved True Light: The target can also see invisible creatures and objects. Requires 4 augments.
  • Coruscate: If a creature ends their turn within 5 feet of the target, they must make a constitution saving throw. On a failure they become blinded for 1 minute. At the end of each of the blinded creatures turn it can make a Constitution saving throw, ending the effect on a success. Requires 4 augments.

Light Mastery

Requirements: Light innate ability


You gain a Light innate ability you currently don't possess.

Luminous Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Your weapon glows with light, dealing an additional 1d6 radiant damage. Undead and oozes take an additional dice of damage. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: Increase the damage dice size by one step, max 1d12.
  • Luma Blade: On a crit, the target is blinded. At the end of each of the targets turn it can make a Constitution saving throw, ending the effect on a success. Requires 2 augments.

Radiant Form


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure light. While this ability is active, your armaments damage type is changed to radiant damage.

If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Solar Flare

Requirements: One Light ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: 1 minute

You emit a flash of blinding light. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is blinded for the duration and takes 1d6 radiant damage if it's undead.

At the end of each of its turns, the target can make a Constitution saving throw. Ending the effect on a success.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Greater Flare: The blinded creature takes the damage even if they're not undead.
  • Empower Ability: The damage dice size increases by one step, max 1d12.

Star Field

Requirements: Three Light abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S, W
  • Duration: 1 minute

You create up to four torch-sized glowing orbs within range, that hover in the air for the duration. Each orb sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

As a bonus action on your turn, you can move the orbs up to 20 feet to a new spot within range. An orb must be within 20 feet of another orb created by this ability, and an orb blinks out if it exceeds the ability's range.

As an action, you can cause an orb to burst in a radius double that of the radius of it's bright light. Each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and oozes have disadvantage on the saving throw.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Extend Ability: The duration increases by 1 minute.
  • Multiply Orbs: You can create and additional orb.
  • Brighten Orb: The orbs shed additional bright light and dim light by 5 feet.
  • Star Cast: You may cast kidō from an orb as if you were in that spot. Requires 1 augments.
  • Improved Star Cast: You may activate other light abilities from an orb as if you were in that spot. Requires 2 augments.

Sun Spear

Requirements: Two Light abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

A spear of light streaks toward a creature of your choice within range. Make a ranged armament attack against the target. On a hit, the target takes 4d6 radiant damage and must make a constitution saving throw. On a failure it is blinded for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. Ending the effect on a success. If the target is undead or an ooze, the damage dice size is increases by one step.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Silent Ability: This ability no longer needs V components
  • Distant Ability: The range increases by 10 feet
  • Diurnal: If the target is in bright light, you have advantage on the attack roll
  • Amplify Ability: Increase the damage dice size to a d8. Requires 4 augments.

Swords of Revealing Light

Requirements: Four Light abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You create three immobile swords of light 30 feet in the air above you. The swords shed bright light in a 20-foot radius and dim light for an additional 20 feet. Each sword emits up to two shafts of light, each 5 feet wide, that shine down on threats within range illuminating the closest threats. Creatures, traps, and hidden hazards are illuminated; in that order. A creature can resist the effects by succeeding on a Charisma saving throw. If a creature succeeds on their save, the shaft illuminates the next threat and doesn't illuminate them.

The light does not make invisible creatures visible, but they're location is known. The light moves with targets for the duration, but are no longer illuminated if they move out of the range. New threats are not revealed as they enter the range.

As an action you can launch a sword at an illuminated creature within range consuming it, the swords pass through non-magic solid material and other creatures harmlessly. The creature must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. Undead and oozes have disadvantage on the saving throw.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet
  • Brighten Sword: The swords shed additional bright light and dim light by 10 feet.
  • Multi Lights: Each sword can emit an additional shaft of light.
  • Elucidate: An illuminated creature also has their true form revealed, if transformed or hidden by illusions. This does not revert them.

Wall of Light

Requirements: Three Light abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 30 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 60 feet and dim light for an additional 30 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and oozes have disadvantage on the saving throw.

A creature that ends its turn in the wall’s area takes 4d8 radiant damage.

The duration increases by 1 minute for each augment.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Focused Ability: This ability no longer requires concentration.
  • Enhance Wall: The wall length and height increases by 10 feet.
  • Wall of Radiance: Until the ability ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged armament attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the ability ends. Requires 2 augments.

Ultimate Abilities

Apollyon (Ultimate)

Requirements: Five Light abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, W
  • Duration: Instantaneous

You must be outside with the sun visible in the sky to activate this ability.

The sky quakes, the sun begins to flicker, and from it a blazing orb of light descends to a point you can see within range and explodes with brilliant sunlight in a 60-foot radius sphere centered on a point you choose within range. Each creature in the sphere takes 12d8 radiant damage and must make a Constitution saving throw, on a failure they are permanently blinded. Undead and oozes take double the damage. This ability dispels any darkness in its area that was created by an ability or kidō.

Day Break (Ultimate)

Requirements: Five Light abilities


  • SP Cost: 8
  • Casting Time: 1 round
  • Range: 1 mile
  • Components: V, S, W
  • Duration: Concentration

You must be outside with the sun visible in the sky to activate this ability.

A concentrated pillar of reiatsu bursts from you reaching towards the sun. When you finish casting, the suns color changes, giving off an ominous radiance.

Each other creature within range of you must make a constitution saving throw. On a failure they melt into a puddle of flesh, polymorphing into a Lemure for the duration, except it's creature type doesn't change. A creature that succeeds, must continue making the saving throw at the end of each of it's turns while exposed to the sun's light.

Ascended Abilities

Hyperion Form (Ascended)

Requirements: Six Light abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You become a being of light. For the duration, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet
  • Your weapon attacks and kidō deal an additional 2d8 radiant damage
  • You are resistant to physical damage
  • A creature that ends their turn within the light you shed takes 1d8 radiant damage

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Focused Ability: This ability no longer requires concentration.
  • Extend Ability: The duration increases by 1 minute.
  • Hyperion Beam: As an action, you can spend 5 SP to create a beam of light. The light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded. Undead and oozes have disadvantage on this saving throw.
  • Soothing Light: At the beginning of your turn, you and any number of creatures within your light regain 5 HP.

Parhelion (Ascended)

Requirements: Six Light abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You target one unattended object that is no larger than 10 feet in any dimension or a willing creature you can see within range. Light shines out from the target in a 60-foot radius sphere appearing as a parhelion. This light is sunlight. If any of this ability's area overlaps with an area of darkness created by kidō or an armament of 4th level or lower, the kidō that created the darkness is dispelled. The level of kidō or armament this ability dispels increases by one for each augment this ability has.

When the light appears, each creature in it must make a Constitution saving throw, taking 6d6 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the sphere. Undead and oozes have disadvantage on the saving throw. Other creatures that start their turn within the light must make a constitution saving throw. On a failure, they are blinded for the duration.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Widen Ability: The sphere increases by 10 feet.
  • Extend Ability: The duration increases by 1 minute.
  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires concentration.
  • Amplify Ability: The damage dice size increases to a d8. Requires 1 augment.

Lightning Armament

A powerful storm surges from the depths of your soul, a testament to your electrifying influence. Masters of lightning command the power of storms, shocking their adversaries with galvanic energy.

As the blade is unsheathed, it crackles with electricity, heralding the arrival of a power that shocks all in it's path.

Innate Abilities

Lightning Resilience: You gain resistance to lightning damage. If you're already resistant to lightning damage or gain resistance from another source, you're instead immune.

Electromancer: When you cast kidō that deals non-lightning elemental damage, you can spend SP equal to that kidōs level, (min 1 SP) and change the damage to lightning damage.

Static Discharge: When you deal lightning damage and the target is made primarily of metal or wearing armor made of metal, the damage dice size increases by one step. Additionally, lightning damage you deal ignites flammable objects in the area that aren't being worn or carried.

Call Lightning

Requirements: Three Lightning abilities


  • SP Cost: 5
  • Casting Time: 1 action
  • Range: 80 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 20-foot radius, centered on a point you can see within range directly above you. The ability fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you use this ability, choose a point you can see within range directly under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 4d6 Lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the ability ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires Concentration.
  • Extend Ability: The duration increases by 1 minute
  • Expand Ability: The cylinder height and radius increases by 10 feet.
  • Empower Ability: The damage increases by 1d6, max 6d6.
  • Improved Call Lightning: Each creature within 10 feet of the point must make a Dex saving throw instead.

Charged Bolt

Requirements: One Lightning ability


  • SP Cost: 2
  • Casting Time: Bonus action
  • Range: 60 feet
  • Components: S, W
  • Duration: Concentration

You begin to charge up a focused electrical blast. When you activate this ability you gain a charge stack. On your turn while you maintain concentration, you can spend an action to gain another charge stack. The range increases by 10 feet per charge stack.

As a bonus action you can target a creature you can see and fire the electrical blast at them, consuming all charge stacks. Make a ranged armament attack roll. On a hit they take 1d4 lightning damage per charge stack.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability; The range increases by 10 feet.
  • Maintain Charge: On a miss, the charge stacks are not consumed. Requires 1 augment.
  • Empower Ability: The damage dice size increases by one step, max 1d12.

Deflect Bolt

Requirements: One Lightning ability


  • SP Cost: 1
  • Casting Time: Reaction
  • Range: Self
  • Components: S, W
  • Duration: Instantaneous

You are able to deflect lighting. If you would be subjected to a bolt of lightning or similar effect, and you succeed the saving throw you deflect the bolt, causing it to fail. Alternatively, if the effect is an attack that hits you, you reduce the damage by 1d8 + Dex modifier + PB. If you would reduce the damage to zero you deflect the bolt, causing it to fail.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Empower Ability: Increase the dice size by one step, max 1d12.
  • Improved Deflect: You also reduce the damage you take by an amount equal to your level; this augment doesn't stack.
  • Redirect Bolt: When you would successfully deflect a bolt, you can instead redirect it. As part of the reaction, you change the direction or targets of the effect. Any creatures within the new area must make the appropriate saving throw and suffer any damage or effects as stated by the effect. If a ranged attack would need to be made, you do so at proficiency with a range of 10 x PB.

Electric Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Your armament crackles with electricity, dealing an additional 1d6 lightning damage. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will
  • Subtle Ability: This ability no longer requires V or S components
  • Empower Ability: Increase the damage dice size by one step, to a maximum of a 1d12
  • Galvanic Blade: On a crit, the target is shocked. At the end of each of the targets turn it can make a Constitution saving throw, ending the effect on a success. Requires 2 augments.

Lightning Bolt

Requirements: Three Lightning abilities


  • SP Cost: 5
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

A stroke of lightning forming a line 30 feet long and 5 feet wide blasts out from you in a direction you choose.

Each creature in the light must make a Dexterity saving throw. A creatures takes 4d6 lightning damage on a failed save, or half as much damage on a successful one.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Silent Ability: This ability no longer requires V components.
  • Widen Ability: The line length increases by 5 feet.
  • Empower Ability: The damage increases by 1d6, max 8d6.

Lighting Form


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure electricity. While this ability is active, your armaments damage type is changed to lightning damage.

If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Lightning Mastery

Requirements: Lightning innate ability


You gain a Lightning innate ability you currently don't possess.

Lightning Rod


  • SP Cost: 2
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You raise your weapon into the air and call a bolt of lightning to strike you. Each creature within 10 feet of you takes 1d6 lightning damage. You must be able to see the sky, and the bolt must have a clear path to travel to you.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S.
  • Empower Ability: The damage dice size increases by one step, max 1d12.

Static Shock

Requirements: Two Lightning abilities


  • SP Cost: 4
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

When a creatures misses a melee weapon attack against you, they are dealt 1d4 lightning damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Improved Shock: A creature takes the damage when they miss a melee attack against you instead.
  • Static Aura: Each other creature adjacent to you also takes the damage.
  • Discharge Static: A hostile creature moving out of your reach also takes the damage.

Storm Step

Requirements: Four Lightning abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, W
  • Duration: Instantaneous

You transform into a bolt of Lightning and move in a straight line to an area within range, not provoking attacks of opportunity.

Creatures and objects in the line take 4d8 points of Lightning damage or half as much one successful save.

If your path intersects with a solid object, you damage the barrier accordingly. If the damage is enough to break through the barrier, you continue beyond the barrier as long as the range permits; otherwise, your movement stops in a space adjacent to the barrier and the ability ends.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 20 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Magnify Ability: Increase the damage by 1d8, max 8d8.
  • Improved Step: When you arrive at your destination, each creature within 10 feet of you must make a Dexterity saving throw. Taking this ability's damage on failed save, or half as much on a success.

Suberbolts

Requirements: Four Lightning abilities


Your lightning abilities are increased in power.

Your armament abilities and kidō that deal lightning damage ignore resistances. If a creature would be immune to lightning damage you deal, it instead takes half damage.

Tesla Cage

Requirements: Two Lightning abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Concentration, up to 5 rounds

You target a creature you can see within range and attempt to bind them with magnetizing electricity. The creature must make a dexterity saving throw, on a failure they are immobilized for the duration.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 10 feet.
  • Focused Ability: This ability no longer requires concentration. Requires 2 augments.
  • Extend Ability: The duration increases by 5 rounds.
  • Shocking Cage: The creature is shocked instead. Requires 4 augments.
  • Stunning Cage: The creature is stunned instead. Requires 6 augments.

Ultimate Abilities

Chain Lightning (Ultimate)

Requirements: Five Lightning abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, W
  • Duration: 5 rounds

You create three bolts of electricity and hurl them at targets within range. You can hurl them at one target or several.

Each target takes 6d6 lightning damage.

For the duration, at the beginning of your turn a new bolt launches from each creature who took damage from the ability in the previous round to another creature within 30 feet of them, no action required. A creature can be struck more than once by this ability, but never by a bolt that launches from itself.

Voltaic Blast (Ultimate)

Requirements: Five Lightning abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You blast out a powerful pulse of lightning. Each creature in a 30-foot-radius sphere centered on you takes 10d6 lightning damage and must make a constitution saving throw. On a failed save they are shocked. At the end of each of the targets turn it can make a Constitution saving throw, ending the effect on a success.

Ascended Abilities

Ball Lightning (Ascended)

Requirements: Six Lightning abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You create a 5-foot-diamater ball of concentrated electricity. It has a fly speed of 30 feet. When you activate this ability, you can move the ball up to it's speed. When it enters the space of a creature, it stops moving for the round and the creature must make a Dexterity saving throw. A creatures takes 4d8 lightning damage on a failed save, or half as much damage on a successful one.

As a bonus action on your turn, you can move the ball up to its speed. You cannot move the ball if it's outside of range.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Enhance Ability: The range increases by 30 feet and the fly speed increases by 10 feet.
  • Focused Ability: This ability no longer requires concentration.
  • Persistent Ability: The duration doubles.
  • Empower Ability: Increase the damage dice size by one step, max d12.
  • Static Ball: When a creature ends their turn adjacent to the ball, they also take the ability's damage.

Supercharged (Ascended)

Requirements: Six Lighting abilities


  • SP Cost: 1
  • Casting Time: 1 Reaction (Which you take when you're dealt 15 points or more of lightning damage from a single source)
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You negate the damage and effects from the triggering source, become ascended and activate this ability as part of the reaction.

For the duration, you gain the following benefits:

  • Increase all forms of movement by 30 feet.
  • You Dexterity score becomes 20.
  • You gain advantage on Dexterity saving throws and Dexterity skill checks.
  • You regain 5 hit points at the start of your turn as long as you are conscious.
  • You are immune to Exhaustion, Shocked and Paralyzed conditions.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Velocity: Increase all forms of movement by 60 feet instead.
  • Electric Veins: You Dexterity score becomes 24 instead.
  • Coruscate: You gain a bonus equal to your level on dexterity saving throw and Dexterity skill checks.
  • Fulgurate: You regain 10 hit points at the start of your turn as long as you are conscious instead.
  • Charged Immunity: You are also immune to the Incapacitated and Poisoned conditions.

Oppression

Oppressive Aura

Requirements: Charisma 14, Proficiency in Intimidation


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

You unleash your reiatsu in a 30-foot-radius sphere centered on you. This sphere moves with you. Any creature within this sphere must make a Reaitsu check opposed by your Reiatsu check. On a failure, they are subjected to the effects of your Oppressive Aura.

Affected creatures within the sphere roll a d4 and subtract the number rolled from any attack roll they make. You may also choose a number of creatures equal to your proficiency bonus + 1 to not be affected by your Oppressive Aura.

The radius of the sphere is increased by 10 feet for every other Oppression ability you possess.

You may reselect this ability multiple times, each time choosing one of the following options:

  • Widen Ability: Increase the radius of the sphere by 10 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: Increase the dice size by on step, to a maximum of a 1d8.
  • Careful Ability: Increase the number of creatures you can choose to not be affected by this ability by four.

Suppress Speed

Requirements: Oppressive Aura


Creatures affected by your Oppressive Aura have all their forms of movement reduced by 5 feet, to a minimum of 5 feet.

You may reselect this ability multiple times, each time reducing speed by 5 feet.

Suppress Skill

Requirements: Oppressive Aura


Whenever a creature affected by your Oppressive Aura makes a skill check, they must roll a d4 and subtract the number rolled from it.

You may reselect this ability multiple times, each time increase the die size by one step to a maximum of a 1d12.

Suppress Armor

Requirements: Oppressive Aura


Creatures affected by your Oppressive Aura have their Armor Class reduced by 2 to a minimum of 1.

You may reselect this ability multiple times, each time reducing their Armor Class by 2.

Suppress Ability

Requirements: Oppressive Aura, and two other Oppression abilities


Choose an ability score, this choice is permanent. Creatures affected by your Oppressive Aura have the the chosen ability score reduced by 2, to a minimum of 6.

You may reselect this ability multiple times, each time choosing one of the following options:

  • Improve Suppression: Increase the penalty by 2.
  • Multi Suppress: Choose an additional ability score this penalty applies too.

Suppress Magic

Requirements: Oppressive Aura, and three other Oppression abilities


Creatures affected by your Oppressive Aura have their Spell Pool reduced by an amount of SP equal to their highest level spell they can cast, minimum 1.

You may reselect this ability multiple times, each time reducing their Spell Pool by 2.

Suppress Damage

Requirements: Oppressive Aura, and four other Oppression abilities


The damage die size of any ability, attack or spell of a creature or object affected by your Oppressive Aura is reduced by one step, to a minimum of 1d4.

Suppress Saves

Requirements: Oppressive Aura, and five other Oppression abilities


Whenever a creature affected by your Oppressive Aura makes a saving throw, they must roll a d4 and subtract the number rolled from the saving throw.

You may reselect this ability multiple times, each time increasing the die size by one step, to a maximum of a 1d12.

Suppress Vitality (Ultimate)

Requirements: Oppressive Aura, and six other oppression abilities


  • SP Cost: 4
  • Casting Time: 1 round
  • Range: -
  • Components: V, S, W
  • Duration: Concentration, up to 5 minutes

Your Reiatsu becomes overwhelming, making it difficult to breathe. For the duration you are considered incapacitated (but your concentration for this ability isn't broken). The air within your Oppressive Aura is no longer breathable except for you.

You can concentrate on this ability and Oppressive Aura at the same time, however you have disadvantage on concentration checks.

You may reselect this ability multiple times, each time choosing one of the following options:

  • Subtle Ability: This ability no longer requires V or S components.
  • Extend Ability: Increase the duration by 1 minute.

Suppress Power (Ascended)

Requirements: Oppressive Aura and Six other Oppression abilities


Creatures affected by your Oppressive Aura have a 20% chance that any spell they cast fails.

You may reselect this ability multiple times, each time choosing one of the following options:

  • Heighten Percentage: Increase the percent chance of failure by 10%, maximum 50%.
  • Improved Suppress Power: This ability also affects armament abilities

Poison Armament

F

rom the depths of your soul, a pestilent power manifests, a testament to your poisonous influence. Masters of poison ensnare their adversaries in a lethal embrace.

As the blade is unsheathed, it drips with toxic malevolence, heralding the arrival of a power that plagues and withers all in its path.

Innate Abilities

Poison Resilience: You gain resistance to poison damage. If you're already resistant to poison damage or gain resistance from another source, you're instead immune.

Venomancer: When you cast kidō that deals non-poison elemental damage, you can spend SP equal to that kidōs level, (min 1 SP) and change the damage to poison damage.

Poison Sense: As an action, you spend 3 SP to gain the ability to detect poisons and diseases to a range of 10 ft x your PB. While you concentrate on this ability, you can sense the presence and location of poisons, poisonous creatures, and diseases within range. You also identify the kind of poison, poisonous creatures, or disease in each case. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. This sense lasts until you lose concentration, up to 1 minute.

Malady

Requirements: Four Poison abilities


When a creature begins their turn poisoned by you, they take 1d4 poison damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Empower Ability: The damage dice size increases by one step, max 1d12.
  • Blight: While a creature is poisoned by you, it can't regain hit points.
  • Potent Poison: When a creature is poisoned by you, saving throws it makes to end the poisoned condition are made at disadvantage. Requires 2 augment.
  • Polluted Mind: While a creature is poisoned by you, whenever it casts kidō it must succeed on a constitution saving throw, on a failure the kidō is countered. Requires 4 augments.

Noxious Cloud

Requirements: Two Poison abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of poisonous fog

centered on a point you choose within range.

The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the ability. Its area is heavily obscured.

