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Published by goroiamanuci, 2023-01-26 07:49:43

Bleach 5e _ GM Binder

Bleach 5e _ GM Binder

The Royal Palace The Royal Palace is a demiplane kept suspended above Soul Society that serves as the official residence of the Soul King and its Royal Guard. The Soul King Palace consists of several layers, with one layer suspended above the other. The lowest level is comprised from many buildings of the same style to that of Seireitei. From this, a large stairway leads upwards to a wide and flat expanse, with both areas at the base and top of these stairs being lined by rows of huge, circular pillars. This area is known as the Royal Palace Approach. Floating above are five discs, Known as the zero estates, with a town on each disc, each one ruled over by one of the Royal Guard members. Suspended higher still is a large cylindrical structure that has a conical top and bottom, this is the Royal Palace proper. Entry The route to the inner dimension in which the palace resides can only be opened with "a key", fittingly named the Ōken (Royal Key), the location of which is kept secret, only being passed down verbally from one Gotei 13 CaptainCommander to the next. There are only two ways to enter the Spirit King Palace: 1. With the permission of the Royal Guard. They don't have to be there physically, they only need to want the person to enter. 2. Using an Ōken. A Royal Guard can also open up a Chōkaimon (Super World Gate) to send someone directly to the Human World, and use the same gate to send said "someone" back, but to do so requires syncing the arrival and departure times. when the Royal Guard do need to travel, their preferred method of transportation takes the form of a huge pillar called the Tenchūren (Heavenly-Pillar Palanquin). While this pillar is able to freely exit the demiplane, it is unable to return to the palace on its own and is instead entirely reliant on outside assistance to do so, such as Kūkaku Shiba's Kakaku Hō (Flower Crane Cannon). Defenses The sekkiseki walls that surround Seireitei are ordinarily intended to protect the Soul King Palace, instead meant only to fall down to Seireitei in times of emergency. However, if emergencies occur in succession, they remain in place around Seireitei indefinitely until things are returned to normal. The Soul King Palace is further protected by 72 barriers between it and the Seireitei. Should these barriers be forced open via clothing constructed from an Ōken, they cannot be closed off for 1 hour and 40 minutes due to the sheer defensive power of the clothing. There exist a group of elite guards known as "Divine Soldiers" which are led by Senjumaru Shutara, who refers to them as the "Blade of the Soul King". Each guard wears a black hakama with a purple sash tied around their waist and a black mask with four light-colored lines tracing over their heads, and their hair is tied into a long spike at the back of their head before being left to hang free about halfway through the length. They are all armed with swords. There is a much more powerful version of these soldiers known as a "Second-Class Divine Soldier", which Senjumaru refers to as the "Shield of the Soul King". They resemble an ordinary soldier, but are extremely large and wear a circular black hat on their head. The backs of their wrists each have one-half of a large, black, circular shield on them. The Royal City The main Royal city is ran by the Royal Family. This sprawling city about the same size of Seireitei is shrouded in mystery. Only thing known of its denizens is that when a captain is promoted to the Royal Guard, they are allowed to bring their family with them as well. The Zero Estates Each Royal Guard member is awarded a town for them to oversee. The Royal Guard are free to shape and govern these towns however they wish. Some model it like any other town, others shape it for a single function and few make it so it's not uninhabited and use it for their own machinations. 51 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Hell Is an afterlife where Souls are sent if they were wicked when they were Human. For example, the Zanpakutō of a Shinigami can only cleanse Souls of the sins they committed as Hollows. If the spirit committed heinous crimes as a Human, it will be sent through the Gates of Hell instead of Soul Society. The Gates of Hell are chained shut and adorned with the bandaged head and torso of a skeleton on each door. The arms of both skeletons are positioned at an angle to pull the gates open when it is summoned. On the inside, the Gates appear to be prevented from opening fully by two thick ropes with charms attached to them. The face and left arm of a large demonic creature can be seen behind the Gates. It has armor plating on its upper arm and it wields a blade. Its left arm and face are covered in tattoos resembling tribal markings. The demon skewers the souls entering Hell with its blade, and pulls it through the Gates, while laughing. The Gates then close and the entire structure cracks and crumbles into nothing. Aside from being an afterlife for sinners, Hell's other primary function is to hold deceased captains of the Gotei 13, due to the Reishi comprising their bodies being too dense with Reiatsu to be reabsorbed by Soul Society and such powerful Reishi being too risky to allow to remain intact in the realm; this is accomplished by the performance of Konsō Reisai twelve years after a captain's death, though until the usage of this ceremony for Jūshirō Ukitake, the captains and lieutenants of the Gotei 13 had no idea it would result in their former comrades being cast into Hell. Similar to the balance of Souls between the Human World and Soul Society, Hell's integrity is maintained by a balance of Reiatsu between it and the combined realms of the Human World and Soul Society. When that balance is disrupted those within Hell can wrench open the gates and enter the Human World. During such an imbalance, performance of the Konsō Reisai is accompanied by the appearance of Jigoku no Rinki (Hellish Phosphoplasm), black blobs of a non-Reishi substance that float through the air of Soul Society around the grave of the deceased captain that the ceremony is being performed for as well as in the air of the Human World where a denizen of Hell has entered the realm; this substance is harmless when touched normally, but if a globule is cut in two by a Zanpakutō, its contents become acidic. Individuals who enter the Human World from Hell by taking advantage of this imbalance do so using a portal resembling a circular Garganta lined with teeth, though they can also be pulled back into Hell through the usual Gates. Government Hell has no known government or rulers, and is stated to fall outside of the jurisdiction of the Gotei 13.. Denizens Those who have been cast down to Hell are transformed into Togabito (Sinners), they gain a white garb with thin black stripes and are bound by indestructible chains. Whilst in Hell, the Togabito are tormented in a constant cycle of rebirth, death and regeneration. Their tormentors being the Kushanāda. The Kushanāda are the only known natural inhabitants of Hell, these gargantuan beings guard and punish the imprisoned Togabito for their crimes they committed while they were alive. They have elongated skull-like heads and a large piece of armor on their right shoulders. If they catch a Togabito, they will eat it, only for it to revive itself sometime later. Hell uniquely affects any Arrancar cast into it after their death by moving their Hollow hole outside of their body and allowing them to gain new powers Jigoku no Gaki (Beasts of Hell) are massive Hollows uniquely originating from Hell. While their appearances vary wildly, common visual motifs between them include large rings protruding from or comprising parts of their bodies and thick chain patterns on their skin. In addition to possessing great strength befitting their size, they do not emit any Reiatsu, allowing them to sneak up on even spiritually-aware Shinigami. 52 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Hueco Mundo Spanish for Hollow World, is the plane in which Hollows and Arrancar usually reside. It lies in between the Human World and Soul Society. Though it is separated from the bordering dimension known as the Dangai. It can be accessed by traversing the Garganta, a void between the worlds which can be crossed by Hollows, allowing them to travel to any other dimension at will. An unchanging night covers the sky, an endless white desert covers the ground. The tree-like objects are not plants, but rather quartz-like minerals. The landscape of Hueco Mundo is a seemingly never-ending white desert, with a multitude of dunes, littered with boulders. In Hueco Mundo, the moon is on the opposite lunar phase of that in the Human World. The vast desert seems to lack any bodies of water and contains rocky formations. Like in Soul Society, the atmosphere is filled with a high concentration of Reishi, thus allowing smaller Hollows to gain nourishment despite the lack of Human souls. Similar to the case of Human World deserts, active life in Hueco Mundo appears to be few and far between. Hollows generally dwell below the surface or in other areas until something provokes them to leave their shelter, like the intrusion of a foreign entity. All Hollows dwell in Hueco Mundo regardless of their shape, size, or power. When a hollow would be destroyed, and it wasn't slain by a Zanpakutō, or annihilated by Quincy's Heilig Bogen, they will reform in Hueco Mundo some time later. Government Hueco Mundo has an informal government, the strongest being wields power and is known as the King of Hueco Mundo. They reside within the palace known as Las Noches and controls the Espada and other "military" branches. Las Noches Spanish for "The Nights", is a massive fortress which can be seen for miles. It consists of a main building with a domed center surrounded by several large towers and smaller buildings. Atop the dome are five smaller towers, which appear to contain areas such as the King's throne room and the Espada meeting hall. The Espada reside there with their army of Arrancar complete with medical facilities and detention wings. Las Noches is an exceedingly large structure, as large as the Seireitei in Soul Society, taking about three days to move from one area to a gate. The inside of Las Noches' dome simulates the blue sky of the Human World. The position of the halls within the palace can also be adjusted, allowing the one operating them to direct the movements of intruders. The Forest of Menos is an area below the surface of Hueco Mundo's desert where the average Hollow hide from the Arrancar. The forest is filled with large trees made of a silvery quartz substance. These trees extend to the surface and dot the landscape of the desert in Hueco Mundo. Countless Gillian class Hollow live here and follow the commands of the Guardian of the Forest of Menos and his followers. The Adjuchas in charge of the Forest of Menos are under the command of the King. Negal Ruins These ancient ruins are all that remains of what Hueco Mundo used to be, before it became an endless desert. Not much is known and minimal efforts have been made to uncover more of the ruins and study them. Laws When operating underneath Sōsuke Aizen, certain laws were in place that were meant to be followed, the following laws were continued by the current King of Hueco Mundo: It is an offense to invade the World of the Living without permission. It is an offense for Espada members to mobilize their Fracción without authorization. It is an offense for Espada members to utilize the Exequias without authorization. It is forbidden for Espada ranked four and above from releasing their Zanpakutō within Las Noches. It is forbidden for any Espada to use a Gran Rey Cero inside Las Noches. 53 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Beast Realm An afterlife of boundless wilderness, nature and fauna. When Humans or hollows commit heinous crimes, they're sent to Hell. However, when a Soul from Soul Society, or Schatten Bereich commit heinous crimes, they're reincarnated as a beast in the Beast Realm. Those who have died and are reincarnated in the beast realm are referred to as Petitioners. When a petitioner is brought to the Beastlands, they take on the form of a beast that represents their crimes and live out as the animal as punishment. For example, if a murderer who preyed upon others would be sent here, they would take on the form of a mouse or rabbit, to be hunted upon. The petitioners have vague memories of their life before the Beastlands, mostly emotions around certain people, objects or creatures. The Beast realm has a layer for every biome. Each layer has weather that is regionally distributed and provides all manner of conditions for the habitats of all creatures. Weather in one region doesn't affect adjacent regions, so an arid desert could exist next to a snowy winter region for example. These layers also interact and intersect other layers in various places as well. Travel Until recently, travel to the Beast realm was unknown and thought impossible. There were only two known methods, each closely guarded secrets. The first was a cave in the Soul Society guarded by the Werewolf clan, with the location only known by the Sajin clan. The second was a ritualistic hunt, where one would embark into the wilderness and attempt to hunt a powerful beast. At the end of the hunt when one would take the kill and prove successful, they'd find themselves in the beast realm. This ritual was guarded by the Shihōin clan. However, after the imbalance from Hell, travel to the Beast realm through the Garganta was made possible. Currently the Gotei 13's 12th division is rigorously studying the Beast realm and on how it plays in part with the balance of souls. Traveling across the plane is relatively straightforward and just requires you to walk to your destination. Walking between the layers of the Beast realm can happen erratically and when you least expect it. Ducking beneath a branch, you might find the tranquil forest replaced with the scorching heat of a desert. On the other hand, you might be being chased between two trees when all of a sudden you're catching yourself from falling off a cliff. These portals are common and it is quite easy to accidentally stumble upon them and make your way back to another layer. Traits This plane creates a hunger to eat, a yearning to hunt and to become more bestial in nature. This hunger is not a painful hunger, but rather a singular focus to fulfill the needs of hunting and to take part in eating a meal you hunted for. Though, visitors should be very careful because the beasts you hunt in the Beast realm may appear to be like the typical beasts in the Material Plane, but these beasts are cunning and intelligent. They can speak and form plans among other members of their packs, and they often end up becoming the hunter instead of the hunted. The longer you stay in the Beast realm, the more likely that you will begin to start taking on the characteristics of beasts. A mighty warrior might begin growing tufts of fur like that of a bear, or a perceptive mage might grow the crooked beak of a hawk. These characteristics can be slow to take hold, those who value law are the slowest for these characteristics to start appearing, but they always do. For those closest to the wilderness, they take only a few hours while those who come from more civilized backgrounds might take a few days. These animal characteristics are only temporary and will disappear after a few days outside of the Beast realm. Denizens Most denizens are the petitioners and native inhabitants, taking on various bestial forms, the beastfolk and the Beast Lords. The beast folk are those who have survived long enough and through one way or another regained their humanity. They take on an anthropomorphic version of the beast they are, one such individual is the previous Captain Sajin Komamura. The Beast Lords are powerful creatures that are as powerful if not more powerful than Captains. They hunt across the plane, protecting their lands and provide direction and power in the chaotic wilderness Government The beast realm has no official government with every beast needing to defend themselves. However, each Beast lord has it's own clan. These "clans" are only official in name, with the bestial nature, these clans more closely resemble packs or prides that one would see in the wilderness in the Human realm. 54 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


T Chapter 4: Character Options he races within this setting are primarily Human. You won't find Dwarves, Elves or other common races you normally would within a high-fantasy setting. Background Below are two new background options to select for your character. Each allowing you to fulfill your Bleach RPG fantasies. As a Substitute Shinigami you can take on a role similar to Ichigo, or maybe a darker path such as Ginjo. As an Exile you can roleplay a character similar to the Vizard, Urahara or other characters and ideas presented within other Bleach media pieces. Substitute Shinigami Is a human who became a Shinigami by obtaining another Shinigami's power, or by going through a much harder and riskier process to transform into one. Obtaining another Shinigami's power is done by that Shinigami thrusting their Zanpakutō into the humans chest who wants to obtain the power. However, the percentage of success is low. In the case of success, the person normally obtains around half of the Shinigami's power. The transferral of a Shinigami's powers to a Human is forbidden by the Soul Society. Additionally, several difficulties arise, illustrated by the example of Ichigo. In order to be able to fight as a Shinigami, he has to leave his body and get into soul state, which can only be by use of a Gokon Tekkō (Soul Apprehension Device) or a Soul Candy. The unattended body then needs to be taken care of until he finishes his job and re-enters it. If a Substitute Shinigami appears, Soul Society gives them a special badge which they use to monitor and restrict the Substitute. However, the Substitute is told that it is a license which is given to Substitutes that prove beneficial to Soul Society to allow them to do their work and identify them as a Substitute. The badge alerts the user if Hollows are nearby via an alarm sound which can only be heard by the owner and the item itself is only visible to other spiritually aware beings. The Badge can also allow the soul to leave the body. Skill Proficiencies: Perception, Persuasion or Intimidation Equipment: A substitute shinigami badge Feature: Substitute Shinigami As a Substitue Shinigami you can gain levels in the Shinigami class. Additionally, you have an ally from the Soul Society. This ally is someone who gave their Shinigami powers to you, or someone that assisted you in the dangerous process of turning into one. Finally, as a Substitute Shinigami you do have the ability to request access into Soul Society and possibly gain additionally resources and contacts from Soul Society. Suggested Characteristics As a Subsitute Shinigami you are open to broad options. You could be like Ichigo, caught in the crossfire of a battle trying to defend your family and having to become a Shinigami out of necessity. Maybe as a High-Spec Human you began to idolize the Shinigami and wanted to become like them, believing in their goals. d4 Personality Trait 1 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace 2 If someone is in trouble, I'm always ready to lend help. 3 When I set my mind to something, I follow through no matter what gets in my way 4 I don't pay attention to the risks in a situation. Never tell me the odds. d6 Ideal 1 I do what I must and obey just authority. (Lawful) 2 I always try to help those in need, no matter what the personal cost. (Good) 3 Everyone should be free to pursue his or her own livelihood. (Chaotic) 4 I'm committed to the people I care about, not to ideals. (Neutral) 5 If I become strong, I can take what I want - what I deserve. (Evil) 6 I work hard to be the best. (any) d4 Bond 1 I owe my life to the Shinigami who gave me their powers 2 I protect those who cannot protect themselves 3 My mentor gave his life assisting me in turning me into a Shinigami, I live on so they didn't die in vain 4 I will get revenge on the evil force that killed someone dear to me d4 Flaw 1 I have a "tell" that reveals when I'm lying. 