https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Cheo99&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T02:39:23ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Eyes_of_the_Lord_(5e_Epic_Boon)&diff=1624590Eyes of the Lord (5e Epic Boon)2022-08-18T14:25:17Z<p>Cheo99: </p>
<hr />
<div>{{5e Epic Boon<br />
|name=Eyes of the Lord<br />
|prereqs=Strength 20, Constitution 20, and proficiency in {{5s|perception}}.<br />
|benefit=You have reached the epitome of your race, becoming worthy of being called Father or Mother of your race. For that reason by your supernatural effort (Even by the standards of your own race) you have obtained the ability called ''"The Eyes of the Lord."''<br />
}}<br />
<br />
You gain following benefits:<br />
<br />
*You have {{5e|advantage}} on and expertise in {{5s|perception}} checks.<br />
<br />
*You can see through 10 ft. of solid material. You can toggle this ability, and when using this feature material you can see through appears translucent.<br />
<br />
*You can induce the {{5c|frightened}} condition in any creature you can see, as long as they can see you and their {{5a|wis}} modifier is lower than yours. Because this effect is supernatural in nature, immunity and advantage against this save is ignore.<br />
<br />
These benefits are lost if you are {{5c|blinded}}, or have no eyes. <br />
<br />
=== Eyes of A God ===<br />
In addition to Eyes of the Lord, as an action you can activate an enhanced form of this ability:<br />
<br />
*You gain true sight of 60 feet.<br />
<br />
*You become proficient on all saving throws as long as you can see.<br />
<br />
*You gain a natural armor of 12 + {{5a|con}} modifier + {{5a|wis}} modifier + your proficiency bonus.<br />
<br />
*You gain the ability to use [[Rogue (5e Class)#Evasion|Evasion]]. This ability works on all saves as long as they depend on sight, like the breath of a dragon, a spell, or an ability that tells you to make a saving throw while you can see it.<br />
<br />
Eyes of a God can be toggled on and off any number of times, but you must wait one round before toggling it again.<br />
<br />
<br />
=== Lord's Insight ===<br />
As a reaction or bonus action, you can copy any ability or spell that you can see (including legendary actions) up to a maximum of your constitution modifier. You may only use these spells when Eyes of A God is activated. These skills are stored in "Lord's Insight"<br />
<br />
*You have a number of uses of Lord's Insight equal to your {{5a|con}} modifier + your proficiency bonus.<br />
<br />
*A skill or spell costs one use of Lord's Insight.<br />
<br />
*A legendary action costs two uses of Lord's Insight.<br />
<br />
When casting a copied spell, your spellcasting ability modifier can be your {{5a|wis}}, {{5a|int}} or {{5a|cha}}.<br />
<br />
=== Divine counter ===<br />
When a creature has missed an attack against you you can use your reaction to attack the creature<br />
<br />
=== Last stand ===<br />
Even after death or falling unconscious your body refuses to fall you can take 3 extra rounds before falling unconscious or dying but if you are hit by an attack you instantly fall unconscious if used after 3 failed death saves your body seems to get up instantly with your eyes whited out when your time is up you continue to stand in whatever position you were in and die <br />
<br />
=== Consequences ===<br />
Once you have exeeded your limit with the eyes of the lord you will start to gain negative effects from the list bellow <br />
<br />
1st: the veins around your eyes begin to show as your nose starts bleeding take 3d6 damage<br />
<br />
2nd the veins around your eyes start to bleed lose half your vision range<br />
<br />
3rd your body starts to reach its limit you lose 5d6 hp <br />
<br />
4th your body finally caves in as <br />
blood comes out of your nose eyes and ears you become blinded deafened and you can only hope to grab an opponent or guard this effect ends after a long rest<br />
----<br />
{{5e Epic Boons Breadcrumb}}<br />
[[Category:DnD]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Enchanter,_Variant_(5e_Class)&diff=1621311Enchanter, Variant (5e Class)2022-08-07T18:16:39Z<p>Cheo99: </p>
<hr />
<div>== Enchanter==<br />
<br />
{{quote|How beautiful a creature, such a lovely voice and those eyes! I think I have fallen in love. I would follow them to the end of the earth, if they'd allow me!|orig=The latest victim of the Enchanter}} <br />
<br />
