TSF'S BLEACH 5E
CHAPTER 1 SOUL REAPERS 2
STH E S O U L R E A P E R o u l R e a p e r s a r e gu a r dia n s o f t h e s o u l s w h o a r e goin g t h r o ugh t h e cir c l e o f t r a n s migr a tio n. T h e y p u rif y u n d e a d w h o d o e vil in t h e W o r l d o f t h e Living a n d e n s u r e t h e s a f e c r o s sing o f s o u l s - t h e gh o s t s w h o h a v e l o s t t h eir w a y a f t e r d e a t h - b y gi ving t h e m a s o u l b u ria l. GUARDIANS OF B A L A N C E A s a s o u l r e a p e r, y o u r c h a r a c t e r is h e a vil y in v o l v e d in k e e pin g lif e a n d d e a t h b a l a n c e d. C o n sid e r h o w t his a f f e c t s t h e m - p e r h a p s t h e y b e lie v e in gi ving m e r c y kil l s t o s o m e o n e w h o is b e y o n d t h e h e l p o f m agi c , o r t h e y l e a r n m e dicin e t o s a v e t h o s e w h o h a v e tim e l e f t. HANDS O F T H E A F T E R LIF E A s a ge n e r a l r u l e , s o u l r e a p e r s s e r v e t h e p r o c e s s o f t h e a f t e r lif e , n o t a s p e cifi c d eit y , b u t e v e n s o u l r e a p e r s c a n b e d e v o u t. C o n sid e r h o w y o u r c h a r a c t e r f e e l s a b o u t t h e go d s o f d e a t h in t h eir w o r l d , a n d h o w t h a t a f f e c t s t h eir vie w o f t h eir d u tie s a n d p l a c e in t h e n a t u r a l o r d e r. SOUL REAPER As a Soul Reaper, you gain the following c l a s s f e a t u r e s HIT P OIN T S Hit Dic e: 1 d 1 0 p e r S o u l R e a p e r l e v e l Hit P oin t s a t 1 s t L e v e l: 1 0 + C o n s tit u tio n m o difi e r Hit P oin t s a t High e r L e v e l s: 1 d 1 0 ( o r 6 ) + y o u r C o n s tit u tio n m o difi e r p e r S o u l R e a p e r l e v e l a f t e r 1 s t P R O FICIE N CIE S A r m o r: ligh t a r m o r W e a p o n s: m a r tia l a n d sim p l e w e a p o n s T o o l s: c a l ligr a p h e r s t o o l s , o n e t o o l p r o fi cie n c y o f y o u r c h oic e S a ving T h r o w s: S t r e ngt h , C h a ris m a S kil l s: C h o o s e t w o f r o m A c r o b a tic s , A r c a n a , His t o r y , I n timid a tio n , I n v e s tiga tio n , M e dicin e a n d S t e a l t h EQUIP M E N T Y o u s t a r t wit h t h e f o l l o wing e q uip m e n t , in a d ditio n t o t h e e q uip m e n t gr a n t e d b y y o u r b a c kgr o u n d: (a) leather armor or (b) a shield (a) a dungeoneer's pack or (b) a prie s t's p a c k Y o u a l s o s t a r t wit h a s e t o f fi n e c l o t h e s , a s e t o f t r a v e lin g c l o t h e s , a c l o a k , a n d y o u r z a n p a k u t o. 3
ZANPAKUTO A shinigami is given a basic Zanpakutou upon their graduation from the academy. Known as Asauchi, or “Shallow Hit”, these zanpakutou do not manifest any abilities and are most commonly seen being carried by the standard rank-and-file soldiers within the Soul Society. At 1st level, your Zanpakuto takes the form of a katana, using the game statistics of a longsword. As you level up, you will be able to take a number of Zanpakuto Features (detailed at the end of this class), as shown in the Soul Reaper class table. If your zanpakuto is ever destroyed or lost, you may meditate for one hour, which may be done as part of a short or long rest, reforming the sword at the end of the hour. SPIRIT SIGHT Also at 1st level, you gain the ability to see ghosts and other creatures that are on the Ethereal Plane. FIGHTING STYLE At 2nd 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. 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. Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Your Zanpakuto counts as a martial weapon. 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. Defense: While you are wearing armor, you gain a +1 bonus to AC. SOUL REAPER LEVEL PROFICIENCY BONUS FEATURES CANTRIPS KNOWN SPELLS KNOWN REIATSU POINTS MAXIMUM SPELL LEVEL ZANPAKUTO FEATURES 1st +2 Zanpakuto, Spirit Sight — — — — 1 2nd +2 Fighting Style, Spellcasting 3 2 4 1st 1 3rd +2 Shinigami Specialization, Shikai 3 3 6 1st 2 4th +2 Ability Score Improvement 4 3 14 1st 2 5th +3 Shunpo 4 4 21 2nd 3 6th +3 Specialization Feature 4 5 28 2nd 3 7th +3 ─ 4 5 35 2nd 4 8th +3 Ability Score Improvement 4 6 42 3rd 4 9th +4 Bankai 4 6 49 3rd 5 10th +4 Specialization Feature 5 6 56 3rd 5 11th +4 ─ 5 6 63 3rd 5 12th +4 Ability Score Improvement 5 7 70 4th 6 13th +5 — 5 7 77 4th 6 14th +5 Specialization Feature 5 8 84 4th 6 15th +5 ─ 5 8 91 4th 6 16th +5 Ability Score Improvement 5 8 98 5th 7 17th +6 True Bankai 5 9 101 5th 7 18th +6 Specialization Feature 5 9 108 5th 7 19th +6 Ability Score Improvement 5 10 115 5th 8 20th +6 Final Release 5 11 122 5th 8 4
SPELLCASTING Also at 2nd level, you gain the ability to use your reiatsu in the art of soul reaper spell casting, known as Kido. The soul reaper spell list is included at the end of the class description. CANTRIPS At 1st level, you learn thre cantrips of your choice from the Soul Reaper spell list. You learn an additional Soul Reaper cantrip of your choice at 4th level and again at 10th level. REIATSU POINTS The Soul Reaper table shows the number of Reiatsu Points that you have to cast the Soul Reaper spells you know of 1st-level and higher. To cast a Soul Reaper spell, you must expend the amount of Reiatsu Points indicated in the table below. You regain all expended Reiatsu Points each time you finish a long rest. For example, as a 3rd level Soul Reaper, you can cast the spell burning hands at 2nd-level