When a creature enters the fog for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save the target is poisoned and takes 2d8 poison damage, or half as much damage on a successful one and isn't poisoned. Creatures are affected even if they hold their breath or don't need to breathe. At the end of the poisoned creatures turn it can make a Constitution saving throw, ending the condition on a success.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Extend Ability: The duration increases by 10 feet.
  • Focused Ability: This ability no longer requires concentration.
  • Extend Ability: The duration increases by 1 minute.
  • Widen Ability: The sphere's radius increases by 10 feet.
  • Empower Ability: The damage increases by 1d8, max 4d8.

Pestilence

Requirements: Four Poison abilities


Your poison abilities are increased in power.

Your armament abilities and kidō that deal poison damage ignore resistances. If a creature would be immune to poison damage you deal, it instead takes half damage.

Plague Strike

Requirements: Three Poison abilities


  • SP Cost: 5
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Concentration, up to 2 rounds

Choose one of the following conditions: blinded, dazed, distracted, slowed, or weakened.

Once per turn, when your armament deals damage against a creature, the target must make a constitution saving throw. On a failure it is poisoned, while poisoned this way it also gains the chosen condition.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: The casting time is changed to a bonus action.
  • Focused Ability: This ability no longer requires concentration.
  • Extend Ability: The duration increases by 1 round.
  • Improved Plague: You may choose two conditions instead of one. Requires 1 augment.

Poison Breath

Requirements: Two Poison abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 3d6 poison damage on a failed save, or half as much damage on a successful one.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Widen Ability: The cone size increases by 5 feet.
  • Magnify Ability: The damage increases by 1d6, max 6d6.
  • Improved Poison: On a failed save, the target is also poisoned. At the end of each of the targets turn it can make a Constitution saving throw, ending the effect on a success.

Poison Form


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure poison. While this ability is active, your armaments damage type is changed to poison damage.

If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Poison Mastery

Requirements: Poison innate ability


You gain an Poison innate ability you currently don't possess.

Toxic Embrace

Requirements: One Poison ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You touch a creature. If it is poisoned or diseased, it can make a saving throw with advantage against the poison

or disease save DC, on a success the poison or disease ends. Additionally, the creature gains the following benefits for the duration:

  • The target has resistance against acid and poison damage
  • If a creature ends their turn within 5 feet of the target, they take 1d4 poison damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: The casting time is changed to a bonus action.
  • Focused Ability: This ability no longer requires concentration.
  • Extend Ability: The duration increases by 1 minute.
  • Neutralize Toxicity: Instead, if the target is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.
  • Poison Ward: The target is immune to poison damage instead.
  • Empower Ability: The damage dice size increases by one step, max 1d12.

Toxic Spray

Requirements: One Poison ability


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, W
  • Duration: Instantaneous

You send out a puff of poisonous gas at a creature you can see within range. The creature must succeed on a Constitution saving throw. On a failed save taking 1d4 poison damage and be poisoned. Or half as much damage on a successful save and not be poisoned. At the end of each of the targets turn it can make a Constitution saving throw, ending the effect on a success.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The duration increases by 10 feet.
  • Magnify Ability: The damage increases by 1d4, max 6d4.
  • Heighten Ability: The save DC increases by +1, max +4.

Venom Strike

Requirements: Three Poison abilities


  • SP Cost: 5
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Concentration, up to 2 rounds

When you gain this ability, choose one ability score. Whenever you activate this ability, you imbue your weapon with a virulent poison against the chosen ability score.

Once per turn, when your armament deals damage against a creature, the target is dealt 1 point of the chosen ability score damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: The casting time is changed to a bonus action.
  • Focused Ability: This ability no longer requires concentration.
  • Extend Ability: The duration increases by 1 round.
  • Improved Venom: You may choose another ability score, max 3. Require 2 augments.

Venomous Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Your armament secretes poison, dealing an additional 1d6 poison damage. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will
  • Subtle Ability: This ability no longer requires V or S components
  • Empower Ability: Increase the damage dice size by one step, to a maximum of a 1d12
  • Toxic Blade: On a crit, the target is poisoned. At the end of each of the targets turn it can make a Constitution saving throw, ending the effect on a success. Requires 2 augments.

Ultimate Abilities

Blight Cloud (Ultimate)

Requirements: Five Poison abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

A cloud of poison explodes out from you 60 feet in every direction. Each creature in the area takes 10d6 poison damage and must make a constitution saving throw. On a failure it is poisoned and drained by the same amount of poison damage taken.

Miasma (Ultimate)

Requirements: Five Poison abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You expel a deadly cloud of poison out from you in a 40-foot long and 10-foot wide line. Each creature in the line takes 10d6 poison damage and must make a Constitution saving throw. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned this way, the target must repeat the saving throw at the start of each of its turns. Each failed save causes the target to gain another level of exhaustion. Three successful saves against the poison ends condition and removes any levels of exhaustion from this ability.

Ascended Abilities

Baleful Toxin (Ascended)

Requirements: Six Poison abilities


While ascended, if you would poison a creature that is immune to being poisoned, as a reaction you can spend 10 SP and the creature loses it's immunity to being poisoned for that ability.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Innate Toxin: You can use this ability at will, no action required.
  • Efficient Strain: You spend 5 SP instead.
  • Toxic Vulnerability: When a creature takes poison damage from one of your armament abilities or kidō, they have disadvantage on saving throws against being poisoned by you.

Cascading Contagion (Ascended)

Requirements: Six Poison abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: 1 minute

You send out a mote of poisonous energy at a creature you can see within range. The target must make a constitution saving throw. On a failure taking 8d6 poison damage and becoming poisoned for the duration. On a success taking half damage and not being poisoned.

When a creature begins their turn poisoned by this ability, they take 4d6 poison damage and poison bursts from them affecting creatures within range of them. Each creature within the range must make a constitution saving throw. On a failure taking 2d8 poison damage and becoming poisoned. On a success taking half damage and not being poisoned.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Distant Ability: The range increases by 30 feet.
  • Extend Ability: The duration increases by 1 minute.
  • Amplify Ability: The damage dice size of this ability increases to a d8. Requires 1 augment.

Projectile Armament

F

rom your soul, a kinetic power unfurls. Masters of this dynamic force wield the precision of projectiles, bombarding their adversaries in a relentless barrage.

As the blade is unsheathed, it pulses with kinetic energy, heralding the arrival of a power that strikes with speed and accuracy, or a deadly swarm of unforgiving power.

Innate Abilities

Shaping: When you use a projectile ability, choose a number of creatures up to your Dex modifier (minimum one creature). A chosen creature automatically succeeds on its saving throw against the projectile ability and doesn't take damage.

Hunter: As a bonus action you spend 4 SP to mystically mark a creature you can see within 100 feet. As long as you maintain concentration, you deal an extra dice of damage to the target whenever you hit it with a ranged armament attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find it.

Quick Draw: When you roll for initiative, as a reaction you may release and activate Projectile Form or Ranged Form (whichever you possess) as part of the same reaction.

Cone Attack

Requirements: Cylinder Attack


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

While in projectile form, you create a 30-foot cone that blasts of from you in a direction you choose. Each creature in the cone must make a Dexterity saving throw. On a failed saving throw they take damage equal to your armament damage. Half as much damage on a success. If a creature would roll a 1 on this saving throw, the attack is considered a critical hit.

You may reselect this ability multiple times, each time choosing one of the following options:

  • Widen Ability: The cone size increases by 10 feet.
  • Improved Cone Attack: While in projectile form, when you take the attack action, you can replace one attack with this ability.
  • Persisting Cone: After you use this ability, a part of it lingers. The cone persists for 1 round. When a creature enters the cone for the first time or ends their turn inside it, they suffer it's effects. Each time you reselect this augment the cone persists an additional round.

Cylinder Attack

Requirements: Line Attack


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

While in projectile form, you create a 20-foot-radius, 40-foot-high cylinder on a point you can see within range.

Each creature in the cylinder must make a Dexterity saving throw. On a failed saving throw they take damage equal to your armament damage. Half as much damage on a success. If a creature would roll a 1 on this saving throw, the attack is considered a critical hit.

You may reselect this ability multiple times, each time choosing one of the following options:

  • Enhance Ability: The radius and height increases by 10 feet.
  • Improved Cylinder Attack: While in projectile form, when you take the attack action, you can replace one attack with this ability.
  • Lingering Cylinder: After you use this ability, a part of it lingers. The cylinder persists for 1 round. When a creature enters the cylinder for the first time or ends their turn inside it, they suffer it's effects. Each time you reselect this augment the cylinder persists an additional round.

Deadeye

Requirements: Ranged Form


  • SP Cost: 2
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 round

Once per turn, when you succeed on a ranged armament attack using your long range, you deal +1 bonus damage for each 10 feet above your normal range.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires concentration.
  • Extend Ability: The duration increases by 1 round.
  • Dead Shot: The bonus damage increases by +1, max +4.

Increased Velocity

Requirements: Cone Attack


When a creature uses evasion or a similar ability against your projectile abilities, as a reaction you may spend 4 SP. If you do, they don't benefit from that ability.

Line Attack

Requirements: Projectile Form


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

While in projectile form, your launch a line 20 feet long and 5 feet wide from you in a direction you choose. Each creature in the line must make a Dexterity saving throw.

On a failed saving throw they take damage equal to your armament damage. Half as much damage on a success. If a creature would roll a 1 on this saving throw, the attack is considered a critical hit.

You may reselect this ability multiple times, each time choosing one of the following options:

  • Widen Ability: The line length increases by 10 feet.
  • Improved Line Attack: While in projectile form, when you take the attack action, you can replace one attack with this ability.
  • Persisting Line: After you use this ability, a part of it lingers. The line persists for 1 round. When a creature enters the line for the first time or ends their turn inside it, they suffer it's effects. Each time you reselect this augment the lines persists an additional round.

Marksman

Requirements: Ranged Form


When you select this ability, you gain one of the following Marksman Shots.

Bait Shot: When you hit a creature with a ranged armament attack, you can spend 2 SP and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Distracting Shot: When you hit a creature with a ranged armament attack, you can spend 3 SP and they're Distracted for 1 round.

Feinting Shot: As a bonus action you can spend 2 SP and choose one creature within normal range of you as your target. You have advantage on your next attack roll against that creature this turn.

Goading Shot: When you hit a creature with a ranged armament attack, you can spend 2 SP to attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Maneuvering Shot: When you hit a creature with a ranged armament attack, you can spend 3 SP to maneuver one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks away from the target of your attack.

Intercepting Shot: When another creature damages you with a projectile, you can use your reaction and spend 2 SP any number of times to reduce the damage by your Dexterity modifier + your PB + the amount of times you spent 2 SP.

Pushing Shot: When you hit a creature with a ranged armament attack, you can spend 3 SP to attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Piercing Shot: When you hit a creature with a ranged armament attack, you can spend 4 SP to attempt to damage another creature with the same attack. Choose another creature directly behind the original target. If the original attack roll would hit the second creature, it takes damage equal your dexterity modifier. The damage is of the same type dealt by the original attack.

Tripping Shot: When you hit a creature with a ranged armament attack, you can spend 3 SP to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Vital Shot: When you hit a creature with a ranged armament attack, you can spend 4 SP to wound the target. The target is wounded and gains one wound.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Swap Ammunition: Choose another marksman shot.
  • Efficient Ability: The SP cost of your Marksman Shots are reduced by 1, minimum 1. Requires 6 augments.

Penetrating Armament

Requirements: Ranged Form and two other Projectile abilities


While in Ranged Form, your armament abilities that deal piercing damage ignore resistances. If a creature would be immune to piercing damage you deal, it instead takes half damage.

Projectile Form


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, W
  • Duration: Until sealed

You cannot activate this ability if your armament is Armor, a Summon or in Ranged Form.

Your armament transforms into "Projectile Form", which can appear as tiny blade fragments, small spinning blades, a cloud of ash or something similar.

While in this form your armament gains the following traits:

  • You cannot make opportunity attacks with your armament
  • Your armament cannot gain or benefit from any weapon properties.
  • Your armament cannot be disarmed, targeted and is immune to the Destroyed condition
  • Choose one damage type from bludgeoning, piercing or slashing. Your armaments damage type is changed to the chosen one
  • You do not make ranged or melee attacks with this weapon, you instead make Projectile Attacks. To do so, choose a target within range that you can see. They make a Dexterity saving throw. On a failed saving throw they take damage equal to your armament damage. Half as much damage on a success. When the targeted creature would roll a 1 on this saving throw, the attack is considered a critical hit.

The range increases by 10 feet for each augment.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action.
  • Scale Ability: The range increases by 10 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Improved Projectile Form: Whenever a non-projectile armament ability would require an armament attack, you can instead make a projectile attack.
  • Reactive Projectile: When you would be able to make an opportunity attack, you can replace it with a projectile attack. Requires 2 augments.
  • Alternate Projectiles: Choose another damage type your armament can deal, you must select which damage type your armament deals before attacking.
  • Reactive Form: When you activate this ability, as a reaction you may activate a "Form" ability you possess; such as Acid Form, Fire Form, etc.
  • Increased Mass: While in projectile form, your armament deals an additional dice of damage, max 3 additional dice. Requires 3 augments.

Projectile Mastery

Requirements: Projectile innate ability


You gain an Projectile innate ability you currently don't possess.

Ranged Form


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

You cannot activate this ability if your armament is Armor, a Summon or in Projectile Form.

Your armament transforms into a ranged weapon, detailed below. This form can appear as a bow or another ranged weapon.

Ranged Form
Weight Properties
20 lbs. Heavy, Loading (range 10/20), Two-handed

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: The casting time is changed to a bonus action.
  • Subtle Ability: This ability no longer requires V or S components.
  • Increase Range: The short and long range increases by 10 feet.
  • Compact Weapon: Your ranged form looses the Heavy property.
  • Rapdifire: Your ranged form looses the Loading property.
  • Mithral Weapon: Your ranged form looses the Two-handed property. Requires 4 augments.
  • Decrease Weight: The weight is reduced by 2 lbs., minimum 10 lbs.

Ricochet


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You make a ranged armament attack at a wall or piece of solid terrain, and have it ricochet off. When you do, use the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considered the new origin square of the attack. Use that square to determine the effects of cover, and your own square to determine the effects of concealment.

The wall or piece of solid terrain and target must be within your normal range.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Increase Short Range: Your armament's normal range increases by 5 feet.
  • Improved Ricochet: You can ricochet off of an additional wall or piece of solid terrain; max 4. For each additional wall or piece of solid terrain from the first one you ricochet off of, reduces your range by 10 feet.
  • Echo Shots: When you take the attack action, you can replace any number of those attacks with this ability. Requires 2 augments.

Ultimate Abilities

Condensed Weapon (Ultimate)

Requirements: Increased Velocity


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, W
  • Duration: Instantaneous

While in projectile form, you condense your weapon into a single powerful attack. You can spend 4 SP any number of times. You can then move up to your speed and target a creature within your reach. The target takes your armaments damage (Still choosing bludgeoning, slashing or piercing damage) plus an additional 1d8 for each time you spent 4 SP.

Executioner's Shot (Ultimate)

Requirements: Penetrating Armament


  • SP Cost: 8
  • Casting Time: 1 round
  • Range: Special
  • Components: V, S, W
  • Duration: Instantaneous

While in ranged form, you take focus and then fire a lethal shot. You target a creature you can see with your armaments range and fire at them, if the creature has hit points equal to 10 x your Dexterity modifier, they are slain. If they don't they take 10d6 piercing damage. If the target is behind any form of cover, you must make an attack roll, but you do so with advantage.

Ascended Abilities

Sphere Attack (Ascended)

Requirements: Condensed Weapon


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S, W
  • Duration: Instantaneous

While in projectile form, you create a 20-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a failed saving throw they take damage equal to your armament damage plus an additional 6d6 damage.

Half as much damage on a success. If a creature would roll a 1 on this saving throw, the attack is considered a critical hit.

You may reselect this ability multiple times, each time choosing one of the following options:

  • Enhance Ability: The range and sphere's radius increases by 20 feet.
  • Improved Sphere: While in projectile form, when you take the attack action, you can replace one attack with this ability.
  • Lingering Sphere: After you use this ability, a part of it lingers. The sphere persists for 1 round. When a creature enters the sphere for the first time or ends their turn inside it, they suffer it's effects. Each time you reselect this augment the sphere persists an additional round.

Volley (Ascended)

Requirements: Executioner's Shot


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

While in Ranged Form, you make a single ranged armament attack against each creature you can see within range.

You may reselect this ability multiple times, each time choosing one of the following options:

  • Scale Ability: The range increases by 30 feet.
  • Subtle Ability: This ability no longer requires V or S components
  • Improved Volley: You instead take the attack action against each creature you can see within range.

Sound Armament

F

rom the depths of your soul, a sonic power surges, a testament to the harmonious influence within. Masters of this dynamic force wield the frequencies of sound, entrapping their adversaries in a symphony of dissonance.

As the blade is unsheathed, it reverberates with sound, heralding the arrival of a power that strikes with rhythm and resonance, conducting a symphony of soundwaves that reverberate through the air with captivating force.

Innate Abilities

Thunder Resilience: You gain resistance to thunder damage. If you're already resistant to thunder damage or gain resistance from another source, you're instead immune.

Sonomancer: When you cast kidō that deals non-thunder elemental damage, you can spend SP equal to that kidōs level, (min 1 SP) and change the damage to thunder damage.

Reverberation: Creatures that can't hear can still be affected and take damage by your sound abilities

Deafening Silence

Requirements: Two Sound abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Concentration, up to 5 rounds

You target a creature or an object that can fit in a 10-foot cube you can see within range. The target cannot create any sound, including it's gear or any other tools or objects it attempts to use to produce sound. The target cannot cast a spell that requires V components. An unwilling creature is allowed a Constitution saving throw to resist the effects.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Enhance Ability: The range and cube size increases by 10 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires concentration. Requires 2 augments.
  • Extend Ability: The duration increases by 5 rounds.
  • Improved Deafening: The target is also deafened for the duration. Requires 3 augments.

Deafening Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Your armament reverberates with sound, dealing an

additional 1d6 thunder damage. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: Increase the damage dice size by one step, to a maximum of a 1d12.
  • Thunderous Blade: On a crit, the target is deafened. At the end of each of the targets turn it can make a Constitution saving throw, ending the effect on a success. Requires 2 augments.

Dissonance

Requirements: Four Sound abilities


Your sound abilities are increased in power.

Your armament abilities and kidō that deal thunder damage ignore resistances. If a creature would be immune to thunder damage you deal, it instead takes half damage.

Echoing Strike

Requirements: Three Sound abilities


  • SP Cost: 5
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: 1 minute

Your attacks are turned in blasts of sonic energy. For the duration, your melee armament attacks have an increased reach of 10 feet, and physical damage dealt this way is changed to thunder damage.

Creatures that can't hear don't take this thunder damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Extend Ability: The duration increases by 1 minute.
  • Increase Reach: The reach is increased by 5 feet.

Harmonic Inspiration

Requirements: Four Sound abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You produce a melody inspiring jolly cooperation. Choose any number of creatures, other than yourself, within range who can hear you. Once per turn when the target makes an ability check, attack roll, or saving throw, it adds a 1d4 die to the result. The creature can wait until after it rolls the

d20 before deciding to use the die, but must decide before the DM says whether the roll succeeds or fails.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Scale Ability: The range increases by 5 feet.
  • Focused Ability: This ability no longer requires concentration. Requires 2 augments.
  • Extend Ability: The duration increases by 1 minute.
  • Empower Ability: The dice size increases by one step, max d12.

Sculpt Sound

Requirements: One Sound ability


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous or 1 hour

You create sound or manipulate non-magical sound in an area within range that fits within a 10-foot cube. Choose one of the following effects:

  • You create a harmless and simple sound that originates from a point within the area, such as a rumble of thunder, the cry of a raven, or ominous whispers. The volume can range from a whisper to a scream. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the effect ends. You can dismiss it as an action.
  • You can either increase or decrease the volume of any and all sounds within the area. You can decrease the volume of the area down to a whisper or increase it to that of thunder.
  • Within the area, you can change the current existing sounds characteristics, such as pitch, texture, timbre, or spatial location. For example, make someones voice sound an octave higher or lower, make a subject sound like someone else, change the sound of of a conversation to the sound of a crowd, or make the sounds sound further away or closer, or change the sound of an instrument to sound like another.

Any non-willing creatures are allowed a Constitution saving throw to resist any changes.

The cube size increases by 10 feet for each augment.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Magic Sound: You can affect magical sound.
  • Scale Ability: The range increases by 10 feet.
  • Extend Ability: The duration increases by 1 hour

Sonic Barrier

Requirements: One Sound ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You create booming energy around a creature you can see within range. For the duration they gain the following benefits:

  • Resistant to non-magical bludgeoning damage and thunder damage
  • Advantage on saving throws to be deafened.
  • Whenever a creature moves within 5 feet of the target for the first time, they take 1d4 thunder damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Scale Ability: The range increases by 10 feet.
  • Focused Ability: This ability no longer requires concentration.
  • Extend Ability: The duration increases by 1 minute.
  • Empower Ability: The damage dice size increases by one step, max 1d12.

Sonic Wave

Requirements: Two Sound abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

A wave of sonic force blasts out from you. Each creature in a 15-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area and automatically pushed 10 feet away from you. This ability emits a thunderous boom audible out to 300 feet.

Creatures that can't hear don't take this thunder damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Widen Ability: The cone size increases by 5 feet.
  • Empower Ability: The damage dice size increases by one step, max d12.
  • Improved Wave: Creatures can be pushed away an additional 5 feet.
  • Subdue Sound: You can reduce the thunderous boom range by up to 50 feet, max 50 feet.

