User:Doge The Drekon

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Saving current Kenpachi class for DM's purposes.


Kenpachi (5e Class)

"...Or shall I address you by your other name as Kenpachi Azashiro? The name given to the strongest Shinigami in a certain generation, to he whom had slain the most enemies." —Sōsuke Aizen speaking to Soya Azashiro.

Contents [hide] 1 Kenpachi 2 Class Features 2.1 Table: The Kenpachi 3 Kenpachi Defense 4 Zanpakutō 4.1 Insane combatant 4.2 Reiatsu 4.3 Beast Within 4.4 Ability Score Increase 4.5 Katana Upgrade 4.6 Shikai Release 5 Extra Attack 6 Overflowing Reiatsu 7 Immense Speed 8 Reiryoku 9 Blood Rage 10 Natural Regeneration 11 Unruly Reiatsu Control 11.1 Confident Kenpachi 11.2 Advanced Reiatsu Techniques 12 Immense Endurance 13 Blood for Blood 14 Immense Durability 15 Bankai 16 Multiclassing Kenpachi[edit]

Kenpachi (剣八, "Eight Swords") is a title that is held by the strongest Shinigami in a given generation who has slain the most enemies with his blade and won the most battles. It is generally earned after killing the previous titleholder. <kenpachi_zaraki_by_mingkuriboo-d8mpgj1.jpg>

Quick Build You can make a Kenpachi quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution Class Features

As a Kenpachi you gain the following class features. Hit Points Hit Dice: 1d10 per Kenpachi level Hit Points at 1st Level: 10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Kenpachi level after 1st Proficiencies Armor: None Weapons: Only the Zanpakto Tools: 1 Gaming set Saving Throws: Str, Con Skills: Choose two from Intimidate, Athletics, Acrobatics, Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Nodachi Katana (2h) 1d10 or (b) 2 Wakizashi (1h) 1d6 Shinigami Robe Shinigami sandals (a) Eye Patch or (b) Reiatsu Bells Explorer's Pack Table: The Kenpachi Level Proficiency Bonus Features Reiatsu Bloodlust 1st +2 Insane Combatant, Zanpakutō, Kenpachi Defense 0 1 2nd +2 Reiatsu 3 1 3rd +2 Beast Within 3 1 4th +2 Ability Score Improvement, Katana Upgrade, 4 2 5th +3 Shikai Release, Extra Attack 4 2 6th +3 Overflowing Reiatsu 5 2 7th +3 Immense Speed, Reiryoku 5 2 8th +3 Ability Score Improvement, Katana Upgrade 6 3 9th +4 Blood Rage 6 3 10th +4 Extra Attack 7 3 11th +4 Natural Regeneration 7 4 12th +4 Ability Score Improvement, Unruly Reiatsu Control, Katana Upgrade 8 4 13th +5 Confident Kenpachi, Advanced Reiatsu Technique 8 4 14th +5 Immense Endurance 9 5 15th +5 Extra Attack 9 5 16th +5 Ability Score Improvement, Katana Upgrade 10 5 17th +6 Blood for Blood 10 5 18th +6 Immense Durability 11 6 19th +6 Ability Score Improvement 11 6 20th +6 Extra Attack, Katana Upgrade, Bankai 12 6 Kenpachi Defense[edit]

The Kenpachi is known for only wearing a shinigami robe. Depending on your weapon choice, determines where you gain your defensive capabilities. While weilding a 2 handed Katana and unarmored, the Kenpachi gains AC equal to 10 + your Strength + Constitution modifier. Dexterity is not added to this defense. This ability cannot stack with any other forms of unarmored defense. While weilding 2 wakizashi's and unarmored, the Kenpachi gains AC equal to 10 + your Dexterity + your Constitution modifier. This ability cannot stack with any other forms of unarmored defense. Cannot wear any armor. Zanpakutō[edit]