by spending 3 Reiatsu Points. SPELL LEVEL COST Cantrip 0 1st 2 2nd 3 SPELL LEVEL COST 3rd 5 4th 6 5th 7 SPELL LIMIT Your Soul Reaper level limits the potency of spells that you can produce. This limit is reflected in the Maximum Spell Level column of the Soul Reaper Table. SPELLS KNOWN OF 1ST-LEVEL AND HIGHER At 2nd level, you learn two 1st-level spells of your choice from the Soul Reaper spell list. Refer to the Spells Known column of the Soul Reaper table to see when you learn additional Soul Reaper spells. Each spell you learn must be of a level equal to your Spell Limit or lower. Additionally, when you gain a level in this class, you can choose one of the Soul Reaper spells you know and replace it with another spell from the Soul Reaper spell list, which also must be of a level equal to your Spell Limit or lower. SPELLCASTING ABILITY Wisdom is your spellcasting ability for your Soul Reaper spells, so you use Wisdom when a spell refers to your spellcasting ability, when setting the saving throw DC for a spell, or when you make a spell attack roll for one of your Soul Reaper spells. 5
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier SPELLCASTING FOCUS Your zanpakuto can be used as a spellcasting focus. You must have at least one free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed by a spell or have a gold cost. SHINIGAMI SPECIALIZATION At 3rd level, you choose a specialization that you exemplify in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level. SHIKAI Also at 3rd level, you may select zanpakuto features with a requirement of "shikai". Additionally, you may use a bonus action to transform your zanpakuto into it's shikai form. While transformed, you gain the following benefits: Your zanpakuto is considered magical for the purposes of overcoming resistances and immunities. Any zanpakuto features that require "shikai" are able to be used. Your zanpakuto gains a +1 bonus to attack and damage rolls. This transformation lasts for one minute per soul reaper level you possess. You may end the transformation as a bonus action, and the minutes do not need to be used consecutively. 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. 6
SHUNPO Beginning at 5th level, you may cast misty step without expending a spell slot, a number of times equal to your proficiency bonus. You regain all expended uses upon completing a long rest. BANKAI At 9th level, you have achieved the level of reiatsu control necessary to release your Bankai, although true control of it's full power will take further training. You may now take zanpakuto features with a requirement of "bankai", and you may use an action to transform your zanpakuto into it's bankai form. While transformed, you gain the following benefits, in addition to the benefits of your shikai transformation: Any zanpakuto features that require "bankai" are able to be used. Your zanpakuto gains a +2 bonus to attack and damage rolls. You may reduce the number of reiatsu points needed to activate any zanpakuto features which require spending reiatsu points, by a number equal to your proficiency bonus, to a minimum of 1. This transformation lasts for 1 minute. Once you have used this feature, you must complete a long rest before you can use it again. TRUE BANKAI At 17th level, you have achieved true control over your bankai release. You gain the following benefits: You regain uses of your bankai transformation on a short rest, instead of a long rest. Your zanpakuto gains a +3 bonus to attack and damage rolls when in bankai form. Whenever you finish a long rest, you may replace one of your zanpakuto features that does not have the requirement of "bankai" with another zanpakuto feature you do not possess. FINAL RELEASE At 20th level, you may reveal the true, unlimited power of your zanpakuto. However, doing so puts an incredible amount of strain on your body, and possibly may kill you. You may use a bonus action to gain the following benefits for 1 minute: You add double your proficiency bonus to any attack, check, or save which you would normally add your proficiency to. Once per turn when you deal damage with your zanpakuto while transformed, you deal 6d6 additional radiant damage. You regain a number of Reiatsu Points equal to your level when you enter this form. At the end of the 1 minute, you immediately drop to 0 hit points, fall unconcious, and begin dying. If you survive, you may not use this feature again for 1 week. 7
SHINIGAMI SPECIALIZATIONS At 3rd level, you choose a Specialization which grants you unique features based on your skillset and goals. Detailed below are the following options; Zanjutsu Brawler, Kido Sorcerer, Flash-God, Reiatsu Aurist, or Vizored. ZANJUSTU BRAWLER As a zanjutsu brawler, you focus on mastery of the sword above all else. Many zanjutsu brawlers will forgo kido entirely, relying on their skill with the sword to destroy their foes. You will walk in the footsteps of characters such as Zaraki Kenpachi, Ichigo Kurosaki, and Ikkaku Madarame. DANCE OF BLADES Beginning at 3rd level when you select this specialization, you are invigorated by the thrill of combat. Whenever you roll initiative, you gain a number of temporary hit points equal to your level. These temporary hit points disappear whenever you leave the initiative order. WARRIOR'S INTUTION Also at 3rd level, you have learned how to study your opponents, reading their intentions in their body language. You gain proficiency in the Insight skill, and may use it in combat to learn what action a hostile creature you can see intends to take on their turn. This requires an ability check that has a DC equal to 8 + the hostile creature's Charisma, and requires a bonus action to make the check in combat. COMBAT ZANPAKUTO Finally at 3rd level, you gain any one Power-type zanpakuto feature you qualify for. This zanpakuto feature may not be switched out upon leveling up. LEGACY OF THE KENPACHI At 6th level, you have begun down the path of the Kenpachi, a bloody legacy filled with pain, but full of glory also. Whenever you attack a hostile creature that you have successfully used your Warrior's Intution feature on within the last minute, you gain advantage on the attack roll. 8