Sound Mastery

Requirements: Sound innate ability


You gain an Sound innate ability you currently don't possess.

Thunder Form


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure sound. While this ability is active, your armaments damage type is changed to thunder damage.

If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

Creatures that can't hear don't take this thunder damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Thunder Shout

Requirements: Three Sound abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

You let out a cacophonic shout. Each creature within range that can hear you must make a Constitution saving throw. On a failure taking 4d6 thunder damage and becoming deafened. On a successful save taking half damage and not being deafened.

A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area and automatically pushed 10 feet away from you. This ability emits a thunderous boom audible out to 300 feet.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Scale Ability: The range increases by 10 feet.
  • Magnify Ability: The damage increases by 1d6, max 8d6.
  • Subdue Sound: You can reduce the thunderous boom range by up to 50 feet, max 50 feet.

Ultimate Abilities

Death Chord (Ultimate)

Requirements: Five Sound abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

You let out a discordant wail. All creatures within 30 feet of you that can hear you must make a Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10d6 thunder damage.

Constucts and undead are unaffected.

Sonic Boom (Ultimate)

Requirements: Five Sound abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V, S, W
  • Duration: Instantaneous

A cacophonous boom erupts in a 30-foot-radius-sphere centered on a point you can see within range.

Each creature within the area that can hear takes 10d6 thunder damage, is pushed 20 feet away from the center of the sphere and must make a constitution saving throw. On a failure they are permanently deafened.

A creature made of inorganic material such as stone, crystal, or metal takes 10d8 thunder damage instead. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area and automatically pushed 20 feet away from the spheres center. This ability emits a thunderous boom audible out to 300 feet.

Ascended Abilities

Resounding Bolt (Ascended)

Requirements: Six Sound abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

You unleash a bolt of sonic energy at a creature or object you can see. Make a ranged armament attack against the target. On a hit, the target takes 6d6 thunder damage and must make a constitution saving throw. On a failure it is deafened for 1 minute.

A creature made of inorganic material such as stone, crystal, or metal have the damage dice increased by one step. Creatures that can't hear are unaffected.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer needs V or S components
  • Scale Ability: The range increases by 30 feet
  • Ampliy Ability: Increase the damage die size to a d8. Requires 1 augment.

Thunder Spear (Ascended)

Requirements: Six Sound abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

A stroke of thunder forming a line 50 feet long and 10 feet wide blasts out from you in a direction you choose. Each creature and object in the line must make a Constitution saving throw. A creature takes 8d6 thunder damage and is deafened for 1 minute on a failed save, or half as much damage on a successful one. Additionally, each creature must make a Dexterity saving throw or be flung up to 30 feet in a direction away from the line. A nonmagical object that isn't being worn or carried is automatically flung.

If a thrown target collides with an immobile object or piece of terrain takes 1d6 bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creatures must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

A creature made of inorganic material such as stone, crystal, or metal has disadvantage on it's saving throws. This ability emits a thunderous boom audible out to 300 feet.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Widen Ability: The line length increases by 50 feet and width by 5 feet.
  • Improved Thunder: Creatures or objects can be flung an additional 30 feet.
  • Amplify Ability: The dice size increases to a d8. Requires 1 augment.

Summon

You may select Hollow abilities marked with an asterisk * as Summon abilities. The chosen abilities can only be used by your Summon.

Summon


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, W
  • Duration: 1 minute

When you select this ability you must choose a Summon. To do so, choose any type of creature with a stat block in the Monster Manual (or any other resource approved by your GM) with a challenge rating 1/2 or lower. Any additional Summon abilities gained will add to, change or remove from your Summons stat block.*

You toss your armament into an unoccupied space you choose within range, it transforms into your Summon. As an action you control what your Summon does.

Your Summon has the following traits:

  • Your Summon has a proficiency bonus equal to yours.
  • Any abilities or attacks your Summon has that deal damage, its damage amount is changed to your base armament damage.
  • If your Summon is reduced to 0 hit points, it reverts back to your armament and falls to the ground.
  • You can't have more than one Summon active at a time.

For every other Summon ability you have, the duration of this ability is increased by 1 minute.

Whenever your HD increases, your Summons HD increases by one.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Retain Blade: When you activate this ability, you gain a copy of your Armament
  • Quick Ability: The casting time is changed to a Bonus action
  • Subtle Ability: This ability doesn't require V or S components

Summons Blade

Requirements: Summon


Your Summon has a copy of your armament, if any. However, it cannot activate any armament abilities.

Ability Score Increase

Requirements: Summon


Choose one of your Summons ability scores, it increases by 2, or you can increase two ability scores of your Summon by 1 instead.

You may reselect this ability multiple times.

Natural Armor

Requirements: Summon


Your Summon gains a natural armor bonus of 2. If it already has natural armor, it increases by 2.

Hit Point Increase

Requirements: Summon


Your summon gains two hit die, and its maximum hit points increases. To determine the amount of the increase, roll your Summons Hit Die (the type of die appears in the Summons stat block), and add its Constitution modifier.

You may reselect this ability multiple times.

Speed Increase

Requirements: Summon


Select one of your Summons modes of movement, it increases by 10 feet.

You may reselect this ability multiple times.

Extra Sense

Requirements: Summon


Your Summon gains one of the following senses:

  • Blindsight 20 feet.
  • Darkvision 60 feet.
  • Tremorsense 80 feet.

Extra Movement

Requirements: Summon, three other Summon abilities


Your Summon gains one of the following movement modes:

  • Burrow speed of 50 feet.
  • Climb speed of 40 feet.
  • Fly speed of 30 feet.
  • Swim speed of 60 feet.

Truesight

Requirements: Summon, Extra Sense, two other Summon abilities


Your summon gains Truesight out to 30 feet.

Condition Immunity

Requirements: Summon, five other Summon abilities


Choose one of the conditions listed below, your Summon is immune to that condition.

Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, or poisoned.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Additional Immunity: Choose another condition your Summon is now immune too.
  • Improved Immunity: Choose Restrained, Stunned or Exhaustion, your Summon is now immune to that condition. You must have selected this ability once, and have five other Summon abilities before you can choose this option.

Share Senses

Requirements: Summon, six other Summon abilities


While your Summon is within 100 feet of you, you can communicate with it telepathically. Additionally, as a bonus action, you can see through your Summon's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the Summon has. During this time, you are deaf and blind with regard to your own senses.

Regeneration

Requirements: Summon, eight other Summon abilities


Your Summon regains 10 hit points at the start of your turn. Choose a damage type, if your Summon took damage of the chosen type since your last turn, this ability doesn't function at the start of your next turn.

You may reselect this ability multiple times, each time increasing the amount of hit points regained by 2.

Share Spells

Requirements: Summon, ten other Summon abilities


when you cast a spell targeting yourself, you can also affect your Summon with the spell if your Summon is within 30 feet of you.

Transmogrify (Ascended)

Requirements: Summon, four other Summon abilities and an ascended form


At the end of each long rest or when you enter your ascended form, you may reselect all your Summoning armament abilities, choosing new ones if desired.

Water Armament

In the depths of your soul, a maelstrom surges, a testament to the abyssal influence within. Masters of water entrap their adversaries in a riptide of power.

As the blade is unsheathed, it rages with water, heralding the arrival of a torrential power that is swift as a coursing river, or with the force of a great typhoon.

Innate Abilities

Cold Resilience: You gain resistance to cold damage. If you're already resistant to cold damage or gain resistance from another source, you're instead immune.

Hydromancer: When you cast kidō that deals non-cold elemental damage, you can spend SP equal to that kidōs level, (min 1 SP) and change the damage to cold damage.

Ebb and Flow: When you deal damage with a water ability, you may have any number of the damage dice deal bludgeoning damage instead of cold damage and vice versa.

Aqua Form

Requirements: Three Water abilities


  • SP Cost: 5
  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 2 rounds

You transform yourself and all items you're carrying into water. The amount of water has the same mass and volume as your normal body, but its vaguely shaped as your form. For the duration, you gain the following benefits:

  • You can move through a space as narrow as 1 inch wide without squeezing
  • You are immune to fire, acid and poison damage, and vulnerable to cold and lightning damage
  • You're immune to the poisoned, paralyzed and stunned conditions
  • You gain resistance to nonmagical bludgeoning, slashing and piercing damage
  • Your walk speed becomes 20 feet, but while in water you gain a swim speed equal to your normal speed
  • You can't speak, attack, activate armament abilities or cast kidō

You can end this ability as an action. If the ability ends while you're in a container that's too tight for your full form, the container shatters if able. If not, you remain in fluid form until you are released from the container and take 1d4 force damage at the beginning of your turn.

You may select this ability multiple times, each time choosing one of the following augments:

  • Rapid Ability: The casting time is changed to an action. Requires 2 augments.
  • Focused Ability: This ability no longer requires concentration. Requires 1 augment.
  • Extend Ability: The duration increases by 2 rounds.
  • Aquaspeech: You are able to speak while in Aqua Form.
  • Solidify: While the ability is still active, you can spend 1 round to transform back to your normal body.
  • Improved Aqua Form: While in aqua form you are able to activate water armament abilities. Requires 4 augments.

Geyser

Requirements: Three Water abilities


  • SP Cost: 5
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

You cause a 4-foot-diamater and 10-foot tall spout of water to shoot up from from a space you can see within range. If a creature is in the space, you can make a ranged armament attack against them, on a hit the target takes 2d6 cold and must make a Strength saving throw, on a failure they are knocked prone. Alternatively, if they are willing they take no damage and are brought up to the spouts height and they can use it as a platform.

You may select this ability multiple times, each time choosing one of the following augments:

  • Scale Ability: The range increases by 10 feet.
  • Widen Ability: The spout height increases by 10 feet.
  • Empower Ability: The damage dice size increases by one step, max d12
  • Lingering Ability: The spout persists until sealed and it's area is difficult terrain, you can have multiple spouts at a time. When a creature enters the spouts space, they are subjected to its effects. Requires 1 augment.
  • Reactive Ability: You may activate this ability as a reaction, which you take when a creature you can see moves into a space within range. Requires 2 augments.

Hydro Cannon

Requirements: Two Water abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

A line of roaring water 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Strength saving throw. A creature takes 3d8 cold damage on a failed save and is knocked prone. Or half as much damage on a successful one and the creature isn't knocked prone.

You may select this ability multiple times, each time choosing one of the following augments:

  • Widen Ability: The line length increases by 5 feet
  • Magnify Ability: The damage increases by 1d8, max 6d8.

Hydrokinesis

Requirements: One Water ability


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous or 1 hour

In a 10-foot cube within range, you can create, control or shape non-magical water (solid, liquid or gas) that you can see in one of the following ways:

  • Redirect. You instantaneously move or otherwise change the flow of the water to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the ability's area, it resumes its flow based on the terrain conditions. This movement doesn't have enough force to cause damage. The water continues to move in the direction you chose for the duration or you end the effect.
  • Shape. You cause the water to form into simple shapes and animate at your direction. This change lasts for the duration.
  • Color. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for the duration.
  • Melt. You melt the ice, you may have the water retain its shape if able.
  • Vaporize. You Vaporize the water or sublimate the ice, which expands to a 30-foot-radius sphere of vapor centered on the water or ice. This vapor is ambient temperature and does not cause damage. The sphere spreads around corners, and its area is lightly obscured. It falls to the ground as water after 1 hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If the environment is Extreme Cold, the vapor turns to snow at the the end of the round and falls to the ground. If the environment is Extreme Heat, the vapor disperses at the end of the round.
  • Condensation. You condense the vapor, causing it to fall to the ground as water and form a puddle on the ground.
  • Create water. You fill the cube with 1 foot of water. For the duration, you spend a bonus action to continue to fill the cube with another foot of water. Or you create up to 1 gallon per augment of clean water within range in an open container. Or, the water falls as rain in the cube, extinguishing exposed flames in the area.

You can dismiss an effect as an action. The cube increases by 5 feet for each augment.

You may select this ability multiple times, each time choosing one of the following augments:

  • Scale Ability: The range increases by 10 feet.
  • Silent Ability: This ability no longer requires V components.
  • Focused Ability: This ability no longer requires concentration
  • Extend Ability: The duration increases by 1 minute.
  • Widen Ability: The cube size increases by 5 feet.
  • Magic Water: You can now affect magical water.
  • Quick Disperse: You can dismiss an effect as a bonus action instead.
  • Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated for the duration or you end the effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
  • Part Water: You cause water in the area to move apart and create a trench. The trench extends across the ability's area, and the separated water forms a wall to either side. The trench remains for the duration or you end the effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Riptide

Requirements: Four Water abilities


Your water abilities are increased in power.

Your armament abilities and kidō that deal cold damage ignore resistances. If a creature would be immune to cold damage you deal, it instead takes half damage. This also applies to bludgeoning damage you deal with water abilities.

Sub-Mariner

Requirements: One Water ability


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, W
  • Duration: 1 minute

Up to four willing creatures within range that you can see gain the following benefits:

  • They are able to breathe underwater for the duration. Affected creatures also retain their normal mode of respiration
  • They gain a swim speed of 30 feet
  • They have advantage on Athletic checks for swimming
  • They are resistant to acid and fire damage

You may select this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action.
  • Scale Ability: The range increases by 20 feet.
  • Subtle Ability: This ability no longer requires V or S components.
  • Extend Ability: The duration increases by 1 minute.
  • Nautical Army: You can target two additional creatures.

Tidal Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Water swirls around your armament, dealing an additional 1d6 cold damage. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will
  • Subtle Ability: This ability no longer requires V or S components
  • Empower Ability: Increase the damage dice size by one step, max 1d12
  • Brine Blade: On a crit, the target is knocked prone. Requires 1 augment.

Torrential Strikes

Requirements: Four Water abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

You become swift as a coursing river. You move up to an empty space you can see within range. During this movement, when you enter a creatures space for the first time, you can make one melee armament attack against them. On a hit, the creature takes an additional 1d6 cold damage and you don't provoke opportunity attacks from that creature until your next turn.

You may select this ability multiple times, each time choosing one of the following augments:

  • Scale Ability: The range increases by 10 feet
  • Empower Ability: The damage dice size increases by one step, max 1d12.
  • Swift Torrent: You do not provoke opportunity attacks regardless if you hit a creature or not. Requires 1 augment.
  • Improved Strikes: You instead make two melee armament attacks against a creature. Requires 1 augment.

Wall of Water

Requirements: Two Water abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Concentration, up to 5 minutes

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is translucent, its space is difficult terrain and lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature is knocked up into the air and falls prone on the opposite side of the wall from you taking 2d6 cold damage. On a successful save, the target takes half damage and is only moved to an adjacent square of their choice on the opposite side of the wall form you.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Effects that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

You may select this ability multiple times, each time choosing one of the following augments:

  • Enhance Ability: The ability range, wall length, height, diameter increases by 5 feet and the thickness by 1 foot, max 5 feet thick.
  • Empower Ability: The damage dice size increases by one step, max d12.
  • Improved Wall: Melee weapon attacks that enter the walls space also have disadvantage
  • Reactive Ability: You can activate this ability as a reaction when you are targeted by an attack or kidō you can see within range. Requires 2 augments.

Water Form


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure water. While this ability is active, your armaments damage type is changed to cold damage.

If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Water Mastery

Requirements: Water innate ability


You gain an Water innate ability you currently don't possess.

Ultimate Abilities

Drown (Ultimate)

Requirements: Five Water abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S, W
  • Duration: Concentration

You create water in the lungs of a target you can see within range, causing it to begin suffocating as if it had ran out of breath.

Coughing and other attempts by the subject to physically expel the water from its lungs are useless.

Undead, constructs, creatures that do not need to breathe, and creatures that can breathe water are unaffected by this ability.

Suffocating

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (min of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. PHB page 183.

Tsunami (Ultimate)

Requirements: Five Water abilities


  • SP Cost: 8
  • Casting Time: 1 round
  • Range: Sight
  • Components: V, S, W
  • Duration: Concentration, up to 5 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 100 feet long, 100 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area takes 5d10 cold damage and 5d10 bludgeoning damage.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 25 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 cold damage. At the end of the turn, the wall’s height and length is reduced by 20 feet and thickness reduced by 10 feet, and the damage creatures take from the ability on subsequent rounds is reduced by 1d10.

When the wall reaches 0 feet in height, width or thickness, the ability ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against the save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

Ascended Abilities

Maelstrom (Ascended)

Requirements: Six Water abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, W
  • Duration: Concentration, up to 5 rounds

A mass of 20-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the ability ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 cold damage and be pulled 10 feet toward the center. Once a creature reaches the center, if they would take damage, they take 6d8 cold damage instead and they begin to drown.

As an action any creature within the area can make a Strength saving throw. On a successful, they are able to move within the area.

You may select this ability multiple times, each time choosing one of the following augments:

  • Scale Ability: The range increases by 100 feet.
  • Focused Ability: This ability no longer requires concentration
  • Extend Ability: The duration increases by 5 rounds.
  • Widen Ability: The depth and radius doubles.
  • Undertow: Creatures are pulled an additional 10 feet toward the center.

Undersea Knight (Ascended)

Requirements: Six Water abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You tame the raging sea and weave it around yourself. For the duration, you gain the following benefits:

  • Marine Armor. While not wearing armor, water forms around you granting you a +1 bonus to AC.
  • Ocean Lance. Spiraling water shapes your armament into a lance, dealing an extra 1d8 cold damage and increasing your reach by 5 feet.
  • Sea Blessing. You are resistant to acid, cold and fire damage, but vulnerable to lightning damage.
  • Waterwalking. You may move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (crossing molten lava can still deal damage from the heat). If you're submerged in a liquid, you can spend a bonus action to have the ability carry you to the surface of the liquid at a rate of 60 feet per round.
  • Waterbreathing. You are able to breathe underwater. You still retain your normal mode of respiration.
  • Whirpool. Water rages around you, in a 10-foot radius around you the area is difficult terrain for other creatures.
  • Swim Speed. You gain a swim speed equal to your speed.
  • Aquatic Vision. While submerged, you gain darkvision out to 60 feet.

You may select this ability multiple times, each time choosing one of the following augments:

  • Focused Ability: This ability no longer requires concentration.
  • Extend Ability: The duration increases by 1 minute.
  • Improved Marine Armor: The AC bonus increases by +1. Additionally, while submerged the AC bonus is doubled.
  • Improved Ocean Lance: The damage dice increases by 1d8. Additionally, while submerged the damage dice size increases to d10.
  • Improved Blessing: While submerged, you're immune to acid, fire and cold damage instead.
  • Sea Ward: You are no longer vulnerable to lightning damage. Requires 1 augment.
  • Improved Whirlpool: While submerged, if a creature ends their turn within whirlpool radius, they take 1d6 cold damage.
  • Deep Sea Recovery: At the beginning of your turn, if you're submerged, you regain 2d6 hit points.

Weapon Armament

F

rom the arsenal of your soul, a versatile power manifests, a testament to the adaptive influence within. Masters of this dynamic force possess a range of skills and strikes to outmaneuver their foes.

As the blade is unsheathed, it's keen edge gleams, heralding the arrival of a weapon that can slash the heavens.

Innate Abilities

Kenjutsu: You gain a Zanjutsu feat.

Fighting Style: You gain the Fighting Style class ability as per the Fighter class choosing between the following styles: Dueling, Great Weapon Fighting, or Two-Weapon Fighting.

Resolute Spirit: When you roll for initiative and have no SP remaining, you regain 2 SP. You regain an additional 2 SP at 5th, 10th, 15th and 20th level for a total of 10 SP at 20th level.

Champion's Clash

Requirements: Fury Barrage


  • SP Cost: 4
  • Casting Time: 1 reaction (which you take when a creatures succeeds an attack roll against you)
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You roll an unarmed strike attack. If your attack roll is greater than the triggering attack roll, you do not take any damage and counter that attack.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Silent Ability: This ability no longer requires V components.
  • Improved Clash: The triggering attack roll is Countered if your attack roll is equal to or greater instead.
  • Retaliating Clash: If the triggering attack is Countered, the attacker takes 1d6 damage. Each time you reselect this augment the damage dice size increases by one step; maximum 1d12.
  • Multi Clashes: You gain an additional reaction per round, but they can only be used to activate this ability; max four reactions.

Enchanted Weapon

Requirements: Four weapon abilities


  • SP Cost: 4
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

When you select this ability choose one of the

enchantments listed below. When you activate this ability, your armament benefits from your chosen enchantments for the duration.

  • Acid: Your armament deals an extra 1d4 acid damage.
  • Fire: Your armament deals an extra 1d4 fire damage.
  • Ice: Your armament deals an extra 1d4 cold damage.
  • Lightning: Your armament deals an extra 1d4 lightning damage.
  • Dark: Your armament deals an extra 1d4 necrotic damage.
  • Poison: Your armament deals an extra 1d4 poison damage.
  • Light: Your armament deals an extra 1d4 radiant damage.
  • Sound: Your armament deals an extra 1d4 thunder damage.
  • Wind: Your armament deals an extra 1d4 force damage.
  • Returning: When you make a ranged armament attack, immediately after the attack, the weapon flies back to your hand. Requires the Thrown weapon property.
  • Defender: The first time you attack with your armament on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, if you have a +3, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
  • Dancing: As a bonus action you toss your armament into the air and it begins to hover. You may have it fly up to 30 feet, and it attacks one creature of your choice within 5 feet of it. It uses your attack roll and ability score modifier to damage rolls. While it hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you and have it attack one creature within 5 feet of it. As a bonus action, you can have the weapon fly up to 30 feet to try and return to your hand. If you don't have a free hand, it falls to the ground at your feet. It also ceases to hover if you grasp it or move more than 60 feet away from it.
  • Speed: You can make one additional attack with this armament when you take the attack action. Requires 2 augments.
  • Slaying: Choose one creature type (Soul, Bount, Hollow, Quincy, Human), when the chosen creature type takes damage, the creature must make a Constitution saving throw, taking an extra 4d4 damage on a failed save, or half as much damage on a successful one. Requires 3 augments.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires Concentration.
  • Additional Enchantment: Your armament gains another enchantment.