The Kenpachi's soul is sealed inside of their sword. They are useless without their weapon. They may never gain proficiencies in any other weapon but they may use them at disadvantage. If they lose their Zanpakutō or if it is destroyed, they lose access to all Kenpachi reiatsu abilities. If their Zanpakutō is damaged or destroyed it will automatically recover. Minor damage is restored on a short or long rest and major damage or total destruction is restored over several months. As long as your Zanpakutō is on the same plane as you, you know the location of you Zanpakutō. (2h)You never learned the name of your sword, it is only a tool of destruction to you. While wielding a Katana, you may add half your strength modifier, rounded up, when determining damage rolls. (1h) You have become a killing machine with immense speed. Your Wakizashi's are treated as a finesse weapons and you may use your dexterity modifier Insane combatant[edit] Beginning at 1st level you have blood-lust, increasing as you level. The Kenpachi are crazed with the thrill of combat which allows them to spend 1 Blood-lust point to do maximum damage after you roll damage once per turn. Blood-lust refills: 50% after short rest or 100% after a long rest or completely after being dealt a Critical Hit. Reiatsu[edit] Starting at 2nd level you are now capable of controlling your spiritual energy. Your spell save dc is based on the weapon you chose. For instance a 2 Handed Weapon is based on Strength, while dual wielding, it uses dexterity as a modifier. At the cost of 1 Reiatsu point, you surge your spiritual energy. The intense suffocating force pressing down on nearby people gives you advantage on (Charisma) Intimidation Checks for up to 1 minute. Reiatsu recovers 50% during a short rest and 100% during a long rest, or by one point for every dice of healing used on you via a spell or potion. Beast Within[edit] Starting at 3rd level When you are in combat, you behave like a beast gaining immense strength. At the cost of 1 Reiatsu point, you may activate this ability for 5 round's giving you advantage on strength checks, dexterity checks, and attack rolls. If you roll a critical while this is active, you may use a reaction to attack a nearby enemy within reach. This requires you to maintain concentration. Ability Score Increase[edit] 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. Katana Upgrade[edit] At 4th, 8th, 12th, 16th, 20th level your Katana evolves, becoming even more deadly. The Kenpachi's main focus is their weapon. They do not gain features like other classes, they instead use their soul to enhance their weapon. 4th Level - Elemental Hilt -

          You choose to add 1 elemental damage type of 1d6 to your weapon, this is not increased 
          by any future abilities. Your weapon counts as magic for bypassing resistance to non-
          magical damage.

8th Level - Blade Sharpening-

          Your weapon attacks critically hit on a roll of a 19 or a 20 and you add an additional 
          weapon die to calculating the damage for the critical hit. 

12th level - Shinigami Pommel -

          (2h) Katana- Damage die becomes a d12 and increased melee range to 10ft.
          (1h) Katana's- Damage die becomes a d8 and gains a +2 Enhancement to damage and to hit

16th level - Shinigami Handle Wrap -

          Your weapon attacks critically hit on a roll of a 18-20 and you add a total of 2 
          additional weapon die to calculating the damage for the critical hit.

20th level - True Zanpakto -

          (2h) Katana- total of 3 additional weapon die to calculating critical damage
          (1h) Katana's- your weapon attacks score a critical hit on a roll of 17-20

Shikai Release[edit] Starting at 5th level you can spend 4 Reiatsu Points with (2h) the Kenpachi learns the name of their Zanpakto and is able to draw from its' power. Its name is Nozarashi ( or you can choose any name you like, resulting in rainbow effects). It was believed by Soul Society that A Kenpachi's overwhelming Reiatsu would force it into a constant released state due to its more elaborate design. Its release command is Drink (呑め. Upon release, the katana takes on the form of a great axe/war cleaver hybrid with a long, cloth-wrapped handle and a tassel attached to the top. You gain a temporary weapon with a damage of)

      ( damage- 3d10 ) Duration 5 Rounds, exhaustion level 1 after duration.