2 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me 3 My pride will lead to my destruction 4 I don't pay attention to the risks in a situation. Never tell me the odds. 55 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Exile You hav, for whatever reason, been banished from your homeland. This could have been from your own choice, rejecting your society. Perhaps you committed a crime or were framed for a crime. Maybe you had dangerous heretical ideals. Regardless of the reason, you are no longer welcomed in the home you grew up in and would face serious consequences if you returned. Skill Proficiencies: Survival, your choice of Animal Handling, Religion, Arcana or Sleight of Hand Tool Proficiencies: One type of artisan tools, or forgery kit Equipment: A memento of your past life, a set of artisan’s tools your proficient with or a forgery kit, a winter blanket, a set of common clothes, and a ouch containing 5gp. Reason of Banishment What was the reason for your banishment, and what changed to allow the end of your banishment? You can work with your DM to determine the exact nature of your banishment, or you can roll on the table below to determine the reason. d6 Reason of Banishment 1 Deviant 2 Refugee 3 Heretic 4 Framed 5 Lawbreaker 6 Revolutionist Feature: All Eyes on You Your accent, mannerisms, figures of speech, or perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. Suggested Characteristics Some people are well suited for a life of seclusion, whereas others chafe against it and long for home. Whether they embrace their banishment or long to escape it, the banishment shapes their attitude and ideals. Few grow resentment, fewer can be driven slightly mad by their years apart from their home, family and friends. d4 Personality Trait 1 I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. 2 I feel tremendous empathy for all who suffer. 3 I've learned to adapt and blend into my new environment. 4 I am working on a grand philosophical theory and love sharing my ideas. d6 Ideal 1 I will stand up to tyranny, because if no one does, who will? (Good) 2 Emotions must not cloud our sense of what is right and true, or our logical thinking (Lawful) 3 When people follow orders blindly, they embrace a king of tyranny (Chaotic) 4 Solitude and contemplation are paths toward mystical or magical power (Evil) 5 Meddling in the affairs of others only causes trouble. (Neutral) 6 If you know yourself, there's nothing left to know (Any) d4 Bond 1 I discovered ancient and dark knowledge I wasn't supposed to know 2 I will avenge my home that was destroyed. 3 I have proof that a conspiracy is true. 4 I work tirelessly to clear my name. 5 I'm guilty of a terrible crime. I hope I can redeem myself for it. 6 I am ashamed of what my country is. I must reshape it so I don't have to be. d4 Flaw 1 I like keeping secrets and won't share them with anyone. 2 My hatred for my enemies is blind and unreasoning. 3 Unlocking an ancient mystery is worth the price of a civilization. 4 I am incredibly slow to trust. 5 A crime prevents me from ever going home again. That kind of trouble seems to follow me around. 6 Violence is my answer to almost any challenge. 56 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Artificial Souls Translated from Gikon in Japanese, Artificial souls and the means to insert them into a body were created by Kirio Hikifune and her team of scientists. Before she came along, the thought of making artificial souls was a foreign one. She built upon the idea of Gikon and created the Gikongan (artificial pill). According to the core theory behind the artificial soul is to take the Reiatsu from one source and inject it into a different body, with the intention of turning the introduced power into that body's own. For this great achievement and contribution to Soul Society, Kirio was promoted to the Royal Guard. Some time later more research was made into this technology. In an attempt to even the gap between Shinigami and Hollows, as Hollows generally outnumber Shinigami, project spearchead was initiated. This project seeked to create Modified Souls, more commonly referred to as ModSouls, are artificial souls designed to enhance regular Human physiology, making them capable of battling Hollows equally. The Mod-Souls created varied in their abilities and can be defined by different types. For example, one Mod-Soul may be able to run many times faster than a regular Human while another may be many times stronger than normal. The ModSouls, just like regular artificial souls, are condensed into tiny, candy-like orbs. However, their originally intended purpose was to be placed into corpses to achieve their function as soldiers to combat Hollows. To fit with this purpose, they are also more independent than regular artificial souls. The Mod-Souls were exterminated after the experiment was halted due to ethical reasons, since they were intended to be used to reanimate Human corpses to be used as weapons against Hollows. Most were exterminated, though few escaped, some were hidden, and few were mixed in with regular Gikongan. Now the pills are mainly used by Shinigami when they're operating in the Human Realm when they have a gigai. By ingesting a Gikongan the pill forces the soul out of the body and allows the artificial soul to take control of it, operating in a pre-programmed manner until removed by the Shinigami. They can be used on a body which has no soul, such as a corpse, or even an inanimate object, such as a stuffed animal. These artificial souls possess their own personalities, which can be specially designed to fit one's specifications. Currently, gikongan are commonly called Soul Candy, because the Shinigami Women's Association complained that its name was not cute and had it changed. To fit with the more informal name, Soul Candy is contained in toy dispensers, which have the heads of cartoon characters on them. These dispensers come in many varieties, with some being more popular than others. Artificial souls tend to have personalities which reflect traits of their corresponding dispenser's character. Artificial Soul Traits Your Artificial Soul character has the following traits. Soul Candy. While not within a body, an artificial soul is a tiny pill with 10 Armor Class, 5 hit points, immune to poison and psychic damage, and vulnerable to bludgeoning damage. Ability Score Increase. As an artificial soul you were initially created to battle Hollows, as such your physical attributes were enhanced. Choose two different physical ability scores and one mental ability score, they each increase by 1. Age. Artificial souls have not been observed to have a maximum lifespan; they have not shown any signs of deterioration due to age. Alignment. Each Artificial Soul is designed with a specific alignment, though generally are lawful and/or neutral. Size. The artificial soul takes on the size of the body they inhabit, though it usually is Medium as that is the standard size of Gigai and Humans/Souls. Speed. While the artificial soul inhabits a body, its base walking speed becomes 40 feet. Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Specialized Design. You gain one skill proficiency and one tool proficiency of your choice. Languages. You can speak, read, and write Common and one other language of your choice. Spiritual Awareness. Artificial Souls can see into and interact with the ethereal plane. Spell Point Pool. If you don't have any class levels that provide Spell Points, you gain a pool of Spell Points equal to your level plus you proficiency bonus. If you have levels in a class that provides spell slots, then at will you can expend one spell slot and gain a number of spell points equal to it's point cost as per the Spell Point Cost Table in Chapter 6. Any unspent spell points at the end of a long rest are lost. 57 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Humans A living being who resides in the Human Realm. Most, if not all, beings who live in the Human World are Humans. The majority of Humans are completely oblivious to the dangers they are exposed to from Hollow and other evil spirits. It is unknown how many Hollow attacks against Humans occur under normal circumstances, but Hollows make their former loved ones into their first victims before they begin preying on Pluses and Humans with spiritual powers. A severe enough attack from a Hollow, or a Shinigami, on a living Human would not only result in bodily harm, but in the removal of the Human's Soul from the body. The damage can be easily repaired through Kidō if the Chain of Fate is not broken. Shinigami are forbidden by law from attacking Humans unless ordered to. They generally ignore Humans, but a part of their duties is protecting the Humans in jeopardy from Hollows. Some Shinigami have a tendency to view Humans as inferior, despite the majority of Souls, including most Shinigami, being of Human origins. A very small percentage of the Human population develops a high amount of Spiritual Power; they are known as "HighSpec" Humans. These Humans can see and interact with Reishi-made objects, such as Souls, to varying degrees and for various reasons. Human Lineages The following are lineages your race is part of. You gain the lineages traits. A character might also gain a Lineage through a remarkable or tragic event. Work with your DM to establish if you’re amenable to such a development and how such stories unfold. Lineages marked with an asterisk (*) are suggested to not be chosen at character creation. High-Spec Human Creature Type: Humanoid Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this race Speed: 30 feet Life Span: 80 years on average Resourceful. You gain Inspiration whenever you finish a long rest. Skillful. You gain Proficiency in one Skill of your choice. Versatile. You gain a Feat of your choice Spiritual Awareness. You can see into and interact with the ethereal plane. Spell Point Pool. If you don't have any class levels that provide Spell Points, you gain a pool of Spell Points equal to your level plus you proficiency bonus. If you have levels in a class that provides spell slots, then at will you can expend one spell slot and gain a number of spell points equal to it's point cost as per the Spell Point Cost Table in Chapter 6. Any unspent spell points at the end of a long rest are lost. Soul The spiritual beings that reside within Soul Society, and the spirits of dead Humans in the Human Realm are Souls. While many Souls are deceased Humans from the Human World, it is known that they can be born within Soul Society as well. There are a few different type of souls as described below. Pluses are the benign souls in the Human World. They are the spirit of a person who has died. A chain, known as the Chain of Fate, protrudes from the chest and connects the soul to its living body. When this chain is severed, the soul can no longer return to its body and live. The soul can move about freely if the chain is broken, but this also causes the chain to slowly corrode. Normally, pluses are sent to Soul Society by Shinigami in a ritual called Konsō before this corrosion becomes significant. If the Chain of Fate is corroded entirely, the Plus will become a Hollow. Jibakurei (earch-bound spirit) are souls who are bound to a place and refuse to pass on. A Jibakurei is more vulnerable to a Hollow, as being bound to a certain area prevents them from fleeing as far as a normal Plus. This means that the Hollow would only need to search in a small area to find them. It can take months or even years for a Jibakurei to become a Hollow. A Tsukirei (Possessive Spirit) is a soul very similar to a Jibakurei as it is also unable to leave the Human World because of something they regret leaving behind. The difference is that a Tsukirei is bound to a person, with the Chain of Fate being wrapped around said person. A Blank is a soul with no memory that has become lost in the space between the Soul Society and the Human World, called the Valley of Screams. A Soul would have the same statistics and traits as it did when it was alive. Augmented Spiritual Pressure. You retain your creature type as Humanoid, yet you register as an Undead to spells and other effects that detect the presence of the Undead creature type. 58 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Bount Bounts are a tribe of artificially created beings that can live indefinitely, so long as they consume Souls. These beings were created by an accident during an experiment in Soul Society many centuries ago predating the existence of the Shinigami Resaearch and Development Institute; this experiment, led by Ran'Tao, was meant to investigate the concept and possibility of eternal life, with the researchers using Artificial Souls based on their own Souls and the Souls of their fellow Shinigami, due to ethical concerns about using Human Souls. However, one of the reishi generators, known as a Jōkaishō, experienced a meltdown and exploded, releasing a large quantity of energy that made its way into the cycle of rebirth and affected a large number of Souls being reincarnated in the Human World, which resulted in all the Bount being born across the world. Due to the Souls of the researchers being used as a base for the original Artificial Souls that the Bount were created from, some of the Bount were born as physical copies of those Shinigami. Due to the unique circumstances of their creation, the Bount were born with the ability to maintain eternal youth by consuming either living or dead Souls; this, combined with their fatal attacks on living Humans for their Souls, led to the myth of the vampire being created by Human society. In addition, the visible agelessness of the Bount caused Humans to persecute and hunt them down under the impression that they were witches and monsters; eventually, the Bount decided that they had no place in the Human World and sought to return to Soul Society, only to end up warring with the Quincy and slaughtered alongside them by the Shinigami. After centuries of genocide with a complete inability to produce offspring, the Bount were reduced to a small tribe under the leadership of Jin Kariya. Similar to a Zanpakutō, the Bount have a weapon of their own called a Doll. Which is the representation of the power within a Bount. Initially, all Dolls are dormant inside their Bount and can only be summoned and controlled when a Bount is ready to wield the power of their Doll. When not in use or in combat, Doll are usually sealed within a specific object known as a Bount Crest which is often unique to the individual Bount wielding it, just like the Doll itself; to summon their Doll , a Bount calls out the phrase "Zeige Dich!" followed by the name of their Doll. A Bount and their Doll generally have a master-servant relationship, but this is almost always tenuous with no strong bond between the two; if a newly-summoned Doll senses that its Bount master is not strong enough to wield its power, then it will turn on the Bount and kill them. When the crest of a Doll is destroyed, it can kill both the Doll and the Bount that controls it. Most Dolls act and attack independently of their Bount, who usually issue commands to them, but some can transform themselves into weapons and shields that can be wielded by their masters in combat while others exist as specialized weapons and must rely on their Bount to wield them in combat or initiate any special abilities that they may possess, though they still retain some control over their functions. Non-weapon Dolls take various shapes and sizes, ranging from small rodent-like creatures to enormous humanoids. Ability Score Increase. Your Constitution score increases by 1. Soul Absorption. You have the ability to consume the Soul from a creature that is grappled by you, incapacitated or restrained. Make a melee bite attack against the target. On a success, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature killed in this way has it's soul consumed, removing them from the reincarnation cycle. Immortality. You do not suffer from the frailty of old age, cannot die of old age and do not need food or water as long as each week you consume a number of souls equal to the number of Hit Die you possess. Empowerment. If you would consume the soul of a creature with hit die equal to or greater than yours, you gain a cumulative +1 bonus on all ability checks until you finish a long rest and your spell point maximum is increased by 2. If you would kill a creature with your Soul Absorption ability, and its hit die is double your hit die, you gain an armament ability. Doll. You gain an armament called a Doll. Spiritual Awareness. Bounts can see into and interact with the ethereal plane. Spell Point Pool. If you don't have any class levels that provide Spell Points, you gain a pool of Spell Points equal to your level plus you proficiency bonus. If you have levels in a class that provides spell slots, then at will you can expend one spell slot and gain a number of spell points equal to it's point cost as per the Spell Point Cost Table in Chapter 6. Any unspent spell points at the end of a long rest are lost. 59 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Fullbringer Fullbringers are spiritually-aware Humans born with the ability to manipulate the souls that reside in all physical matter. These powers originate from Hollow reiryoku. Like all spiritually aware Humans, Fullbringers can sense the Reiryoku of other spiritual beings, such as Hollows, Shinigami, and other Fullbringers. However, they differ in that they each have a parent who survived a Hollow attack before they were born. As a result, traces of the Hollows’ power remained in their parents bodies, which were then passed onto them at the moment of their birth. Therefore, their powers more closely resemble a Hollow’s than those of a Shinigami. Their ability, called Fullbring, enables them to manipulate the souls contained within matter. Everything, even rudimentary objects such as lampposts and chairs possess a soul, however small. By using their power to “pull” on this soul, Fullbringers can manipulate the object's movement or even alter its physical characteristics. For example, Fullbringers could have a beverage assist them in drinking it by pulling on its soul, drawing it into their mouth. Likewise, by pulling on the soul of water, Fullbringers can walk across its surface without falling through. Many more feats are possible, making the technique highly versatile. Unlike other spiritual beings, Fullbringers use their power with their physical bodies. Because of this, they must train extensively to build up their stamina so they can use it properly. While all Fullbringers are born with this power, the age at which they come to realize it varies. When Fullbringers die, all traces of their abilities disappear from the world. However, they