Enhanced Weapon


Choose one of the following weapon properties. Your armament gains the chosen weapon property.

  • Finesse. If the armament has the Heavy property, it instead loses it; selecting this property an additional time then grants it the Finesse weapon property.
  • Light. If the armament has the Two-Handed property, it instead loses it; selecting this property an additional time then grants it the Light weapon property.
  • Reach
  • Thrown (10/20). Reselecting this property increases both ranges by 5 feet.
  • Versatile (Damage dice size increases by one step when used with two hands to make a weapon attack). You cannot select this weapon property if your armament has the Two-Handed weapon property.

You may select this ability multiple times, each time choosing one of the following augments:

  • Additional Property: Your armament gains an additional weapon property.
  • Retain Property: Your armament retains any of the weapon properties from this ability, while the Weapon Form ability is active. Requires Weapon Form.

Fist Crater

Requirements: Champion's Clash


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You punch the ground with extreme force, causing a great shockwave. Each creature within a 20-foot radius of you must make a Dexterity saving throw. On a failure taking 4d6 bludgeoning damage, pushed 10 feet away and falling prone. On a success taking half damage, not pushed away and doesn't fall prone. The area becomes difficult terrain.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Silent Ability: This ability no longer requires V components.
  • Widen Ability: The radius increases by 10 feet.
  • Amplify Ability: The damage increases by 1d6; maximum 6d6
  • Improved Crater: When a creature fails the saving throw by 5 or more, they are embedded in the ground and are restrained. The creature can spend an action to make an Athletics check to break free, ending this effect.

Fury Barrage

Requirements: Gauntlet Form and one other Weapon ability


  • SP Cost: 3
  • Casting Time: Bonus action
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

You unleash a barrage of punches directed against a target you can see. You make two unarmed strikes against a creature within reach.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Silent Ability: This ability no longer requires V components
  • Improved Barrage: You make an additional unarmed strike, max four. Requires 1 augment.
  • Alternate Barrage: You may replace any of these unarmed strikes with a grapple, shove or trip attack.

Gauntlet Form


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes a pair of Gauntlets and gain the following benefits:

  • Your armament attacks are treated as unarmed strikes and vice versa
  • Your unarmed strike damage is 1d6 (If another source provides greater unarmed strike damage, you may use that instead)
  • You roll your unarmed strike damage in place of your base armament damage.

If you have a Summon, you may have your Summon gain the gauntlets instead.

You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability doesn't require V or S components.
  • Quick Ability: You may activate this ability as a bonus action and dismiss it at will.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Godslayer's Edge

Requirements: Two weapon abilities


Your armament's base damage ignores resistances. If a creature would be immune to that damage, it instead takes half damage.

You may select this ability multiple times, each time choosing one of the following augments:

  • Improved Cleave: When cleaving through creatures, you deal a +1 bonus damage; max bonus equal to the damage dealt to the initial creature.
  • Power Cleave: When cleaving through creatures, the original attack roll result is considered +1 greater, max +5.
  • Power Attack: Before you make a melee armament attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Increased Critical

Requirements: Three weapon abilities


Your armament scores a critical on a roll of 19 or 20 on attack rolls.

If you already have a similar ability, the extra damage dice you would roll because of a crit is maxed instead.

Martial Awakening

Requirements: Four Weapon abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

When you select this ability, choose a Zanjutsu feat you qualify for. For the duration, you benefit from that feat.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: The casting time is changed to a bonus action.
  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires concentration.
  • Expanded Zanjutsu: Choose another Zanjutsu feat you benefit from for the duration.

Martial Recovery

Requirements: Three Weapon abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

You regain hit points equal to 1d8 + your level.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Quick Ability: The casting time is changed to a bonus action.
  • Subtle Ability: This ability no longer requires V or S components.
  • Empower Ability: Increase the dice size by one step, max 1d12.
  • Proficient Recovery: You regain additional hit points equal to your PB; this augment doesn't stack.
  • Martial Cleanse: After regaining HP, If you are under an effect that allows a saving throw to end it early, you make that saving throw. Requires 2 augments.

Martyr Strike

Requirements: Two Weapon abilities


  • SP Cost: 3
  • Casting Time: 1 reaction (which you take when you are reduced to 0 HP by an attack or kidō, and not killed outright)
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

If the triggering creature is within your reach. You make a

single armament attack against them before you lose consciousness.

You may select this ability multiple times, each time choosing one of the following augments:

  • Improved Martyr: You can still activate this ability even if you are killed outright.
  • Improved Strike: You have advantage on the attack roll.
  • Lazarus Strike: If this attack would crit, and you are not killed outright, at the end of the current round you regain 1 hit point.

Shockwaves

Requirements: Fist Crater


Your punches cause devastating shockwaves. When you hit a creature with an unarmed strike, you can spend 2 SP to have each creature within 5 feet of the target to take 1d6 bludgeoning damage.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Scale Ability: The range increases by 5 feet
  • Empower Ability: The damage dice size increases by one step, max 1d12.
  • Improved Shockwaves: The Shockwaves are strong enough to damage structures and unattended objects within range.

Tempered Steel


Your armament is more resilient. If an effect would damage, break, or destroy your armament without a save, you are allowed a saving throw (except for Final Shikai or similar effect). On a success negating the destructions effect. If you are allowed a saving throw you have advantage on that saving throw.

If an effect would build up a cumulative penalty on your armament and be destroyed at a certain threshold, that threshold is doubled.

If a creature would attempt to disarm your armament you are holding, as reaction you can spend 5 SP to make a melee armament attack against that creature.

Tempo Stance

Requirements: One Weapon ability


  • SP Cost: 2
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 5 rounds

For the duration, whenever you miss an armament attack, you gain a cumulative +1 bonus on your next armament attack. On a successful hit, the bonus resets to 0.

If you're armament is in projectile form, when a creature succeeds on the saving throw, it is considered a miss and this bonus is added to the DC save. When a creature fails the saving throw, it is considered a hit.

You may select this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • Focused Ability: This ability no longer requires concentration.
  • Extend Ability: The duration increases by 5 rounds.
  • Improved Tempo: The cumulative bonus is also added as bonus damage on your next armament attack.

Weapon Form


  • SP Cost: 1
  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

When you activate this ability and as an action, you may choose one of the melee weapons in the PHB (or another source approved by your GM). Your armament transforms into the selected weapon. While transformed your armament loses its statistics and gains the new weapons statistics. You may use your armaments damage dice instead of the chosen weapons damage.

You may select this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer require V or S components.
  • Reactive Ability: When you release, you may activate this ability as a reaction.

Weapon Mastery

Requirements: Weapon innate ability


You gain a Weapon innate ability you currently don't possess.

Weapon of Heaven

Requirements: One weapon abilities


Your armament deals bonus damage equal to your PB.

Ultimate Abilities

Deicide (Ultimate)

Requirements: Five Weapon abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

Make a single armament attack against a creature within reach with advantage and ignoring up to 3/4ths cover. On a hit, all damage dice you would roll is doubled and any damage bonuses are doubled.

Additionally, any damage dealt this way ignores resistances. If the target would be immune from any damage dealt, it instead takes half damage.

The Five Point Palm Exploding Heart Technique (Ultimate)

Requirements: Shockwaves


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, W
  • Duration: Instantaneous

You make a lethal and final attack against a creature.

Make a single unarmed strike against a creature you can see within range. On a hit and after damage is dealt, the

creature must make a Constitution saving throw. On a failure, they are reduced to 0 HP and slain at the end of the current round.

Ascended Abilities

Straight Impact (Ascended)

Requirements: The Five Point Palm Exploding Heart Technique


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

You unleash a powerful punch. You make an unarmed strike against a single target within reach. On a hit, you deal an additional 4d6 damage and the target must make a Strength saving throw. On a failure they are launched away being pushed back a number of feet away from you equal to 5 x your Strength score and landing prone. On a critical strike, the target has disadvantage on the saving throw.

Non-magical structures and solid surfaces do not slow down the creature. Each time a creature moves through a structure or solid surface, they break through taking 1d6 damage per 5 feet of material they go through.

Whirlwind Attack (Ascended)

Requirements: Six weapon abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, W
  • Duration: Instantaneous

You take the attack action against each creature within reach.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • Improved Whirlwind Attack: You can move between attacks as you normally would when taking the attack action.
  • Skirmishing Attacks: Movement made as part of this ability doesn't provoke opportunity attacks. Requires 1 augment.

Wind Armament

In the boundless expanse of your soul, a gale surges, a testament to your turbulent influence. Masters of wind command it's currents and entrap their adversaries in a swirling vortex.

As the blade is unsheathed, wind swirls around it, heralding the arrival of a tempest that sweeps away all in your path.

Innate Abilities

Air Resilience: You gain resistance to force damage and take half damage from falling damage.

Aeromancer: When you cast kidō that deals physical damage, you can spend SP equal to that kidōs level, (minimum 1) and change the damage to another type of physical damage.

Become Wind: While released, you gain a fly speed equal to half your walking speed. At 10th level, the flying speed is equal to your walking speed instead. At 15th level you gain the fly speed while sealed.

Aeriel Combat

Requirements: One Wind ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until Sealed

You can make ranged unarmed strikes with a range of 10 feet. Additionally, you use Dexterity instead of Strength for the attack and damage rolls of ranged unarmed strikes.

You may select this ability multiple times, each time choosing one of the following augments:

  • The range increases by 10 feet, max 60 feet.
  • For the duration, when you crit with an unarmed strike, the target is knocked prone.
  • Dive Attack: If you are flying and dive at least 30 feet straight toward a target and then hit it with a an unarmed strike, the attack deals an extra 1d8 damage to the target.
  • Flyby: You don't provoke opportunity attacks when you fly out of an enemy's reach.
  • High Ground: While flying, when you make an attack and you are at least 10 feet above the target, you have advantage on the attack roll.

Cone of Wind

Requirements: Four Wind abilities


  • SP Cost: 6
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Instantaneous

A blast of air erupts from you. Each creature in a 30-foot cone must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning, slashing or piercing damage (your choice) is pushed back 30 feet away from you and is knocked prone. On a successful save, a creature takes half damage and isn't pushed or knocked prone.

You may select this ability multiple times, each time choosing one of the following augments:

  • The cone size increases by 10 feet.
  • The damage dice size increases by one step, max d12.
  • A creature is pushed back an additional 10 feet.
  • You can activate this ability as a reaction which you take damage from being forced to make a dexterity saving throw. You reduce the damage taken by the damage rolled for this ability.

Control Winds

Requirements: One Wind ability


  • SP Cost: 2
  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous or 1 hour

You take control of the air in a 10-foot cube that you can see within range. Choose one of the following effects when you activate this ability. The effect lasts for the duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

  • You cause a gust within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

  • You cause a sustained downdraft of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

  • You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from the center of cube. It isn’t pushed with enough force to cause damage.

  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or clothing to ripple in a breeze.

The cube size increases by 5 feat for each augment.

You may select this ability multiple times, each time choosing one of the following augments:

  • You can activate this ability as a reaction when a creature moves into a point you can see within range. Requires 2 augments.
  • The range increases 10 feet.
  • Silent Ability: This ability no longer requires V components.
  • The duration increases by 1 hour.
  • When you create a gust, you can choose two different directions.
  • Downdraft also affects non-flying creatures.
  • When a creature ends a fall in an updraft, they take no fall damage instead. If a creature jumps within an updraft, their jump height is doubled instead.

Galeforce

Requirements: Four Wind abilities


Your wind abilities are increased in power.

Your wind armament abilities and kidō that deal physical damage is changed to force damage.

Gust

Requirements: Three Wind abilities


  • SP Cost: 5
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

You target a creature you can see withing range. They must make a Dexterity saving throw. A creature takes 4d6 bludgeoning or slashing damage (your choice) on a failed save and is knocked up 20 feet into the air, or half as much damage on a successful one and not knocked up. A creature can willingly fail the saving throw, if they do you can choose to not have them take any damage.

You may select this ability multiple times, each time choosing one of the following augments:

  • The range increases by 10 feet.
  • Silent Ability: This ability no longer requires V components.
  • The creature is knocked up an additional 20 feet.
  • You can activate this ability as a reaction when a creature moves into a point you can see within range. Requires 1 augment.

Nimbus Stance

Requirements: Two Wind abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

You gain the following benefits for the duration:

  • Blindsight out to 10 feet.
  • You ignore difficult terrain
  • When a creature misses you with an attack, you can move up to 5 feet as a reaction.

You may select this ability multiple times, each time choosing one of the following augments:

  • This ability no longer requires concentration.
  • The blindsight range increases by 5 feet.
  • The movement increases by 5 feet.

Wind Attack

Requirements: Two Wind abilities


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

You make a ranged armament attack against a creature you can see within range with one of the following wind attacks:

Wind Scythe: On a hit, the target takes 2d6 slashing damage and must make a Strength saving throw. On a failure they are knocked prone.

Air Lance: On a hit, the target takes 2d4 piercing damage and must make a Strength saving throw. On a failure they are pushed back 20 feet.

Gale Hammer: On a hit, the target takes 2d8 bludgeoning damage and each creature adjacent to them takes bludgeoning damage equal to your PB.

You may select this ability multiple times, each time choosing one of the following augments:

  • The range increases by 10 feet.
  • The damage dice amount increases by one, max 4 dice.
  • When you take the attack action, you can replace an attack with a Wind Attack.
  • Instead of armament attacks, these are considered unarmed strikes.

Wind Form


  • SP Cost: 1
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Until sealed

Your armament becomes pure wind. While this ability is active, your armaments damage type is changed to

bludgeoning, slashing or piercing damage, your choice.

If you have a Summon, you may have this ability apply to it's weapons as well. You may dismiss this ability as as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • You may activate this ability as a bonus action and dismiss it at will.
  • Subtle Ability: This ability no longer requires V or S components.
  • When you release, you may activate this ability as a reaction.

Wind Mastery

Requirements: Wind innate ability


You gain a Wind innate ability you currently don't possess.

Zephyr Slash

Requirements: Three Wind abilities


  • SP Cost: 4
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, W
  • Duration: Instantaneous

With a step of the wind you dash forward making a single powerful slash. Choose an unoccupied space you can see within range. You instantly move to that space in a straight line passing through creatures and not provoking opportunity attacks. You make a single armament attack roll. You attack each creature in the line using the same attack roll. This movement is still affected by difficult terrain.

You may select this ability multiple times, each time choosing one of the following augments:

  • The range increases by 10 feet.
  • The movement for this ability is not affected by difficult terrain.
  • Silent Ability: This ability no longer requires V components.
  • You have advantage on the attack roll.
  • This attack deals an additional 1d4 damage, max 6d4.

Zephyr Weapon


  • SP Cost: 3
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, until sealed

Wind rages around your armament, dealing an additional 1d6 bludgeoning, slashing or piercing damage. You may dismiss this ability as a bonus action.

You may reselect this ability multiple times, each time choosing one of the following augments:

  • You may activate this ability as a bonus action and dismiss it at will
  • Subtle Ability: This ability no longer requires V or S components
  • Increase the damage dice size by one step, to a maximum of a 1d12
  • On a crit, the target is knocked 20 feet away from you and falls prone. Requires 2 augments.

Ultimate Abilities

Cyclone (Ultimate)

Requirements: Five Wind abilities


  • SP Cost: 8
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, W
  • Duration: Instantaneous

You create a 30-foot cube of raging wind centered on a point you can see within range of you. Each creature in that area takes 50 bludgeoning, slashing, or piercing damage (your choice) and must succeed on a Strength saving throw. On a failure they are knocked prone and dazed for 1 minute. At the end of each of their turns, they can make a Constitution saving throw, ending the effect early on a success.

Tornado (Ultimate)

Requirements: Five Wind abilities


  • SP Cost: 8
  • Casting Time: 1 round
  • Range: 100 feet
  • Components: V, S, W
  • Duration: Concentration, up to 5 rounds

You conjure a raging tornado on a point that you can see on the ground within range, this area must be able to fit the tornado or this ability fails. The tornado is a 40-foot-radius, 80-foot-high cylinder centered on that point. For the duration, you can use your action to move the tornado up to 30 feet in any direction along the ground.

The tornado sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Strength saving throw the first time on a turn that it enters the tornado or that the tornado enters its space, including when the tornado first appears. A creature takes 10d8 force damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the tornado until the spell ends. When a creature starts its turn restrained by the tornado, the creature is pulled 5 feet higher inside it, unless the creature is at the top, and takes an additional 1d8 force damage each turn its within the tornado.

A restrained creature moves with the tornado and falls when the duration ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength check against the save DC.

If successful, the creature is no longer restrained by the tornado and is hurled 3d6 × 10 feet away from it in a random direction.

This ability deals damage to structures within its radius. If a structure drops to 0 hit points, it collapses and pieces of the structure are automatically flung outside the area of the tornado potentially damaging nearby creatures.

Any creature within 30 ft. of the tornado's radius when a structure collapses within it must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and doesn't fall prone.

This also increases the damage any creatures can potentially take by 2d6 bludgeoning and 2d6 slashing damage.

Ascended Abilities

Hurricane (Ascended)

Requirements: Six Wind abilities


  • SP Cost: 10
  • Casting Time: 1 round
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 1 minute

You conjure a deadly and devastating storm that descends from the sky. A 400-foot radius, and 400-foot tall cylinder appears centered on you. The ability fails if you can't see a point in the sky where the storm can descend from (for example, if you are in a room that can't accommodate the storm).

Within the storm, all ranged attacks always miss their target, being swept away from the raging winds. Vision is lightly obscured, the terrain is difficult, and other creatures have disadvantage on concentration checks.

You are unaffected by your own hurricane, but you can still take damage from flying debris, but you have advantage on dexterity saving throws to avoid debris within the storm. Additionally, you have a flying speed equal to your walking speed within the storm.

When the storm appears, small and smaller creatures are instantly swept away from the winds. Medium and large creatures must make a Strength saving throw, on a failed save they are swept away from the winds. Huge and larger creatures must make a Strength saving throw with advantage, on a failed save they are swept away by the winds. If a creature begins its turn within the storm they must make a Strength saving throw, taking 10d6 force damage, or half as much on a successful save. If a creature has been swept away by the winds, they have disadvantage on the saving throw.

These raging winds also deal damage to structures within the area. If a structure drops to 0 hit points, it collapses and pieces of the structure are swept by the winds increasing the damage creatures and structures take within the storm by 4d6 bludgeoning damage, and 4d6 piercing damage.

Each structure that collapses within the area further increases the damage by the same amount.

A creature that has been swept away by the storm are flung randomly closer to the eye of the storm, or away from the eye by 4d6 x 10 feet. A creature that has been swept away by the storm can spend an action to make a dexterity saving throw against the save DC. On a success, they can control the direction they move in.

The eye of the storm is a 100-foot radius and 400-foot tall cylinder at the center, and none of the effects of the storm are active within it.

You may select this ability multiple times, each time choosing one of the following augments:

  • Subtle Ability: This ability no longer requires V or S components.
  • This ability no longer requires concentration.
  • The duration increases by 1 minute
  • The radius and height of the storm is doubled.
  • The radius of the eye is reduced by 25 feet.
  • All damage dice size is increased by one step, max d12.

Vortex Surge (Ascended)

Requirements: Six Wind abilities


  • SP Cost: 10
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, W
  • Duration: Concentration, up to 5 rounds

A horizontal raging vortex of wind forming a line 100 feet long and 10 feet wide blasts out from you in a direction you choose and persists for the duration. Each creature in the line or ends their turn in the line must make a Dexterity saving throw. A creature takes 8d6 force damage on a failed save and are pushed 30 feet away from the line and fall prone. On a success taking half as much damage, not pushed if the creature chooses and don't fall prone.

For the duration as an action you can move the line up to 15 feet.

You may select this ability multiple times, each time choosing one of the following augments:

  • Silent Ability: This ability no longer requires V components.
  • This ability no longer requires concentration.
  • The duration increases by 5 rounds.
  • The damage dice size changes to a d8.
  • You can move the line an additional 15 feet.

Chapter 6: Kidō

Within the world of Bleach, magic works quite differently. Magic isn't drawn from the weave, but rather spells are produced with strong Reiryoku (Spiritual Power). The closest similarity would be how sorcerers casts magic.

Spells are referred to as Kidō, and Kidō will be used throughout the book replacing the word spell(s).

Spells are traditionally graded by level. Kidō are graded on a scale from 1 to 99, spells of the latter being the most powerful and the most difficult to perform. To use Kidō, a Shinigami must recite the specific incantation for the spell, which is often long and requires few seconds to speak.

The power of a spell relies on the power of the user, as even a low-level spell can be utterly devastating when utilized by a high-class Shinigami.

There are three main types of Kidō: Bakudō (Was of Binding), Hadō (Way of Destruction), and Kaidō (Healing Kaidō).

Spell Points

This book utilizes the variant Spell Point system for casting spells. In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level.

Spell Point Cost
Spell Slot Level Point Cost
Cantrip 1
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

Forbidden Kidō

Theres also a classification of Kidō which are considered illegal by Soul Society. The use of such spells will commonly result in some form of lengthy imprisonment or worse. The Kidō spells usually fall under this class are those which involving the manipulation of space, time and Kidō which sacrifices the self.