Add any modifiers gained from The Katana Upgrade Feature. (1h) An Alternative method if shikai release for the dual wielding kenpachi, It is released with the command "Rampage" (荒れ狂え. Swipe your blades against each other then move Zanpakutō in a horizontal line. With that comes a release of blue spiritual energy. When released it takes the form of 2 large, three-bladed weapons connected with a straight grip, with two edges extending like arrow points and the third shaped like a fan in between them.

        (Damage- 2d6 each weapon)  Duration 5 Rounds, exhaustion level 1 after duration.

Add any modifiers gained from The Katana Upgrade Feature. Extra Attack[edit]

The Kenpachi gains an extra attack every 5th level. Overflowing Reiatsu[edit]

Starting at 6th level allies near the Kenpachi are able to absorb some of his reiatsu. Allies within 10 feet of the kenpachi gain +1 damage to weapons per 6 levels of the Kenpachi. Immense Speed[edit]

Beginning at 7th level the kenpachi is deceptively fast for his size and build. Even though a Kenpachi possesses no known skill in shundo. Thanks to the tremendous raw strength in his legs, Kenpachi's natural acceleration more than make up for his lack of shundo, allowing him to move fast enough to instantly close a huge gap of space between him and his opponent and even seemingly disappear from sight. In battle, he can strike with incredible speed in rapid succession, making it highly difficult for his opponents to find an opening and counterattack. Your movement speed increases by 15 feet and enemies suffer disadvantage on Attacks of opportunity. Reiryoku[edit]

At 7th level The Kenpachi draws power from their runic seal. Power Seal: Kenpachi wears a seal somewhere on his body, created by the Shinigami Research and Development Institute just for him. It seals the bulk of his Reiryoku. He wears this because he loves fighting so much that he cannot fight most opponents at full strength and enjoy it, as he would defeat them too quickly, to which he is still at least on par with most opponents while wearing it. Upon release, you gain 20 Temporary hit points and 4 strength. lasts for 10 round's. Cost 2 Reiatsu points. Reiatsu Bells: In order to further give the enemy an advantage, A Kenpachi wears bells upon his body. These bells can only be heard by enemies whose are powerful enough to where it can actually defeat The Kenpachi. Upon removal, you gain an extra attack per round and the ability to dash as a bonus action. Lasts 10 round's. Cost 2 Reiatsu points. Blood Rage[edit]

Starting at 9th level for 3 rounds and at the cost 1 Blood-lust Point, The Kenpachi may enter a blood rage as a bonus action when his health is at half hp or below, gaining increased 10 movement speed and +1d8 attack damage per 9 levels of the Kenpachi, but suffer a bleed effect of 1d6 damage per 9 level of the kenpachi until the Blood Rage ends. Natural Regeneration[edit]

Starting at 11th level the Kenpachi's spiritual power overflows within. Because of this, their body is constantly being healed by their spiritual energy. When below half health the Kenpachi gains +1 HP regeneration per round, unless unconscious. This increases by +1 HP regeneration every other level (13, 15, 17, 19). Unruly Reiatsu Control[edit]

Starting at 12th level By their own admission, The Kenpachi have poor control of their spiritual energy as it constantly remains very potent, forcing them to rely on their seal patch to keep it at a more manageable level. Despite this, they are able to make liberal use of it in a variety of ways. Spending reiatsu points they are able to cause a explosion of spiritual energy. Reiatsu Explosion 1 Reiatsu point or more, 1 Bonus Action When exerting his energy, the sheer magnitude of a Kenpachi's spiritual energy can cause considerable damage, destroying the area around him and launching away weaker opponents ( opponents with less than or equal to 5 hit dice are denied a save) At the cost of a 1 reiatsu point a wave of energy erupts from the Kenpachi. It has a radius of 10 feet, centering on the user. With additional reiatsu points the radius increases by 10 feet per point spent. Upon a failed Dexterity save, all enemies suffer 1d10 Force Damage per reiatsu point spent. A successful save mean an affected creature takes half damage. DC = 10+1/4 level+ Reiatsu modifier ( Strength for 2 Handed weapons, Dexterity for Dual Wielding) Confident Kenpachi[edit] Starting at 13th level the confidence of The Kenpachi's sometimes gets him in trouble, luckily their tough skin also acts as a sort of armor, making it difficult for him to be harmed by anyone not at least at his level of power. At the start of the turn, Kenpachi can goad the nearest enemy ( within their attack range ) to strike The Kenpachi, gaining resistance towards attacks from that target until the end of the next turn. 3 Uses per Long Rest Advanced Reiatsu Techniques[edit] Starting at 13th level the kenpachi gains the following techniques: (Dc 10+1/4 Kenpachi level+Reiatsu Modifier)