do carry their abilities into the afterlife. By developing an affinity for a particular object, a Fullbringer can alter its form, granting powers that vary greatly among individuals. This affinity can be defined by one’s love for the object in question, or simply by an overall fondness for it. As such, this power is usually awakened through a strong emotion associated with the object. Using this affinity, Fullbringers pull out the object’s soul and boost it with their own, transforming it in the process. For example, Kūgo Ginjō can change the saltire pendant on his necklace into a large claymore. Once a Fullbringer has fully realized this power, its abilities cannot and do not change through growth. However, Fullbringers must progress to a certain level before they can use their unique abilities to their fullest. As such, a Fullbring's various developmental stages can look radically different from its final form, and can thus be considered “incomplete.” When the Fullbring's potential is fully realized and it progresses to its final form, it releases a violent burst of energy that can potentially damage its user’s body. Because of this, another Fullbringer is typically required to oversee the process, and to prevent the recently completed Fullbring from injuring its user by suppressing the explosion. In addition, a Fullbring's growth can be promoted by exposure to the atmosphere of Hueco Mundo, as a result of its Hollow nature. Fullbringers also have the unique ability of power transference. Fullbringers can distribute their abilities to individuals whom possess the powers of both Shinigami and Humans, namely Substitute Shinigami. By doing so, Fullbringers could theoretically rid themselves of their power, effectively becoming ordinary Humans. Likewise, Substitute Shinigami can transfer Fullbring to trade and share their abilities among the other Fullbringers themselves. When doing so, they can establish certain boundaries as to how their powers can affect one another, posing voluntary limitations. Finally, it is also possible for a Substitute Shinigami to steal the Fullbring of another Substitute Shinigami, allowing it to be used to one’s own benefit. Ability Score Increase. One ability score of your choice increases by 1. Bringer Light. You have 20 feet of Bringer Light. When you would use your normal movement, you can instead use Bringer Light. You expend a number of your Bringer Light feet to teleport that same amount to an unoccupied space you can see. You regain all expended Bringer Light on a short or long rest. Your Bringer Light increases to 30 feet at 7th level, 40 feet at 14th level, and 50 feet at 19th level. Object Affinity. By pulling on the soul of an object you have a strong connection too, you alter it's form, granting you powers. You gain an armament called a Fullbring. Spiritual Awareness. Fullbringers can see into and interact with the ethereal plane. Spell Point Pool. If you don't have any class levels that provide Spell Points/Spell Slots, you gain a pool of Spell Points equal to you level plus you proficiency bonus. If you do, then you can expend one spell slot and gain a number of spell points equal to it's point cost as per the Spell Point Cost Table in Chapter 6. Any unspent spell points at the end of a long rest are lost. 60 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Quincy Japanese for Monk of Destruction, Quincy are spiritually aware Humans able to absorb and manipulate Spirit Particles into spiritual weapons. The Quincy were a clan scattered all over the world dedicated to fighting Hollows. It is currently unknown when the Quincy first came into being. Some state that Yhwach began the Quincy and his blood flows in every Quincy. However, according to the Quincy themselves, there were Quincy before Yhwach. While they are trained to confront Hollows in order to defeat them just as Shinigami do, the biggest difference between the Quincy and Shinigami, since ancient times, is whether or not to kill Hollows. The Shinigami purify Hollows with their Zanpakutō and send them to Soul Society, while the Quincy killed the Hollows. The idea can be seen as comparing justice and vengeance: "Hollows devour souls of Humans, so why must it be that those who harm and kill friends and relatives get sent peacefully to Soul Society?" Captain Mayuri Kurotsuchi surmises Quincy are not hostile to Hollows because of a difference in ideology, because Hollow have no ideology, and theorizes there is only one reason for them to maintain such a grudge for so long: the Quincy fear the Hollows who endanger their lives. This view is corroborated by Kisuke Urahara, who reveals that Quincy have no "anti-bodies" to defend from Hollows; Hollows are poisonous to Quincy. If a Quincy is infected by a Hollow, not only does their Reiryoku weaken leading to death, but their soul itself is destroyed; they cannot even undergo Hollowfication like a Shinigami. This is why Quincy must eradicate Hollows. Shinigami govern the souls between the Human World and Soul Society, which maintains a balance that if not kept would result in the mutual destruction of both worlds. All souls, including Hollows, are subject to the Shinigami governance of maintaining the balance. Quincy completely extinguish Hollows, thus the souls that come to the Human World do not return to Soul Society and therefore the souls would increase only on the side of the Human World. As a result, the Human World becomes heavy in souls, causing Soul Society to spill over into it, mixing life and death together. With the potential destruction of both worlds, Soul Society tried to appeal to the Quincy that the handling of Hollows should be left to the Shinigami. The Quincy refused to accept the situation. As time went on, the number of Quincy increased and the cycle of souls became more unstable, forcing the Shinigami to reluctantly wipe out the Quincy in order to maintain the balance of the world. Few escaped into the Schatten Bereich and some into the other realms, primarily the Human realm. The Quincy line was closely monitored over the decades, as their numbers continued to dwindle. Later the Quincy advanced the idea that since they were already among the living and still more numerous at the time, they could act as "first responders" to Hollow attacks: protecting Humans until the less-numerous Shinigami could send a representative to finish the Hollow off. Embittered by the recent war, the Shinigami refused to participate, opting instead to allocate their limited resources to reacting to the most dangerous Hollows and current Hollow attacks. Ability Score Increase. Your Dexterity score increases by 1, and your Wisdom score increases by 1. Hollow vulnerability. You are vulnerable to damage dealt by Hollow attacks, abilities and spells. Acute Reiatsu Perception. You have advantage on reiatsu checks. Spiritual Awareness. Quincy can see into and interact with the ethereal plane. 61 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Visored* The Visored are a group of Shinigami that have acquired Hollow powers through experimentation, usually not of their own free will. When a Hollow is inserted into the soul of a Shinigami it merges with them and their Zanpakutō. This process is very dangerous as the Shinigami must battle this Hollow within them. Losing this battle results in the Hollow taking of their body, however if the Shinigami wins they gain the ability to don a Hollow mask, and have access to Hollow powers. This process is known as Hollowfication. The Visored appear entirely Human and, barring when they use their powers, are indistinguishable from ordinary Shinigami. To gain access to their Hollow powers, a Visored dons a Hollow mask. Their spiritual pressure likewise changes into a mix of Hollow and Shinigami. The transition from a Shinigami into a Visored is usually met with swift exile from Soul Society. The Visored and any other parties involved will be considered criminals by the Soul Society for breaking the law of acquiring Hollow powers. Their status or rank of any kind are stripped and if apprehended would spend the rest of their days in the deepest level of the Central Great Underground Prison. Supernatural Gift: Visored The Dungeon Master has the option to allow a character created in a Bleach campaign to be Visored. Alternatively, a character who undergoes Hollowfication in the course of a campaign might become a Visored. Becoming a Visored is a supernatural gift (see "Supernatural Gifts" in chapter 7 of the Dungeon Master's Guide) that bestows upon you the following traits. Inner Battle. To first gain access to the the rest of the traits you must first defeat the Hollow merging with your soul. You must spend 1 minute meditating to enter your Inner World. Once their you immediately battle the Hollow. You have access to all your armament and abilities as you normally would, but no other equipment. The Hollow takes on the appearance of you, but a dark, twisted and evil version. It uses the same statistics as your character but with the Hollow template applied. While battling with your Hollow, your actual body starts to spill white material from its eyes and mouth and transforming into a Hollow and goes on a rampage attacking anyone in sight trying to devour any souls. For each soul your Hollow possessed body devours, it gains a cumulative +1 bonus on all ability checks, skill checks and damage rolls within the Inner Battle. If you would lose the Inner Battle, you are slain, the Hollow takes over your body and transforms into an Arrancar and is controlled by the DM. If your actual body would be slain, you are slain as well. However, if you would defeat the Hollow, you emerge victorious, donning your Hollow mask. You gain four Hollow abilities. Hollow Mask. On your turn, as a bonus action you don your Hollow mask, gaining the following benefits. You gain access to your Hollow abilities. All forms of movement you have are increased by 20 feet. You have advantage on Strength checks and Strength saving throws. You have resistance to bludgeoning, piercing, and slashing damage from non-magical sources. Your mask lasts for 1 minute increments, for a total number of minutes equal to your proficiency bonus. You may dismiss your mask at will and you regain all expended minutes on a long rest. Whenever you would gain a level, you can select a new Hollow ability or armament ability. Augmented Spiritual Pressure. You retain your creature type, yet you register as a Hollow to spells and other effects that detect the presence of the Hollow creature type. 62 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Hollow Are former Pluses who lose their hearts to despair or regret, or they remain in the Human World for too long. These corrupt spirits with supernatural powers devour the souls of both living and deceased Humans. Hollows settle in Hueco Mundo, but can traverse the Garganta into the Human World, Soul Society and other realms. The majority of souls peacefully move on to the Soul Society after their death. However, some stay in the living world to fulfill certain goals, such as looking after a loved one, protecting a particular location, or pursuing a grudge from beyond the grave. However, with only limited abilities to interact with the living, and by definition tied to their goals, many souls find they are unable to cope when their loved ones move on or old enemies forget them. At this point, some will become dangerously obsessed with fulfilling those goals, even if the means to fulfill them renders the soul empty: for example, killing anyone who comes near a loved one in order to keep them from hurting that person. In doing so, the ghost warps into a Hollow and, ironically, often makes the focus of their obsession into their first victim. The process by which a soul becomes a Hollow is reflected by the length of the soul's Chain of Fate, which usually resides in the center of their chest, and connects to their bodies, if present. The Chain of Fate slowly corrodes over time, coinciding with the degradation of the soul's ties to the living world. The process can be accelerated under certain conditions, such as being attacked by a Hollow, giving into extreme despair, or using certain spiritual powers. When the chain completely decays, they become a Hollow when a hole opens up on their chest where the chain was attached, signifying they have lost their heart. Once a soul becomes a Hollow, it is driven by an eternal and insatiable hunger to devour other souls, living or dead, to fill the void caused by its descent. Hollows are usually mindless creatures concerned only with finding the most potent souls to devour. Stronger and more evil Hollows are often able to retain some of their intelligence in Hollow form, making them more dangerous than the average Hollow. All Hollows wear masks, which are formed from the hearts they had lost as Humans. This mask protects the naked instinct which is left in a being after the loss of its heart, and obscures the original identity of the Hollow. The masks of different Hollows can differ greatly in shape and form, but are always white and skull-like. The mask can be shattered, temporarily allowing the Hollow to regain its original identity, but it will regenerate after a short period once the Hollow takes over again. When a Hollow's heart is carved out by the hole in their chests, the lost heart becomes its mask. The powers a Hollow wields are manifestations of its heart. When a Hollow is slain by a Shinigami's Zanpakutō, the Hollow is not truly killed; its spirit is purified of the sins it committed as a Hollow. This allows the spirit within to enter the Soul Society as a Plus. In cases where a Hollow committed great sins as a mortal, its purification will summon the gates of Hell, through which the soul is dragged to its punishment. When a Hollow is killed by a Quincy, it is destroyed, soul and all. When dispatched by other spiritual powers, the Hollow will reform back in Hueco Mundo some time later. Menos Classification Though most Hollows are simply transformed Human souls, a sub-group of Hollows known as Menos Grande, or simply Menos, exist. Menos are created when the void within an ordinary Hollow's heart becomes so substantial Human souls are incapable of sustaining it, at which point it begins devouring fellow Hollows. These cannibal Hollows are attracted to one another, and a mass inter-devouring follows, resulting in a Gillian. This is the first of the three categories of Menos, the three being: Gillian, Adjuchas and Vasto Lorde. Menos evolution is not only contingent upon the Menos eating other Hollows, but also upon the Menos' ability to avoid being eaten. If another Hollow succeeds in devouring even a part of their body, evolution becomes impossible for the one who was wounded this way. Menos-class Hollows are considered so dangerous Soul Society sends only highly trained Shinigami teams to handle them. Gillian Are the first and weakest of all Menos. There are many of them, and they all look alike. In Soul Society, they are the "Menos" who are generally referred to in textbooks. Gillians are huge, but they are slow and have beast-like intellect that commonly attack in a group. Gillians are gargantuan Hollows at least 2-6 stories tall, easily dwarfing even the largest standard Hollow. They all have a white mask with an elongated nose. Their bodies are covered from their head to their feet with a black covering reminiscent of a cloak. Around their neck is a row of thin white spikes. They have large, pointed feet wrapped in white bandages. They have large white hands with long, sharp, white nails, but they are commonly hidden within their cloak, rarely revealed even in combat. They have long tongues capable of breaking a fellow Hollow's mask. Though Gillians usually have no personality to speak of, which makes them dangerous since they have no mind of their own, one of the many Hollows which comprise it might gain control over the newly formed entity, reflected in the unique mask it wears in comparison to a normal Gillian. Only these Gillian variants have the potential to evolve into Adjuchas-class Menos. The evolution is facilitated by the continued cannibalization of fellow Hollows, even other Gillians. Adjuchas Are the second classification of Menos. They are smaller than Gillians as they get more powerful they're able to more precisely control their reiryoku. They are much smarter and stronger than Gillians, and are often the ones who lead Gillians into battle. Adjuchas are commonly solitary creatures, rarely joining into groups. Adjuchas can vary radically in appearance, anywhere from bulky humanoids to beast-like characteristics. Adjuchas-class Menos are much smaller in population compared to the Gillian class, due to the rarity of any one Hollow being capable of overwhelming the many other Hollows which comprise the body of a Gillian. Furthermore, the Adjuchas must continue to devour Hollows, or its mind will be absorbed by the other Hollows comprising its form, and it will revert into a Gillian. The subsequent lack of an individual will prevent the reverted Gillian from becoming an Adjuchas again. 63 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Vasto Lorde Are the third classification of Menos. They are extremely rare in number, and it is said that their entire number within Hueco Mundo can be counted with the fingers on one's hands. The combat capabilities of a Vasto Lorde are said to be above those of the captains of the Gotei 13. The process for the creation of a Vasto Lorde is not fully understood. An adjuchas can devour over three thousand hollows and still not evolve into a Vasto Lorde. Some hollow speculate that a Vasto Lorde is determined upon an individual's birth as a Hollow, or perhaps before that. The only known method to become a Vasto Lorde is for an Adjuchas to devour the souls of powerful non-hollows, such as a vice captain. Arrancar Is a powerful hollow that has removed its mask, gaining Shinigami-like powers. A Menos usually takes on a Human shape when it becomes an Arrancar. The only ones that will definitely get a 100% Humanoid form are Vasto Lorde-class Menos. For the remaining two levels, there are many who don't get a completely Humanoid form, despite becoming Arrancar. Therefore, the closer one looks to a Hollow, the lower its power of reasoning. There have been Arrancar who have claimed that they gave up their Humanoid forms in order to obtain enormous power. All Arrancar retain a hole in them somewhere, as well as fragments of their Hollow mask known as an estigma. A number of Arrancar have tried to conceal the remnants of their past whilst others choose to hide their faces completely to escape unwanted attention. Most also have a colored marking of some sort on their face, although some only gain these markings upon the release of their Zanpakutō. The Arrancar seal their abilities within the form of a sword. It is entirely different from what Shinigami use. When they release their Zanpakutō's seal, they unleash their true power and their true form. Therefore, an Arrancar's release of their Zanpakutō is merely a temporary restoration to their former selves, granting them any powers their Hollow form possesses. The act of release is called Resurrección (Spanish for "Resurrection"), which is activated with a command phrase followed by the name of the sword. Hollow Traits When a Soul becomes a Hollow choose a creature type and apply the Hollow Template to it. When a Hollow achieves it's next stage of evolution it will automatically gain the following Hollow abilities: Gillian. Base size changed to colossus (any hollow abilities affecting size can be replaced), Cero, Kūmon, Negación, and Swallow Whole Adjuchas. Base size changed to your choice from Huge and Medium (any abilities related to size can be replaced), Negación ability is replaced with any other Hollow ability, base Intelligence and Wisdom scores are both increased by 2, and Sonído, Vasto Lorde. Base size changes to Medium (any abilities related to size can be replaced) and four Hollow abilities. Hollow HD Progression Table HD Classification 1-10 Hollow 11-15 Gillian 16-20 Adjuchas 25+ Vasto Lorde Hollow Player Characters To build a Hollow player character you first choose a monster from the Monster Manual with a CR no higher than 1/2 (approved by your DM) and apply the Hollow template to it. You may choose monsters from a different source and/or from a higher CR if allowed by your DM. Hollow Template When a creature becomes a Hollow, it retains its statistics except as described below. The hollow might retain or lose any or all of its lair actions, abilities or actions as the DM sees fit. Hole & Mask. The Hollows chain of fate corroded away leaving behind a hole signifying their heart fading away and becoming their Hollow mask. Damage Resistances. Bludgeoning, piercing, and slashing from Nonmagical attacks. New Action: Bite/Slam. If the creature has a mouth and doesn't have a Bite attack, it gains one. If the creature has no mouth, and doesn't have a Slam attack, it gains one. Use the following statistics for either case changing the damage type to the appropriate one. Melee Weapon Attack: proficiency + Strength, reach 5 feet, One target. Hit 1d6 piercing (bite) or Bludgeoning (slam). Cero. Gains the Cero ability, regardless if the requirements are met or not. Garganta. Gains the Garganta ability, regardless if the requirements are met or not. Unique Abilities. Gains three Hollow abilities. Hollow Evolution. A Hollow must eat souls for sustenance. At a minimum, they must eat a number of souls equal to their HD per day. Once they've eaten a number of Souls equal to double their HD, and those Souls had HD equal to or greater than their own, they're HD amount permanently increases by one. Spell Point Pool. Hollow gain a pool of Spell Points equal to their HD total plus their proficiency bonus. 