Shinigami Spell List

The Shinigami spell list is separated into the following three categories:

Bakudō. These are a broad category of defensive spells which block/repel attacks or immobilize enemies. They may seem subtle, but these spells can give their users a tactical advantage when used properly.

Hadō. Offensive spells which inflict direct damage to the enemy. Their effectiveness differs depending on the user.

Kaidō. Broad category of utility spells. Most consisting of spells that either heal or bolster the body.

Shinigami Spells (Bakudō)

Cantrips (0 Level)
  • #1 Sai
  • #2 Mage Hand
  • #3 Message
  • #4 Hainawa
  • #5 Prestidigitation
  • #6 Blade Ward
  • #7 Resistance
  • #8 Seki
  • #9 Hōrin
1st Level
  • #10 Alarm
  • #11 Identify
  • #12 Feather Fall
  • #13 Shield of Faith
  • #14 Detect Magic
  • #15 Mage Armor
  • #16 Entangle
  • #17 Sanctuary
  • #18 Absorb Elements
  • #19 Hakufuku
2nd Level
  • #20 Arcane Lock
  • #21 Sekienton
  • #22 Earthbind
  • #23 Magic Mouth
  • #24 Knock
  • #25 Blur
  • #26 Kyokkō
  • #27 Shibireyubi
  • #28 Locate Object
  • #29 Protection from Evil & Good
3rd Level
  • #30 Shitotsu Sansen
  • #31 Sending
  • #32 Clairvoyance
  • #33 Nondetection
  • #34 Protection from Energy
  • #35 Tiny Hut
  • #36 Magic Circle
  • #37 Tsuriboshi
  • #38 Noren Makuri
  • #39 Enkōsen
4th Level
  • #40 Secret Chest
  • #41 Arcane Eye
  • #42 Grasping Vine
  • #43 Locate Creature
  • #44 Magic Aura
  • #45 Stoneskin
  • #46 Private Sanctum
  • #47 Resilient Sphere
  • #48 Greater Invisibility
  • #49 Inemuri
5th Level
  • #50 Wall of Force
  • #51 Antilife Shell
  • #52 Commune with nature
  • #53 Dispel Evil & Good
  • #54 Legend Lore
  • #55 Passwall
  • #56 Telepathic Bond
  • #57 Arcane Hand
  • #58 Kakushitsuijaku
  • #59 Teleportation Circle
6th Level
  • #60 Find the Path
  • #61 Rikujōkōrō
  • #62 Hyapporankan
  • #63 Sajō Sabaku
  • #64 Contingency
  • #65 Primordial Ward
  • #66 Blade Barrier
  • #67 Globe of Invulnerability
  • #68 Forbiddance
  • #69 True Seeing
7th Level
  • #70 Instant Summons
  • #71 Sequester
  • #72 Hachigyō Sōgai
  • #73 Tozanshō
  • #74 Symbol
  • #75 Gochūtekkan
  • #76 Kūkanten'i
  • #77 Tenteikūra
  • #78 Plane Shift
  • #79 Kuyō Shibari
8th Level
  • #80 Power Word Stun
  • #81 Dankū
  • #82 Shiju no Saimon
  • #83 Antipathy/Sympathy
  • #84 Arcane Gate
  • #85 Mighty Fortress
  • #86 Mind Blank
  • #87 Maze
  • #88 Demiplane
  • #89 Antimagic Field
9th Level
  • #90 Mass True Seeing
  • #91 Hindsight
  • #92 Screen
  • #93 Greater Contingency
  • #94 Spell Turning
  • #95 Prismatic Wall
  • #96 Invulnerability
  • #97 Keikaigi
  • #98 Jikanteishi
  • #99 Kin/Bankin
10th Level (Secret)
  • #1 Spell Turning
  • #2 Peripety
  • #3 Soul Scry

Shinigami Spell List (Hadō)

Cantrips (0 Level)
  • #1 Shō
  • #2 Fire Bolt
  • #3 Ray of Frost
  • #4 Byakurai
  • #5 Acid Splash
  • #6 Poison Spray
  • #7 Thunderclap
  • #8 Sacred Flame
  • #9 Chill Touch
1st Level
  • #10 Burning Hands
  • #11 Tsuzuri Raiden
  • #12 Fushibi
  • #13 Ice Knife
  • #14 Ray of Sickness
  • #15 Thunderwave
  • #16 Dissonant Whispers
  • #17 Divine Favor
  • #18 Inflict Wounds
  • #19 Witch Bolt
2nd Level
  • #20 Dust Devil
  • #21 Cloud of Daggers
  • #22 Acid Arrow
  • #23 Snowball Swarm
  • #24 Scorching Ray
  • #25 Shatter
  • #26 Moonbeam
  • #27 Spiritual Weapon
  • #28 Ray of Enfeeblement
  • #29 Phantasmal Force
3rd Level
  • #30 Elemental Weapon
  • #31 Shakkahō
  • #32 Ōkasen
  • #33 Sōkatsui
  • #34 Crusader's Mantle
  • #35 Sleet Storm
  • #36 Lightning Bolt
  • #37 Pulse Wave
  • #38 Vampiric Touch
  • #39 Spirit Shroud
4th Level
  • #40 Elemental Bane
  • #41 Confusion
  • #42 Shadow of Moil
  • #43 Vitriolic Sphere
  • #44 Ice Storm
  • #45 Storm Sphere
  • #46 Phantasmal Killer
  • #47 Blight
  • #48 Sickening Radiance
  • #49 Gravity Sinkhole
5th Level
  • #50 Holy Weapon
  • #51 Cloudkill
  • #52 Cone of Cold
  • #53 Synaptic Static
  • #54 Haien
  • #55 Destructive Wave
  • #56 Enervation
  • #57 Daichi Tenyō
  • #58 Tenran
  • #59 Dawn
6th Level
  • #60 Eyebite
  • #61 Conjure Volley
  • #62 Freezing Sphere
  • #63 Raikōhō
  • #64 Mental Prison
  • #65 Gravity Fissure
  • #66 Circle of Death
  • #67 Harm
  • #68 Sunbeam
  • #69 Disintegrate
7th Level
  • #70 Acanist's Sword
  • #71 Divine Word
  • #72 Power Word Pain
  • #73 Sōren Sōkatsui
  • #74 Prismatic Spray
  • #75 Fire Storm
  • #76 Kongōbaku
  • #77 Crown of Stars
  • #78 Zangerin
  • #79 Finger of Death
8th Level
  • #80 Illusory Dragon
  • #81 Feeblemind
  • #82 Gaki Rekkō
  • #83 Incendiary Cloud
  • #84 Maddening Darkness
  • #85 Sunburst
  • #86 Horrid Wilting
  • #87 Dark Star
  • #88 Hiryū Gekizoku Shinten Raihō
  • #89 Reality Break
9th Level
  • #90 Kurohitsugi
  • #91 Senju Kōten Taihō
  • #92 Blade of Disaster
  • #93 Hyōga Seiran
  • #94 Weird
  • #95 Psychic Scream
  • #96 Ittō Kasō
  • #97 Time Ravage
  • #98 Power Word Kill
  • #99 Goryūtenmetsu
10th Level (Secret)
  • #1 Rain of Fire
  • #2 Dire Winter
  • #3 Teppūsatsu

Shinigami Spell List (Kaidō)

Cantrips (0 Level)
  • #1 Jump
  • #2 True Strike
  • #3 Gust
  • #4 Light
  • #5 Druidcraft
  • #6 Guidance
  • #7 Mending
  • #8 Spare the Dying
  • #9 Close Wound
1st Level
  • #10 Ceremony
  • #11 Detect Poison & Disease
  • #12 Purify Food & Drink
  • #13 Create or Destroy Water
  • #14 Goodberry
  • #15 Heroism
  • #16 Bless
  • #17 False Life
  • #18 Healing Word
  • #19 Cure Wounds
2nd Level
  • #20 Protection from Poison
  • #21 Calm Emotions
  • #22 Enhance Ability
  • #23 Aid
  • #24 Fortune's Favor
  • #25 Warding Bond
  • #26 Enlarge/Reduce
  • #27 Gentle Repose
  • #28 Lesser Restoration
  • #29 Prayer of Healing
3rd Level
  • #30 Catnap
  • #31 Daylight
  • #32 Plant Growth
  • #33 Create Food and Water
  • #34 Feign Death
  • #35 Beacon of Hope
  • #36 Remove Curse
  • #37 Haste
  • #38 Aura of Vitality
  • #39 Revivify
4th Level
  • #40 Motivational Speech
  • #41 Freedom of Movement
  • #42 Guardian of Nature
  • #43 Tiny Servant
  • #44 Aura of Purity
  • #45 Aura of Life
  • #46 Death Ward
  • #47 Healing Spirit
  • #48 Mass Healing Word
  • #49 Polymorph
5th Level
  • #50 Skill Empowerment
  • #51 Fabricate
  • #52 Animate Objects
  • #53 Awaken
  • #54 Circle of Power
  • #55 Hallow
  • #56 Life Transference
  • #57 Greater Restoration
  • #58 Modify Memory
  • #59 Greater Revivify
6th Level
  • #60 Heroes Feast
  • #61 Mass Freedom of Movement
  • #62 Create Homunculus
  • #63 Creation
  • #64 Mass Haste
  • #65 Arcanist's Transformation
  • #66 Mass Death Ward
  • #67 Heal
  • #68 Siphon Life
  • #69 Reincarnate
7th Level
  • #70 Mass Skill Empowerment
  • #71 Tether Essence
  • #72 Immortal Fortitude
  • #73 Energetic Healing
  • #74 Regenerate
  • #75 Magic Jar
  • #76 Soul Cage
  • #77 Fast Healing
  • #78 Simulacrum
  • #79 Raise Dead
8th Level
  • #80 Glibness
  • #81 Holy Aura
  • #82 Celerity
  • #83 Darts of Life
  • #84 Mass Restoration
  • #85 Mass Fortune's Favor
  • #86 Field of Exhaustion
  • #87 Antimagic Ray
  • #88 Clone
  • #89 Resurrection
9th Level
  • #90 Foresight
  • #91 Power Word Heal
  • #92 Mass Heal
  • #93 Transcend Mortality
  • #94 Shapechange
  • #95 Mass Polymorph
  • #96 True Polymorph
  • #97 Permanency
  • #98 Anathema
  • #99 True Resurrection
10th Level (Secret)
  • #1 Eternal Freedom
  • #2 Contingent Resurrection
  • #3 Wish

Human Spell List

Cantrips (0 Level)
  • Acid splash
  • Blade ward
  • Booming Blade
  • Control Flames
  • Create Bonfire
  • Fire Folt
  • Friends
  • Frostbite
  • Guidance
  • Gust
  • Hold Person
  • Infestation
  • Jump
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Ray of Frost
  • Resistance
  • Shape Water
  • Spare the Dying
  • Sword Burst
  • Thaumaturgy
  • Toll the Dead
  • Vicious Mockery
1st Level
  • Alarm
  • Armor of Agathys
  • Arms of Hadar
  • Bane
  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Detect Evil & Good
  • Detect Poison & Disease
  • Disguise Self
  • Dissonant Whispers
  • Faerie Fire
  • False Life
  • Feather Fall
  • Find Familiar
  • Floating Disk
  • Gift of Alacrity
  • Grease
  • Hellish Rebuke
  • Hex
  • Hideous Laughter
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Longstrider
  • Mage Armor
  • Magnify Gravity
  • Protection from Evil & Good
  • Purify Food and Drink
  • Ray of Sickness
  • Sanctuary
  • Shocking Grasp
  • Sleep
  • Thunderwave
  • Unseen Servant
  • Zephyr Strike
2nd Level
  • Aid
  • Air Bubble
  • Alter Self
  • Arcane Lock
  • Arcanist's Scorcher
  • Augury
  • Borrowed Knowledge
  • Calm Emotions
  • Continual Flame
  • Crown of Madness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Find Traps
  • Flame Blade
  • Flaming Sphere
  • Fortunes Favor
  • Gentle Repose
  • Gift of Gab
  • Glowing Coin
  • Heat Metal
  • Hold Person
  • Immovable Object
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Mind Spike
  • Mind Whip
  • Mirror Image
  • Pass without Trace
  • Protection from Evil & Good
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Silence
  • Spider Climb
  • Suggestion
  • Wristpocket
3rd Level
  • Animate Dead
  • Aura of Vitality
  • Beacon of Hope
  • Bestow Curse
  • Blink
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Fast Friends
  • Feign Death
  • Fireball
  • Fly
  • Glyph of Warding
  • Haste
  • Hunger of Hadar
  • Hypnotic Pattern
  • Intellect Fortress
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Sending
  • Shield
  • Sleet Storm
  • Slow
  • Speak with Dead
  • Spirit Shroud
  • Tiny Hut
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Aura of Life
  • Banishment
  • Black Tentacles
  • Blight
  • Charm Monster
  • Compulsion
  • Confusion
  • Control Water
  • Death Ward
  • Dimension Door
  • Divination
  • Freedom of Movement
  • Gravity Sinkhole
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Magic Aura
  • Phantasmal Killer
  • Private Sanctum
  • Psychic Lash
  • Resilient Sphere
  • Secret Chest
  • Shadow of Moil
  • Stone Shape
  • Storm Sphere
  • Tiny Servant
  • Wall of Fire
5th Level
  • Animate Objects
  • Antilife Shell
  • Arcane Hand
  • Circle of Power
  • Cloudkill
  • Cone of Cold
  • Contact Other Plane
  • Contagion
  • Creation
  • Dominate Person
  • Dream
  • Enervation
  • Fabricate
  • Far Step
  • Geas
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Passwall
  • Planar Binding
  • Scrying
  • Seeming
  • Synaptic Static
  • Telekinesis
  • Telepathic Bond
  • Teleportation Circle
  • Wall of Force
6th Level
  • Blade Barrier
  • Bones of the Earth
  • Chain Lightning
  • Contingency
  • Create Homunculus
  • Create Undead
  • Creation
  • Disintegrate
  • Freezing Sphere
  • Gravity Fissure
  • Harm
  • Mass Suggestion
  • Otherworldy Guise
  • Programmed Illusion
  • Reincarnate
  • Summon Fiend
  • True Seeing
  • Wall of Ice
  • Wind Walk
  • Word of Recall
7th Level
  • Arcanist's Sword
  • Crown of Stars
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Forcecage
  • Instant Summons
  • Magnificent Mansion
  • Mirage Arcane
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Project Image
  • Raise Dead
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Arcane Gate
  • Clone
  • Control Weather
  • Dark Star
  • Demiplane
  • Earthquake
  • Feeblemind
  • Glibness
  • Power Word Stun
  • Reality Break
  • Resurrection
  • Sunburst
  • Tsunami
9th Level
  • Astral Projection
  • Blade of Disaster
  • Foresight
  • Gate
  • Imprisonment
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Ravenous Void
  • Storm of Vengeance

Quincy Spell List

Cantrips (0 Level)
  • Create Bonfire
  • Dancing Lights
  • Druidcraft
  • Guidance
  • Jump
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Resistance
  • Sacred Flame
  • Sapping Sting
  • Shillelagh
  • Spare the Dying
  • Thunderclap
  • Toll the Dead
  • True Strike
  • Word of Radiance
1st Level
  • Alarm
  • Bless
  • Color Spray
  • Create or Destroy Water
  • Detect Magic
  • Detect Poison & Disease
  • Divine Favor
  • Ensnaring Strike
  • Faerie Fire
  • Floating Disk
  • Goodberry
  • Healing Word
  • Heroism
  • Hunter's Mark
  • Identify
  • Illusory Script
  • Protection from Evil & Good
  • Purify Food & Drink
  • Sanctuary
  • Searing Smite
  • Shield of Faith
  • Thunderous Smite
  • Thunderwave
  • Wolke
  • Wrathful Smite
2nd Level
  • Acid Arrow
  • Aid
  • Arcane Lock
  • Augury
  • Blindness/Deafness
  • Branding Smite
  • Calm Emotions
  • Continual Flame
  • Cordon of Arrows
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Gentle Repose
  • Heat Metal
  • Hold Person
  • Knock
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Magic Mouth
  • Pass without Trace
  • Protection from Poison
  • Qualkreis
  • See Invisibility
  • Silence
  • Wristpocket
3rd Level
  • Blinding Smite
  • Conjure Barrage
  • Crusaders Mantle
  • Daylight
  • Dispel Magic
  • Flame Arrows
  • Fly
  • Glyph of Warding
  • Gritz
  • Haste
  • Intellect Fortress
  • Lightning Arrow
  • Nondetection
  • Pulse Wave
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Tiny Hut
  • Water Walk
4th Level
  • Arcane Eye
  • Death Ward
  • Dimension Door
  • Guardian of Faith
  • Heizen
  • Magic Aura
  • Private Sanctum
  • Resilient Sphere
  • Secret Chest
  • Sickening Radiance
  • Staggering Smite
  • Tiny Servant
5th Level
  • Antilife Shell
  • Banishing Smite
  • Circle of Power
  • Dispel Evil & Good
  • Fabricate
  • Geas
  • Hallow
  • Holy Weapon
  • Planar Binding
  • Sprenger
  • Swift Quiver
  • Teleportation Circle
  • Wall of Force
  • Wall of Light
6th Level
  • Conjure Volley
  • Contingency
  • Find the Path
  • Forbiddance
  • Geldschrank
  • Heal
  • Platinum Shield
  • Sunbeam
  • Wind Walk
  • Word of Recall
7th Level
  • Divine Word
  • Etherealness
  • Force Cage
  • Instant Summons
  • Magnificent Mansion
  • Plane Shift
  • Prismatic Spray
  • Sequester
  • Symbol
  • Telepathy
  • Teleport
8th Level
  • Antipathy/Sympathy
  • Arcane Gate
  • Demiplane
  • Holy Aura
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Kirchenlied: Sankt Zwinger
  • Meteor Swarm
  • Prismatic Wall

Spell Descriptions

The spells presented here are new spells, adjusted spells (excluding level changes) and other spells not present in the Players Handbook; all organized by their level.

Cantrips

Byakurai

Cantrip Evocation [Hadō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

A small stroke of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much damage on a successful one.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Close Wound

Cantrip Evocation [Kaidō]


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch an ally and channel reiryoku into them to rapidly speed up their natural healing. If the target has at least 1 hit point, it can spend one of its Hit Dice, rolling the die and adding their Constitution modifier to the result. They regain hit points equal to the total.

A creature touched by this spell can spend one additional Hit Die when you reach 5th level (2), 11th level (3), and 17th level (4).

Hainawa

Conjuration Cantrip [Bakudō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You generate a crackling yellow energy rope made from reishi and bind a target. Make a ranged spell attack against a creature within range that you can see.

On a successful hit, the target is grappled for the duration. If you move out of range, the spell ends.

Hōrin

Conjuration Cantrip [Bakudō]


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Concentration, 1 minute
  • Incantation: Disintegrate, you black dog of Rondanini! Look upon yourself with horror and tear out your own throat!

You generate an orange-hued tendril with spiraling yellow patters. Choose two humanoids that you can see within range. The target must succeed on a Strength saving throw or be grappled for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the target.

Additionally, while you concentrate on this spell, as an action you can make opposed strength checks against the grappled creatures. On a success you can move them in any direction up to 10 feet. If you would end your turn and the two creatures are adjacent to each other, you no longer need to concentrate on the spell.

Mind Sliver

Cantrip Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sai

Enchantment Cantrip [Bakudō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Strength saving throw or be incapacitated for the duration. At the end of each of its turns, the target can

make another Strength saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you can target one additional humanoid for each slot level above 1st. The humanoids must be within 10 feet of each other when you target them.

Seki

Abjuration Cantrip Bakudō


  • Casting Time: 1 reaction, which you take when you are hit by an attack
  • Range: Self
  • Components: V, S
  • Duration: 1 round

An orb of light blue energy is generated which repels whatever it strikes. Until the start of your next turn, you have a +2 bonus to AC, including against the triggering attack.

If this bonus to your AC would cause the attack to be unsuccessful, and the attack was a melee attack, the attacker is pushed back 10 feet away.

Shō

Cantrip Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You point a finger at a creature or unattended object. If the target is an unattended object, you push it back up to 15 feet. If it's a creature it must make a Strength saving throw. On a failure you may deal 1d4 force damage to the creature, or push it back up to 10 feet away from you.

The spell's damage and push distance increases by 1d4 or 15 feet when you reach 5th level, 11th level (3d4 of 20 feet), and 17th level (4d4 or 25 feet).

Word of Radiance

Cantrip Evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a holy symbol)
  • Duration: Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1st level kidō

Fushibi

1st-level Enchantment [Hadō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You choose two spells, a Bakudō that doesn't deal damage and a Hadō of 3rd level or lower that deals fire damage. You must spend an additional amount of SP equal to the SP costs of the chosen spells.

You cast the Bakudō spell as normal. While this Kidō and the chosen Bakudō are active, as an action you may have each creature affected by the Bakudō to be affected by the chosen Hadō, as if you casted it. They make saving throws as normal.

Gift of Alacrity

1st-level Divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Hakufuku

1st-level Enchantment [Bakudō]


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of fine sand, cherry blossoms, or a cricket)
  • Duration: 1 minute

The target sees an illusion of purple cherry blossoms falling around as their consciousness fades.

Choose a creature you can see within range, they must make a Wisdom saving throw. On a failed save the creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. On a successful save, the creature is immune to this spell for the next 24 hours.