Enchanters use charming magic and features to win fights. Born with an other-worldly allure, the mere gaze of an Enchanter can make any creature swoon. Once they've gotten them in the palm of their hand, the Enchanter gets what they want out of their target and leaves without a trace. Over the years they have learned how to use their looks, body, and mind as a means to any end.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
When you are looking to create an enchanter you have to wonder if anyones feelings toward you are ever real. Or if you will ever find true love? If there is someone out there immune to your loveliness? Why do you have so much appeal to others? You see yourself as just an average person and never quite grasp why others fall in love with you just by gazing upon you. Though you don't need to understand to use your power over others, but you will have to decide whether for good or evil. <br />
<br />
<div class="externalimage-holder" style="width:40%;float:right">{{5e Image|float:right|https://orig00.deviantart.net/c4e3/f/2013/123/7/c/7ca8cc57888f97b89cc430591431d5a2-d63xxpz.jpg|Enchantress<br/> [https://orig00.deviantart.net/c4e3/f/2013/123/7/c/7ca8cc57888f97b89cc430591431d5a2-d63xxpz.jpg Source]}}</div><br />
<br />
;Quick Build<br />
You can make an Enchanter quickly by following these suggestions. First, {{5a|cha}} should be your highest ability score, followed by {{5a|wis}} or {{5a|dex}}. Second, choose from Courtesan, Lover, Charlatan, or Sex worker backgrounds or use part of the background made for the class. <br />
<br />
{{5e Class Features<br />
|name= Enchanter <br />
|summary=Stunning creature with the power to seemly control others.<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light armor <br />
|weapons= Daggers, whips, fans<br />
|tools={{5e|Tools#Disguise Kit|Disguise kit}}, {{5e|Tools#Alchemist Kit|alchemist's kit}}, {{5e|Tools#Thieves' Tools|thieves' tools}} or {{5e|Tools#Musical Instrument|harp}}<br />
|saves={{5a|cha}},{{5a|wis}}<br />
|skills={{5s|Persuasion}}, and choose three other from the following; {{5s|Deception}}, {{5s|History}}, {{5s|Investigation}}, {{5s|Insight}}, {{5s|Perception}}, {{5s|Performance}}, or {{5s|Sleight of Hand}}.<br />
|item1a={{5e|Dagger|Daggers}}<br />
|item1b=[[Steel Fan (5e Equipment)|steel fan]]<br />
|item1c={{5e|Whip|Whip}}<br />
|item2a={{5e|Leather (Armor)|leather armor}}<br />
|item2b={{5e|Padded (Armor)|padded armor}}<br />
|item2c=<br />
|item3a= disguise kit<br />
|item3b= alchemist kit <br />
|item3c= <br />
|item4a=a bag of charcoal and a vial of ink <br />
|item4b=<br />
|item4c=<br />
|item5a= a harp<br />
|item5b=<br />
|item5c=<br />
|wealth=roll 4d4 x 10<br />
<br />
|classfeatures1={{inpage|Enchanted}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Lover's Touch}}<br />
|classfeatures3={{inpage|Path of Enchanter}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Enticing Allure}}, {{inpage|Charmed Memory}}, Path Ability<br />
|classfeatures6=Path Ability<br />
|classfeatures7=Enchanted Mark Improvement <br />
|classfeatures8=Path Ability <br />
|classfeatures9=<br />
|classfeatures10={{inpage|Dagger of Charming}}<br />
|classfeatures11=Path Ability <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Captivated Vulnerability}}<br />
|classfeatures14=Enchanted Mark Improvement<br />
|classfeatures15=Path Ability <br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=Path Ability <br />
|classfeatures19=<br />
|classfeatures20={{inpage|Mark Detonation}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=6<br />
|extra2_name=Spells Known<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=11<br />
|extra2_20=12<br />
}}<br />
<br />
<br />
====The Enchanted Mark====<br />
At 1st level the enchanted mark can drawn on a creature's skin with charcoal, ink, or blood. This feature requires 1 bonus action to complete and the creature must succeed on {{5a|wis}} saving throw to resist. If the creature fails you gain a mental link with the creature, charming it. Once you charm it you may gave the creature one word commands (ex. stay, protect, attack "while pointing at person or single object"), creature must hear and see you. This feature can only be broken if the mark is destroyed. Creatures can make a {{5a|wis}} saving throw of every other turn to try to gain consciousness and destroy the mark if they're intelligence is equal to or more than yours. You can only do this feature once per long rest. You must create this personalized "mark" in a design that links you to it. What it means and how it links to you is yours to decide. <br />
<br />
At 7th level you can give that creature one sentence commands (ex. stay here and protect camp.) as long as in can hear you. In addition the creature no longer needs to see you to become charmed. This ability no longer has a range and can still only be broken if the mark is destroyed. You can now do this feature twice per long rest.<br />