64 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Classes & Subclasses This section includes the two new classes, Shinigami and Quincy. 65 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Shinigami A group of Shinigami are ambushed by an Espada and it's Fraccion. Akihiko engages the Espada, both clash swords and trade swings back and forth, a brilliant display of steel and skill. Izuna releases here Shikai, her sword manifesting into a set of heavy armor and surprises one of the Fraccion member with heavy blows, showing off her hand-to-hand expertise. Akatsuya keeps the final Fraccion member at bay with Shunpo clones and fast attacks, dashing in and out of range, overwhelming her opponent with deadly speed. Ikuto stands in the back casting Kidō. He casts Bakudō #9 Hōrin to stop the advance of a fraccion giving Izuna an opening, he follows that up with Kaido #26 Enlarge to grow Akihiko twice his size, finally after Akatsuya distracts her opponent and gives Ikuto enought time, he finishes off the fraccion member with Hadō #33 Sōkatsui and reduces it to dust. All of these heroes are Shinigami, specialized in one type of combat learned from the academy. Duties As a Shinigami you are the guardian of souls, protecting them from Hollows, souls that have been corrupted. These Hollow devour souls and disrupt the balance of reincarnation between Soul Society and the Living Realm. By slaying Hollows with your Zanpakutō, you purify them and send them off into the afterlife, back into the reincarnation cycle. Shin'ō Academy As a Shinigami you're a graduate of the Shinōreijutsuin (Spiritual Arts Academy), or more commonly known as the Shinigami Academy. Through their six year curriculum you learned all four major Shinigami combat forms: Hakuda, Hohō, Kidō and Zanjutsu. During this time you excelled and specialized in one of these combat forms. Creating a Shinigami As you build your Shinigami, think about two related elements of your character's background: Which combat form will you specialize in? When and how did you discover your high reiryoku? What motivated you to join the academy and become a Shinigami? Class Features As a Shinigami, you gain the following class features Hit Points Hit Dice: 1d8 per Shinigami level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Consitution modifier per Shinigami level after 1st Proficiencies Armor: None Weapons: Simple weapons Tools: None Saving Throws: Charisma Skills: None Equipment You start with the following equipment, in addition to the equipment granted by your background: A set of Shinigami robes 66 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Level Proficiency Bonus Features Hakuda Shunpo Spell Points Max Spell Level 1st +2 Shinigami Specialization, Hakuda, Shunpo, Spellcasting, Unarmed Defense, Zanpakutō 1d4 10 ft. 4 1 2nd +2 - 1d4 10 ft. 6 1 3rd +2 Shinigami Specialization Feature 1d4 10 ft. 10 1 4th +2 Ability Score Improvement 1d4 10 ft. 12 1 5th +3 Extra Attack 1d4 15 ft. 14 2 6th +3 - 1d6 15 ft. 18 2 7th +3 Shinigami Specialization Feature 1d6 15 ft. 20 2 8th +3 Ability Score Improvement 1d6 15 ft. 24 2 9th +4 Indomitable 1d6 20 ft. 26 3 10th +4 - 1d6 20 ft. 30 3 11th +4 Shinigami Specialization Feature 1d8 20 ft. 32 3 12th +4 Ability Score Improvement 1d8 20 ft. 36 3 13th +5 Enhanced Durability 1d8 25 ft. 38 4 14th +5 - 1d8 25 ft. 42 4 15th +5 Shinigami Specialization Feature 1d8 25 ft. 44 4 16th +5 Ability Score Improvement 1d10 25 ft. 48 4 17th +6 Timeless Body 1d10 30 ft. 52 5 18th +6 - 1d10 30 ft. 54 5 19th +6 Ability Score Improvement 1d10 30 ft. 58 5 20th +6 Shinigami Master 1d10 30 ft. 60 5 Spellcasting After completing your training at the academy you have learned to manipulate spirit particles to create devastating effects. See chapter 10 of the PHB for the general rules of spellcasting and chapter X of this book for the Shinigami spell list. Cantrips At 1st level, you know two cantrips of your choice from the Shinigami spell list. Spell Points The Shinigami table shows how many spell points you have to cast spells 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 spells 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 spell. 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. Spells 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 of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the Shinigami spell list. Each time you gain a Shinigami level, you can learn one new spell 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 of the spells you know and replace it with another spell from the Shinigami spell list, which also must be no higher than what's shown in the table's Max Spell Level column for your level. Spellcasting Ability Charisma is your spellcasting ability for your Kidō. You can use your Charisma whenever a spell refers to your spellcasting ability. 67 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


In addition, you use your Charisma modifier when setting the saving throw DC for Kidō you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Unarmored Defense While you are not wearing any armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Proficiency bonus. Hakuda Japanese for Hand-to-Hand Combat, Hakuda is a close combat style of fighting, in which one is unarmed and uses only one's body. You can roll a d4 in place of the normal damage of your unarmed strike. This die increases as you gain levels, as shown in the Hakuda column of the Shinigami table. Shunpo Japanese for Flash Step, Shunpo is a special movement technique which allows the user to move faster than the eye can follow. When you would use your normal movement, you can instead use Shunpo. You expend a number of Shunpo feet in increments of 5 feet to teleport that same amount to an unoccupied space you can see. You regain expended Shunpo on a short or long rest. Your Shunpo distance increases as you gain levels, as shown in the Shunpo column. Zanpakutō Japanese for Soul Slayer, a Zanpakutō is the main weapon of the Shinigami. The art of weilding one is called Zanjutsu; Japanese for Swordsmanship. When students are accepted into the academy they are given an Asauchi (Shallow Hit). These are nameless Zanpakutō in which the Shinigami has not yet connected too and have no "identity." Over time while the Shinigami wields this weapon, they slowly pour their Spiritual Power into the weapon. In doing so the Zanpakutō develops it's own independent personality. This spirit is a reflection of the owner's soul, as well as it's shape and abilities. Once a Shinigami learns their Zanpakutō's name and release command, they can communicate with one another and grow stronger together. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Enhanced Durability Beginning at 13th level, when you are reduced to 0 HP and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Timeless Body Starting at 17th level, your Spiritual Power causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. Shinigami Master Through intense training and experience, you have mastered a single aspect of your Zankensoki training. You gain one of the following options based on the same choice for your Shinigami Specialization. Zan Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. Additionally, your base Zanpakuto damage dice is doubled. Ken Your Strength and Dexterity scores increase by 4. Your maximum for those scores is now 24. Additionally, your base Hakuda dice is doubled. So Your Dexterity and Intelligence scores increase by 4. Your maximum for those scores is now 24. Additionally, when you are targeted by a spell that you can see, or an attack is made against you, as a reaction you can use Shunpo possibly dodging the attack or spell. When using Shunpo this way, you must expend double the amount of feet. Ki Your spellcasting ability score, and another mental ability score of your choice increase by 4. Your maximum for those scores is now 24. Additionally, your base spell points amount are doubled. Shinigami Specialization During you're time at the academy you specialized in one form of the Zankensoki training. 68 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Zan Specialization Zan, short for Zanjutsu, refers to sword fighting techniques. Zanjutsu Practitioner Beginning at 1st level you gain the following: You gain proficiency in Strength and Constitution saving throws. Choose two skills from the following, you're now proficient in them: Athletics, Acrobatics, History, Animal Handling, Insight, Perception, Survival, Intimidation Your base Zanpakutō damage dice size is increased by one step. You gain a +1 on attack rolls made with your Zanpakutō. Zanjutsu Prodigy At 3rd level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Blind fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Two-weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Zanjutsu Adept At 7th level you gain a Zanjutsu feat of your choice. Zanjutsu Specialist Beginning at 11th level you can attack three times, instead of twice, whenever you take the Attack action on your turn. Zanjutsu Expert When you reach 15th level, whenever you make a melee weapon attack using your Zanpakuto, you gain a bonus to the damage roll equal to your proficiency bonus Ken Specialization Ken, or otherwise referred to as Hakuda, refers to unarmed fighting. Hakuda Practitioner Beginning at 1st level you gain the following: You gain proficiency in Strength and Dexterity saving throws. Choose two skills from the following, you're now proficient in them: Acrobatics, Athletics, History, Insight, Perception, Religion, and Stealth. Your Hakuda dice size is increased by two steps. You gain a number of bonus spell points equal to your proficiency bonus. Hakuda Prodigy Beginning at 3rd level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Hakuda Adept At 7th level, you gain a Hakuda feat of your choice. Hakuda Specialist Starting from 11th level, immediately after you take the Attack action on your turn, you can expend 2 spell points to make two unarmed strikes as a bonus action. Hakuda Expert When you reach 15th level, your unarmed strikes score a critical hit on a roll of 19 or 20. So Specialization So, or otherwise referred to as Hohō (Agility) is a defensive style of fighting which relations to footwork. Shunpo is part of this style. Hohō Practitioner Beginning at 1st level you gain the following: You gain proficiency in Dexterity and Intelligence saving throws. Choose two skills from the following, you're now proficient in them: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth Your base shunpo is doubled. When you Shunpo at least 20 feet or more and at the end of the movement an enemy is adjacent to you, you have advantage on the next attack roll against them. Hohō Prodigy Starting from 3rd level, when an attacker that you can see hits you with an attack, you can use your reaction to expend 10 feet of Shunpo to halve the attack’s damage against you. Hohō Adept At 7th level you gain a Hohō feat of your choice. 69 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Hohō Specialist Beginning at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Hohō Expert When you reach 15th level, Whenever you roll for initiative, you can expend 10 Shunpo to gain advantage on the roll. Ki Specialization Ki, or otherwise referred to as Kidō (Spirit Arts), is focused on combat using magic. Kidō Practitioner Beginning at 1st level you gain the following: You gain proficiency in Wisdom and Intelligence saving throws. Choose two skills from the following, you're now proficient in them: Arcana, History, Insight, Investigation, Persuasion, Medicine, and Religion* Your base spell points are doubled. Whenever you finish a short rest, you regain a number of spell points equal to your proficiency bonus. You learn two additional Cantrips and two additional Level 1 spells from the Shinigami spell list. Kidō Prodigy At 3rd level, your Max Spell Level is increased by one. Your max spell level increases by one again at 7th level to a max spell level of 7th starting at level 17th. Additionally, you learn one spell of your choice from the Shinigami spell list and learn an additional Shinigami spell each time you gain a Shinigami level. Kidō Adept At 7th level you gain a Kidō feat of your choice. Kidō Specialist Starting from 11th level, you can now use spell points to create one slot of each level of 5th or higher a number of times per long rest, equal to half your proficiency modifier, rounded down. Kidō Expert At 15th level, the spell save DC for your spells increases by 1. 70 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Quincy After dodging a cero, the Quincy draws her bow and lets loose a barrage of arrows at the Hollow. Stilling her mind and maintaining concentration on her bow, she sends one arrow after another to pierce the hollows thick hierro. Within the urban jungle of the city Hollow can lurk within dark alleyways, perched atop a high building, or stalking its prey from the shadows. However, the vigilant Quincy awaits to eliminate any Hollow that dares to show it's face. Deadly Hunters Quincy specialize in hunting Hollow that threaten humankind. From they're ancestors they've learned to traverse the wilderness, to the current Quincy which have adapted and now hunt within the urban jungle. Quincy learn to track their foes as a predator does, moving through the brush and rubble, or maze like street blocks. Creating a Quincy As you create your Quincy character, consider where you come from. Are you a Quincy that escaped the Shinigami's Quincy purge? Are you a Quincy that was born and raised within the Invisible realm? Or are you a Quincy from abroad? Class Features As a Quincy, you gain the following class features Hit Points Hit Dice: 1d8 per Quincy level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Consitution modifier per Quincy level after 1st Proficiencies Armor: None Weapons: All bows and crossbows Tools: One artisan tool of your choice Saving Throws: Dexterity, Wisdom Skills: Choose three from Acrobatics, Sleight of Hand, Arcana, History, Investigation, Religion, Insight, Medicine, Perception, Performance Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a item1 or (b) item2 A set of Quincy robes Level Proficiency Bonus Features Hirenkyaku Spell Points Max Spell level 1st +2 Quincy Cross, Quincy Archetype, Unarmored Defense 40 ft. - - 2nd +2 Reishi Manipulation, Gintō Proficiency 40 ft. 2 1st 3rd +2 - 40 ft. 2 1st 4th +2 Ability Score Improvement 40 ft. 4 1st 5th +3 Extra Attack 60 ft. 4 2nd 6th +3 Blute 60 ft. 6 2nd 7th +3 Quincy Archetype 60 ft. 6 2nd 8th +3 Ability Score Improvement 60 ft. 8 2nd 9th +4 Point-Blank Shot 80 ft. 8 3rd 10th +4 Vollständig 80 ft. 10 3rd 11th +4 Quincy Archetype 80 ft. 10 3rd 12th +4 Ability Score Improvement 80 ft. 12 3rd 13th +5 Spirit Tap 100 ft. 12 4th 14th +5 Schatten 100 ft. 14 4th 15th +5 Quincy Archetype 100 ft. 14 4th 16th +5 Ability Score Improvement 100 ft. 16 4th 17th +6 Sharpshooter 120 ft. 16 5th 18th +6 - 120 ft. 18 5th 19th +6 Ability Score Improvement 120 ft. 18 5th 20th +6 Master Archer 120 ft. 20 5th 71 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Quincy Archetype At 1st level, you choose an archetype that you follow. Your choice grants you features at 1st level and again at 7th, 11th and 15th level. Quincy Cross A cross in the shape of the Quincy symbol that only those who have inherited Quincy abilities and techniques are allowed to possess. The Quincy cross acts as the focus for a Quincy bow, known as a Heilig Bogen. Quincy crosses usually take the form of a necklace or pendant, but you may choose another form it takes. You must choose a bow material and bow type, further detailed under armament. The Bow Damage column shows the damage dice for your bow. Reishi Manipulation Reishi is Japanese for spirit particles, it is the main component material of Souls and all spiritual matter. A Quincy uses the Reishi in the atmosphere, and combines it with their own Reiryoku. Spell Points. The Quincy table shows how many spell points you have to fuel various abilities. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest. Hirenkyaku. Japanese for Flying Screen Step, is an advanced Quincy movement technique, allowing the user to move at high speed by riding on the flow of Reishi created below their feet. When you would use your normal movement, you can instead use Hirenkyaku. You expend a number of your Hirenkyaku feet to teleport that same amount to an unoccupied space you can see. You regain expended Hirenkyaku on a short or long rest. Your Hirenkyaku feet increases as you gain Hirenkyaku levels, as shown in the Hirenkyaku column. Gintō Proficiency Gintō are small containers approximately 5 centimeters in size. You can craft these Magic Potions by condensing your Reiryoku into a liquid state. To craft a Gintō, choose a spell from the Quincy spell list of a level no higher than your max spell level and you must spend 1 hour, 100 gp and 2 SP per spell level. If a spell you choose requires a target or to choose a point or area, it would be the subject of the target and centered on them. You may use Gintō as a ranged weapon with a range of 10 ft + 5 ft x your Dex bonus. If you would hit a target, instead of dealing damage the target is subject to the effects of the Gintō. Spellcasting Ability Wisdom is your spellcasting ability for your Quincy spells. You use your Wisdom whenever a Quincy spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Quincy spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ability score improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. You can also forgo taking this feature to take a Bow weapon ability. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Blut Starting from 6th level you have learned to channel reishi through your blood vessels, increasing your attack or defense. You can only have one instance of blut activate at a time. Blut Vene. When you make an attack, but before any rolls are made, as a reaction you may expend any number of your SP points. You gain a +1 bonus on attack rolls for each SP point expended until the end of the next turn. Blut Arterie. When you are dealt damage, as a reaction you can expend any number of your SP points. You gain two temporary hit points for each SP point expended, absorbing the damage taken. These temporary hit points last until the end of the next turn. Point-Blank Shot Beginning from 9th level, If you would make a ranged weapon attack with your Heilge Bogen when you are within 5 feet of your target, you don't suffer disadvantage. Additionally, if you would be able to make an opportunity attack, you can now make a single ranged weapon attack with your Heilge Bogen. Vollständig Starting from 10th level, through your rigorous training you have obtained a powerful form, the Vollständig, meaning holy form. As an action you can enter this form, which lasts 1 minute x your proficiency bonus; this form ends earlier if you die or dismiss it as a bonus action. While in this form you gain the following benefits. You gain 2 temporary hit points for each Quincy level you have. You gain a fly speed equal to your walking speed. At the beginning of each of your turns you regain 1 spell point. Bow attributes cost 1 SP less, minimum 1 SP. When Vollständig ends, you gain one level of exhaustion. This level of exhaustion cannot be removed by any means other than a long rest. 72 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Spirit Tap At 13th level, whenever a creature is slain within 60 feet of you that you can see, you regain 2 spell points. Schatten German for Shadow. Starting at 14th level when you are in dim light or darkness you can expend 10 spell points and cast Plane Shift without material components, except you can only transport yourself and one other person. Sharpshooter Beginning at 17th level, you gain the following benefits. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and threequarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Master Archer At 20th level, you gain the following benefits. Your Heilge Bogen's damage dice is increased by one dice. You only need one hand to wield and use your Heilge Bogen. You always have advantage on ranged weapon attack rolls with your Heilge Bogen. Quincy Archetypes Each Quincy has unique skill sets that serve the Wandenreich. Krieger You focused on melee training over archery. Martial Training When you take this archetype at 3rd level you gain the following benefits. Proficiency with shields Proficiency with one type of one-handed melee weapon of your choice. Proficiency with the Seele Schneider When you summon your Heilge Bogen, you may have it take on the form of the chosen one-handed melee weapon. Fighting Style At 3rd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength or Dexterity modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d4 becomes a d6. Whirlwind Attack Beginning at 7th level, You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Evasion Starting at 11th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a Hollow's cero or a Shakkahō spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Extra Attack At 15th level, you can attack three times, instead of twice whenever you take the Attack action on your turn. Jäger You learn specialized techniques to hunt down your foes. Favored Foe At 3rd level, when you hit a creature with an attack roll, you can mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, you can increase that damage by 1d4. The extra damage increases when you reach certain levels in this class: to 1d6 at 6th level, and 1d8 at 10th level. You have advantage on Wisdom (Survival) checks to track your favored enemies. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 73 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Natural Explorer At 3rd level, you become a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits. You ignore difficult terrain. You have advantage on initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more. Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in antoher activity while travelling (such as foraging, nagivating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as your normally would. While tracking other creatures, you also learn their exact number, their sizes, and now long ago they passed through the area. Supernatural Defense At 7th level, you gain extra resilience against your foe’s assaults on your mind and body. Whenever the target of your Favored Foe forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll. Vanish Starting at 11th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. Foe Slayer At 15th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against your favored enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Zauberer You begin to focus on spellcasting instead of archery. Improved Spellcasting Starting from 3rd level your max spell level known increases by one and continues to increase at later levels. Your max spell level known increases by two at 11th level, and three at 15th level. Additionally the cost and time to create Gintō is reduced by half, rounded down. Tactical Wit At 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. Expanded Spirit Beginning at 7th level, you may cast spells without the use of Gintō from the Quincy Spell list. Additionally, when using a Gintō you can do so as a bonus action. Focused Spirit Beginning at 11th level, you gain bonus SP points equal to your level + your proficiency bonus. These bonus points can only be used to prepare Gintō or cast spells. Versatile Spirit When you reach 15th level, you have become an expert on reishi manipulation and can duplicate the effects of other spells. You may prepare Gintō using spells from any spell list. If you craft a Gintō using a spell not on the Quincy Spell list, the SP and gold cost is doubled. 74 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Arrancar Spanish for "tear off", these group of Hollows gained similar powers to Shinigami by removing their masks. The ritual needed for a Hollow to remove their mask and gain these powers is not fully known. Arrancar are assigned a number from numbers 11 and above indicating the order of their birth. Creating an Arrancar To create a PC Arrancar you must first choose a Beast from the Monster Manual (approved by your DM) as your base (any racial abilities or actions are sealed). Secondly, apply the Hollow template to that creature, this is your starting race and ability scores. Third, continue building your character as you normally would; background, class levels (Arrancar), etc. Finally, your and your GM must decide whether to play from that starting point and work your way up to the 16 HD requirement to take Arrancar levels, or your GM provides you with enough HD to start right away as a 1st level Arrancar. Arrancar Physiology Arrancar not only share similar powers to the Shinigami, but their anatomy as well. When a menos becomes an Arrancar it usually takes on a Human shape. This is nonly defintely true when a Vasto-Lorde class Menos becomes an Arrancar. Estigma. Each hollow has a pattern on their face that is unique to them. it is potentially the remaining part of a mask. Example, Ulquiorra Cifer has tear like markings on his face. Some might only appear during Resurrección. Hollow Hole. THe most distinctive characterists of a Hollow is the hole in their body. It is said to represent the lack of a heart that is difficult to fill. This can be located on many areas of a Hollow's body. Mask Fragment. Finally, the Hollow has some remnant of their mask that they tore off, somewhere on their head. Zanpakutō. An arrancar's Zanpakutō is entirely different from what Shinigami use. A Hollow's true power and their true form is sealed within their Zanpakutō. Therefore, when they release, it is a temporary restoration to their former selves, granting them any powers their Hollow form has. Requirements: Hollow, 16 Hit Die Class Features As a Arrancar, you gain the following class features Hit Points Hit Dice: 1d10 per Arrancar level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Consitution modifier per Arrancar level after 1st Proficiencies Armor: None Weapons: Simple weapons Saving Throws: Constitution Skills: Choose four skills of your choice Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a item1 or (b) item2 A set of Arrancar zōri Arrancar Level Proficiency Bonus Features 1st +2 Arrancar Specialization, Resurrección 2nd +2 Hollow Ability 3rd +2 Arrancar Specialization Feature 4th +2 Ability Score Improvement 5th +3 Multi-Attack 6th +3 Hollow Ability 7th +3 Arrancar Specialization Feature 8th +3 Ability Score Improvement 9th +4 Indomitable 10th +4 Hollow Ability 11th +4 Arrancar Specialization Feature 12th +4 Ability Score Improvement 13th +5 Enhanced Durability 14th +5 Hollow Ability 15th +5 Arrancar Specialization Feature 16th +5 Ability Score Improvement 17th +6 Timeless Body 18th +6 Hollow Ability 19th +6 Ability Score Improvement 20th +6 Epic Boon Resurrección You gain a Zanpakutō which seals your Hollow abilities. It functions as the Shinigami's Zanpakutō except it only has the Magic Weapon Feature. Your Zanpakutō gains one armament type of your choice, and at 2nd level and every even level after that you gain an Armament ability. As an action, you can release your Zanpakutō and gain the following benefits: You gain 2 temporary hit points per Hit Die. You unarmed strikes or natural weapons function as your Zanpakutō You gain 2 hollow abilities, these are only available during Resurrección You gain access to your base racial abilities and features 75 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


You gain 4 non-hollow armament abilities, these are only available during Resurrección You can stay in this form a number of rounds equal to your HD + 1. You can exit this form as an action. When you exit this form you gain a level of exhaustion. Hollow Ability Starting at 2nd level you gain a Hollow Ability, and again at 10th, 14th and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 22 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Multi-Attack At 5th level, you gain the Multi-Attack Hollow ability. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Enhanced Durability Beginning at 13th level, when you are reduced to 0 HP and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Timeless Body Starting at 17th level, your Spiritual Power causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. Epic Boon At 20th level you gain an Epic Boon of your choice. Arrancar Specialization During your time roaming the dunes of Hueco Mundo, you specialized in a specific set of abilities to survive. Ofensa Beginning at 1st level, you gain the following benefits You gain proficiency in Strength saving throws Choose two skills from the following, you're now proficient in them: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Your base Zanpakutō damage dice size is increased by one step or you gain the BLANK hollow ability Your are immune to the frightened condition Fighting Style At 3rd level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting. You roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Natural Weapon. When you are wielding no weapons, you add your proficiency bonus to unarmed strikes or natural weapon damage rolls. Two-weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Feral Instinct By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. Extra Attack Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. Might of the Strongest You gain a Zanjutsu feat of your choice. Additionally, your Strength score increases by 2. Defensa Beginning at 1st level, you gain the following benefits: You gain proficiency in Wisdom saving throws Choose two skills from the following, you're now proficient in them: Athletics, Insight, Intimidation, Medicine, Persuasion, and Survival You gain the Tough feat You are immune to the stunned condition Armadura At 3rd level you gain the Armadura hollow ability. Evasion Starting at 7th level when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 76 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Retaliation Beginning at 11th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. Might of the Indomitable Starting at 15th level you are resistant to bludgeoning, piercing and slashing damage. Magia Beginning at 1st level, you gain the following benefits You gain proficiency in Intelligent or Wisdom saving throws Choose two skills from the following, you’re now proficient in them: Arcana, History, Insight, Investigation, Medicine, and Religion Your base spell points are doubled or you gain the Bruj(o/a) hollow ability You are immune to the charmed condition Magic Attack When you take the attack action, you can replace one of your attacks with a spell that has a casting time of a bonus action or 1 action. Increased Spellcasting At 7th level you gain a Kidō feat of your choice. Magus Starting from 11th level, you can now use spell points to create one slot of each level of 5th or higher a number of times per long rest, equal to half your proficiency modifier, rounded down. Might of the Arcanist At 15th level, you gain advantage on saving throws against spells and other magical effects. 77 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Armaments 78 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Zanpakutō weapon (Katana), Legendary (requires attunement by a Shinigami) The trademark weapon of the Shinigami, used to battle hollows. These unique weapons of infinite potential are tempered by the soul of it's wielder. Level Features Tanto Katana Nodachi Base Properties Finesse, Light, Thrown 20/60 - Two-handed 1st Konso, Sublimation 1d4, Thrown 20/60 1d6 1d8 2nd Kengen 1d4, Thrown 20/60 1d6 1d8 3rd - 1d4, Thrown 20/60 1d6 1d8 4th Shikai ability 1d4, Thrown 20/60 1d6 1d8 5th Magic Weapon +1 1d4, Thrown 20/60 1d6 1d8 6th Shikai ability 1d6, Thrown 40/80 1d8 1d10 7th - 1d6, Thrown 40/80 1d8 1d10 8th Final Shikai 1d6, Thrown 40/80 1d8 1d10 9th Magic Weapon +2 1d6, Thrown 40/80 1d8 1d10 10th Bankai 1d6, Thrown 40/80 1d8 1d10 11th - 1d8, Thrown 60/100 1d10 1d12 12th Shikai ability 1d8, Thrown 60/100 1d10 1d12 13th Magic Weapon +3 1d8, Thrown 60/100 1d10 1d12 14th Shikai ability 1d8, Thrown 60/100 1d10 1d12 15th - 1d8, Thrown 60/100 1d10 1d12 16th Shikai ability 1d10, Thrown 80/120 1d12 2d6 17th Magic Weapon +4 1d10, Thrown 80/120 1d12 2d6 18th Shikai ability 1d10, Thrown 80/120 1d12 2d6 19th - 1d10, Thrown 80/120 1d12 2d6 20th Final Bankai 1d10, Thrown 80/120 1d12 2d6 Choose one of the Zanpakutō forms, Tanto, Katana or Nodachi, this choice is permanent. As well as one Armament type, you can only choose Shikai abililites from that type. Your Zanpakutō level is the same level as your Shinigami level. Konsō Soul Burial is the process by which Shinigami send Pluses to Soul Society from the Human World, which is known as "crossing over". To achieve this, they tap the hilt of their Zanpakutō against a Plus's forehead, leaving an emblem at the point of impact which begins to shine brightly. The Plus proceeds to sink into the ground in a pool of blue light as they are sent to Soul Society, and a hell butterfly flies away from their point of departure. As an action you make a melee attack on a Plus. To resist the Konsō's effect if must make a Constitution saving throw, DC 10 + your level. A Plus is willing and automatically fails it's saving throw if you've completed it's Quest. Sublimation When a Hollow is slain with a Zanpakutō, it is cleansed of the sins it committed as a Hollow, and passes into the afterlife. This is called sublimation. Souls who pass into Soul Society will be reborn again into the Human World once their "life" in Soul Society comes to an end. However, if the Hollow committed heinous crimes, it will be sent through the Gates of Hell instead of Soul Society. 79 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Kengen Your Zanpakutō has developed it's own personality. Your Zanpakutō takes on a more unique appearance. It's scabbard, tsuba, handle or other aesthetics have changed. You learn the name of your Zanpakutō and obtain it's initial release form, also known as Shikai. You gain two armament abilities. You don't simply pick a name, for the living spirit of the Zanpakutō already has its own name. The Shinigami must be able to communicate and harmonize with their Zanpakutō effectively, which requires being able to speak to the spirit within its world. Gaining access to one's Shikai and releasing it for the first time is known as Kengen (Manifestation). To activate this form you must chant a Kaigo (Release Call). Using the Kaigo, followed by the name of the Zanpakutō, activates Shikai. It is crucial to memorize each phrase, as every Zanpakutō has a different Kaigo. As an action you spend 1 SP to activate Shikai. This form lasts for a number of minutes equal to your proficiency bonus, which you can dismiss as an action. If your Shikai would be broken or destroyed, as long as their is some part of it remaining, you may restore it. Your Zanpakutō has a number of hit points equal to five times your proficiency bonus. While on you, it uses your AC, otherwise it's 11. Shikai Ability At 4th level, you gain two armament abilities, and again at 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level. Magic Weapon Starting at 5th level your Zanpakutō counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You have a +1 bonus to attack and damage rolls made with this magic weapon, this bonus increases at levels 9th, 13th and 17th. Final Shikai A powerful attack that requires sacrificing your weapon. When you would use a Final Shikai ability or make a weapon attack with your Zanpakutō, as a reaction you may have it become a Final Shikai attack. If you do, this weapon attack succeeds, or the opponent fails its saving throw. Any damage you would deal this way is maximized as well. Once the ability or weapon attack ends, your Zanpakutō is destroyed. You cannot benefit from any armament abilities while your Zanpakutō is destroyed and cannot activate Shikai or Bankai. Your Zanpakutō takes a number of days to regenerate equal to 10 - your proficiency bonus. Bankai Japanese for final release, is the final form of a Zanpakutō. To achieve Bankai, one must be able to materialize and subjugate their Zanpakutō spirit. Once per day you may materialize your Zanpakutō spirit and attempt to subjugate it. Your Zanpakutō spirit has the same statistics, Zanpakutō and armament abilities as you. Once your defeat your Zanpakutō, you gain access to Bankai. To activate Bankai you must first be in Shikai. As an action you spend 4 Sp and enter Bankai. You can stay in this form a number of rounds equal to your level plus one. These rounds need not to be consecutive and you can dismiss Bankai as an action, reverting you back to Shikai if you wish. You gain the following benefits while in bankai. Your maximum and current hit points are doubled. You gain an additional armament type. You gain four additional Non-Bankai armament abilities, you only have access to these additional abilities while in Bankai. You gain one Bankai ability. You can only use this ability while in Bankai. Once your Bankai ends, you gain a level of exhaustion. At 15th level and again at 20th, you gain two armament abilities, and two additional armament abilities that are only available during Bankai. Final Bankai This technique is not one that is easily revealed to you by your Zanpakutō. This technique is of tremendous power, but at a great cost. By using this technique, you merge with your Zanpakutō, but afterwards you lose all of your Shinigami powers. 