        1 Reiatsu Point, 1 Action

Reiatsu Pressure: Possessing enough control to focus and unleash his spiritual pressure in the form of a crushing force, a Kenpachi brings down his enemies with shear power. In a 10 ft radius around the user, foes must make a Con save against the Kenpachi's Reiatsu save DC, or take 2d10+ Reiatsu Modifier Force damage and be knocked prone. Creatures that succeed the saving throw take half damage and are not knocked prone.

        1 Reiatsu Point, 1 attack action

Reiatsu Wave: By slashing his blade in the air, a Kenpachi can create an overflowing wave of spiritual energy, which surges forward in a wave of force, crashing into the Kenpachi's targets. Instead of making an attack, the Kenpachi can launch forth a wave of energy in a 30ft straight line - all targets must make a DEX save, on a failed save all targets take 1d10+ reiatsu modifier force damage per reiatsu points spent. On a successful save the target takes no damage. Immense Endurance[edit]

Beginning at 14th level the Kenpachi's physical prowess is equally shown by his resilience. Kenpachi often ignores most of the injuries he sustains in battle, not suffering any debilitation despite having multiple slash wounds in his body and rarely any signs of pain. Due to the Kenpachi's hardiness and resilience the kenpachi's hit point maximum increases by 28, and whenever you gain a level hereafter, your hit point maximum increases by an additional 2 hit points. Blood for Blood[edit]

Starting at 17th level the Kenpachi is ready to trade blow for Blow. After Spending 2 Bloodlust points, his next attack adds 1/4 the amount of health he missing from his maximum to the attack. Usable once Per Long rest. Immense Durability[edit]

At 18th level the resilience of a kenpachi increases as he is even tougher to damage gaining +2 AC. Bankai[edit]

Requires spending 5 Reiatsu and 3 Bloodlust. Duration 5 Rounds, exhaustion level 1 after duration.( again depends on name, and shikai you can create your own bankai(( honor system, nothing to OP)) ). (2h) Blood Drinker: Upon activation, Kenpachi's Bankai releases a huge wave of energy powerful enough to level nearby buildings. In this form, Kenpachi's skin turns red, and he gains multiple black markings across his face and horns on his forehead, causing him to resemble an oni. His blade becomes an altered version of its Shikai state, with a shorter, more jagged blade resembling a rough cleaver Dealing 5d10 Damage. Your Critical Hits heal you for your class level plus constitution modifier. Add any modifiers gained from The Katana Upgrade Feature (1h) Hate Spike : Upon activation, Kenpachi's Bankai releases a huge wave of energy powerful enough to level nearby buildings. In this form, Kenpachi's skin turns Blue, and he gains multiple black markings across his face and horns on his forehead, causing him to resemble an oni. His Blades become Long Black Spikes which are capable of causing its enemies to bleed. The Spikes deal 3d6 Damage. With Each Hit, the target must make a Constitution Save of 8+Proficiency+Dexterity or bleed's for 1d6 damage each round for 3 rounds. Successful attacks with the Hate Spikes refresh the bleed effect. Add any modifiers gained from The Katana Upgrade Feature Multiclassing[edit]

Multiclassing to or from is not permitted. You either are a Kenpachi or you are dead.

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