THRILL OF BATTLE Beginning at 10th level, whenever you reduce a hostile creature to 0 hit points or less with a melee attack, you gain a number of temporary hit points equal to your proficency bonus. These temporary hit points disappear whenever you leave combat. COMBAT ZANPAKUTO Also at 10th level, you gain any one Power-type zanpakuto feature you qualify for. This zanpakuto feature may not be switched out upon leveling up. POWER BLOW Beginning at 14th level, you have mastered the art of striking so hard that the ground around your opponents is shattered. Whenever you deal damage to a hostile creature with a melee attack, you may use your reaction to make the terrain in a five foot radius around the damaged creature difficult terrain. INDOMITABLE WILL Also at 14th level, you are confident in your own power, and little can shake that. While you have temporary hit points, you have advantage on saving throws against fear, and you have resistance to psychic damage. SWORD-SAINT At 18th level, you are the pinnacle of swordsmanship, and few can match you in your chosen arena of combat. Whenever you roll an attack roll against a creature, you count that creature's AC as being 1 lower than it's true value. 9
KIDO SORCERER As a kido sorcerer, the natural magic of the soul reaper is your bread and butter, and you excel at learning and casting kido. You follow in the footsteps of characters such as Rukia Kuchiki, Hachigen Ushōda, and Kisuke Urahara. FONT OF POWER Beginning at 3rd level when you select this specialization, you may spend hit dice during a short rest to regain reiatsu points, instead of hit points. SORCERER'S KNOWLEDGE Also at 3rd level, your thirst for knowledge leads you to learn kido spells faster than your compatriots. You learn an additional spell from the soul reaper list, that is of a level you can learn, whenever you gain a level in the soul reaper class. QUICKENED INCANTATION By 6th level, you have mastered the art of casting kido with shortened incantations, allowing you to weave them quickly, though their power is decreased. You may cast a soul reaper spell with a bonus action instead of an action a number of times equal to your proficiency bonus. The spell must be cast at it's lowest level. You regain all expended uses upon completing a long rest. TWOFOLD INCANTATION At 10th level, you have learned the difficult skill of mixing two kido incantations, allowing you to cast two spells at once. You must pay the reiatsu cost for both spells, and they must be cast at their lowest level possible. Once you use this feature, you must complete a long or short rest before you can use it again. SIGNATURE KIDO By 14th level, you have mastered a number of simple kido, and you can cast them reflexively. Choose two 1st level soul reaper spells you know. You can cast these spells at 1st level, at will. KIDO EVOLUTION At 18th level, your signature spells are empowered by your sheer will. Your signature spells are always cast at the highest spell level you can cast. 10
FLASH-GOD Shunpo is the soul reaper art of super speed, but you take it to the extreme. Flash-Gods often learn the power of Shunkō, an elemental combat style that allows Flash-Gods to fight without needing their zanpakuto. You follow in the footsteps of such legendary figures as Soi-Fon, Yoruichi Shihōin, and Byakuya Kuchiki. HAKUDA TRAINING Beginning at 3rd level when you select this subclass, your unarmed strikes deal 1d8 bludgeoning damage instead of their normal damage. Additionally, your movement speed increases by 20 feet. UTSUSEMI At 6th level, you learn the technique of using your Shunpo to avoid attacks. You may use your Shunpo feature as a reaction to being attacked. If the movement would take you outside the range of the attack, it automatically misses. SHUNPO EXPERT Also 6th level, you have mastered Shunpo and can use it with great ease. You have an additional number of uses of your Shunpo feature equal to your Dexterity modifier. SHUNPO ADVANCED TECHNIQUES Beginning at 10th level, you have mastered a number of advanced shunpo techniques. You may expend uses of your Shunpo feature to cast mirror image, thunder step, and dimension door without expending reiatsu points. 11