<br />
At 14th level you master the art of combining ink with your blood to tattoo your mark onto a creature making it " permanent" (it can still be destroyed by burning the skin). You must take the time to mix the two substances carefully making only enough ink to make one mark per long rest. It takes 1 action to tattoo your mark onto a willing or unconscious creature. Tattooing your mark onto a creature makes the mental link stronger. The stronger link can now give you the ability to understanding what the mark creature is doing and give it advanced commands mentally. You can now do this feature 3 times per long rest. You are no longer able to be charmed while you have this link.<br />
<br />
==== Spellcasting ====<br />
You have learned to untangle and reshape the fabric of reality in control with your gestures and Voice. Your spells are part of your vast repertoire, magic that you can use in different situations.<br />
;Cantrips<br />
You know two cantrips of your choice from the bard and enchanter's spell list. You learn additional bard and enchanter's cantrips of your choice at higher levels, as shown in the Cantrips Known column of the enchanter's table.<br />
;Spell Slots<br />
The Enchanter's table shows how many spell slots you have to cast your spells of 2nd level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br />
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.<br />
;Spells Known of 1st level and higher<br />
You know two 1st-level spells of your choice from the Enchanter's and bard spell list detailed at the end of the class description.<br />
<br />
The Spells Known column of the Enchanter's table shows when you learn more Enchanter's spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the enchanter's spells you know and replace it with another spell from the enchanter's or bard spell list, which also must be of a level for which you have spell slots.<br />
<br />
You can learn additional spells from spellbooks and scrolls. You may learn a number of spells equal to your half your enchanter's class (rounded down, minimum of 1) and can't learn more until you finish a long rest. You can only learn spells on the enchanter's or bard spell list and must be able to read the spellbook or scroll.<br />
<br />
;Spellcasting ability<br />
Charisma is your spellcasting ability for your enchanter's spells. Your magic comes from the will and soul you pour into reality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a enchanter's spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
;Spellcasting Focus<br />
You can use your enchanted Mark as a spellcasting focus for your enchanter's spells.<br />
<br />
<br />
====Lover's Touch====<br />
At 2nd level, touching a willing or unwilling creature can give you "control" of them. The unwilling creature must succeed on a {{5a|wis}} saving throw to resist. If it succeeds on the saving throw you can not try this again on that creature. If you gain control, this allows you to cast all your enchanting spells and charisma skills on them without any resistance for 4 rounds. You may only do this feature once per short rest and twice per long rest. <br />
<br />
====Enticing Allure==== <br />
At 5th level, if a creature with a CR less than or equal to one-third your level (rounded up) is immune to the charmed condition and they aren't an undead or construct, they lose their immunity to being charmed by you.<br />
<br />
====Charmed Memory====<br />
At 5th level, you become able to wipe the memory of you and your companions from your targets mind for an amount of minutes equal to your level x2. <br />
<br />
====Dagger of Charming==== <br />
At 10th level, you can now carve your mark into daggers. You can use a bonus action to draw your mark on a dagger. When you hit a creature with a marked dagger, they must also make a {{5a|wis}} saving throw as if you've drawn your mark on them. On a failed save, the mark is transferred from the dagger to the creature. Marked daggers deal an extra 1d6 psychic damage whether or not the mark transfers.<br />
<br />
====Captivated Vulnerability ====<br />
At 13th level, all marked creatures are so under your captivating influence that they lower all their guards. Now all attacks made towards marked creatures are at an advantage.<br />
<br />
====Mark Detonation====<br />