80 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Heilig Bogen Legendary (requires attunement by a Quincy) The trademark weapon of the Quincy. Level Features Long Bow Short Bow Crossbow Web Bow Properties Heavy, Two-handed Two-handed Loading, Two-handed Heavy, Two-handed 1st - Range 120/240 Range 50/100 Range 30/60 Range 25/50 2nd Bow Attribute Range 120/240 Range 50/100 Range 30/60 Range 25/50 3rd - Range 120/240 Range 50/100 Range 30/60 Range 25/50 4th Magic Weapon +1 Range 120/240 Range 50/100 Range 30/60 Range 25/50 5th - Range 120/240 Range 50/100 Range 30/60 Range 25/50 6th Bow Attribute Range 130/260 Range 60/120 Range 40/80 Range 30/60 7th - Range 130/260 Range 60/120 Range 40/80 Range 30/60 8th Magic Weapon +2 Range 130/260 Range 60/120 Range 40/80 Range 30/60 9th - Range 130/260 Range 60/120 Range 40/80 Range 30/60 10th Master Shot Range 130/260 Range 60/120 Range 40/80 Range 30/60 11th - Range 140/280 Range 70/140 Range 50/100 Range 35/70 12th Magic Weapon +3 Range 140/280 Range 70/140 Range 50/100 Range 35/70 13th - Range 140/280 Range 70/140 Range 50/100 Range 35/70 14th Bow Attribute Range 140/280 Range 70/140 Range 50/100 Range 35/70 15th - Range 140/280 Range 70/140 Range 50/100 Range 35/70 16th Magic Weapon +4 Range 150/300 Range 80/160 Range 60/120 Range 40/80 17th - Range 150/300 Range 80/160 Range 60/120 Range 40/80 18th Bow Attribute Range 150/300 Range 80/160 Range 60/120 Range 40/80 19th - Range 150/300 Range 80/160 Range 60/120 Range 40/80 20th Magic Weapon +5 Range 150/300 Range 80/160 Range 60/120 Range 40/80 Choose one of the Heilig Bogen forms, Long Bow, Short Bow, Crossbow or Web Bow and a bow material, spiritual or physical. Your Heilig Bogen level is the same level as your Quincy level. Spiritual Bow A spirutual bow as the following traits. You must expend 1 SP point to conjure your Heilig Bogen. Your Bow Attributes cost 1 less SP point to use, minimum 1 SP point. To maintain your Heilig Bogen it requires concentration. This form of concentration does not prevent you from concentrating on other tasks, such as spells. If your Heilig Bogen would be destroyed while youre holding it, or disarmed and you have not lost concentration, as a reaction you can expend 1 SP point to reform your Heilig Bogen in your hand. If your Heilig Bogen would leave your hand it disappears. Physical Bow A physical bow gains different traints based on the material it's made of. Type Features Wood - Silver Your Bow ignores piercing resistance Darkwood Max SP increased by 4 if you're in a forest Infernal Iron Deal an additional 1d4 fire damage Mithral Can be wielded with one hand Adamantine Critical Range increased by 1 81 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Long Bow Your Long Bow deals 1d10 piercing damage. When you would use your Blut Vene, you gain the same bonus on damage rolls. Short Bow Your Short Bow deals 1d6 piercing damage. As a bonus action you can spend 1 SP point to make a ranged weapon attack with your Heilig Bogen. Additionally, if you would be able to make an opportunity attack, you can now make a single ranged weapon attack with your Heilge Bogen. Crossbow Your Crossbow deals 1d8 piercing damage. Your Heilig Bogen deals an additional 1d4 piercing damage. Web Bow Your Web Bow deals 1d6 piercing damage. Immediately after you take the Attack action on your turn, you can spend 2 SP points to make two ranged weapon attacks with your Heilig Bogen as a bonus action. Bow Attribute At 2nd level, you learn to unleash special magical effects with some of your arrows. When you gain this feature, you learn one Bow Attribute option of your choice (see Bow Attributes in the Armament Abilities chapter). Once per turn when you fire an arrow from your Heilig Bogen as part of the Attack action, you can apply one of your Bow Attribute options to that arrow, unless the option doesn’t involve an attack roll or it has it's own separate action. You must expend the listed number of SP points listed under the Bow Attribute to use it. You learn additional Bow Attributes at 6th, 10th, 14th and 18th level. Additionally, starting at level 10, you can select Master Shots. Magical Weapon Beginning at 4th level, your Heilig Bogen counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You have a +1 bonus to attack and damage rolls made with this magic weapon, this bonus increases at levels 8th, 12th and 16th. Master Shot Starting at level 10, you learn more advanced effects you can unleash with your Heilig Bogen. You may select Master Shots whenever you would gain a Bow Attribute. 82 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Fullbring Object (any), Legendary (requires attunement by a Fullbringer) By forming an affinity for an object, you can alter it's form, pullings its soul out. Class Name Level Features Damage 1st Fullbring ability 1d4 2nd - 1d4 3rd Fullbring ability 1d4 4th Magic weapon +1 1d4 5th Fullbring ability 1d6 6th - 1d6 7th Fullbring ability 1d6 8th Magic weapon +2 1d6 9th Fullbring ability 1d8 10th - 1d8 11th Fullbring ability 1d8 12th Magic weapon +3 1d8 13th Fullbring ability 1d10 14th - 1d10 15th Fullbring ability 1d10 16th Magic weapon +4 1d10 17th Fullbring ability 1d12 18th - 1d12 19th Fullbring ability 1d12 20th - 1d12 When selecting armament abilities, you can select from any armament type except Bow attributes and Hollow abilities. Your Fullbring level is the same as your character level. Object Affinity You have formed a strong bond, or have strong fondness over an item. Choose a simple mundane object. These objects can range from a necklace, stopwatch, ring, boots or a bookmark. Once you have, choose a weapon, if any, from the weapons listed in the Player's Handbook (or any other resource approved by your DM) that your Fullbring manifests as when you release it. It takes on the same properties of the chosen weapon and you are considered proficient with it. Fullbring Ability You gain three armament abilities beginning at 1st level and two additional armament abilities at each odd level. Starting from 11th level, you are able to choose Bankai abilities. Magic Weapon Beginning at 4th level, your Fullbring counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You have a +1 bonus to attack and damage rolls made with this magic weapon, this bonus increases at levels 8th, 12th and 16th. 83 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Doll Legendary (requires attunement by a Quincy) A Doll reprents the power within a Bount. Class Name Level Features Damage 1st Doll ability 1d4 2nd Shared Senses 1d4 3rd Doll ability 1d4 4th Life Link 1d4 5th Doll ability 1d6 6th - 1d6 7th Doll ability 1d6 8th Shield Ally 1d6 9th Doll ability 1d8 10th - 1d8 11th Doll ability 1d8 12th Transposition 1d8 13th Doll ability 1d10 14th - 1d10 15th Doll ability 1d10 16th Adaptive Evolution 1d10 17th Doll ability 1d12 18th - 1d12 19th Doll ability 1d12 20th Synthesis 1d12 You must choose what form of Doll you have, a Summon or Weapon. A Summon form Doll has the Summon armament type and one other type of your choice. You gain the Summon armament ability. A Weapon form Doll has the Weapon armament type and one other type of your choice. You gain the Weapon Form armament ability. Your Doll level is the same as your character level. Bount Crest You must choose a sealed form your Bount takes while no in use. This can be just about anything from a metal marble, sealing within bottles caps, a seed you keep on a necklace, a deck of tarot cards, or a finger claw and bracelet. Doll Ability You gain two armament abilities beginning at 1st level and another two at each odd level. Starting from 11th level, you are able to choose Bankai abilities. Shared Senses You can temporarily transfer your consciousness to your doll. As an action, you spend 2 SP to share the senses of your doll, hearing, seeing, smelling, tasting and touching everything the doll does. During this time, you lose access to your senses. You can sustain this effect for up to 5 minutes, and you can end it at any time (requires no action). Life Link Whenever the doll takes damage, if you are within 30 feet of it, you can instead take that damage by spending 2 SP. Additionally, when you take damage, as a reaction you can spend 3 SP and have your doll take the damage instead if its within 5 feet of you. Shield Ally You can make your doll throw itself in front of an attack directed at another creature that you can see. Before or after the attack roll is made but the results not revealed, you can spend 5 SP and use your reaction to teleport your doll to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your doll. Transposition As an Action, you can teleport, magically swapping places with your doll at a cost of 10 SP, regardless of the distance between the two of you. Adaptive Evolution When you finish a long rest, you may choose any number of your Dolls armament abilities and replace them with any other abilities you qualify for. Synthesis As an action you spend 15 Sp to fuse with your doll gaining all of its features and armament abilities. You can remain synthesized for up to 1 hour, and you can end it at any time (requires no action). 84 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Feats Within this book there are new feats, as well feats found within other sources updated to better fit the theme of this setting. It is highly recommended to use the versions in this book. All feats are presented here in alphabetical order. For the following feats: Artificer Initiate, Eldritch Adept, Magic Initiate, Ritual Caster and Spell Sniper, it is recommended the spell options be limited to the spell lists allowed by a character's classes. The following feats have also been categorized: Zanjutsu Crusher, Defensive Duelist, Duel Wielder, Fighting Style, Great Weapon Master, Mage Slayer, Martial Adept, Piercer, Polearm Master, Savage Attacker, Sentinel, Slasher, Hakuda Charger, Crusher, Grappler, Martial Adept, Ritual Caster, Sentinel, Tavern Brawler, Hohō Mobile, Second Chance, Skulker, Kidō Artificer Initiate, Eldritch Adept, Elemental Adept, Magic Initiate, Metamagic Adept, Spell Sniper, War Caster, Additional Armament You gain an armament ability you qualify for. You may choose this feat multiple times. Agitowari [Zanjutsu] Prerequisite: Strength 14 and level 6 As an action you unleash a powerful downward vertical melee weapon attack on a single creature within range. If this attack is made against a creature that is one size category or more larger than you, you make the attack roll with advantage. If this attack is successful you double your weapon damage dice. Once you use this feat, you can't do so again until you finish a long rest. Alternate Demon Path [Kidō] Prerequisite: Shinigami You may choose Wisdom or Intelligence to be your spellcasting modifier instead of Charisma, this choice is permanent. Whenever anything refers to your spellcasting score or modifier, it uses the new chosen ability. Blut Reines [Quincy] Prerequisite: Quincy, level 8 You have become an expert Blut and gain the following benefits: When using your normal Blut Vene or Arterie, the effects instead last until the end of the next turn. Instead of the normal Blut Vene, when you make an attack, but before any rolls are made, as a reaction you expend 3 SP points up to five times. You deal an additional 1d4 damage for each time you spent 3 SP this way until the end of the next turn. Instead of the normal Blut Arterie, when an attack is made against you, but before any rolls are made, as a reaction you expend 3 SP points up to five times. You gain a +1 bonus to AC for each time you spend 3 SP this way until the end of the next turn. Blut Vene Anhaben [Quincy] Prerequisite: Quincy, Blut Reines, level 16 A technique that allows you to extend your Blut Vene outside of your body to create a forcefield that blocks incoming attacks. As a reaction, which you take when you are subjected to an attack or spell, but before any attack rolls or damage rolls are made a 20-foot radius sphere centered on you springs out. If an attack roll is the trigger, the attack misses and any creatures are pushed away from you as the sphere forms. If a spell is the trigger, the sphere absorbs any spell of 6th level or lower, the spell fails and has no effect. Dual Type [Zanjutsu] Prerequisite: Shinigami You gain an additional Armament type. At 2nd level, when you would gain your first armament abilities, you instead gain one armament ability in your main type and another in your secondary type. Dual Weapon [Zanjutsu] Prerequisite: Zanpakutō (Katana or Tanto) or Doll (Summon) Your armament has manifested as two separate weapons. If your armament is a Zanpakutō, gain a second Zanpakutō in the form of a Tanto or Katana, your choice. If your armament is a Doll, you gain a second Weapon from the Player's Handbook with the Light property. Eishōhaki [Kidō] Prerequisite: Spellcasting Whenevere you cast a spell, you may spend 1SP and forgo the spoken incantation and drastically decrease the spells casting time (as described by the table below), but weaken the spell and making it unstable. If the spell requires a saving throw, any targets have advantage on the saving throw, if the spell requires an attack roll, it is done so at disadvantage. Additionally, when you cast the spell you must make a concentration check, DC 10 + the spell level. If you fail the spell fails and detonates in a 20-foot radius sphere centered on you dealing 1d6 force damage per level of the spell. Casting Time New Casting Time 1 hour 10 minutes 10 minutes 5 minutes 1 minute 1 action 1 action Bonus action 85 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Hirenkyaku Master [Quincy] Prerequisite: Dexterity 16 and level 8 You gain the following benefits: Your Hirenkyaku is increased by 10 feet You can use Hirenkyaku as a bonus action You regain 20 feet of Hirenkyaku on a short rest Hitotsume: Nadegiri [Zanjutsu] Prerequisite: Strength 15, Dexterity 15 and level 10 As an action you make a swift precision cut with extreme force and speed. You make a single melee weapon attack against a creature within range. If this attack is successful you deal an additional 50 damage ignoring any resistances. Once you use this feat, you can't do so again until you finish a long rest. Oni Dekopin [Hakuda] Prerequisite: Strength 15 and Dexterity 15 As a bonus action you pull a finger back against your thumb and generate reiatsu. The next time you would shove a creature, you can do so at a range of 10 feet and you may use a Dexterity (Acrobatics) check instead. If a creature is successfully shoved and you push them away from you, the range is increased by 5 feet per proficiency bonus. Ikkotsu [Hakuda] Prerequisite: Strength 18 and level 10 As an action you make a single melee unarmed strike against a creature within range. If successful you deal 1d6 constitution damage and the creature must make a Strength saving throw, if they fail you push them back up to 10 feet per your proficiency bonus. Once you use this feat, you can't do so again until you finish a long rest. Kazaguruma [Hakuda] Prerequisite: Strength 14 or Dexterity 14 As an action you make a devastating kick that sends your target flying away. You make a single melee unarmed strike against a creature within range. If this attack is successful the creature makes a Strength saving throw, if they fail you push them back up to 10 feet per your proficiency bonus. If the creature is pushed back into a barrier or other solid object, they take 1d6 damage per your proficiency bonus. This damage is reduced by 1d6 damage for each 10 feet the creature has traveled. Kōjutsu Eishō [Kidō] Prerequisite: Spellcasting and level 7 As a bonus action you spend 3 SP to power up the next spell you cast by reciting the incantation of the spell after you cast it. The next spell you cast is empowered in one of the following ways, your choice: If the spell requires an attack roll, its rolled with advantage. If the spell requires a saving throw, the DC is increased by 2. If the spell deals damage, you reroll any 1's rolled on the damage dice. You must keep the second result. Mute Zanpakutō [Zanjutsu] Prerequisite: Shinigami and Level 1 To you a Zanpakutō is nothing more but a tool. You form no connection with you Zanpakutō. You are not able to gain any Shikai abilities, you cannot learn Bankai. You gain the following benefits: The Magic Weapon bonus is doubled. The base damage dice is increased by one step. When you take the Attack action, if you used your Zanpakutō for all of your attacks, you can make an additional attack as part of the same action. Nijū Eishō [Kidō] Prerequisite: Spellcasting As an action choose two spells you can cast that are no higher than 4th level. Both spells must have a casting time of 1 action. You expend a number of SP to cast both spells. Both spells take effect in the order you choose, as if you had cast them one after the other. If either spell requires a material component, or special cost, these must be used or paid as part of the casting. Once you've used this feat, you cant do so again until you finish a long rest. Raiōken [Hakuda] Prerequisite: Strength 14 or Dexterity 14 You perform a series of ultra-high-speed punches with both arms. As an action you make four unarmed strikes. You can't use this feat again until you finish a long rest or expend 2 hit dice or 2 ki points. Ransōtengai [Quincy] Prerequisite: Quincy level 8, Intelligence 14 A high level technique which allows the user to control their body using strings of Reiryoku controlled by their brain. If an effect would prevent you from moving (except from being grappled or restrained) or performing actions or reactions, you can spend a number of SP, as listed below, to ignore the effect and perform the barred action or movement. Action SP Cost Movement 1 SP Hirenkyaku 2 SP Action 4 SP Bonus Action 2 SP Reaction 3 SP 86 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Ryōdan [Zanjutsu] You've learned kendo, granting the following benefits: Increase your Strength or Dexterity by 1, to a maximum of 20. Melee non-versatile slashing weapons you are proficient have the versatile property when you wield them. The damage dice is increased by one step when wielding them with both hands. As an action you make a single melee weapon attack against a creature within range. You have advantage on this attack. Senmaioroshi [Zanjutsu] Prerequisite: Dexterity 15 When you take the attack action using a finesse slashing weapon you are proficient with, as a bonus action you can spend 4 SP and make two melee weapon attack rolls with the same weapon. Shunkō [Hakuda] Prerequisite: Level 7, Dexterity 16, one other Hakuda feat Choose a damage type: Cold, Fire, Lightning, or Slashing. As an action you expend a spell slot and gain the following benefits for the duration, based on the spell slot you expended: When you make an unarmed strike, you gain a bonus on the attack roll equal to the spell slot level expended Your unarmed strikes deal additional 1d4 damage per spell slot level expended. The damage type is the type chosen when you selected this feat The duration of this ability is 2 rounds per the spell slot expended, which requires concentration. If you would expend a spell slot of 5th level or higher, this ability doesn't require concentration Sōkotsu [Hakuda] Prerequisite: Ikkotsu, level 15, Strength 20 You make a powerful, two-fisted punch. As an action, you make a single melee unarmed strike against a creature within range. If successful, the target must make a Constitution saving throw, on a success they take an additional 100 bludgeoning damage. On a failure the target takes 20 constitution damage. Taketonbo [Hakuda] Prerequisite: Strength 13 or Dexterity 13 higher You gain the following benefits: When a creature attempts to grapple you and they fail their grapple check, as a reaction you can grapple them. When escaping a grapple you have advantage on the check. When you escape a grapple, as a bonus action you can attempt to shove a creature to knock them prone. Way of Onmitsu, 1st of the Shihō: Shunpo Dodge [Hohō] Prerequisite: Shunpo and Dexterity 15 When you would fail a Dexterity saving throw, as a Reaction you can expend 20 Shunpo and reroll the die. You must use the new roll. Way of Onmitsu, 2nd of the Shihō: Speed Clone [Hohō] Prerequisite: Shunpo Dodge and Dexterity 16 As an action you can expend any amount of Shunpo in increments of 10. Each time you do, you create a clone of yourself that is indistinguishable from you in an unoccupied square within 40 feet of you. These clones do not do damage, but they mimic you and your movements. They have an AC equal to yours and 1 Hit point. These clones last for a number of rounds equal to your proficiency bonus. Way of Onmitsu, 3rd of the Shihō: Utsusemi [Hohō] Prerequisite: Speed Clone and Dexterity 17 Whenever an attack roll is made against you, you can expend 20 Shunpo to use Shunpo as a Reaction, potentially dodging and negating the attack. Way of Onmitsu, 4th of the Shihō: Senka [Hohō] Prerequisite: Utsusemi, Dexterity 20 and level 16 As an action you Shunpo behind a target within 40 feet attempting to sever their Saketsu and Hakusui in two quick attacks. As part of the same action, you make two melee weapon attacks. If only one attack succeeds you deal 1d10 Constitution damage. If both attacks succeed, and the targets Hit Die or level is half or lower than your own, they take the same damage and lose access to any class levels and cannot gain new class levels indefinitely. 87 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