SHUNKŌ TRAINING At 14th level, you have learned to blend kido and shunpo to achieve a deadly combat state known as Shunkō. Select two Shunkō forms, detailed at the end of this class. Whenever you gain a level in this class, you may replace one Shunkō form you know with a new form. Shunkō Save DC = 8 + your proficiency bonus + your Dexterity modifier Shunkō attack modifier = your proficiency bonus + your Dexterity modifier DEADLY TECHNIQUES Beginning at 18th level, you have advantage on attack rolls (including spell attack rolls) against hostile creatures who have a lower movement speed than you. Additionally, you can cast steel wind strike and far step using your Advanced Shunpo Techniques feature. Finally, when you roll for initiative, and you have no uses of your Shunpo feature left, you regain three uses of your Shunpo feature. 12
REIATSU AURIST Some soul reapers are capable of using pure reiatsu to cow others, enforcing their spiritual pressure through sheer force of will. You follow in the footsteps of great and feared figures such as Retsu Unohana, Genryūsai Yamamoto, and Kenpachi Zaraki. APPLIED PRESSURE Beginning at 3rd level when you select this specialization, you learn how to use your reiatsu to apply conditions to your foes, as shown by the table below. Using this feature requires a bonus action. Creatures affected by this feature may make a Charisma saving throw against your spell save DC to resist the condition. REIATSU POINT COST CONDITION 3 Frightened 5 Paralyzed 8 Restrained 12 Stunned REIATSU CLOAK Also at 3rd level, you've learned how to mold your spiritual pressure around yourself, giving you protection in battle. Whenever you spend reiatsu points, you gain temporary hit points equal to the number of reiatsu points spent. These temporary hit points fade after 1 minute. RETRIBUTIVE PRESSURE By 6th level, you've learned to flex your reiatsu pressure to focus on opponents who dare strike you. When a hostile creature that you can see deals damage to you, you may use your reaction to use your Applied Pressure feature on them. You may use this feature twice, and you regain all expended uses upon completing a short rest. 13
RECOVERY BY COMBAT Beginning at 10th level, combat invigorates you, and seeing cowardly foes fall before your blade allows you to tap into hidden wells of power. When you reduce a hostile creature that is affected by your Applied Pressure feature to 0 hit points, you regain 2 reiatsu points. EXTRA ATTACK Beginning at 14th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ADAPTED ZANPAKUTO Also at 14th level, you gain any one Kido-type zanpakuto feature you qualify for. This zanpakuto feature may not be switched out upon leveling up. FINAL PRESSURE At 18th level, whenever you use your Applied Pressure feature against a creature, that creature has disadvantage on the saving throw to resist it. 14
VISORED You are one of the cursed few soul reapers who has undergone Hollowfication, your powers corrupted by the creeping abberation of Hollowness. You gain a Hollow Mask, and the many powers that come with it. Will you destroy those around you, or save them? 15
ZANPAKUTO FEATURES ALTERNATE FORM Prerequisites: None Keywords: Form, Power-type Choose a mundane martial or simple melee weapon other than the longsword. Your zanpakuto takes the form of that weapon, and uses it's in-game statistics PARRYING BLADE Prerequisites: None Keywords: Power-type While wielding your zanpakuto, you may add +1 to your AC. SOUL BURIAL Prerequisites: None Keywords: General You may use your zanpakuto to perform a soul burial, allowing any restless souls to move on to their final destination. Additionally, you may cast spare the dying using your zanpakuto. DUAL FORM Prerequisites: None Keywords: Form, Power-type Your zanpakuto splits into two forms, with one using the normal game statistics of a zanpakuto, with the addtition of the light property if it did not possess it already, and the other using the game statistics of a dagger. ENERGY ATTACK Prerequisites: Shikai Keywords: Kido-type Many zanpakuto can project their power in bursts of magical energy. You may cast eldritch blast using your zanpakuto. Wisdom is your spellcasting ability for this spell. ELEMENTAL ATTUNEMENT Prerequisites: Shikai Keywords: Kido-type Your zanpakuto is enveloped in elemental energy, empowering it's blade. Choose a damage type when you gain this zanpakuto feature. Attacks made with your zanpakuto deal that damage type with melee attacks instead of their normal damage type. If you have the Energy Attack zanpakuto feature, you may choose to have it deal the same type of damage as the one selected with this feature. SPEEDING BLOWS Prerequisites: Shikai Keywords: Power-type The power of your blade drives you to strike with ever increasing speed. Whenever you take the Attack action on your turn, you may make one additional attack with your zanpakuto. TRIPPING BLADE Prerequisites: Shikai Keywords: Power-type Your zanpakuto is playful, tripping up opponents who least expect it. Whenever you make an attack of opportunity, you may force the targeted creature to succeed on a Dexterity saving throw, or be knocked prone. This saving throw uses your spell save DC. RANGING BLADE Prerequisites: Shikai, Alternate Form Keywords: Power-type Your zanpakuto can range out, stretch out or gaining the ability to extend. Your zanpakuto gains the reach property, with a reach of 15 feet. 16