At 20th level you gain the ability to cause a marked creature's enchanted mark to detonate on your command. The mark will explode in a 10 ft radius, dealing 4d8 force damage to all creatures within that range. After using this feature, the mark is destroyed and removed from the marked creature. All creatures damaged by the explosion have to make a {{5a|con}} saving throw or be blinded for their next turn. You can use this feature twice, afterwards you cannot use it again until you finish a long rest.<br />
<br />
===Siren Path===<br />
<br />
You use your beautiful voice to enchant creatures and invade their minds. <br />
<br />
;Siren's Link<br />
When you take this subclass at the 3rd Level, you are capable of hearing everything that marked creatures hear while they are marked<br />
<br />
;Siren's lure<br />
At the 6th level, you can sing a lovely song that brings creatures to you. You can use an action to this this song, forcing your choice of marked creatures as well as up to three additional creatures of your choice within hearing range to make a {{5a|wis}} saving throw against your spell save DC or become charmed by you for one minute. At the start of each of the affected creatures' turns, they may make another Wisdom saving throw to break free from your song but must move 10 feet in your direction on a failed save. After using this feature, you cannot use it again until you finish a long rest.<br />
<br />
;Siren's Mark<br />
At the 8th level, you can use a bonus action to apply your mark onto a creature within 50 feet of you through song. They must be capable of hearing you in order for this feature to take effect.<br />
<br />
;Siren's Song <br />
At the 11th level, you can sing an inspiring song to lift the spirits of a creature. You can use an action to sing to a creature, and if you do, they may add a bonus dice to one attack roll, saving throw, or skill check they make within the next minute equal to your {{5a|cha}} modifier. You may use this feature twice, afterwards you cannot use it again until you finish a long rest.<br />
<br />
;Siren's Screech<br />
At the 15th level, you can let out a terrible scream. You can use an action to scream at the top of your lungs, forcing your choice of marked creatures as well as up to two additional creatures of your choice within hearing range to make a {{5a|wis}} saving throw against your spell save DC or take 3d8 thunder damage and become {{5c|deafened}}. Creatures that fail this saving throw are also {{5c|stunned}} for a number of turns equal to half your {{5a|cha}} modifier (rounded up). After using this feature, you cannot use it again until you finish a long rest.<br />
<br />
;Siren's Whispers<br />
At 18th level, you can whisper incantations to a creature within 5 feet of you. They must make a {{5a|wis}} saving throw against your spell save DC or become charmed by you, using their action each turn to make a melee attack against a target of your choosing prior to making their movement. They can target themselves if you wish. The charmed target may also make another {{5a|wis}} save at the end of each of its turns and end the spell on a success, failing will result in taking 2d6 psychic damage. You may use this feature 3 times, afterwards you can't use it again until you finish a long rest.<br />
<br />
===Dancer Path===<br />
<br />
Using your beauty to get in close and execute your target. <br />
<br />
;Dancer's Connection<br />
When you take this subclass at the 3rd Level, you are capable of seeing everything that marked creatures see while they are marked. You become proficient in stealth, if already proficient you gain expertise.<br />
<br />
;Paralyzing Grace<br />
At the 5th Level, you are able to mesmerize even the strongest of wills with just your eyes. You can use an action to look at a creature enticingly, forcing the creature to make a {{5a|wis}} saving throw against your spell save DC or become {{5c|paralyzed}} until the end of their next turn. Once you use this feature, you cannot use it again until you finish a long rest.<br />
<br />
;Dancer's strike <br />
At 8th level you gain the ability to backstab giving you an additional 1d6 die to your attack roll when you attack while stealthed and from behind. You can also disengage from combat after using this ability. You can use this feature once per encounter.<br />
<br />
;Weapon Charm<br />
At 11th level you can pick two martial weapons to become proficient with You can also use the Dagger of Charming feature to add your mark to any Finesse weapon in your possession. <br />
<br />
;Dancer's Stealth <br />
Starting at 15th level, once per long rest you can meld into the shadows, remaining unseen for a time of hours equal to your {{5a|dex}} modifier. Can be noticed by a perception roll of 15+proficiency+ {{5a|dex}} modifier.<br />
