Warlock Sub Class, Quincy (Bleach)

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The Quincy V5.0

Pact of the Soulking's Son

You have made a pact with a mysterious entity that only identifies itself as Yhwach - a force that manifests in sentient magic bows carved from the magic which flows though out the planes known as Reishi. Many Quincy channel their magic through pendants which they place on their wrists or hands. These pendants transform into bows of great power allowing the Quincy to focus their magic into arrows and other missiles. The only limit to a Quincy's ability to create and fire arrows is their own stamina and ability to absorb ambient Magic.

Expanded Spell List

Your pact lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Quincy Expanded Spells

Spell Lvl Spells
1st longstrider, hunter's mark
2nd blur, branding smite
3rd blink, fireball
4th phantasmal killer, fire shield
5th banishing smite, hallow

Quincy Zeichen

Starting at 1st level, you gain the ability to place a Jager curse on a creature. As a bonus action, choose one creature you can see within 60 feet of you, magic energy swirls around the target forming a mark similar in shape of a Maltese cross on the weak points of the target. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the mark ends, you gain the following benefits:

  • Until the curse ends, the first time on your turn that you deal damage to the target it must make a Constitution saving throw. On a failed save, it falls prone as its body is filled with torturous agony.
  • If the cursed target dies before the curse ends, the mark explodes and each creature in a five foot radius must make a DC 12 Dex saving throw. On fail each creature takes force damage equal to your proficiency modifier, or half if they succeed the save.

You can’t use this feature again until you finish a short or long rest.

Reishi Warrior

At 1st level, you acquire the training necessary to effectively hit your targets from long distances. you gain proficiency with medium armor, all bows, and the perception skill. If you already have proficiency with this skill then you now have expertise with this skill. When you attack with a bow, you can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls.

Pact Boons

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service.

Pact of the Spirit Bow: Your patron bestows upon you a pendant which allows you to create and store your bow. The bow produces its own arrows and has the following properties:

  • You can summon or store the bow as a action.
  • This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • The damage for your bow is based on your alignment Good = Radiant, Evil = Necrotic, Neutral = Force.

Choose between one of the following options for your bow:

Klavier: A one handed short bow that absorbs magic through the ends and fires it rapidly from the center where your hand lies. This bow deals 1d6 damage per arrow, and has a range of (80/320).

  • As a bonus action you can fire two additional arrows. You regain all your uses of this feature after you finish a long rest.

Erreichen: A slower two handed bow that focuses the magic in the form of an arrow as the wielder pulls the string back. This bow deals 1d8 damage per arrow and has a range of (150/600).

  • As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack.

Meninas: A short two handed bow, there is a heart centered at the middle of the bow with the two arms branching out of it. The user grabs hold of the heart portion with one hand and pulls back on a magic string with their other hand to fire like a normal bow. This bow deals 1d6 damage per arrow, and has a range of (80/320).

  • While wielding this bow when you get damaged from an attack or a spell, you can choose to use your reaction to gain the damage dealt to you as Temporary Hit Points (maximum of 15 Hit Points). When you use this feature your body seems to grow stronger. You can use this feature a number of times equal to your charisma modifier. You regain all your uses of this feature after you finish a long rest.

Non-Bow Options

If your DM allows firearms these can be used as options in place of a bow.

Diagramm: A large anti material rifle, this weapon resembles the Boys anti-tank rifle. The rifle absorbs magic through the magazine and collects it into the chamber where it is fired after the trigger is pressed. This rifle deals 2d6 damage per shot and has a range of (200/650). When this rifle is used for multiple attacks each attack after the first suffers disadvantage unless the user is in a prone position.

  • When this rifle is fired each creature within a 5 ft cone of the end of the barrel must make a dexterity saving throw of DC16 or take 1d4 force damage.
  • While in the prone position as a reaction you spread the magic from your gun into a visible barrier to protect you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. You can use this feature a number of times equal to your charisma modifier. You regain all your uses of this feature after you finish a long rest.

Grimaniel: A small pistol that absorbs magic energy through the magazine well in the handle, and collects it in the chamber. This pistol deals 1d6 damage per shot, and has a range of (60/150).

  • While wielding this pistol the user can morph the pistol's form creating 4 identical barrels which extend from the pistols handle. Each creature within a 30ft cone of the barrel must make a Dexterity saving throw or suffer 1d6 damage. You can use this feature a number of times equal to your charisma modifier. You regain all your uses of this feature after you finish a long rest.

Reishi Dominance: Vollständig

Starting at 6th level, your bow transform's ambient magic into a crackling arrow of energy. When you release the arrow it travels in a 100 ft straight line affecting anything within 5 ft. Each creature in the line takes 3d10 of your bows damage, or half damage with a successful Dexterity saving throw. The arrow passes harmlessly through the first inanimate object it hits, ignoring cover. The arrow stops if it strikes a second object.

  • The damage increases to 5d10 when you reach the 17th level in this class

  • You can’t use this feature again until you finish a short or long rest.

Ransōtengai (Heavenly Wild Puppet Suit)

Beginning at 10th level, your patron imbues you with a technique that allows the user to have superior control over magic. You can now channel the magic energy from your bow to your body. Using concentrated magic controlled by your brain you can, form lines or strings out of magic. Using this technique you are able to walk on lines of magic under your feet this allows you to ignore difficult terrain and increases your movement speed by 10 ft. In addition by using this technique, the user can control their body as one would a puppet, allowing them to move freely despite paralysis, broken limbs, or any other force that would impede normal movement. You are immune to being paralyzed.