DISPERSED FORM Prerequisites: Shikai, Ranging Blade Keywords: Power-type, Form When released, your blade disperses into dust or multiple blades, allowing it to strike many creatures at once. Whenever you strike a creature with a melee attack with your zanpakuto, you may force hostile creatures within 5 feet of that creature to make a Dexterity saving throw against your spell save DC. If they fail, they take half the amount of damage you inflict with your melee attack. MIRROR-BLADE Prerequisites: Shikai, 5th level Keywords: Kido-type Your zanpakuto can create illusions through its power, manipulating your foes with ease. You may cast major image without expending reiatsu points, using your zanpakuto. Wisdom is your spellcasting modifier for this spell. SLAUGHTERING BLADE Prerequisites: 5th Level Keywords: Power-type You zanpakuto is incredibly sharp, or perhaps it strike multiple times in one blow. Whenever you are wielding your zanpakuto, it deals an additional 2d8 damage of the same type as it's normal damage. EXECUTIONER'S BLADE Prerequisites: Shikai Keywords: Power-type Your blade hungers for justice, and excels at taking the heads of those who are bowed already. Whenever you make a melee attack against a hostile creature that is currently affected by a negative condition, you may end that condition on that hostile creature. If you do so, your melee attack gains a +10 bonus to the attack roll. Additionally, if your attack roll is 10 or more greater than the targeted creature's AC, you critically hit. REIATSU CUTTER Prerequisites: Shikai, 5th level Keywords: Kido-type Empowered by your reiatsu, your zanpakuto becomes a deadly weapon in your hand. You may spend any number of reiatsu points whenever you strike a creature with a melee spell attack. For every two reiatsu points you spend, you may add 1d4 to the damage of the attack. EARTH-STRIKING BLADE Prerequisites: Shikai, 5th level Keywords: Elemental-type, Earth Your blade is elementally-charged, and the power of the crushing earth is with you! You may cast earth tremor without spending reiatsu points using your zanpakuto. PETALS IN THE WIND Prerequisites: Shikai, 5th level, Speeding Blade Keywords: Power-type Your zanpakuto enhances your speed, allowing you to dance around the battlefield at will. You may cast zephyr strike without expending reiatsu points using your zanpakuto. CRASH OF SUSANOO Prerequisites: Shikai, 5th level Keywords: Elemental-type, Thunder You may unleash the power of thunder through your zanpakuto. You may cast thunderwave without expending reiatsu points using your zanpakuto. 17
SHIELD OF MIST Prerequisites: Shikai, 5th level Keywords: Kido-type You may unleash mist from your zanpakuto, clouding the battlefield. You may cast fog cloud without expending reiatsu points using your zanpakuto. HUNGERING BLADE Prerequisites: Shikai, 5th level Keywords: Kido-type Your zanpakuto hungers for elemental energy, and you have learned how to feed it. You may cast absorb elements without expending reiatsu points using your zanpakuto. FLOWERING BLADE Prerequisites: Shikai, 5th level Keywords: Kido-type Your zanpakuto controls vines and plants, growth and life. You may cast entangle with expending reiatsu points using your zanpakuto. POISONED BLADE Prerequisites: Shikai, 5th level Keywords: Kido-type Poison is the death you choose to deal, and the slow killer is exuded from your blade, whether in the form of petals or oozing fluid. Whenever you deal damage with your zanpakuto, the damaged creature must succeed on a Constitution saving throw against your spell save DC. If you zanpakuto deals poison damage, they have disadvantage on this roll. On a failed save, the creature gains the poisoned condition for 1 minute. Additionally, you become resistant to poison damage. DANCING WAVE STYLE Prerequisites: Bankai, Shield of Mist Keywords: Elemental-type, Water Your command the waters to your whim, the lord or lady of the oceans. You may cast create or destroy water, control water, wall of water, and tidal wave without spending reiatsu points or using material components, using your zanpakuto. Additionally, you gain a swimming speed equal to your normal speed, and you can breath underwater. 18
SORCERER'S SCEPTER Prerequisites: Bankai, Mirror-Blade Keywords: Kido-type Your zanpakuto is the symbol of your magical might, and your kido flows with imperial power from it. All spells you cast are automatically cast at the highest spell level you are able to cast. You only need to pay the reiatsu point cost of the base spell level of each spell. THOUSAND BLADES Prerequisites: Bankai, Dispersed Form Keywords: Power-type Your zanpakuto creates thousands of blades, striking many foes and savaging them. Your zanpakuto gains a range of 30 feet, and whenever you make an attack roll, you apply the results of that roll to all hostile creatures within 30 feet of you. Additionally, your attacks with your zanpakuto deal an additional 3d6 slashing damage. FIRE KING'S BLADE Prerequisites: Bankai, Elemental Attunement Keywords: Elemental-type, Fire Your bankai is fire incarnate, your wrath made manifest. You may cast faerie fire, fireball, fire shield, and fly without spending reiatsu points or using material components, using your zanpakuto. Additionally, you gain immunity to fire damage. STORM-KING'S THUNDER Prerequisites: Bankai, Crash of Susanoo Keywords: Elemental-type, Lightning, Wind You are the sovereign of lightning and wind, the monarch of disasters. You may cast jump, thunder step, wind wall, and storm sphere without spending reiatsu points or using material components, using your zanpakuto. Additionally, you gain a fly speed equal to your normal speed, and you have resistance to thunder damage. 19