E Chapter 5: Armament Armament Abilities ach Armament (Zanpakutō, Heilge Bogen, Fullbring, or Doll) has an armament type, usually listed on the items description. Each armament ability has an associated Spell Point cost to activate. For classes that don't utilize spell points can instead expend any number of spell slots that would total the amount of spell points needed to activate the ability. For example, if an ability would require 4 spell points, either 4 spell points can be expended to activate, or one 4th level spell slot, or two 2nd level spell slots, or one 1st level spell slot and one 3rd level spell slot, etc. Bankai abilities however, can only be used once per Long Rest, unless the ability says otherwise. Armament abilities are considered magical unless otherwise stated. Weapon Ability Types The following weapon ability types are as follows: Acid, Barrier, Blood, Dark, Earth, Fire, Generic, Healing, Ice, Illusion, Kido, Light, Lightning, Oppression, Poison, Projectile, Sound, Summon, Water, Weapon and Wind. There are a few armament ability types that not all characters have access too. Bow Attributes are only available to Quincy, Hollow abilities can only be selected by Hollow. The Generic weapon ability type can be selected by anyone, and you don't need to have it selected as one of your weapon ability types to pick abilities from this category. Abilities beyond The listed abilities in this book are by no means the only abilities a character can learn. If you desire an ability that is not listed within the book, feel free to speak with your DM on how to incorporate it. The best section to gain guidance for this would be the Creating a Spell section in Chapter 9 of the Dungeon Master's Guide. Saving Throws & Requirements The saving throws for a weapon ability slightly differ from the normal saving throw calculation that spells use. The DC to resist one of your weapon abilities equals 8 + your proficiency bonus + the number of abilities you have that are the same type of the weapon ability requiring a saving throw + any special modifiers. For example, Rukia is using her Cone of Ice weapon ability, her other ice abilities are Cold Form, Ice Weapon, and Freezing weapon, therefore the DC would be 8 + 4 (for her proficiency bonus) + 4 (she has a total of 4 ice abilities) total to a DC 16. Even if you have selected the same ability multiple times, it is only counted once for the saving throw calculation and for the number of abilities needed to meet the requirements of other weapon abilities. Components Just like spells, weapon abilities require components. Most abilities require a new component marked with a "W". This notates that to use the weapon ability you must have your armament active, unless otherwise stated. Spell Point Cost Armament abilities have an SP point cost needed to activate. 88 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Acid Acid Form SP Cost: 1 Casting Time: 1 action Range: Self Components: V, S, W Duration: Until sealed Your weapon becomes pure acid. While this ability is active, your weapons damage type is changed to acid damage. If your weapon is a Summon, you may have this ability apply to it's natural 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 options: You may activate this ability as a bonus action and dismiss it at will. This ability no longer requires V or S components. Acidic Weapon SP Cost: 2 Casting Time: 1 action Range: Self Components: V, S, W Duration: Concentration, until sealed Your weapon glistens with acid, dealing an additional 1d4 acid damage. You may dismiss this ability as a bonus action. You may reselect this ability multiple times, each time choosing one of the following options: You may activate this ability as a bonus action and dismiss it at will. This ability no longer requires V or S components. Increase the damage dice by one step, to a maximum of a 1d12. Caustic Weapon Requirements: One acid ability When you score a critical hit, the target takes an additional 1d4 acid damage, and has residual acid on them, taking 1d4 acid damage at the start of each of it's turns. On each of it's turns, the target can use an action to make a Dexterity saving throw. On a success, the target removes the residual acid, ending this effect. You may reselect this ability multiple times, each time choosing one of the following options: Increase the save DC by 1. Increase the damage dice size by one step, to a maximum of a 1d10. Create Acid Requirements: One acid ability SP Cost: 1 Casting Time: 1 action Range: 30 feet Components: V, S, W Duration: 1 minute Acid covers the ground in a 10-foot radius centered on a point within range and turns it into difficult terrain for the duration. When the acid appears, each creature standing it it's area must succeed on a Dexterity saving throw or take 1d4 acid damage. A creature that enters the are or ends it's turn there takes 1d4 acid damage. Each time you reselect this ability, the damage is increases by 1d4, to a maximum of 5d4. You may reselect this ability multiple times, each time choosing one of the following options: Increase the range by 10 feet, radius by 10 feet and duration by one minute. This ability no longer requires V or S components. A creature that fails it's Dexterity saving throw from your acid also falls prone. Acid Shield Requirements: Two acid abilities SP Cost: 1 Casting Time: 1 action Range: Self Components: V, S, W Duration: Concentration, until sealed Your body secretes a protective layer of acid for the duration. The acid does not harm you. Until the ability ends, you gain the following benefits: You have resistance to acid and poison damage. You reduce any non-acid and non-poison damage you take by 2. This damage reduction increases by 2 each time you reselect this ability. A creature that touches you or hits you with a melee attack, takes 1d4 acid damage. Every time you reselect this ability, the damage die size increased by one step to a maximum of a 1d10. You may reselect this ability multiple times, each time choosing one of the following options: This ability no longer requires V or S components. This ability no longer requires Concentration. You are now immune to acid damage. Orb of Acid Requirements: Three acid abilities SP Cost: 2 Casting Time: 1 action Range: 80 feet Components: V, S, W Duration: Instantaneous You hurl a 4-inch-diameter sphere of acid at a creature that you can see within range. Make a ranged attack against the target. On a hit, the target takes 3d8 acid damage. Additionally, on the impact the orb explodes spraying acid in a 15-foot radius, any creature within the radius, 89 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


excluding the initial target, makes a Dexterity saving throw, on a failure taking 3d8 acid damage. You may reselect this ability multiple times, each time choosing one of the following options: This ability no longer requires V or S components. Increase the range and splash radius by 5 feet. Increase the damage die size to a d10. You must have select this ability three times before you can choose this option. Acid Rain Requirements: Four acid abilities SP Cost: 2 Casting Time: 1 action Range: 60 feet Components: V, S, W Duration: Concentration, until sealed You create a 20-foot-radius, 40-foot-high cylinder centered on a point within range where acid begins to rain down. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d6 acid damage on a failed save, or half as much damage on a successful one. Each time you reselect this ability, the damage is increased by 1d6. You may reselect this ability multiple times, each time choosing one of the following options: Increase the radius and height of the cylinder by 10 feet. This ability no longer requires V or S components. This ability no longer requires Concentration. Acid Spit Requirements: Five acid abilities SP Cost: 2 Casting Time: 1 action Range: Self (70-foot line) Components: V, S, W Duration: Duration You spew a line of acid thats 70 feet long and 5 feet wide out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 acid 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 options: Increase the length by 5 feet. For each subject that failed the saving throw, acid splashes off of them in a 10-foot radius, any creatures within the radius must make a Dexterity saving, excluding creatures in the line. Creatures that failed the saving throw take the same damage, or half as much on a successful one. The damage die size is increased to a d8. You must have selected this ability three times before you can choose this option. Corrosive Attack Requirements: Five acid abilities (Final Shikai) SP Cost: 3 Casting Time: 1 round Range: 100 feet Components: V, S, W Duration: Concentration You choose an area within range and unlesh a deadly corrosive acid in a 40-foot cube. Each creature in the area takes 7d8 acid damage on a failed save and half as much on a successful one. Additionally, any creatures that failed their saving throw continue to take 7d8 acid damage at the beginning of their turns as long as you maintain concentration. if these creatures were wielding any non-stone, non-magical weapons, their weapons take a permanent and cumulative -1 penalty to damage rolls each time they take damage from this ability. If it's penalty drops to -5, the weapon is destroyed. If they are wielding any non-stone, non-magical armor or shields, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor os shields reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If any of the affects weapons, armor or shields are magical, they are allowed a saving throw each time they take damage, on a success not receiving a penalty. 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. You may reselect this ability a second time, if you do the range is doubled, the cube size is doubled, and the damage die size is increased to a d10. Corrosive Form Requirements: Corrosive Attack, Six acid abilities (Bankai) SP Cost: 4 Casting Time: Bonus action Range: Self Components: V, S, W Duration: Concentration While in Bankai, you may have your Acid abilities and spells that deal acid damage, replicate the effects of Corrosive Attack. Superacid Requirements: Six acid abilities (Bankai) Casting Time: Casting Time Range: Range Components: V, S, W Duration: Duration Your Acid abilities are increased in power. Your armament abilities or Kido that deal acid damage ignore resistances. If a creature would be immune to acid damage, it instead takes half damage. 90 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Barrier Armor SP Cost: 1 Casting Time: 1 action Range: Self Components: V, S, W Duration: Until sealed When released, your weapon transforms into a suit of armor around you. This armor takes the form of any light armor from the Player's Handbook (or any other source approved by your DM). You are considered proficient with this armor. You may reselect this ability multiple times, each time choosing one of the following options: This ability no longer requires V or S components. You retain your weapon when you use this ability. You may select medium armor with this ability. If you select this option a second time you may select heavy armor. Shield SP Cost: 1 Casting Time: Bonus action Range: Self Components: V, S, W Duration: Until sealed You manifest a shield in your off hand. You may reselect this ability a second time, if you do your off hand is considered open while holding a shield. Shield Bash Requirements: Shield SP Cost: 1 Casting Time: Bonus action Range: 5 feet Components: V, S, W Duration: Instantaneous While you are wielding a shield, you can make a melee weapon attack against one creature within 5 feet of you. On a successful hit the creatures takes 1d4 bludgeoning damage. You may reselect this ability multiple times, each time increasing the damage by one size, to a maximum of 1d12. Defensive Surge Requirements: One barrier ability SP Cost: 2 Casting Time: Reaction Range: Self Components: V, S, W Duration: Concentration, up to 1 round When you are hit by an attack you create a barrier. Until the start of your next turn, you have a +2 bonus to AC, including against the triggering attack. You may reselect this ability multiple times, each time choosing one of the following options: This ability no longer requires V or S components. Increase the bonus to AC by an additional 1, to a maximum of +4. This ability no longer requires concentration. Greater Saving Throw Requirements: Two barrier abilities SP Cost: 2 Casting Time: Reaction Range: Self Components: V, S, W Duration: Instantaneous When you would make a saving throw, as a reaction you gain a +1 bonus on that saving throw. You may reselect this ability multiple times, each time choosing one of the following options: This ability no longer requires V or S components. Increase the bonus this ability provides by 1, to a maximum of +5. Iron Body Requirements: Three barrier abilities You have a Damage Threshold of 3. You may reselect this ability multiple times, each time increasing the damage threshold by 1. Thornmail Requirements: Four barrier abilities Whenever you are dealt damage by a melee attack, the attacker takes 1d4 damage. This ability can work in conjunction with abilities such as "Fire Form". You may reselect this ability multiple times, each time increasing the damage by an additional 1d4 to a maximum 5d4. Spell Resistance Requirements: Five barrier abilities You have advantage on saving throws against spells while an Armor ability is active. Quick Defense Requirements: Six barrier abilities You gain an additional reaction each turn, additional reactions from this ability can only be used on barrier abilities. You may reselect this ability multiple times, each time gaining an additional reaction. 91 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Protector Requirements: Seven barrier abilities SP Cost: 1 Casting Time: Reaction Range: 30 feet Components: V, S, W Duration: Instantaneous As a reaction, you can use an Armor ability you possess with a reaction casting time, to affect an ally within range instead of yourself. You may reselect this ability multiple times, each time increasing the range by 10 feet. Greater Spell Resistance Requirements: Eight barrier abilities, Bankai While in Bankai, you have resistance against spell damage. 92 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Blood Blade of Blood SP Cost: 1 Casting Time: 1 action Range: Self Components: V, S, W Duration: Concentration, until sealed You empower your weapon with your blood. When you activate this ability, you lose 1d3 hit points and your weapon deals an additional 1d6 damage. You may dismiss this ability as a bonus action. Each time you reselect this ability the dice size of the hit points you lose increases by one step to a maximum of 1d10 and the additional damage dice size this ability does increases by one step to a maximum of 1d12. You may reselect this ability multiple times, each time choosing one of the following options: You may activate this ability as a bonus action and dismiss it at will. This ability no longer requires concentration and V or S components. Reduce the dice size of the hit points you lose from this ability by one step, minimum of 1d3. Bleeding Strike SP Cost: 2 Casting Time: Bonus action Range: Self Components: V, S, W Duration: 1 round The next time you hit a creature with a weapon attack before this ability ends, the weapon opens a grievous wound on the target. At the start of each of its turns until the ability ends, the target must make a Constitution saving throw. On a failed save, it takes 1d4 damage. On a successful save, the ability ends. If the target or a creature within 5 feet of it uses an action to patch the wound, or if some other effect heals the wound, the ability ends. Each time you reselect this ability, the damage dice size increases by one step to a maximum of 1d12. You may reselect this ability multiple times, each time choosing one of the following options: This ability no longer requires V or S components. Increase the duration by 1 round. Increase the save DC by 1; you may select this option a total of 5 times. Wounding Blade Requirements: Blade of Blood (3) When you score a critical hit on a creature with your armament, the target is dealt 2 points of Constitution damage. Blood Shield Requirements: One Blood ability SP Cost: 1 Casting Time: Reaction Range: Self Components: V, S, W Duration: Instantaneous When an attack roll is made against you, as a reaction you create a shield of your own blood. You lose 1d4 hit points and gain the same amount as a bonus to your armor class against that attack. Each time you reselect this ability the dice size is increased by one step to a maximum of a 1d12. You may reselect this ability multiple times, each time choosing one of the following options: This ability no longer requires V or S components. You may select this option a second time, no longer requiring the W component. The duration of this ability is changed to "Concentration, until your next turn." Bloodcraft Requirements: One Blood ability SP Cost: 1 Casting Time: 1 action Range: Touch Components: V, S, M, 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 blood. You may also touch a willing creature and they lose 1d4 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 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 1d6 piercing damage. You fortify a creatures blood. For the next hour the target has advantage on Constitution saving throws against poisons and diseases. Vampiric Strike Requirements: One Blood 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 make a successful melee weapon attack with your armament against a creature, you reap the life energy from them. You regain hit points equal to the base damage dealt by your armament. 93 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