Undead and creatures immune to being charmed aren’t affected by this spell.

Magnify Gravity

1st-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M
  • Duration: 1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Tsuzuri Raiden

1st-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal or if there is a conductive medium between you and the target. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Wolke

1st-level Evocation


  • Casting Time: 1 reaction, which you take at the end of a fall
  • Range: 5 feet
  • Components: V, M
  • Duration: Instantaneous

You use a Gintō to create a large blast, which cushions the impact of a fall. At the end of a fall, you takes 1 point of bludgeoning damage for every 10 feet you fell instead of the normal 1d6. Additionally, you do not land prone.

Zephyr Strike

1st-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

2nd level kidō

Air Bubble

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 24 hours

You create a transparent globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends.

If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Borrowed Knowledge

2nd-level Divination


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a book worth at least 25 gp)
  • Duration: 1 Hour

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Fortune's Favor

2nd-level Divination [Kaido]


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a white pearl worth at least 100 gp, which the spell consumes)
  • Duration: 1 hour

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can

dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Gift of Gab

2nd-level Enchantment


  • Casting Time: 1 reaction (which you take when you speak to another creature)
  • Range: Self
  • Components: V, S, M (2 gp, which the spell consumes)
  • Duration: Instantaneous

When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds.

Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

Glowing Coin

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a coin)
  • Duration: Instantaneous

When you cast the spell, you hurl the coin that is the spell’s material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

Immovable Object

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
  • Duration: 1 hour

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

Intellect Fortress

2rd-level Abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Kyokkō

2nd-level Illusion [Bakudō]


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (en eyelash encased in gum arabic)
  • Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Mind Spike

2nd-level Divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Mind Whip

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: 1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Qualkreis

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 20-foot radius circle of reishi on a point you can see within range. Two reishi columns form on any point on the perimeter of the circle you choose. These columns then turn into bows of reishi. These bows have a range of 30 feet and deal 2d8 radiant damage.

During the duration, you can spend an action to make a ranged spell attack for each bow against a creature within the circle.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet and you create an additional bow.

Sekienton

2nd-level Conjuration [Bakudō]


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 hour

You create a 20-foot-radius sphere of red colored fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Shadow Blade

2nd-level Illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Shibireyubi

2nd-level Enchantment [Bakudō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: Concentration, up to 1 minute

Pointing a finger at a creature, a ball of white energy flashes from your finger. Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Wristpocket (Ritual)

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

You flick your wrist, causing one object in your hand to

vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

3rd level kidō

Enemies Abound

3rd-level Enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Enkōsen

3rd-level Abjuration [Bakudō]


  • Casting Time: 1 reaction, which you take when you are hit by an attack or take damage from a spell
  • Range: Self
  • Components: V, S
  • Duration: 1 round

A dull yellow barrier of energy appears and protects you.

Until the start of your next turn, you can choose to have resistance to the damage you take from the triggering attack, or gain a +5 bonus to AC, including against the triggering attack. Either option you choose, you take no damage from magic missile.

Fast Friends

3rd-level Enchantments


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

When you need to make sure something gets done, you can’t rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly

manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Gritz

3rd-level Abjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M
  • Duration: 1 hour

Make a ranged spell attack against a creature you can see within range. On a success a 10-foot cube metallic barrier forms around the creature. For the spells duration the creature has full-cover and is restrained.

Noren Makuri

3rd-level Enchantment [Bakudō]


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell or spell-like effect of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Ōkasen

3rd-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

A wide yellow beam fires out from you in a line 40 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Pulse Wave

3rd-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

Shakkahō

3rd-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a tiny ball of bat guano and sulfur)
  • Duration: 10 minutes
  • Incantation: Ye Lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!

A bright crimson orb forms in your palm. The orb remains there for the duration and harms neither you nor your equipment. The orb sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the orb, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the orb at a point you choose within range, it then blossoms with a loud roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Shitotsu Sansen

3rd-level Conjuration [Bakudō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You generate a yellow triangle of energy, three pointed projectiles fire from each point. Make three ranged spell attacks against a single target within range. Each successful attack pushes the target back by 5 feet. If a projectile

successfully hits the the target and pushes them up against a solid barrier, it is restrained for the duration. Additionally, if all three projectiles were successful and the target becomes restrained, you do not need to concentrate on this spell.

Sōkatsui

3rd-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Incantation: Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws!

A torrent of blue flames shoots forth from your outstretched palm. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Spirit Shroud

3rd-level Necromancy [Hadō]


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Tsuriboshi

3rd-level Conjuration [Bakudō]


  • Casting Time: 1 reaction, which you take when you, a creature, or an object within 60 feet of you falls
  • Range: 60 feet
  • Components: V, S, M (a bit of spiderweb)
  • Duration: 1 hour

You conjure a blue ball of energy at a point of your choice within range. Ropes shoot out from the ball anchoring to nearby solid masses (such as walls, buildings, or trees) and the ball expands into a 10-foot radius elastic-like cushion.

This cushion can hold up to 1000 pounds of weight before breaking. Any creatures or objects that fall into this cushion negates any falling damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the weight the cusion can support increases by 1000 pounds and the cushion itself increases by 10 feet for each slot level above 3rd.

4th level kidō

Gravity Sinkhole

4th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a black marble)
  • Duration: Instantaneous

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air).

On a successful save, the creature takes half as much damage and isn’t pulled.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Guardian of Nature

4th-level Transmutation [Kaidō]


  • Casting Time: Bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends.

You choose one of the following forms to assume: Primal Beast or Great Tree.

Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit.

Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

  • You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • You make Dexterity- and Wisdom-based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Healing Spirit

4th-level Conjuration [Kaidō]


  • Casting Time: Bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 10-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d10 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d10 for each slot level above 4th.

Heizen

4th-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Instantaneous

You launch four Gintō which creates a transparent, rectangular box of energy which slices through the opponent. Make a ranged spell attack against a creature or object you can see within range. On a success, the target takes 4d10 force damage. If the target is a Hollow, you have advantage on the attack roll.

Inemuri

4th-level Enchantment [Bakudō]


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • Duration: 1 minute

You hold your hand out to a humanoid within range and overwhelm it with your reiatsu. If the creature you choose has 30 hit points of fewer, it falls into a magical slumber. Otherwise, the spell has no effect.

The creature falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the hit point threshold by 10 for each slot level above 4th.

Mass Healing Word

4th-level Evocation [Kaidō]


  • Casting Time: Bonus action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

As you call out words of restoration, choose any number of creatures that you can see within range, each regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d4 for each slot level above 4th.

Motivational Speech

4th-level Enchantment [Kaidō]


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V
  • Duration: 1 hour

You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

Psychic Lance

4th-level Enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Shadow of Moil

4th-level Necromancy [Hadō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
  • Duration: Concentration, up to 1 minute

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Tiny Servant

4th-level Transmutation [Kaidō]


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Tiny Servant for its statistics.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures.

Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

5th level kidō

Daichi Tenyō

5th-level Transmutation [Hadō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range,

causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Dawn

5th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sunburst pendant worth at least 100 gp)
  • Duration: Concentration, up to 1 minute

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage

on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

Enervation

5th-level Necromancy [Hadō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything

else, if the target is ever outside the spell’s range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Greater Revivify

5th-level Necromancy [Kaidō]


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamonds worth 500 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a creature that has died within the last hour. That creature returns to life, if it they are willing, with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Haien

5th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Flames wreathe one target you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration.

The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

Holy Weapon

5th-level Evocation [Hadō]


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its

turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

Kakushitsuijaku

5th-level Divination [Bakudō]


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (black powder worth 5 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour
  • Incantation: Heart of the south, eye of the north, finger of the west, foot of the east, arrive with the wind and depart with the rain

Using the black powder, upon a solid surface you draw a circle with four quadrants and symbols in each one. The circle glows and symbols begin to flicker and information is revealed to you.

Describe or name a creature that is familiar to you. You sense the direction to the creature's location as well as coordinates of it's location, as long as that creature is within the same plane. If the creature is moving, you know the direction of its movement. If the creature is on a different plane, you only get the name of the plane they're on and the spell ends.

Legend Lore

5th-level Divination [Bakudō]


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
  • Duration: Instantaneous

Name or describe a person, place, or object and you choose Legend or Lore.

If you choose lore the spell brings to your mind a brief summary of the significant and common known information about the thing you named.

If you choose legend the spell brings to your mind current tales, forgotten stories, or even secret lore that has never been widely known. The information you learn is accurate but might be shrouded in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word of their land on the lips."

Life Transference

5th-level Necromancy [Kaidō]


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You sacrifice some of your health to mend another creature’s injuries. You take up to 6d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Negative Energy Flood

5th-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a broken bone & a square of black silk)
  • Duration: Instantaneous

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.

If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

Skill Empowerment

5th-level Transmutation [Kaidō]


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Sprenger

5th-level Evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (Five Seele Schneider)
  • Duration: 1 minute

This spell requires prior setup to use. When there are five seele schneider setup in a formation (traditionally in a pentagaon shape) on a flat surface.

When the fifth and final Seele Scheider is placed a Sprenger seal is formed.

Any creature in the center of the formation is restrained for the duration. As a Bonus Action, you may activate the seal creating a massive explosion within the seal. Each creature within the seal must succeed on a Dexterity saving throw or take 1d10 force damage for each round this spell persisted for, minimum 1d10. A creature that succeeds on its saving throw takes half as much damage.

Synaptic Static

5th-level Enchantment [Hadō]


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Tenran

5th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a legume seed)
  • Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or take 4d8 piercing or bludgeing damage (your choice) and be pushed 15 feet away from you

in a direction following the line. On a success they take half damage and are not pushed back.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

6th level kidō

Arcanist's Transformation

6th-level Transmutation [Kaidō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a few hairs from a bull)
  • Duration: Concentration, up to 10 minutes

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
  • You have advantage on attack rolls that you make with simple and martial weapons.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • You have proficiency with all armor, shields, simple weapons, and martial weapons.
  • You have proficiency in Strength and Constitution saving throws.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

Create Homunculus

6th-level Transmutation [Kaidō]


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (clay, ash, and madrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp)
  • Duration: Instantaneous

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way.

You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus.

The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus’s death.

You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.

Geldschrank

6th-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Seele Schneider)
  • Duration: Concentration, up to 1 minute

You make a ranged weapon attack with your Heilig Bogen using the material component as ammunition (which the spell consumes). On a successful hit, the Seele Schneider stops in mid-air just before hitting the target and surrounds them in a 10-foot cube barrier of high density Reishi for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no

effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

During the duration, as an action, you cause the barrier to collapse in on itself crushing the target within and then exploding in an enormous explosion. The target must make a Dexterity saving throw. The target takes 3d6 bludgeoning damage and 3d6 force damage on a failed save, and half as much on a successful one.

Gravity Fissure

6th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a fistful of iron filings)
  • Duration: Instantaneous

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed ave, or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Hyapporankan

6th-level Conjuration [Bakudō]


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: 1 minute

You generate a blue-white glowing rod of energy and throw it in a direction. The rod then multiplies into a hundred more rods creating a horizontal cylinder thats 80 feet long and 20 feet wide. Each creature in the cylinder must make a Dexterity saving throw. A creature is pushed back 60 feet on a failed save. Additionally, if a creature is pushed back and collides with a solid surface, the creature is restrained for the duration. On each of it's turns, the creature can spend an action to make a Strength saving throw to end this affect or deal damage to the rods restraining them, which have a collected hit points of 15 and an AC of 0.

Mass Death Ward

6th-level Abjuration [Kaidō]


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You choose up to 4 creature you can see within range and grant them a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing

damage, that effect is instead negated against the target, and the spell ends.

Mass Freedom of Movement

6th-level Abjuration [Kaidō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
  • Duration: Concentration, up to 1 hour

Choose up to 6 six creatures you can see within range. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Mass Haste

6th-level Transmutation [Kaidō]


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shaving of licorice root)
  • Duration: Concentration, up to 1 minute

Choose up to 4 willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Mental Prison

6th-level Illusion [Hadō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration.

If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

Otherworldy Guise

6th-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (an object engraved with a symbol of the outer planes, worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

  • You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
  • You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
  • Spectral wings appear on your back, giving you a flying speed of 40 feet.
  • You have a +2 bonus to AC.
  • All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Platinum Shield

6th-level Abjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a piece of platinum worth 500 gp)
  • Duration: Concentration, up to 1 minute

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:

Cover. The creature has half cover.

Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.

Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.

Raikōhō

6th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod)
  • Duration: Instantaneous
  • Incantation: Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!

An orb of yellow energy builds in the palm of your and fire the built-up energy as a massive concentrated blast of energy. A stroke of lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose.

Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

At then end of the line theres an explosion with a 20-foot radius. Each creature in the radius must makes Dexterity saving throw. a creatures takes 4d6 lightning damage and 4d6 force damage on a failed save, or half as much damage on a successful one.

A creature cannot be dealt damage more than once from this spell.

Reincarnate

6th-level Transmutation [Kaidō]


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's appearance to change. The GM rolls a d6 on a 1-3 the creature's appearance completely changes, on a 4-6 they retain their previous appearance.

The reincarnated creature recalls its former life and experiences and retains the capabilities it had in its original form.

Rikujōkōrō

6th-level Conjuration [Bakudō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Incantation: Carriage of thunder, bridge of a spinning wheel. With light, divide this into six!

You point your finger at a target you can see within range. Sparks of yellow energy spark form you finger generating six thin, wide beams of light that slam into the targets midsection holding them in place.

The target must make a Strength saving throw, on a failure they are restrained for the duration.

If the creature is currently under the effects of Bakudo #4 Hainawa, the target is instead incapacitated and you do not need to concentrate on this spell.

Sajō Sabaku

6th-level Conjuration [Bakudō]


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Raising your palm to the target and closing your fist, you call forth yellow energy that takes the form of very thick rope which flies out to and binds a target you can see within range. The target must make a Charisma saving throw. On a failure, the target is restrained for the duration and cannot perform

somatic components for spells or abilities. On each of the creatures turns, it can spend an action to make an additional Charisma saving throw, on a success ending the spell.

Siphon Life

6th-level Necromancy [Kaidō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You siphon life force from others to heal your wounds. Make a mellee spell attack against a creature within range. On a hit, the target takes 4d8 necrotic damage,

and you regain hit points equal to half the amount of necrotic damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

7th level kidō

Crown of Stars

7th-level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.

Energetic Healing

7th-level Abjuration [Kaidō]


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

This spell converts magical energy damage into healing power. You touch a willing creature rendering it immune to either acid, cold, fire, lightning, or thunder damage.

The next time the target is subjected to magical damage of the chosen type, they instead regain hit points equal to half of the damage that would be dealt. This spell ends early on a creature once they regained a number of hit points equal to 2 x your character level.

Fast Healing

7th-level Transmutation [Kaidō]


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: 1 minute

You choose any number of creatures within range.

A creature affected regains 5 hit points at the beginning of their turn.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the target regains an additional 5 hit points on each of their turns.

Gochūtekkan

7th-level Conjuration [Bakudō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 5 minutes
  • Incantation: Walls of iron sand, a priestly pagoda, glowing ironclad fireflies. Standing upright, silent to the end.

You clasp your hands together, as your chanting, five small yellow orbs emerge from your hands and circle your head. Raising your clasped hands above your head and slapping downwards the orbs are sent into the ground. A bright light flashes above a target you can see within range and five pentagonal pillars linked by chains crash down on the target. Each pillar is 10 feet tall and 3 feet thick. The target must make a Dexterity saving throw.

On a failed save they are prone and grappled for the duration. Additionally, the target is barred from teleportation or interplanar travel and can't perform somatic components from spells.

On each of the creatures turns it can spend an action to make a Strength saving throw, ending the spell on a success.

Hachigyō Sōgai

7th-level Illusion [Bakudō]


  • Casting Time: 1 hour
  • Range: 120 feet
  • Components: V, S
  • Duration: 24 hours

You cause a temple to shimmer into existence in an area you can see within range. The temple is a cube of space, up to 120 feet on each side. The temple remains until the spell ends. The area within the temple is removed from existence and removes the space from all outsider's consciousness. When you cast this spell you can choose any number of creatures that are not affected by this spell. Additionally, while this spell is active, you can perform a 1 minute ritual and expend a 3rd level or higher spell slot to add or remove creatures affected by the spell or not.

The temple matches any surrounding buildings or terrain and appears ordinary. All creatures subconsciously avoid the area and the thought of approaching the temple does not occur.

In addition, sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.

Casting this spell on the same spot every day for a year makes this effect permanent.

Immortal Fortitude

7th-level Abjuration [Kaidō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration

So long as you maintain concentration on this spell, you cannot be killed or incapacitated by effects, spells or attacks that reduce you to 0 or fewer hit points. If you take such damage, you can make a Constitution saving throw with a DC equal to the damage taken. If you fail this save, you die or fall unconscious (as appropriate). If this save is successful, you are still alive and conscious, with 1 hit point remaining.

This spell provides no protection against effects that slay you without dealing hit point damage.

After you attempt three Constitution saving throws to avoid death or unconsciousness by this spell, this spell automatically ends.

Kongōbaku

7th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a tiny ball of bat guano and sulfur)
  • Duration: Concentration, up to 1 minute

You hurl a ball of red energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 8d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.

Kūkanten'i

7th-level Conjuration [Bakudō]


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be familiar to you, and it must be on the same plane of existence as you.

Kuyō Shibari

7th-level Conjuration [Bakudō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create nine black holes with purple outlines that surround a creature within range you can see. The black holes emit immense gravitational energy on the target. The target must make a Constitution saving throw. On a failure, the creature is incapacitated and restrained for the duration.

Mass Skill Empowerment

7th-level Transmutation [Kaidō]


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Your magic deepens a creature’s understanding of its own talent. You choose up to 4 willing creature you can see within range and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Power Word Pain

7th-level Enchantment [Hadō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

Sōren Sōkatsui

7th-level Evocation [Hadō]


  • Casting Time: 1 round
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Incantation: Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens.

A blast of blue flaming energy erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 16d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. Additionall,y ff damage from this spell kills a target, the target is turned to ash.

Soul Cage

7th-level Necromancy [Kaidō]


  • Casting Time: Reaction (which you take when a humanoid you can see within 60 feet of you dies)
  • Range: 60 feet
  • Components: V, S, M (a tiny silver cage worth 300 gp)
  • Duration: 8 hours

This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times.

Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.

Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.

Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on.

The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.

Tenteikūra

7th-level Evocation [Bakudō]


  • Casting Time: 1 minute
  • Range: Unlimited
  • Components: V, S, M (a vial of fine black ink or a vial of blood)
  • Duration: Instantaneous
  • Incantation: Silken net of black and white! Twenty-two bridges, sixty-six crowning sash; footprints, distant thunder, pointed peaks, revolving grounds, nightly prostrations, sea

of clouds, the pale ranks of troops, complete the grand circle and surpass the heavens.


You draw runes upon your arms and hands, as you outstretch both arms in front of you a glowing rectangular box forms in front of you and root-like extensions glow and extend out into the aether.

Choose a number of creatures equal to your spell casting score (minimum 4) that you are familiar with. You can instantaneously share up to 30 words with the chosen creatures through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

Tether Essence

7th-level Necromancy [Kaidō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect.

If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.

#73 Tozanshō

7th-level Evocation [Bakudō]


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (ruby dust worth 1,500 gp)
  • Duration: 1 hour
  • Incantation: Words

An immobile, opaque, light-blue, prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

The prison in the shape of a inverted-pyramid, each four sides base 20 feet wide and a height of 40 feet.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends

into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by dispel magic. You can use an action to dismiss this spell early.

Zangerin

7th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You flourish the weapon used in the casting and generate a ring of energy slicing all within range. Choose any number of creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 8d6 force damage.

8th level kidō

Antimagic Ray

8th-level Abjuration [Kaidō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A pinch of powdered iron or iron filings)
  • Duration: Concentration, up to 1 hour

A shimmering beam of energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target is treated as if they were within an Antimagic Field for the duration of this spell.

At Higher Levels. When you cast this spell using a 9th-level spell slot, you create two additional rays.

Celerity

8th-level Transmutation [Kaidō]


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You target a willing creature within range. The target can take their Reaction to immediately take an action as if it was their turn. Until your next turn the target cannot take reactions.

Dankū

8th-level Abjuration [Bakudō]


  • Casting Time: 1 reaction, which you take when you are targeted by an attack, spell or ability
  • Range: Self
  • Components: V, S
  • Duration: 1 round

A translucent wall of force springs existence protecting you against harm. When an attack, spell or ability is made against you, the wall blocks it, causing the attack to miss or the spell to have no effect on you.

Dark Star

8th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a shard of onyx and a drop of the caster’s blood, both of which the spell consumes)
  • Duration: Concentration, up to 1 minute

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet.

The area within this sphere is filled with magical darkness and crushing gravitational force.

For the duration, the spell’s area is difficult terrain. A creature with darkvision can’t see through the magical darkness, and nonmagical light can’t illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Any creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one.

A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

Darts of Life

8th-level Evocation [Kaidō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

Seven golden star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature within 120 feet of you. When you do so, the target regains 4d12 hit points. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

Field oF Exhaustion

8th-level Enchantment [Kaidō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A drop of sweat & a drop of molasses)
  • Duration: 1 hour

You create a 30-foot radius sphere centered on you that moves with you.

Creatures within the field can't regain hit points. Additionally, a creature that starts their turn in the field must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. You can choose whether a creature within the field is affected by the spell or not.