FASTER THAN LIGHT Prerequisites: Bankai, Petals in the Wind Keywords: Kido-type The speed your zanpakuto grants reaches it's zenith, and you can move so fast that only the flash-gods can possibly match you. You are constantly under the effects of a haste spell. Additionally, when this zanpakuto feature becomes active, you regain all expended uses of your Shunpo feature. BATTLE HARMONY Prerequisites: Bankai, Crash of Susanoo Keywords: Kido-type Your zanpakuto is musical, producing peals of clear music, or sharp raps of thunder. Either way, your musical performances are not to be missed! Whenever you deal thunder damage with your zanpakuto, you may deal an additional amount of damage equal to your Performance modifier. Additionally, you may cast thunderous smite, sending, motivational speech, and elemental bane without spending reiatsu points or using material components, using your zanpakuto. DISPELLING BLADE Prerequisites: Bankai, Hungering Blade Keywords: Kido-type Your zanpakuto's hunger has evolved, devouring reiryoku itself, and feeding you with the remnants of your opponents' spells. You may cast counterspell using your zanpakuto. When you successfully counterspell a spell, you regain a number of reiatsu points equal to half the spell's level, rounded down. (minimum 1). LAZY BLADE Prerequisites: Bankai, Slaughtering Blade Keywords: Power-type Your bankai takes time to wake up once released, but once it is ready, it rampages wildy. You gain benefits as shown on the table below, based on how many turns have passed since you released your bankai. TURNS PASSED BONUS 3 +1 AC, +2d10 Slashing Damage 6 Siege Trait, Crits on 19 or 20 9 Additional Damage = Level on all Attacks 20
A SHUNKŌ FORMS ll Shunkō Forms have three parts- a passive power, which the user always has access to, an active power, which the user must use reiatsu points to activate, and a transformation, which greatly enhances the user's power. However, one cannot use a Shunkō Form and either of their zanpakuto's transformations at the same time. All Shunkō forms require a bonus action to enter, upon which you gain the benefits of the form. Shunkō Forms last for 1 minute, and once you have used a form, you must complete a long rest before you activate it again. SHUNKŌ FORM: LIGHTNING Passive: Your speed increases by 10 feet. Active: You may spend 5 reiatsu points to enhance all your unarmed strikes with lightning for 1 round, allowing you to deal an extra 2d6 lightning damage with unarmed strikes. You may only do this once a round. Transformation: As an action, you can transform into a lightning-wreathed battle form, granting you a +3 bonus to attack and damage rolls. Additionally, you may reroll any 1s rolled on lightning damage rolls. SHUNKŌ FORM: FIRE Passive: You gain resistance to fire damage. Active: You may use a bonus action to spend 5 reiatsu to attempt a Charisma saving throw to end any condition on you, literally burning it out of your system. Transformation: As an action, you can transform into a flame covered battle form, granting you a +3 bonus to attack and damage rolls. Additionally, whenever a condition on you ends, all of your unarmed attacks deal an extra 3d8 fire damage until the end of your next turn. 21
SHUNKŌ FORM: ICE Passive: You leave ice in your wake, making terrain that you pass through difficult terrain until your form ends. Active: As an action, you may spend 3 reiatsu points and unleash a spike of ice at a hostile creature within 30 feet of you. Make a spell attack roll. On a successful hit, it deals 2d8 cold damage, and the target's movment speeds are reduced by 10 feet. Transformation: As an action, you can transform into a battle form surrounded by freezing cold and glimmering ice, granting you a +3 bonus to attack and damage rolls. Additionally, whenever you attack a creature whose movement speed has been reduced to 0, you have advantage. SHUNKŌ FORM: EARTH Passive: Attacks against you have disadvantage. Active: You may spend 5 reiatsu points as a bonus action to manifest rocky fist coverings, making your unarmed strikes deal 2d12 damage instead of their normal damage for 1 minute. Transformation: As an action, you can transform into a battle form surrounded by floating rocks and grit in the air, granting you a +3 bonus to attack and damage rolls. Additionally, you are immune to critial hits and attacks against you cannot do more damage than your level. SHUNKŌ FORM: FORCE Passive: You under the effect of a shield spell. Active: You may spend 5 reiatsu points as a bonus to extend the benefits of this form's passive to one friendly creature of your choice you can see within 10 feet of you, for 1 round. Transformation: As an action, you can transform into a battle form surrounded by shimmering magical force, granting you a +3 bonus to attack and damage rolls. Additionally, whenever an attack roll fails to beat your AC, you may make one unarmed strike against the hostile creature that made the attack roll, if they are within range of your unarmed strikes. SHUNKŌ FORM: SOUND Passive: Active: Transformation: SHUNKŌ FORM: WATER Passive: You gain an aura of flowing and rushing water around you, making all terrain within a five-foot cube around you difficult terrain. Active: As an action, you may spend 3 reiatsu points and unleash a wave of water at a hostile creature within 15 feet of you. Make a spell attack roll. On a successful hit, it deals 2d6 bludgeoning damage, and the target is pushed back 10 feet in a direction you choose. Transformation: As an action, you can transform into a flame covered battle form, granting you a +3 bonus to attack and damage rolls. Additionally, whenever you deal more damage in a single attack than twice your level, the attacked creature becomes restrained for 1 round. 22