  • You are immune to being paralyzed, and gain advantage on effects that would effect your movement speed.
  • Difficult terrain does not impair your movement speed
  • Increase your movement speed by 10ft.

Licht Regen (Light Rain)

Starting at 14th level, you focus a large amount of magic using your bow. You choose a point within 120 ft range and fire a volley of arrows into the air causing eldritch arrows to rain down at a certain point. Each creature in a 20-foot-radius sphere centered on that point must make an Dexerity saving throw. A creature takes 8d8 of your bows damage choice on a failed save, or half as much damage on a successful one.

  • Once you use this feature, you can’t use it again until you finish a long rest.

Bow Upgrades Notes

All the bows or guns listed are just base items that are ment to be upgraded over time. How this takes place is up to the player and DM to decide.

Maybe there is a ritual similiar to the hexblades that allows the magical properties to be transfered to the bow. Or maybe the Patron bestows a new pendant to the user

I intentionally left the options open to allow the player more RP flavor

Infusions

Improved Quincy Bow

Prerequisite: Pact of the Spirit Bow

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Also when you use your bow as your magical focus the max range for any spell that has a range of 5 feet or greater is doubled.
  • In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Reishi Burst

Prerequisite: Pact of the Spirit Bow, Bow Type Meninas

  • Your Menias arrows now act like flares. You can choose to fire the arrows in the air and have them drift down to the ground. The arrows last for 1 minute and shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like.

Warding Shot

Prerequisite: Pact of the Spirit Bow , Bow Type Erreichen, Gun Type Diagramm

  • When you hit a creature with an projectile from your Erreichen or Diagramm, you can push the creature up to 10 feet away from you in a straight line.

Maiming Shot

Prerequisite: Pact of the Spirit Bow , Bow Type Klavier, Gun type Grimaniel

  • When you hit a creature for the first time on your turn with a projectile from your Klavier or Grimaniel, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Heilig Pfeil

Prerequisite: 5th level, Pact of the Spirit Bow

  • The bow creates more than one arrow when you reach higher levels: two arrows at 5th level, three arrows at 11th level, and four arrows at 17th level. You can direct the arrows at the same target or at different ones. Make a separate attack roll for each arrow.

Patron's Protection

Prerequisite: 5th level, Pact of the Spirit Bow , Bow Type Klavier

  • Your patron gives you a second pendant that is worn on your non dominant arm. You are now proficient in shields, additionally as a bonus action you can activate the pendant which cause a small buckler shield to appear. This shield does not affect your ability to fire your Klavier bow. Your AC increases by 2 when the shield is active

God's Step

Prerequisite: 5th level, Pact of the Spirit Bow , Gun Type Grimaniel

  • When your Grimaniel is equipped you can cast Blur once per long rest without the use of a spell slot

Power Shot

Prerequisite: 5th level, Pact of the Spirit Bow , Bow Type Erreichen

  • Once per turn when you hit a creature with your Erreichen, you can expend a warlock spell slot to deal an extra 1d8 damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Reishi Invigoratation

Prerequisite: 5th level, Pact of the Spirit Bow, Bow Type Meninas

  • Your Meninas bow can fire four special heart shaped arrows per long rest. When firing the heart shaped arrows you must select one willing creature within range. When the creature is hit by your heart shaped arrows it is filled with concentrated magic energy helping to invigorate it. The creature gains temporary hit points equal to your warlock level. You regain all uses of this feature after a long rest.

Anti-fortress Rounds

Prerequisite: 5th level, Pact of the Spirit Bow , Gun Type Diagramm

  • Your Diagramm now deals double damage to objects and structures.

Galvano Blast

Prerequisite: 12th level, Pact of the Spirit Bow , Bow Type Klavier

  • When you hit a creature with an arrow from your Klavier bow the arrow explodes, the creature takes extra 1d4 your bows damage type, and magic energy blasts from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes your bows damage type equal to your spellcasting ability modifier.

Surge Rounds

Prerequisite: 12th level, Pact of the Spirit Bow , Gun Type Diagramm

  • Once per long rest you can fire a round from your Diagramm and choose a point for the bullet to end. As the round flies it absorbs large amounts of reishi energy. Upon reaching the designated point it explodes. The round flares into a 15-foot Sphere centered around that point. Each creature in the Sphere must make a Constitution saving throw. On fail each creature takes 4d6 damage. If a creature passes they take no damage.

Pistol Blitz

Prerequisite: 12th level, Pact of the Spirit Bow , Gun Type Grimaniel

  • You regain all uses of your Grimaniel's special ability after a short rest.

Reishi Connection

Prerequisite: 12th level, Pact of the Spirit Bow , Bow Type Meninas

  • Once per long rest you can connect two creatures that you hit with your Meninas bow with magic lines. When the creatures are connected for the first time on a turn or starts its turn connected, it must make a Intelligence saving throw. On a failed save the two creatures become connected. When you hit either of the connected creatures with your bow the other connected creature takes half damage.

Letzt Stil (Last Style)

Prerequisite: 12th level, Pact of the Spirit Bow , Bow Type Erreichen

  • Add an additional 1d8 damage to your arrows shot from your Erreichen bow

Art Credit:

"Quincy" & "Soken's Bow" Studio Pierrot

 

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