Gaki Rekkō

8th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A cage-like formation appears in the shape of a cylinder that is 60 feet tall with a 20-foot radius, centered on a point you can see within range. Each creature within the cylinder must make a Dexterity saving throw. A creature takes 10d6 force damage on a failed save, or half as much damage on a successful one.

Hiryū Gekizoku Shinten Raihō

8th-level Evocation [Hadō]


  • Casting Time: 1 round
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

A gigantic beam of electrical and spiritual energy forming a line 100 feet long and 10 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage and 8d6 force damage on a failed save, or half as much damage on a successful one.

Illusory Dragon

8th-level Illusion [Hadō]


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison.

Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC.

If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

Maddening Darkness

8th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, M (a drop of pitch mixed with a drop of mercury)
  • Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness.

Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere,

it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

Mass Fortune's Favor

8th-level Divination [Kaidō]


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a white pearl worth at leas 1,000 gp, which the spell consumes)
  • Duration: 24 hours

You impart two motes of luck on up to 5 creatures you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can expend a mote of luck to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can expend a mote to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

Mass Restoration

8th-level Abjuration [Kaidō]


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous

You imbue any number of creatures you can see within range with positive energy to undo a debilitating effect. You can reduce a creatures exhaustion level by one, or end one of the following effects on them:

  • One effect that charmed or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum

Mighty Fortress

8th-level Conjuration [Bakudō]


  • Casting Time: 1 minute
  • Range: 1 mile
  • Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

Reality Break

8th-level Conjuration [Hadō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a crystal prism)
  • Duration: Concentration, up to 1 minute

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can’t take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled

determines what happens to the target, as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.

d10 Effect
1-2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.
6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9 - 10 Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.

Shijū no Saimon

8th-level Conjuration [Bakudō]


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 5 minutes

Shijū no Saimon is a barrier formed by four castings of this spell, each time choosing one of the following barriers listed below. When you arrange the following barriers as three walls and Hōyoku no Jōmon as the roof, a cube is formed enclosing the area. When the barrier is created, you choose Defensive or Offensive. Each wall will apply its listed effect to the interior of the barrier.

Ryūbi no Jōmon. You create multiple pillars, each one being five feet wide, 50 feet tall and 5 feet thick, forming a gigantic shield or door-like barrier on a point within range. The barrier is 50 feet wide, 100 feet tall and 20 feet thick. Each pillar has an AC of 10 and 20 hit points per inch of thickness.

Defensive. Friendly creatures regain the maximum number of hit points from any healing.

Offensive. Hostile creatures can't regain hit points.

Kokō no Jōmon. You create a circular barrier with a 25 foot radius and 10 feet thick that takes the shape of a watermill. As an action, its inner section can be opened up like a set of fangs allowing passage through the barrier.

Defensive. When friendly creatures makes a saving throw, they can roll a d10 and add the number rolled to the saving throw.

Offensive. When Hostile creatures makes a saving throw, they can roll a d10 and subtract the number rolled to the saving throw.

Kigai no Jōmon. You create a barrier of many small hexagons, forming a honeycomb-like structure resembling a turtle shell. This barrier is 50 feet wide, 100 feet tall and 5 feet thick. The barrier has an AC of 10, each hexagon has 10 hit points per inch and a damage threshold of 10. Additionally, when the barrier is subjected to a Hadō spell, it

is reflected back at the caster, using the same save DC, spell attack roll and damage.

Defensive. Friendly creatures gain resistance to all damage.

Offensive. Hostile creatures do not benefit from any resistances and cannot gain resistances of any kind.

Hōyoku no Jōmon. You create an obelisk and many planks combining to form a sort of lampshade, resembling folding wings and a crude bird's head/body in the air where it stays suspended. The lampshade is 50 feet in diameter and affects everything directly underneath it. The barrier has an AC of 10 and 100 hit points, and is immune to fire damage. All friendly creatures underneath the barrier benefit from the Defensive trait.

Defensive. Friendly creatures have advantage on attack rolls.

Offensive. Hostile creatures cannot gain advantage on attack rolls.

9th level kidō

Anathema

9th-level Enchantment [Kaidō]


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Special

You can attempt to pierce the Saketsu and Hakusui of a creature and seal their spiritual power. You make a melee spell attack against a creature you can see within range. On a success the target takes 14d6 necrotic damage and loses access to any magical abilities or effects it has such as spellcasting, class abilities and magical racial abilities.

This spell does not affect plants or constructs.

At the beginning of each day, the target can make a Constitution saving throw and continue to make saving throws until they either succeed three times or fail three times, whichever comes first. On a third failure, the creature dies. On a third success, this spell ends on that creature.

Bankin

9th-level Abjuration [Bakudō]


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
  • Duration: Until dispelled

You create magical restraints to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb.

Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.

Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

Slumber. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs.

Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass.

The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Blade of Disaster

9th-level Conjuration [Hadō]


  • Casting Time: Bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage.

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.

The blade can harmlessly pass through any barrier, including a wall of force.

Goryūtenmetsu

9th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Five enormous dragons of energy erupt from the ground and dive into five different points you can see within range creating an explosion.

Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. A creature takes 20d6 force damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Greater Contingency

9th-level Evocation


  • Casting Time: 10 minutes
  • Range: 5 feet
  • Components: V, S, M (a statuette of the target carved from ivory and decorated with gems worth at least 3,000 gp)
  • Duration: Instantaneous

Choose a spell of 7th level or lower that you can cast, that has a casting time of 1 action, and that can target you or an ally. You cast that spell (called the contingent spell) as part of casting greater contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. The target describes that circumstance when you cast the two spells. For example, a greater contingency cast with water breathing might stipulate that water breathing comes into effect when the target is engulfed in water or a similar liquid.

When the circumstance is met for the first time for the contingent spell, the target may have the spell take effect. If they do, greater contingency ends. If not, the spell persists until the circumstance is met again.

The contingent spell takes effect only on the target, even if it can normally target others.

A creature can only have one contingency spell active on them at a time. Also, contingency ends on the target if its material component is ever not on their person.

Hindsight

9th-level Divination [Bakudō]


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (An hourglass with inlaid diamonds worth at least 2000 gp, which the spell consumes)
  • Duration: Instantaneous

As you finish this ritual, phantom images appear before your eyes, moving in reverse. Suddenly they cease their movements and seem more real. You watch as the phantom images play out their parts in quick succession, showing you the knowledge of the past.

You can see and hear into the past, getting a look at events that happened previously at your current location. The level of detail you see and hear by means of this spell depends on the span of time you wish to observe;

concentrating on a span of days renders a more detailed perspective than a span of centuries, for example. You can view only one span of time per casting, chosen from the following options:

Days: You sense the events of the past, stretching back 1 + 1d6 days. You gain detailed knowledge of the people, conversations, and events that transpired.

Weeks: You gain a summary of the events of the past, stretching back 1d4 weeks. Exact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place.

Months: You gain a general idea of the events of the past, stretching back 1d12 months. You notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings.

Years: You gain a brief idea of the events of the past, stretching back 1d100 years. You notice only the most remarkable of events: coronations, deaths of important personages, major battles, and other major happenings.

Hyōga Seiran

9th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small crystal worth 200 gp)
  • Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 80-foot cone must make a Constitution saving throw. A creature takes 20d6 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue.

Ittō Kasō

9th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (One of your limbs, which the spell consumes)
  • Duration: Instantaneous

By sacrificing a piece of your own body you create a massive pillar of energy the shape of a Katana tip. A cylinder that is 200 feet tall and 50 feet wide appears on a point centered on you. Each creature in the cylinder must make a Dexterity saving throw; you have disadvantage on this saving throw. A target takes 100 + your Hit Die in fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Jikanteishi

9th-level Transmutation [Bakudō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No

time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Keikaigi

9th-level Conjuration [Bakudō]


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a diamond worth at least 5,000 gp)
  • Duration: Concentration, up to 1 minute
  • Incantation: My right hand is the stone that bridges worlds. My left hand is the blade that binds reality. The black-haired shepherd is hung from a chair. Stratus clouds come, and I strike down the ibis.

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

Kirchenlied: Sankt Zwinger

9th-level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

From your outstretched hand a number of roman numeral-inscribed constructs shoot out into the ground, several towering columns of Reishi, shaped like the Quincy Cross, erupt upwards in a circular formation around you.

A 40-foot radius 60-foot high column centered on you springs into existence. Any creature (other than you) that enters the area for the first time, moves within the area for the first time, starts or ends their turn within the area, must make a Dexterity saving throw.

The creature takes 8d8 force damage on a failed save, or half as much damage on a successful one.

Kurohitsugi

9th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 1,000 Feet
  • Components: V, S, M (a small, nine-pointed star made of iron)
  • Duration: Concentration, up to 1 minute
  • Incantation: Seeping crest of turbidity. Arrogant vessel of lunacy! Boil forth and deny! Grow numb and flicker! Disrupt sleep! Crawling queen of iron! Eternally self-destructing doll of mud! Unite! Repulse! Fill with soil and know your own powerlessness!

You create a 20-foot-cube of destructive gravitational force centered on a point you can see within range. For the spell’s duration, the cube and any space within 30 feet of it are difficult terrain, and nonmagical objects fully inside the cube are destroyed if they aren’t being worn or carried.

A creature that starts its turn within the cube takes 8d10 force damage and is restrained until it is no longer in the cube. If the sphere is in the air, the restrained creature hovers inside the sphere.

A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach.

Mass Polymorph

9th-level Transmutation [Kaidō]


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a caterpillar cacoon)
  • Duration: Concentration, up to 1 hour

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a

Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has

no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.

The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.

Mass True Seeing

9th-level Divination [Kaidō]


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an ointment for the eyes that costs 50 gp; is made from mushroom, saffron, and fat; and is consumed by the spell)
  • Duration: 1 hour

This spell gives willing creatures the ability to see things as they actually are. Choose any number of creatures withing range, for the duration those creatures have truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 60 feet.

Permanency

9th-level Enchantment [Kaidō]


  • Casting Time: 1 hour
  • Range: 5 feet
  • Components: V, S, M (a gem per level of the spell, each worth 500 gp, minimum one gem; which the spell consumes)
  • Duration: Until dispelled

This spell allows you to make certain spells permanent. Choose an active spell within range. That spell must meet the following requirements to be affected:

  • The spell has a duration of 1 minute or longer.
  • You know the spell and are able to cast it. If you don't, the material components required are doubled.
  • The spell is 7th level or lower.
  • The spell cannot have targeted more than one creature, but can have an area that affects more than one creature

The affected spell then gains the following traits:

  • The duration is changed to "Until dispelled."
  • If the spells duration would end if triggered, it continues to persist until dispelled.
  • If the spell would be affected by Dispel Magic or similar, instead of the spell ending, Permanency ends.

This spell and affected spells can still be subjected to antimagic fields.

Ravenous Void

9th-level Evocation


  • Casting Time: 1 action
  • Range: 1,000 feet
  • Components: V, S, M (a small, nine-pointed star made of iron)
  • Duration: Concentration, up to 1 minute
  • Incantation: Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!

You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell’s duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren’t being worn or carried.

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere’s center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere’s center, ending in an unoccupied space as close to the center as possible.

A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere.

A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

Screen

9th-level Illusion [Bakudō]


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S
  • Duration: 24 hours

This spell creates a powerful protective illusion in a 30-foot-cube area you can see within range or up to 7 creatures you choose within range. The chosen area or creatures are protected by divination effects and direct observation.

When casting this spell, you can dicate what will and will not be observed in the spell's area. For example, you could have a crossroads appear quiet and empty even while an army is actually passing through the area. Or that no one be seen (including passing strangers), that your troops be undetected, or even that every fifth person or unit should be visible. Sights, sounds, touch, texture and temperature are created appropriate for the illusion. Once the conditions are set, they cannot be changed.

Attempts to scry the area automatically detect the image stated by you with no save allowed. If a spell would attempt to locate an affected creature, or object on one of those creatures, you can choose to have the spell fail or see the image stated by you with no save allowed. Additionally, any sensors creatured by such spells become visible within the area.

Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Certainly onlookers in the area would become suspicious if a marching army disappeared at one point to reappear at another. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Senju Kōten Taihō

9th-level Evocation [Hadō]


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Incantation: Limit of the thousands hands, respectful hands, unable to touch the darkness. Shooting hands unable to reflect the blue sky. The road that basks in light, the wind

that ignited the embers, time that gathers when both are together, there is no need to be hesitant, obey my orders. Light bullets, eight bodies, nine items, book of heaven, diseased treasure, great wheel, grey fortress tower. Aim far away, scatter brightly and cleanly when fired!


Ten star-like motes of pink energy appear around you. You can send each mote at a different creature or object, or all of them at the same creature or object. When you do so, make a ranged spell attack for each mote. On a hit, the target takes 6d12 radiant damage.

Spell Reflection

9th-level Abjuration [Bakudō]


  • Casting Time: 24 hours
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours

You create a magical ward on a creature. If the warded creature would be targeted by level 1st through 9th level spells, the warded creature is unaffected, and the effect is reflected back at the caster as though it originated from the warded creature, turning the caster into the target. Spells that affect an area, such as a fireball, do not harm or affect the warded creature.

Time Ravage

9th-level Necromancy [Hadō]


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)
  • Duration: Instantaneous

You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

Transcend Mortality

9th-level Transmutation [Kaidō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 5 minutes

Your body surges with god-like power. For the duration you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
  • All of your ability scores become 20.
  • You gain a flying speed of 100 feet.
  • You gain resistance to all damage.
  • You gain proficiency in all saving throws.
  • You have advantage on attack rolls.
  • You have advantage on saving throws.

Although this spell grants you immense power, it comes at a horrific price. You gain these benefits by using up all of your reiryoku. When the spell ends, you are instantly slain and your body disintegrates into nothing. This effect cannot be prevented by any means.

10th level kidō

Arcane Armor

10th-level Conjuration [Bakudō]


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours
  • Incantation: Words

You touch a willing creature, a protective magical force surrounds it until the spell ends. The target gains a +20 bonus to it's AC.

Contingent Resurrection

10th-level Necromancy [Kaidō]


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
  • Duration: Until dispelled

Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up spell points, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), they are restored to life and complete health 1 minute later, so long as even a tiny bit of the target remains for contingent resurrection to act upon. A radiant flash of light shines from the remaining part of the target, illuminating everything within 20 feet. The creature is restored to full hit points, vigor, and health.

However, the subject permanently loses 1 point of Constitution if the subject was 1st level or had 9 or less hit dice. Contingent resurrection does not work on a creature that has died of old age.

Dire Winter

10-level Evocation [Hadō]


  • Casting Time: 10 minutes
  • Range: 1 mile
  • Components: V, S
  • Duration: 24 Hours

Raging winds and a hail of rock-hard ice pounds to the ground in a 2 mile radius centered on a point within range. Everything in the storm takes 1 point of cold damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the Area.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

Eternal Freedom

10th-level Abjuration [Kaidō]


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

The subject becomes immune to the following conditions, spells and effects:

Conditions. Grappled, paralyzed, petrified, restrained, stunned

Spells. Any spell that would restrict movement or actions, such as Sai, Slow, Sleep, and Time Stop.

Peripety

10th-level Abjuration [Bakudō]


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a decorated feather worth 500 gp)
  • Duration: 24 hours

For the duration ranged attacks targeted against you rebound on the original attacker. The reflected attack rebounds on the attacker using the same attack roll.

Rain of Fire

10-level Evocation [Hadō]


  • Casting Time: 10 minutes
  • Range: 1 mile
  • Components: V, S
  • Duration: 24 Hours

This spell summons a swirling thunderstorm at a point you can see within range that rains fire rather than raindrops down a two-mile radius. Everything in the flaming deluge takes 1 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and not affected by any wind or weather, unless its from a wish spell or 10th level spell.

Soul Scry

10-level Divination [Bakudō]


  • Casting Time: 10 minutes
  • Range: Unlimited
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You are able to temporarily tap into the consciousness of another sentient creature with whom you are familiar with. The target must make a Charisma saving throw, on success it prevents the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion.

Once the connection is created, you are able to hear, see, feel, smell, taste and experience everything the target senses and experiences.

You cannot control the subject, however. During this time, your own body remains in a trance-like state. If the target takes damage, you feel the injures as well, although you suffer no actual ill effects. If the target is knocked unconscious or killed, the spell immediately ends.

Spell Turning

10-level Abjuration [Bakudō]


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

This spell refelcts other spells cast at you, back at their caster. When a spell or spell-like effect targets you, you can spend your reaction to reflect the effect. If the spell is 6th level or lower you automatically reflect the spell. Otherwise, you make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell or effect instead affects the original caster, it's DC save, if any, uses yours.

This spell ends if you would become unconscious or die.

Teppūsatsu

10-level Evocation [Hadō]


  • Casting Time: 1 round
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

With a chopping motion you create an aura shaped as a head of a dragon which blows a powerful wind from its mouth in a 60-foot cone. Everything in the cone must make a Strength saving throw or take 10d6 bludgeoning damage, 10d6 piercing damage and 10d6 slashing damage, half as much on a successful saving throw.

Additionally, any creature or unattended objects that fails it's saving throw is pushed back at a rate of 30 feet per round, until they're out of the area, taking 5d6 bludgeoning damage, 5d6 piercing damage and 5d6 slashing damage. On each of it's turn the creature can make an additional saving throw, on a success they are no longer pushed back.

Chapter 7: Equipment

Within this chapter you'll find many of the equipment and magic items seen throughout the Bleach series. However, they're not very prominent in the series as it revolves around the Zanpakutō.

Some of these items are able to be purchased, but some might only be available to certain factions, regulated or not so easily accessible.

Magic Items

Magic items tend to be a rarity within the canon series. Most seen within the series are created by the 12th division of the Gotei 13, or other individuals associated with the division.

Most magic items are spirit-tech, a mix of technology and magic.

Magic Item Descriptions

This section presents an assortment of magic items in alphabetical order. See the Dungeon Master's Guide for the rules on magic items.

Anken

Weapon (dagger), Uncommon

Immediately after you make an unarmed strike, as a bonus action you can make a ranged weapon attack with this weapon, even if this weapon is stowed.

Anti-Hierro Armor

Wondrous item, very rare (requires attunement by a creature with a base unarmed strike of 1d10)

This set of metallic gauntlets and grieves were designed to counter a Hollows hierro.

When making an unarmed strike against a creature with Hierro, you gain a +1 bonus times that creatures Hierro bonus. Additionally, your base unarmed strike damage ignores any damage immunities and resistances.

Caja Negacion

Wondrous item, very rare

A special cube-shaped device that is intended to simulate the effects of Negación fields on the target. A Caja Negación is intended to be used by an Espada in order to punish their Fracción if they deem that the situation requires it. When used, the cube is expended and traps the subject in a separate, alternate dimension.

As an action you make a melee attack against a creature within 5 feet. If successful, you banish the creature into a featureless box-shaped demiplane. The creature remains there for 1 minute per hit dice they possess. At the end of each minute, the creature can make a constitution saving throw DC 15, if successful the duration is reduced by 1 minute.

If the target is a hollow, they instead remain there for 1 hour per two hit dice they possess (minimum 1 hour). At the end of each hour, the hollow can make a constitution saving throw DC 15, if successful the duration is reduced by 1 hour.

Denreishinki

Wondrous Item, Uncommon

The Soul Pager is an electronic inter-dimensional communications device used by Shinigami while on an assignment in the other realms. It looks nearly identical to the cellphones found throughout the Human World, and comes in many different designs. It also functions as a normal cellphone.

Shinigami can receive orders via the device in text form, which they are alerted to by the device's distinctive beeping. The device contains a system similar to a radar or GPS tracking system for Hollow detection. Hollows located within a given area will be indicated in a mapping function of the device. It can detect nearby Shinigami and inform the user of whether they are geographically the closest to their target

Gentei Reīn

Wondrous Item, Rare (requires attunement)

The Spirit Restriction Seal is a badge with a symbol unique to the wearers division. Usually worn on ones upper-arm this seal is given to Lieutenants and Captains when they need to venture into the Human Realm. This badge restricts ones spiritual energy in order not to cause unnecessarily high damage while there.

While attuned to this item the wearer receives a -1 x half their proficiency bonus (rounded down) penalty on all d20 rolls and their maximum hit points are reduced by 2 x their proficiency bonus.

In cases where their full power is needed, they can request a limit release. As an action they can state the command, Gentei Kaijo (limiter release), to unattune with this item.

Gigai

Wondrous Item, Very Rare

A faux body is an artificial body that allows Shinigami to inhabit and be able to interact with the material plane.

When the Gigai is hosted by a Shinigami, it assumes the appearance of its host, who can now be seen by normal Humans they happen to be around while residing in the Gigai. The Gigai does not take on the clothes its Shinigami host is wearing, and thus, they must acquire modern clothes in order to blend in with the Humans.

As an action a non-corporeal creature can inhabit or leave the Gigai.

Ginjōtan

Adventuring Gear (rope), Uncommon

The steel sash is a sash woven with steel that is worn under armor. It is 40 feet, has 2 hit points and can be burst with a DC 18 Strength check. Additionally it weighs 20 lbs and your movement speed is reduced by 5 feet.

Gokon Tekkō

Wondrous Item, Rare

The Soul Apprehension Gauntlet is a device used by Shinigami to forcible remove souls from bodies.

It usually takes the form of a tight, red, wrist-length glove with fingers that only reach the first knuckle of the hand and a large insignia of a skull shrouded in blue flames on the back.

While equipped, as an action you can make an unarmed strike against a corporeal creature. If successful, and the body has a soul, it is shuntted out into a square adjacent to the body.

