### 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 \pagebreakNum ## 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. \pagebreakNum **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 \pagebreakNum 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.
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. \columnbreak ### 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.
#### 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 \pagebreakNum * 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. \pagebreakNum # 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. \pagebreakNum #### 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 ___ \pagebreakNum 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. \pagebreakNum # 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. \columnbreak #### 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. \pagebreakNum 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. \columnbreak #### 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. \pagebreakNum 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. \pagebreakNum # 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. \pagebreakNum #### 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. \pagebreakNum 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. \pagebreakNum **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. \pagebreakNum # 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.
#### 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. \pagebreakNum ### 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. \pagebreakNum # 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. \pagebreakNum * 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. \columnbreak #### 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. \pagebreakNum 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. \pagebreakNum 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. \pagebreakNum # 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. \columnbreak #### 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: \pagebreakNum * 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. \pagebreakNum # 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. \pagebreakNum * 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. \pagebreakNum * 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. \pagebreakNum ### 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. \pagebreakNum # 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. \pagebreakNum #### 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. \pagebreakNum #### 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. \pagebreakNum * 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. \pagebreakNum # 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. \columnbreak #### 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 \pagebreakNum 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. \pagebreakNum #### 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 \pagebreakNum 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. \pagebreakNum 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum #### 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. \pagebreakNum #### 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 \pagebreakNum * 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. \pagebreakNum #### 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. \pagebreakNum #### 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. \pagebreakNum # 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. \pagebreakNum 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. \pagebreakNum 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. \columnbreak ### 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. \pagebreakNum 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. \pagebreakNum # 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. \columnbreak #### 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). \pagebreakNum 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. \columnbreak #### 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. \pagebreakNum #### 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. \pagebreakNum * 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. \columnbreak ### 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. \pagebreakNum #### 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. \pagebreakNum # 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. \pagebreakNum #### 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. \pagebreakNum 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. \pagebreakNum ### 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. \columnbreak #### 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. \pagebreakNum # 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. \pagebreakNum #### 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. \pagebreakNum #### 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. \pagebreakNum ### 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. \pagebreakNum # 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. \pagebreakNum * 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. \pagebreakNum #### 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. \pagebreakNum 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. \pagebreakNum # 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. \columnbreak #### 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. \pagebreakNum #### 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 \pagebreakNum # 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. \pagebreakNum * 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. \columnbreak #### 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. \pagebreakNum #### 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. \pagebreakNum 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. \pagebreakNum # 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. \columnbreak #### 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. \pagebreakNum #### 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. \pagebreakNum #### 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. \columnbreak #### 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.
#### 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. \pagebreakNum # 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 \pagebreakNum 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 \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak ### 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. \pagebreakNum 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. \pagebreakNum # 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. \columnbreak #### 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. \pagebreakNum 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. \pagebreakNum # 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. \pagebreakNum 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 \pagebreakNum 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: \pagebreakNum * 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. \pagebreakNum #### 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. \pagebreakNum # 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: \pagebreakNum * 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: \pagebreakNum * 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. \pagebreakNum #### 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. \columnbreak ### 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. \pagebreakNum #### 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. \pagebreakNum # 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. \pagebreakNum * 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. \columnbreak #### 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 \pagebreakNum 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. \pagebreakNum 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. \pagebreakNum # 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. \columnbreak ### 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. \pagebreakNum ### Shinigami Spells (Bakudō)
#### 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum #### 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 \pagebreakNum 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. \columnbreak #### 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 \pagebreakNum 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum #### 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 \pagebreakNum 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. \pagebreakNum **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. \columnbreak #### 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. \pagebreakNum * 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 \pagebreakNum 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. \columnbreak #### 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. \pagebreakNum 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. \pagebreakNum #### 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. \pagebreakNum #### 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* \pagebreakNum *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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum 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 \columnbreak #### 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 \pagebreakNum 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. \pagebreakNum **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. \pagebreakNum 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum 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. \pagebreakNum * 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. \pagebreakNum 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. \pagebreakNum # 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. \pagebreakNum #### 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 \pagebreakNum 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. \pagebreakNum 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. \pagebreakNum 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. \columnbreak #### 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. \pagebreakNum ___ > ## 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. \pagebreakNum #### 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. \pagebreakNum # 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 \pagebreakNum