<br />
;Assassinate<br />
At 18th level you can pinpoint vital organs causing 3d8 damage with Bleeding Out (5eVarientRule). If done out of combat you can make a stealth check to succeed without being noticed.You can use this once per encounter.<br />
<br />
===Enchanter's Spell list===<br />
<br />
;Cantrips<br />
''{{5e|friends}}, {{5e|Message}}, {{5e|Minor Illusion}}, {{5e|Resistance}}, {{5e|Spare the dying}}, {{5e|Thorn Whip}}, {{5e|Vicious Mockery}}''<br />
<br />
;1st Level<br />
''{{5e|Bane}}, {{5e|Charm Person}}, {{5e|Command}}, {{5e|Disguise Self}}'', {{5h|s|Dissonant Whispers}}, ''{{5e|Inflict Wounds}}, {{5e|Silent Image}}, {{5e|Sleep}}, {{5e|Hideous Laughter}}, {{5e|Wrathful Smite}}.''<br />
<br />
;2nd Level<br />
''{{5e|Alter Self}}, [[5e SRD:Blindness/Deafness|''blindness/deafness'']], {{5e|Calm Emotions}}, {{5e|Enhance Ability}}, {{5e|Hold Person}}, {{5e|Misty Step}}, {{5e|Moonbeam}}, {{5e|Suggestion}}, {{5e|Warding Bond}}.''<br />
<br />
;3rd Level<br />
''{{5e|Bestow Curse}}, {{5e|Counterspell}}, [[Enemies Abound (5e Spell)|enemies abound]]<ref>D&D 5e SCAG p.155</ref>, , {{5e|Fear}}, {{5e|Nondetection}}, {{5e|Remove Curse}}, {{5e|Sending}}, {{5e|Tongues}}.''<br />
<br />
;4th Level<br />
''{{5e|Confusion}}, {{5e|Compulsion}}, {{5e|Charm Monster}}, {{5e|Dominate Beast}}, {{5e|Greater Invisibility}}, {{5e|Hallucinatory Terrain}}, {{5e|Phantasmal Killer}}, {{5e|Staggering Smite}}.''<br />
<br />
;5th Level<br />
''{{5e|Dominate Person}}, {{5e|Dream}}, {{5e|Geas}}, {{5e|Hold Monster}}, {{5e|Mislead}}, {{5e|Seeming}},[[Skill Empowerment (5e Spell)|skill empowerment]]<ref>D&D 5e SCAG p.165</ref>, [[Synaptic Static (5e Spell)|synaptic static]]<ref>D&D 5e SCAG p.167</ref>.''<br />
<br />
===Background===<br />
{| class="5e" Style="text-align: left;"<br />
! d8 Personality trait <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I seek love everywhere I look<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I see the good in everyone<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I take care of the people I love<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I enjoy working my magic on others<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I love making new friends<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I am curious and like to explore <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I tire of the attention my gifts give<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I have killed before so I have no issues killing again<br />
|}<br />
<br />
{| class="5e" Style="text-align: left;"<br />
! d6 Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Trust''' I have been lied to too many times<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Respect''' I've been looked down on my entire life and do not wish others to feel that<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Kindness''' I spread kindness when others won't<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Influence''' More power is always better<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Love''' My gifts complicate my relationships <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Seduction''' The power of me gifts are just too tempting<br />
|}<br />
<br />
{| class="5e" Style="text-align: left;"<br />
! d6 Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My family was mistreated <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I was alone all my life<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I thank my God/Goddess for my gifts<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || My first love shattered my heart<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || My master/mistress taught me everything I know<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || My mother is a harlot and I do not wish to follow her path <br />
|}<br />
<br />
{| class="5e" Style="text-align: left;"<br />
! d6 Flaw <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My beauty has gone to my head and I am very arrogant <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I have always gotten my way and believe I always should <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I don't believe I will ever be good enough<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I am never serious, I always crack a joke in every situation <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I prefer to work alone<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I believe my gifts are a curse <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I ignore others feelings if they aren't about me<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I am annoyed by any request made of me<br />