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SOUL REAPER SPELL LIST CANTRIPS (0 LEVEL) Blade Ward Guidance Light Message Thaumaturgy Sword Burst 1ST LEVEL Alarm Cure Wounds Detect Magic Detect Poison and Disease Disguise Self Guiding Bolt Expeditious Retreat Jump 2ND LEVEL Aid Augury Darkvision Earthbind Find Traps Hold Person Lesser Restoration Scorching Ray Zone of Truth 3RD LEVEL Beacon of Hope Bestow Curse Call Lightning Counterspell Create Food and Water Dispel Magic Fireball Magic Circle Spirit Guardians Tongues 4TH LEVEL Arcane Eye Banishment Blight Death Ward Divination Ice Storm Resilient Sphere 5TH LEVEL Awaken Circle of Power Commune Contact Other Plane Flame Strike Hold Monster Mass Cure Wounds Planar Binding Scrying Teleportation Circle Wall of Force Wall of Light 24
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CHAPTER 2 QUINCIES 26
TTH E Q UIN C Y h e Q uin c y a r e a c l a n o f m o r t a l s pirit h u n t e r s , u n lik e t h e s pirit u a l S o u l R e a p e r s. L o ng ago , a w a r b e t w e e n s o u l r e a p e r s a n d Q uin c y l e d t o t h e s u r viving q uin c y s c a t t e rin g t o t h e win d s , hiding a n d gr o wing t h eir s h a d o w e m pir e. A l l Q uin c y c a n m a nip u l a t e R eir y o k u , t h e b uil ding b l o c k s o f t h e s pirit w o r l d. E v e n in t h e H u m a n W o r l d , r eir y o k u e xis t s , b u t in t h e S pirit W o r l d t h e Q uin c y a r e f a r m o r e p o w e r f u l. Q uin c y d o n o t p u rif y H o l l o w s , t h e y d e s t r o y t h e m , w hic h m a n y h a v e c l aim e d is t h e s o u r c e o f t h e l o ng e m nit y b e t w e e n t h e q uin c y a n d t h e s o u l r e a p e r s. DEFENDE R O F H U M A NITY A s a Q uin c y , y o u r e p r e s e n t h u m a nit y figh ting b a c k again s t H o l l o w s wit h o u t s o u l r e a p e r aid. C o n sid e r h o w y o u r c h a r a c t e r r e a c t s t o , a n d t hin k s a b o u t , s o u l r e a p e r s a n d t h eir d u tie s. SCHOLARS OF THE AFTERLIFE Many Quincy pride themselves on knowledge of the Spirit World. Consider if your character is a book-smart know-it - a l l , o r a s t r e e t - t o ugh b r a w l e r, o r p e r h a p s s o m e t hing w h o l l y u niq u e. CLASS FEATURES As a Quincy, you gain the following class features HIT POINTS Hit Dice: 1d10 per Quincy level Hit Points at 1st Level: 8 + Constitution Modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Quincy level after 1st PROFICIENCIES Armor: None Weapons: Simple weapoms Tools: smith's tools, one artisan's tools of your choice Saving Throws: Dexterity, Intelligence Skills: Choose three from Arcana, Athletics, History, Insight, Investigation, Perception, Religion EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: (a) two daggers or (b) a shortsword (a) a shield or (b) a dagger (a) a explorer's pack or (b) a scholar's pack You also start with a Quincy Cross and traveling clothes. 2 7
REIRYOKU At 1st level, you gain a pool of energy called reiryoku, as shown in the Quincy class table. You may use these points to power abilites called reiryoku talents. You gain reiryoku talents as shown in the Quincy class table. You regain all expended reiryoku points whenever you complete a long rest. REIRYOKU TALENTS Beginning at 1st level, you gain abilites that you can fuel with your reiryoku points, as shown in the Quincy class table. These Reiryoku Talents are detailed at the end of this class. Whenever you level up, you may exchange any Reiryoku talents you know with a new one. Intelligence is your ability modifier for Reiryoku Talents. Reiryoku Talent DC = 8 + your proficiency bonus + your Intelligence modifier Reiryoku Talent attack modifier = your proficiency bonus + your Intelligence modifier HEILIG BOGEN Beginning at 1st level, you may manifest a bow of pure reiryoku using your Quincy Cross. Manifesting this bow takes a bonus action. The bow disappears if it leaves your hand. Your Heilig Bogen uses the in-game statistics of a longbow, but is made of pure force and crackling energy. Additionally, you may spend 1 Reiryoku point when you attack with your Heilig Bogen to gain a +1 bonus to attack and damage rolls for the rest of the turn. You may spend up to 3 Reiryoku points this way. UNARMORED DEFENSE Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. QUINCY LEVEL PROFICIENCY BONUS FEATURES REIRYOKU POINTS REIRYOKU TALENTS KNOWN VOLLSTÄNDIG TRAITS 1st +2 Reiryoku, Reiryoku Talents, Heilig Bogen 4 1 ─ 2nd +2 Unarmored Defense, Reiryoku Recovery 6 2 ─ 3rd +2 Quincy Tradition 9 2 ─ 4th +2 Ability Score Improvement 12 2 ─ 5th +3 ─ 15 3 ─ 6th +3 Ranged Expertise 18 3 ─ 7th +3 Tradition Feature, Blut 21 3 ─ 8th +3 Ability Score Improvement 24 4 ─ 9th +4 Vollständig 27 4 1 10th +4 Shadow, Ransōtengai 30 4 1 11th +4 Tradition Feature 33 5 1 12th +4 Ability Score Improvement 36 5 2 13th +5 ─ 39 6 2 14th +5 Hirenkyaku 42 6 2 15th +5 Tradition Feature 45 6 2 16th +5 Ability Score Improvement 48 7 3 17th +6 ─ 51 7 3 18th +6 Tradition Feature 54 7 3 19th +6 Ability Score Improvement 57 8 4 20th +6 Master Quincy 60 8 4 28