You may reselect this ability multiple times, each time choosing one of the following options: This ability no longer requires V or S components. This ability no longer requires Concentration. Increase the duration by 1 round. Drain Reiatsu Requirements: Vampiric Strike and one other Blood ability SP Cost: 2 Casting Time: 1 action Range: Self Components: V, S, W Duration: Instantaneous You make a melee weapon attack with your armament against a creature. On a success you rend the targets reiatsu. The target loses 1d6 spell points. This ability has no affect on creatures that can't cast spells. You may reselect this ability multiple times, each time choosing one of the following options: Increase the damage by one step, maximum 1d12. You regain Spell Points equal to the SP they lost. Blood Shot Requirements: Two Blood abilities SP Cost: 2 Casting Time: 1 action Range: 60 feet Components: V, S, W Duration: Instantaneous Your fire a projectile of blood toward a creature within range. Make a ranged attack against the target. On a hit, the target takes 3d6 piercing, bludgeoning or slashing damage (your choice when you activate this ability). Each time you reselect this ability, you gain an additional projectile to a maximum of four. You can direct the additional projectiles at the same target or a different one, you must make a separate attack roll for any additional projectiles. You may reselect this ability multiple times, each time choosing one of the following options: This ability no longer requires V components. The range of this ability is increased by 10 feet. Increase the damage dice size to a d8. You must have selected this ability four times before you can select this option. 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 a Sorcery Point, you instead lose 1d8 hit points for each Sorcery Point that would be spent. When casting Kidō, instead of using spell slots, you roll your hit die equal to the spell level and lose that many hit points instead. You can only use this ability a number of times equal to your proficiency bonus per long rest. Blood Burst Requirements: Three Blood abilities SP Cost: 2 Casting Time: 1 action Range: Self Components: V, S, W Duration: instantaneous You create an explosion of blood from you. Each creature within 30 feet of you must succeed on a Dexterity saving throw or take 6d6 bludgeoning, piercing or slashing damage (your choice when you activate this ability). A creature that succeeds on its saving throw takes half as much damage. You may reselect this ability multiple times, each time choosing one of the following options: This ability no longer requires V or S components. Increase the area by 10 feet. Increase the save DC by 2. If a creature critically fails on their saving throw, they take 1 point of Constitution damage. You must have selected this ability three times before you can select this option. 94 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Bow Attributes Anticipating Shot SP Cost: 3 Requirement: Master Shot Whenever a hostile creature uses Shunpo or a similar ability, at the end of the ability, if they are within your normal bow range, as a reaction you can make a single weapon attack against that creature. You may use Reishi Manipulation with this attack when you reach 18th level. Bursting Arrow SP Cost: 2 You imbue your attack 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 10 feet of it take 2d6 force damage. The force damage increases to 4d6 when you reach 18th level. Curving Arrow SP Cost: 1 You learn how to direct an errant arrow 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. At 18th level you have advantage on the attack roll. Deflecting Arrow SP Cost: 3 Requirement: Master Shot You can use your reaction to deflect a melee weapon attack or a missile from a ranged weapon attack when you are hit. When you do so, the damage you take from the attack is reduced by your Bow Damage + your Dexterity modifier + your Quincy level. Disrupting Arrow SP Cost: 3 Requirement: Master Shot An undead creature hit takes an extra 1d6 radiant damage. The target must make a Wisdom saving throw. If the creature fails it's daving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. At 18th level, when an undead fails its saving throw, the creature is instantly destroyed if its challenge rating is below your proficiency bonus. Enfeebling Arrow SP Cost: 3 Requirement: Master Shot You weave necromantic magic into your attack. The creature hit takes an extra 2d6 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. The necrotic damage increases to 4d6 when you reach 18th level. Grasping Arrow SP Cost: 3 Requirement: Master Shot When this attack strikes its target, conjuration magic creates grasping ethereal bindings, which wrap around the target. The creature hit takes an extra 2d6 forge 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 without teleporting. 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. The force damage and bludgeoning damage both increase to 4d6 when you reach 18th level. Klavier SP Cost: 3 Casting Time: 1 action Range: Equal to your Heilig Bogen Components: S Duration: Instantaneous You fire multiple arrows in succession. You fire three three arrows at one target within range. Make a ranged weapon attack for each arrow. On a hit, the target takes 2d6 force damage. Licht Regen Requirement: Master Shot SP Cost: 4 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 in a direction of your choice. Each creature within the 10-footradius, 60-foot-high cylinder must make a Dexterity saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. 95 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Pinning Arrow SP Cost: 2 When you hit a creature with a ranged attack, 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. At 18th level Pinning Arrow affects targets that are a greater size category than large. If the target is a size category greater than large, they have advantage on the saving throw. 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 30 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 arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. Piercing Arrow deals an additional 2d6 damage reach 18th level in this class. Pushing Arrow SP Cost: 2 When you hit a creature with your heilig bogen, 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. At 18th level Pushing Arrow affects targets that are a greater size category than large. If the target is a size category greater than large, they have advantage on the saving throw. Seeking Arrow SP Cost: 2 Casting Time: 1 action Range: Equal to your Heilig Bogen Components: S Duration: Instantaneous Using divination magic, you grant your arrow 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. Otherwise, the arrow disappears after travelling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn it's location. The force damage increases to 2d6 when you reach 18th level. Shadow Arrow SP Cost: 3 Requirement: Master Shot 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 5 feet away until the start of your next turn. The psychic damage increased to 4d6 when you reach 18th level. Soul Arrow SP Cost: 4 Requirement: Master Shot When you hit a creature, instead of dealing damage, the target temporarily lose it's magic prowess. If the target has any spell slots, they lose 1d3 spell slots of their choice, as if they were expended. If the target has Spell Points, they lose 1d10 SP as if they were expended. Stepping Shot SP Cost: 3 Requirement: Master Shot When you hit a creature, you can immediately use Hirenkyaku. Tripping Arrow SP Cost: 2 When you hit a creature with a ranged attack, 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. At 18th level Tripping Arrow affects targets that are a greater size category than large. If the target is a size category greater than large, they have advantage on the saving throw. Wounding Arrow SP Cost: 3 Requirement: Master Shot When you hit a creature, you can wound the target. At the start of each of the wounded creatures turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on its on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. 96 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Dark Necrotic Form SP Cost: 1 Casting Time: 1 action Range: Self Components: V, S, W Duration: Until sealed Your weapon becomes pure dark energy. While this ability is active, your weapons damage type is changed to necrotic damage. If your weapon is a Summon, you may have this ability apply to it's natural 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 options: You may activate this ability as a bonus action and dismiss it at will. This ability no longer requires V or S components. Dark Weapon SP Cost: 2 Casting Time: 1 action Range: Self Components: V, S, W Duration: Concentration, until sealed Darkness spreads across your weapon, dealing an additional 1d4 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 options: You may activate this ability as a bonus action and dismiss it at will. This ability no longer requires V or S components. Increase the damage dice size by one step, to a maximum of a 1d12. Umbral Weapon Requirements: One Dark ability When you score a critical hit, the target takes an additional 1d4 Nectrotic damage, and is blinded. On each of its turns, the target can use an action to make a Charisma saving throw. On a success, this effect ends. You may reselect this ability multiple times, each time choosing one of the following options: Increase the save DC by 1. Increase the damage die size by one step, to a maximum of 1d10. Aura of Dark Requirements: Two Dark abilities SP Cost: 1 Casting Time: 1 action Range: Self Components: V, S, W Duration: Concentration, until sealed Your body emanates with deadly darkness for the ability's duration. The darkness doesn't harm you. Until the ability ends, you gain the following benefits: You have resistance to Necrotic and Radiant damage. You shed magical darkness around you in a 10-foot-radius sphere. Each time you reselect this ability, the sphere is increased by 10 feet. Any creature that moves inside the sphere for the first time on a turn or ends its turn there, takes 1d4 necrotic damage. Each time you reselect this ability, the damage dice size is increased by one step to a maximum of 1d10. You may reselect this ability multiple times, each time choosing one of the following options: This ability no longer requires V or S components. While this ability is active you are instead immune to necrotic damage. Darkness Requirements: One Dark ability SP Cost: 1 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 15-foot radius sphere for the duration. The darkness spreads around corners. Nonmagical light can't illuminate the area. if the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with a opaque object, such as a bowl or a helm, blocks the darkness. If any of this ability's area overlaps with an area of light created by Kido of 2nd level or lower, the spell that created the light is dispelled. Each time you reselect this ability, the level of kido this ability dispels increases by one. If any of this ability's area overlaps with an area of light created by a armament, you make a Reiatsu check, if successful, the light is dispelled. Each time you reselect this ability, you gain a +1 bonus on this Reiatus check. You may reselect this ability multiple times, each time choosing one of the following options: Increase the range and radius of this ability by 10 feet. Increase the duration by 1 minute. This ability no longer requires V or S components. This ability no longer requires concentration. 97 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Darkvision Requirements: Darkness SP Cost: 1 Casting Time: 1 action Range: Touch Components: V, S Duration: 1 minute You touch a willing creature giving it's eyes an umbral glow. For the duration, that creature has darkvision out to a range of 60 feet. Each time you reselect this ability, the range is increased by 10 feet. You may reselect this ability multiple times, each time choosing one of the following options: Increase the duration of this ability by 1 minute. This ability no longer requires V components. Affected creatures may see into magical darkness, and while this ability is active, the affected creatures are immune to being Blinded. Umbral Blast Requirements: Two Dark abilities SP Cost: 2 Casting Time: 1 action Range: 80 feet Components: V, S, W Duration: Instantaneous A beam of darkness streaks toward a creature within range. Make a ranged attack against the target. On a hit, the target takes 3d8 necrotic damage. Each time you reselect this ability, you gain an additional beam to a maximum of 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 options: This ability no longer requires V components. The range is increased by 10 feet. Increase the damage die size to a d10. You must have select this ability four times before you can select this option. Wall of Dark Requirements: Three Dark abilities SP Cost: 2 Casting Time: 1 action Range: 60 feet Components: V, S, W Duration: Concentration, until sealed A glowing wall of inky blackness 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 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d6 necrotic 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. A creature that ends its turn in the walls area takes 4d6 necrotic damage. Until the spell ends, you can use an action to launch a beam of darkness from the wall at one creature you can see within 40 feet of it. Make a ranged attack. On a hit, the target takes 4d6 necrotic damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the ability ends. Each time you reelect this ability, increase the damage by 1d6. You may reselect this ability multiple times, each time choosing one of the following options: Increase the range, height, and length of this ability by 10 feet. This ability no longer requires V or S components. This ability no longer requires concentration. The blind duration is increased by 1 minute. Burst of Dark Requirements: Four Dark abilities (Final Shikai) SP Cost: 3 Casting Time: 1 round Range: Self Components: V, S, W Duration: Instantaneous Darkness erupts outwards from you in a 60-foot-radiussphere centered on you. Each creature within the area must make a Constitution saving throw. On a failed save, a creatures takes 7d8 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This ability dispels any light in its area that was created by Kido. Each time you reselect this ability, increase the damage by 1d8. You may reselect this ability multiple times, each time choosing one of the following options: This ability no longer requires V or S components. Increase the radius sphere by 10 feet. Increase the save DC 2. Black Hole Requirements: Five Dark abilities, Bankai SP Cost: 4 Casting Time: 1 round Range: 100 feet Components: V, S, W Duration: Instantaneous 98 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Pitch darkness erupts in a 60-foot-radius-sphere centered on a point you choose within range. Each creature in that darkness must make a Constitution saving throw. On a failed save, a creature takes 20d6 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this ability. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This ability dispels any light in its area that was created by Kido. If a creature is slain by this ability they are sucked in the center, gone, and utterly destroyed. Only the direct intervention of a deity can restore an annihilated creature. You may reselect this ability a second time, if you do the radius of the sphere is doubled, creatures are blinded whether they succeed the save or not, and the damage dice size is increased to d10. Unholy Dark Requirements: Six Dark abilities, Bankai Your Dark abilities are increased in power. Your armament abilities or Kido that deal necrotic damage ignore resistances. If a creature would be immune to necrotic damage, it instead takes half damage. 99 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Earth Earth Form SP Cost: 1 Casting Time: 1 action Range: Self Components: V, S, W Duration: Until sealed Your weapon becomes pure earth. While this ability is active, your weapons damage type is changed to bludgeoning damage. If your weapon is a Summon, you may have this ability apply to it's natural 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 options: You may activate this ability as a bonus action and dismiss it at will. This ability no longer requires V or S components. Stone Weapon SP Cost: 2 Casting Time: 1 action Range: Self Components: V, S, W Duration: Concentration, until sealed You weapon is infused with large pieces of stone and earth, dealing an additional 1d4 bludgeoning damage. You may reselect this ability multiple times, each time choosing one of the following options: You may activate this ability as a bonus action and dismiss it at will. This ability no longer requires V or S components. Increase the damage dice size by one step, to a maximum of 1d12. Granite Weapon Requirements: One Earth weapon When you score a critical success, the target takes an additional 1d4 bludgeoning damage and is hit with so much force they are incapacitated. At the end of each of its turns, the target can make a Constitution saving throw. On a success, this ability ends on the target. You may reselect this ability multiple times, each time choosing one of the following options: Increase the save DC by 1. Increase the damage die size by one step, to a maximum of a 1d10. Mold Earth Requirements: One Earth ability SP Cost: 1 Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour You choose or touch a portion of dirt, mud, stone or similar material that you can see within range and that fits within a 10-foot cube. You manipulate it in one of the following ways: You can reshape the material in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for the duration. If the material you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for the duration. You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. You transmute rock to mud or vice versa. If you would transmute rock to mud while a creature is within the area they must succeed a strength saving throw or the area is considered difficult terrain. If you would transmute mud to rock, creatures in the area must succeed a Dexterity saving throw or be restrained for the duration. A restrained creature can use it's action to make an additional Strength saving throw to break away from the solidified rock. If you use this ability multiple times, you can only have a number of its non-instantaneous effects, equal to your proficiency bonus, active at a time, and you can dismiss such an effect as an action. Each time you select this ability, the area of the cube you can affect is increased by 5 feet, and the thickness you can affect is increased by 1 foot. You may select this ability multiple times, each time selecting one of the following options: increase the range by 10 feet. This ability no longer requires V components. Increase the duration by 1 hour. This ability no longer requires Concentration. 100 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


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