|}<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|cha}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: light armor, proficiency with one skill from the enchanter list.<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Parasite_(5e_Race)&diff=1610456Parasite (5e Race)2022-06-27T04:01:03Z<p>Cheo99: </p>
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<div>==Parasite== <br />
Parasites are an enigmatic race of a stretchy, sticky substance. Though they are physically very vulnerable, they have the potential to live forever, allowing them to experience the passing of the world much more completely than even elves. Jungle dwellers and shadow lurkers, their world is ruthless towards them, so they are ruthless back, surviving solely through the power that they acquire when they take over other creatures. <br />
<br />
<br />
===Curiosity Of The World=== <br />
Parasites are born in darkness, silence and isolation, their birth becoming devoid of warmth and education. As such, all parasites have a desire to learn and explore the world beyond the hole they hatched in, all in the hope of finding a connection with other creatures. Parasites are immortal beings, which gives them a myriad of life experiences and plenty of time for introspection. Yet they do not understand why they were brought into this world just to hop from creature to creature and live out an infinite amount of lives. It is this feeling of nihilism that drives them towards adventuring, as perhaps in this vast world, they can finally find the meaning they so desire. <br />
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<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
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<br />
===Survival Of The Fittest=== <br />
Parasites are tiny blobs of goo. Because of their weak bodies, they are all driven to either hide within others, share the space, or takeover entirely, in an effort to stay above the food chain. Hailing from either dense jungles or the ruthless Underdark, their world is a harsh one, and only the most cunning and cruel of parasites can ever hope to survive beyond their first month. But upon latching themselves onto a suitable host, they suddenly find that the whole world is against them, so they must either bargain with it, avoid others entirely, or dominate any who stand in their way. <br />
<br />
===Desire To Be In Control=== <br />
All parasites are born at the very bottom of life; they are small, weak, and dependent on others for survival. Thus, they are driven to rise beyond their lowly circumstances and reach a level of being those now below them could only ever dream of acquiring. Without a home to return to or other parasites to share their unique experiences with, parasites are nomadic in nature, living a hermetic lifestyle. Yet they are always driven by the need to learn and desire to continue gaining more power, all in an effort to stay alive and in control of their little world. <br />
<br />
<br />
<br />
===Parasite Names=== <br />
Due to all parasites being born alone, you have no name. However, you may have decided to adopt the name of the first person that became your Permanent Host, or the first town you came across in your travels. <br />
<br />
<br />
===Parasite Traits=== <br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--> Due to the limiting nature of your biological structure, you are incapable of choosing any class other than Parasite, which is likewise exclusive to this race. You can access Parasite (5e Class) here: https://www.dandwiki.com/wiki/Parasite_(5e_Class)<br />
<br />
|abilities= Because of the frailty of your species, as well as your lowly existence, you do not gain any increase to your stats. As such, you must depend on others if you wish to survive. <br />
<br />
|age=<!--State the age of maturity if any and the standard lifespan--> Parasites reach maturity when they first succeed in a complete Hostile Takeover of a creature, which is usually after one month of being vulnerable in the wild. Yet due to their incomprehensible, biological structure, parasites do not age. <br />
<br />
|alignment=<!--Describe alignment tendencies or restrictions--> Most parasites are chaotic neutral, as they only possess the bodies and minds of other creatures out of a need to survive. But once they are out in the world, some parasites see others as lesser beings that they must dominate, making them lean into an evil alignment, while others seek to bond with others and learn from them, inclining them towards good and sometimes even lawful. <br />