REIRYOKU RECOVERY Beginning at 2nd level, you may focus yourself to recover reiryoku in the heat of battle. As an action, you may expend and roll any number of hit dice to recover a number of reiryoku points equal to the result of the roll + your Intelligence modifier. QUINCY TRADITION At 3rd level, you officially begin training in one of the many Quincy Traditions, learning their secret arts and combat techniques. These Traditions are detailed at the end of this class description. Quincy Traditions grant you features at 3rd, 7th, 11th, 15th, 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. As normal, you can't increase an ability score above 20 using this feature. RANGED EXPERTISE At 6th level, your training with your Heilig Bogen has made you more proficient with mundance ranged weaponry. You gain Expertise with mundande ranged weapons, adding double your proficiency bonus to attack rolls with them. BLUT Beginning at 7th level, you may use the powerful Blut techniques, flowing reiryoku directly into your veins to empower your offensive and defensive techniques. You gain the following abilities: As a reaction to being attacked, you may spend 7 reiryoku points to impose disadvantage on the attack roll. If the attack deals damage to you, you reduce the damage taken by your proficiency bonus. You may spend 7 reiryoku points whenever you make an deal damage to add your Intelligence modifier to the damage dealt. You may not use both Blut abilities in the same round of combat. VOLLSTÄNDIG At 9th level, you have unlocked a powerful battle-form, with a halo and wings made of reiryoku, although the form adjusts itself to fit each user's personality and form. You may use an action to transform into this form, gaining the following benefits for 1 minute: You gain the benefits of your Vollständig traits, which are detailed at the end of the class description. You have a number of Vollständig traits as shown in the Quincy class table. You have advantage on death saving throws, and allies within 30 feet of you have advantage on death saving throws. You gain a flying speed of 60 feet. Whenever you take the Attack action on your turn, you may make an additional attack with your Heilig Bogen. 29
SHADOW Beginning at 10th level, as a bonus action, you can spend 5 reiryoku points to teleport up to 30 feet to an unoccupied space you can see that has shadows in it. RANSŌTENGAI Also at 10th level, you learn an ancient Quincy technique to control your body parts using strings of Reiryoku controlled by your brain, allowing you to move even when heavily impaired. You may spend 5 reiryoku points to ignore the paralyzed or stunned conditions for 1 turn. If you do so, you may not make any saving throws to end the conditions on the turn you use Ransōtengai. HIRENKYAKU Beginning at 14th level, you may spend 10 reiryoku points to cast misty step as a bonus action. MASTER QUINCY At 20th level, you have become a master of your powers and you are unmatched amongst Quincies. You may use an action and spend 15 reiryoku points to exchange one of your Reiryoku Talents for one you do not know. 30
REIRYOKU TALENTS Reiryoku talents are group by type; Heilig Bogen Talents, which upgrade said feature; Quincy Rituals, which are powerful rituals that often require Quincy items to perform, Vollständig Traits, which enhance your Vollständig form, and General Talents, which are varied and unique talents, HEILIG BOGEN TALENTS BOGEN KUNST: STARKER SCHUSS Prerequisites: None Keywords: Heilig Bogen Pooling reiryoku into your Heilig Bogen, you enhance shots with it. You may spend up to 3 reiryoku when you make an attack with your Heilig Bogen. For each reiryoku spent, you may add 1d6 to the damage of the attack. BOGEN KUNST: VIELE KÖRPER Prerequisites: None Keywords: Heilig Bogen Your bow can take many forms, once you learn how to control it. Your Heilig Bogen can take the form of any ranged or thrown weapon. It uses the in-game statistics of that weapon, except if that weapon has the Loading property, your Heilig Bogen does not gain the Loading property. BOGEN KUNST: MEHRFACHER PFEIL Prerequisites: 5th level Keywords: Heilig Bogen Your arrows shoot with the speed of light. Whenever you take the Attack action on your turn using your Heilig Bogen, you may make an additional attack with it as part of the same action. BOGEN KUNST: TANZENDER SCHUSS Prerequisites: 5th level Keywords: Heilig Bogen Movement empowers your weapon's attacks. If you move at least 20 feet during your turn (teleporting does not trigger this Talent), your Heilig Bogen ignores resistance until the end of the round. BOGEN KUNST: ELEMENTARBOGEN Prerequisites: 10th level Keywords: Heilig Bogen Your Heilig Bogen's form twists yet again. Choose a damage type. You Heilig Bogen now deals that type of damage. BOGEN KUNST: PFEIL REGEN Prerequisites: 10th level Keywords: Heilig Bogen You unleash an incredible rain of shots from your Heilig Bogen. As an action, you may spend 15 reiryoku points to cast conjure barrage, using your Heilig Bogen as the component. 31
BOGEN KUNST: SUCHPFEIL Prerequisites: 15th level Keywords: Heilig Bogen You are precise and deadly, aiming true through precise reiryoku control. Whenever you make an attack with your Heilig Bogen against a target benefiting from cover, you may spend 10 reiryoku points to downgrade the effective cover the target receives by one step.
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