Hollow Bait

Wondrous Item, Varies

Hollow Bait consists of coin sized, round, white tablets with symbols circling the flat edge. When crushed and dispersed into the air, Hollow Bait will begin attracting Hollows from Hueco Mundo to the area of the Human World in which it was used. The effects are based on the rarity as listed below.

Hollow Bait Table

Rarity Duration Effect
Common 3 hours 1d4 (minimum 1) Hollows of CR = Total HD of all creatures within 40 feet of you / 4 (minimum 1) appear the next round and again each hour for the duration.
Uncommon 6 hours 1d6 (minimum 1) Hollows of CR = Total HD of all creatures within 40 feet of you / 4 (minimum 1) appear the next round and again each hour for the duration.
Rare 12 hours 1d8 (minimum 1) Hollows of CR = Total HD of all creatures within 40 feet of you / 3 (minimum 1) appear the next round and again each hour for the duration.
Very Rare 24 hours 1d10 (minimum 1) Hollows of CR = Total HD of all creatures within 40 feet of you / 2 (minimum 1) appear the next round and again each hour for the duration.

Hōgyoku

Wondrous Item, Artifact

This small, bluish-purple orb composed of a unique substance has ability to sense the hearts of those around it and materialize their deepest desire.

Overbearing Power
The Hōgyoku has the following random properties:

  • 2 minor beneficial properties
  • 2 major beneficial properties

Desire Materialization
Though initially thought to solely possess the power to control the boundary of the two contravening existences, that of Shinigami and Hollows, this was proven incorrect. Rather, the Hōgyoku's true power is the ability to absorb the desires of those around it and manifest them into reality. However, this power is not without limitations. The Hōgyoku itself is merely a guiding force - it can only manifest the desires of those with the strength to carry them out.

Any creature within 60 feet of the Hōgyoku, and is aware of it and it's abilities, can cast Wish without spending Spell Points or needing material components. A creature can only cast Wish this way once.

If a creature is not aware of the Hōgyoku and/or its abilities, its desire is materialized as per the table.

Desire Effects
Greed You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
Rescue You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
Protect You grant up to ten creatures that you can see resistance to a damage type you choose.
Regret You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
Power Choose one ability score to increase by +2 or all ability scores to increase by +1 or gain a feat or gain an armament ability

Hollowfication
As an action you can target a Shinigami, it gains the Visored supernatural gift and immediately begins their Inner Battle.

Arrancarfication
As an action you can target a Hollow, it instantly gains a number of HD to meet the HD requirement for the Arrancar class. Additionally, it gains two Hollow abilities and 3 levels in the Arrancar class.

Fusion
After performing an 8 hour uninterrupted ritual you can embed the Hōgyoku, fusing with it. While imbedded no creature (other than you) can benefit from the Desire Materialization ability. Additionally you get 3 Hollow

abilities you must spend in the High-Speed Regeneration Hollow ability. The longer you are fused with the Hōgyoku it begins to further understand your heart and restructures your soul and triggers a transformation.

Transformation
This transformation can widely vary in appearance and abilities. Work with your DM to determine the nature of your transformation.

Kaikyō Kotei

Wondrous Item, Very Rare

The Realm Boundary Fixation prongs are special tools used in the Dangai to stop the Kōryū. Normally, lower-echelon Shinigami enter the dimension in great numbers and using a special method, pour in their Reiatsu to fixate the current.

However, individuals in possession of significant quantities of Reiatsu can single-handedly suppress the current for extended periods of time, but only after the insertion of four small forked blades into various locations along the Dangai's wall, and as long as the user remains connected to these items for the duration.

While the prongs are in place, you are considered Restrained and you must Concentrate. While concentrating, each hour, you must make a Reiatsu check. On a success, the Kōryū remains in place and inert within 40 feet of you. Once you stop concentrating or fail the Reiatsu check you gain a level of exhaustion for each 4 hours you spent concentrating (maximum 5 levels).

Karakura-Raizer Watch

Wondrous Item, Legendary (requires attunement by a Human or Artificial Soul with no class levels)

The Karakura-Raizer team was created by Kisuke Urahara to help protect Karakura Town from Hollow attacks. The Karakura-Raizer Watch takes the form of a golden wrist-watch with a "K" on it's face plate and two buttons, one on each side. It also functions as a Denreishinki.

There are six total watches, each one uniquely made for its wearer. Additionally, when activated it produces a unique costume for it's wearer.

While attuned, the creature can activate the watch as an action, transforming into a Karakura-Raizer. This transformation lasts in increments of 1 minute for a total of 4 minutes. To regain a minute, the watch must be charged for 2 hours (it comes with a charging cable).

When activated, the watch sends out a non-lethal explosion from the watch in a 5-foot radius centered on the creature. Once the explosion clears, the creature is revealed with it's new costume. After stating their Karakura-Raizer name and striking a pose, another non-lethal explosion blossoms behind them for dramatic flare. If the creature doesn't strike their pose and state their name, they are dealt 4d6 electric damage.

While active, the creature has access to the following benefits:

  • The creature gains the Spiritual Awareness racial trait
  • The creature can roll a d4 in place of the normal damage of their unarmed strike
  • A feat of their choice
  • Any 10 armament abilities they qualify for (except Hollow abilities)
  • Max hit points are doubled
  • They gain 10 bonus Spell Points

Kikanshinki

Wondrous Item, Very Rare

The Account-Replacing Spirit Device is a memory substitution device used by Shinigami on creatures that have seen Shinigami or Hollows. The device takes on many different forms, but the most common form is a pez-like dispenser with an animal head that pops up from the top of the device and produces a puff of smoke.

The Kikanshinki has 6 charges. With this item in hand, you can use your action to expend any number of charges to cast Modify Memory targeting a single creature per charge expended (spell save DC 15); No components required.

The Kikanshinki regains 1d4 expended charges each day at dusk.

Leiden Hant

Wondrous Item, Rare (requires attunement by a Quincy)

German for Suffering Grip, but more commonly known as the Sanrei Glove, is a white glove which extends up the forearm, stopping two inches from the elbow. This glove can significantly increase a Quincy's power once they've finished training with it, but at a detrimental cost if the glove is ever removed or unattuned.

When a Quincy attunes to the Leiden Hant, the training begins.

While attuned, the glove begins to repel reishi, making it difficult to Summon your bow. You must spend an action to summon your bow.

The final step requires you to keep your bow from dissipated while simultaneously firing arrows as frequently as possible. You must continuously do this at least 8 hours per day. At the end of each day you must make a Concentration check (DC 16). Once you've succeeded seven times on this check, your training is completed and you gain the following benefits:

  • Your Heilig Bogen level is considered one level higher
  • Your Spell Point Pool is increased by a number of points equal to your proficiency bonus + 1
  • Your Hirenkyaku is increased by 5 feet
  • You gain access to the Letzt Stil (Last Style) form. As a bonus action, you can remove the glove and enter this form for a number of rounds equal to your level. While in this form, you gain the following benefits: You gain a number of temporary hit points equal to your Quincy level, your Hirenkyaku is increased by 10 feet and your Heilig Bogen damage rolls are always maxed.

Once the duration ends, or you are knocked unconscious or die you lose access to all your Quincy Class Features.

There is a way for you to regain you powers after removing the glove, though its very difficult. First you must train with another Quincy of equal or greater HD. You must exhaust yourself mentally and physically, then be hit exactly 19mm to the right of your heart with a Heilig Pfeil. Once this happens, a pentacle-shapped scar will form on the point of impact, and your Quincy Class Features are restored.

Medallion

Wondrous Item, Legendary (Requires attunement by a Quincy)

This device is a thin, metallic round, and palm sized device with the Wandenreich's insignia etched onto it's surface. These are possessed by select members of the Wandenreich military, including all Sternritter. When presented to a single released Bankai, the device emits five streams of dark enery that cause the Shinigami's Bankai to disintegrate. The Bankai is medalized and the victim effectively loses their Bankai, and is left incapable of communicating with their Zanpakutō.

While the Medallion is in hand, when a Shinigami release their Bankai, as a reaction you can activate the medallion stealing their Bankai. If the Bankai's owner HD is equal to or less than yours, as an action you can activate their Bankai and use it as if it was your own.

While you have a Bankai medalized, you cannot activate Vollständig. Additionally, the medallion is incapable of stealing an Arrancar's Resurrección, or a Shinigami's Bankai if they have Hollow powers.

Razor wire

Weapon Type Cost Damage Weight Properties
Exotic 10gp 1d4 slashing 1 lb. Finesse, Two-handed

The Razor Wire is a long spool of thin steel, nearly 8 feet, delicately woven together like a braid resembling a jump rope. It's thick enough to be swung around and be durable, but thin enough to be sharp and concealable. The ends are weighted cylinders of metal, making the weapon ideal for slashing out like a whip.

Proficiency with the Razor Wire allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Reiatsu-Concealing Cloak

Wondrous Item, Legendary (requires attunement)

This cloak functions as a Cloak of Invisibility and also makes your reaitsu undetectable while invisible.

Reishūkaku (Spirit Core)

Wondrous Item, Uncommon

The Spirit Core is a medium-sized orb composed of a clear material that is inscribed with a red crane insignia it is created and used by the Shiba Clan. While infused with Reiryoku, the Reishūkaku produces a semi-transparent blue barrier, referred to as a "cannonball", around the one holding it, protecting them from outside forces.

The Reishūkaku can also be used in direct combat for protecting the use from enemy attacks, as well as to save oneself from a fall by remaining suspended in midair and floating upward.

As an action, you can spend 5 SP to create a 5-foot sphere centered on you, this sphere functions as a Globe of Invulnerability, but requires concentration. At the beginning of each of your turns, you must spend 5 SP to maintain the sphere. Additionally, as a reaction when you would fall, you can activate the Reishūkaku and negate any fall damage.

If would lose concentration, the sphere explodes in a 40-foot sphere dealing a number of 1d6 force damage equal to your proficiency bonus. Each creature in the area makes a Dexterity saving throw (DC 16), on a success taking half damage.

Ryūkotsujō

Rod, Very Rare

The Dragon Bone is a long, beige, bone-like rod , with a small, white, bird-shaped skull, and four protrusions, similar to finger bones, extending from the back of the skull. By channeling Reiryoku into the wand, it produces a tentacle, which acts a harness, and a single bat-like wing which acts as a one-handed hang-glider.

While the rod is in hand, you can spend 10 sp any number of times and cast Fly (no components required). The duration lasts for a number of minutes equal to the amount of times you spent 10 sp.

Seele Schneider (Soul Cutter)

Wondrous Item, Rare

German for soul cutter, the Seele Schneider is a thin, silver-colored weapon which, when activated, sports a glowing blue blade. It functions much like a chainsaw, with Reishi making 3 million round trips per second around the edge of the blade. Its vibrations loosens the bonds between the Reishi of whatever it cuts in order to make them easier to capture.

The Selle Schneider is used primarily as an arrow, but can be used as a blade which functions as a dagger but deals 1d6 damage instead. The Seel Scheider has it's own SP pool, maximum 20 and starts at 0.

Anhäufer: While wielding this item, any time a creature casts a spell, the Seele Schneider gains a number of SP equal to the spells level. Any time a creature uses a spell-like ability, the seele scheider gains 1 SP. The Seele Schneider gains a +1 bonus for each 5 SP it has in it's pool. This bonus is applied to damage rolls when used as an arrow; this bonus is also added to attack and damage rolls when used as a melee weapon. Once used as an arrow, it's SP pool is depleted. The SP pool also depletes after 1 minute or the end of combat, whichever comes sooner.

Shihōin Shield

Wondrous Item, Artifact

It is a large, shield-like item with the Shihōin family crest stamped on it, a long cord connected to it and a long rod, and two vertical slots running from its top.

To utilize this magic item, it requires two Zanpakutō. As an action, make a ranged melee attack against a target within 40 feet. On a success the rod is launched at, and wraps around the target, binding it with the cord. The target is grappled. While the object is grappled, as an action you and an adjacent creature can slot in your Zanpakutō and channel your Reiryoku. The grappled creature takes Xd6 force damage, where x is the combined total HD of both Zanpakutō wielders. If the target is a creature, it is allowed a Constitution saving throw (DC 20) for half damage.

The Shihōin Shield cannot be used again until the next dawn.

Shiken Hakkyōken (Divine Eight Mirror Sword)

Weapon (Longsword), Artifact (requires attunement by the head of the Ise Clan)

The Divine Eight Mirror Sword is a unique Zanpakutō passed down from generation to generation within the Ise Clan. The Shinken Hakkyōken takes the form of an ornate medium-sized bladeless sword with a flat end. Its "blade" is decorated with four inlaid diamonds, resembling the design commonly found on the wrapped hilt of a katana, and its forte possesses a tassel on either side. Instead of a tsuba, there is an ornate band guard covering an inch of the blade with tassels hanging from either side of it. The handle of Shinken Hakkyōken is only somewhat shorter than the "blade", and possesses two tassels attached to the ring at its end.

Magic Weapon. This magic warhammer grants a +3 bonus to attack and damage rolls made with it.

Random Properties. The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master’s Guide:

  • 2 minor minor beneficial properties
  • 1 major beneficial property

The Ise Curse. While attuned, your spouse or significant other falls ill and their body degrades rapidly cutting their life span in half. This effect remains even after being unattuned with the Shiken Hakkyōken

Holy Light. The sword shines so brightly, opponents are only able to view the hilt. You have advantage on attack rolls on creatures that rely on sight.

Divine Reflection. Whenever a creature makes an attack roll you can spend your reaction to attempt to reflect the attack. When they make their attack roll, but before the result is revealed you make an attack roll. If your roll is equal to or higher than their attack roll you reflect the attack back to the attacker and take damage. If your roll is lower than theirs, you take half damage. Similarly, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, if you failed, all creatures within 40 feet of you also take that damage, no save.

Substitute Shinigami Badge

Wondrous Item, Uncommon (requires attunemnt by a Substitute Shinigami)

This special badge is given to a Substitute Shinigami as a symbol of acceptance and license to perform duties for the Soul Society. It allows the Soul Society to monitor and restrict the Substitute Shinigami if necessary.

The Badge functions as a Gokon Tekkō, but can only affect the user.

The Badge alerts the user if Hollows are within 10 miles via an alarm sound which can only be heard by the owner and the item itself is only visible to other spiritually aware beings.

Sōkyoku (Twinned Punishment)

Weeapon (Halberd), Artifact

The Twinned Punishment is a large halberd which the Gotei 13 uses at Sōkyoku Hill to execute Shinigami who have severely broken the law.

When not in use, the Sōkyoku is sealed by a number of thick ropes wrapped around its pole, which, piercing the ground, hold the halberd in place. During an execution, the Kidō Corps unseals it, causing these ropes to unwind and shoot off away from the hill.

As the Sōkyoku activates, emitting an immense amount of flames, it rises into the air, pointing towards the victim, who is held before it by support beams. The flames, enveloping the halberd, reveal its true form; a massive, phoenix-like entity called Kikōō. In this state, the Sōkyoku’s offensive and defensive power is said to be equivalent to that of a million Zanpakutō. As it pierces the victim, this power increases by tenfold, and creates so much heat it vaporizes their soul.


Kikōō (Firebird King)

Gargantuan, Lawful-Neutral


  • Armor Class 18
  • Hit Points 175 (10d20 + 70)
  • Speed 20 ft., Fly 120 ft.

STR DEX CON INT WIS CHA
19 (+4) 26 (+8) 25 (+7) 8 (-1) 21 (+5) 18 (+4)

  • Saving Throws WIS +10, CHA +9
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Prone, Stunned
  • Senses Darkvision 60 ft., Passive Perception 15
  • Languages Common
  • Challenge 16
  • Proficiency Bonus +5

  • Fire Form. Any creature that touches Kikōō or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, Kikōō can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage. With a touch, Kikōō can also ignite flammable objects that aren’t being worn or carried (no action required).
  • Flyby. Kikōō doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Illumination. Kikōō sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
  • Legendary Resistance (3/Day). If Kikōō fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Kikōō makes one Beak attack and one Fiery Talons attack

Beak. Melee Weapon Attack: +13, Reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage
Fiery Talons. Melee Weapon Attack: +13, Reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage

Legendary Actions

Kikōō can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The phoenix regains spent legendary actions at the start of its turn.

  • Move. Kikōō moves up to its speed.
  • Peck. Kikōō makes one Beak attack.
  • Swoop (Costs 2 Actions). Kikōō moves up to its speed and makes one Fiery Talons attack.

Sōshingu (Quincy Bangle)

Wondrous Item, Rare (requires attunement by a Quincy)

This old artifact was created to help Quincy with weak Reiatsu, designed to mimic the powers of a Quincy. It forces Reishi to gather, and then amplifies them. In fact, the Reishi will gather even if person using it does not will it. Additionally, it can be used by Quincy to overcome the loss of their powers due to removing the Sanrei Glove.

The Quincy Bangle does have a few technical difficulties while in use. The more powerful arrows take time to get ready, something that would not occur for a normal Quincy Bow, and most of the other arrows have very little power behind them. Also, the Quincy Bangle is fragile and will shatter after a while, sooner when stressed more.

The Quincy Bangle has 20 charges, when it is reduced to 0 charges, it is destroyed and crumbles away. If the Quincy Bangle would be reduced to negative charges, it explodes, dealing xd6 force damage to all creatures within 20 feet of it; X is equal to the HD of the user.

While attuned the Quincy Bangle provides different benefits:

Depowered Quincy: Gain access to the following Quincy class features: Quincy Cross, Reishi Manipulation, and Quincy Feats. Additionally, you cannot use a Bow Attribute if you've previously made an attack that turn. When you use a Bow Attribute, you cannot make any further attacks that turn.

Normal Quincy: Your Heilge Bogen crit range is increased to 19-20 and your Hirenkyaku is increased by 10 feet.

When you use a Bow attribute, the Quincy Bangle loses two charges. When you critically strike with your Heilge Bogen, the Quincy Bangle loses three charges.

Tenshintai

Wondrous Item, Legendary (Requires attunement by a Shinigami)

The Divine Transfer Body belongs to the Onmitsukidō, but invented and tested by Urahara. It is a vaguely Human-shaped, man-sized doll which forcibly materializes the spirit of a Zanpakutō when stabbed by the Zanpakutō. In doing so, it facilitates the user in subjugating the spirit and attaining the Bankai of their Zanpakutō. The materialization can last for three days, after which the spirit reverts into the doll which spawned it. Without this invention, achieving Bankai takes at least ten years, plus the many years of combat experience needed.

This method, however, is very dangerous, as normally one would do battle with their Zanpakutō within their inner world, where if they fail, they would not die and can try again. Due to the fact that it forcibly materializes the Zanpakutō's spirit, if the user would fail, they could die.

Tentōken (Heaven Stepping Adornment)

Wondrous Item, Legendary (Requires attunment)

The Heaven-Stepping Adornment is a brown mantle, with a large drawstring closure at the collar and a large brooch displaying the Shihōin Clan crest. Like the wand, the Tentōken requires no skill or previous experience to use. It is superior to the wand, since it allows one to hover in mid-air, and does not immobilize one of the user's hands.

While attuned, you can spend 5 sp any number of times and cast Fly (no components required). The duration lasts for a number of minutes equal to the amount of times you spent 5 sp.

Chapter 8: Friends & Foes

The world of Bleach has a variety of creatures that are unknown on other worlds in Dungeons & Dragons. This chapter provides stat blocks for these creatures, and it concludes with a collection of nonplayer characters who fill the ranks of the various factions.

NPC's by Faction

This section is a list of creatures in this chapter and in the Monster Manual that are associated with each faction.

Gotei 13 NPC's


Akatsuya Himura

Small Humanoid (Soul), Neutral Good


  • Armor Class 16
  • Hit Points 21 (3d8)
  • Speed 30 ft., Shunpo 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)

  • Saving Throws Dex +6, Int +2, Cha +3
  • Skills Acrobatics +6, Sleight of Hand +6, Stealth +6, Perception +3, Deception +3
  • Tools Disguise Kit, Thieve's Tools
  • Senses Passive perception 12
  • Languages Common
  • Challenge 1 (200 XP) Proficiency Bonus +2

Observant: If Akatsuya can see a creature's mouth while it is speaking a language she understands, she can interpret what it's saying by reading its lips.
Hohō Practitioner: When Akatsuya Shunpos at least 20 feet or more and at the end of the movement an enemy is adjacent to her, she has advantage on the next attack roll against them.
Hohō Prodigy: When an attacker that Akatsuya can see hits her with an attack, she can use her reaction to expend 10 feet of Shunpo to halve the attack’s damage against her.
Hakuda: The recruits unarmed strike deal 1d4 bludgeoning damage.
Unarmed Defense: While Akatsuya is not wearing any armor or using a shield, her AC equals 10 + her Dex modifier + her Pro bonus (Already applied)

Zanpakutō

Zanpakutō: Bishamonten.
Release Command: Exsanguinate.
Armament Type: Blood.
Armament Abilities: Blade of Blood.

Actions

Zanpakutō (Tanto) Melee Weapon Attack: +6, Reach 5 ft., one target. Hit: 3 (1d4 + 1) Slashing damage. Spellcasting. Akatsuya casts one of the following spells, using Charisma as the spellcasting ability (Spell save DC 11), and has 10 Spell Points.

Cantrip (1SP): Mage Hand, Prestidigitation

1st Level (2SP): Alarm, Guidance, Inflict Wounds, Jump

Bankai!

The world's most popular roleplaying game meets one of the three most popular shonen anime in this sourcebook, detailing the world of Bleach created by Tite Kubo.

Cover Art: Artist

You can read the book over at GM Binder.

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