|size=<!--"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium." Special considerations need to be made for races that are not Small or Medium.--> Parasites are between 5 and 10 inches long, averaging about 5 pounds. Your size is Tiny. <br />
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|speed= Your base walking speed is 20 feet. <!--Also cover any other movement like a swimming speed--> Your base climbing speed is 20 feet. <br />
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|trait1=<!-- All creatures have some method of sight, whether it's darkvision, normal vision, superior darkvision, or tremorsense. For standard 60 ft. darkvision put "{{5E|Darkvision}}" in otherwise replace this field with your vision. If the race has normal vision, use this for the first trait--> Dark Vision<br />
|description1=<!-- Put in your race's vision, like "{{5e Darkvision}}" here. --> Used to the shadows of either the Underdark or the jungles, your visual sensors have become refined for ambushes. You can see in darkness within 60 feet as though it were bright light. <br />
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|trait2= Passive Attachment <br />
|description2= You can attach yourself to a creature as an action provided they are either friendly or they do not know you are there. You are passively living in their same space, but you are still subject to individual targeting. You can do this from within a Permanent Host, which you leave as soon as you attach yourself to another creature. <br />
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|trait3= Boneless<br />
|description3= As you have no skeleton to keep your body in a fixed position, your type is Ooze. You can take on the form of basic shapes that are equal to or lower than your size. You can only do this when in your natural form. <br />
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|trait4= Limbless<br />
|description4= Parasites have no need for limbs, as they simply use what their Host has to offer. You are unable to carry or use items in your natural form. You may store items smaller than your body inside you, but the total size of all stored items cannot exceed your size. <br />
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|trait5= Nutrient Absorption<br />
|description5= Your body is self-sufficient, meaning eating or breathing is not a requirement for you. Furthermore,you are immune to disease.Your Permanent Host, however, does require sustenance.<br />
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<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You cannot speak, read or write in any language. You know every language that your current Permanent Host does, and retain the knowledge of the languages used by the last Host you occupied. You have telepathic communication with your Host, and can communicate with others through it. <br />
|subrace=<br />
}}<br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cheo99https://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1557243Phoenix Knight (5e Class)2022-01-14T03:18:22Z<p>Cheo99: </p>
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<div><br />
== Phoenix Knight ==<br />
<br />
You have the power of the phoenix.<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you took, inherited, or gained a Phoenix necklace, bracelet or ring in some way that has immeasurable power within it and the stronger you get the more power it gives you. This trinket cannot be taken off unless you are killed or the player gifts it to another person, if it is gifted the player is now the fighter class, the person who was gifted the trinket may choose to become a Phoenix Knight, give it to someone else, or keep it as a trinket without the power. If someone u did not allow to have the trinket tries to take it, it's hot to the point that if anyone other than you touches it, it does 2d6 fire damage, it's so heavy no one can pick it up directly but so light that if they pick up your ashes they can carry it with you.<br />
Inside it resides the soul of a primordial phoenix. Anytime a Pheonix Knight feature is used the wearer has the choice to make the phoenix roar causeing the enimies around them to roll above your spell save dc, and may only be used for 1 ability a day, but can be used to give them advantage on intimidation in situations where they are intimidating someone else out of combat. The Origins of this trinket are unknown. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a shield with chain mail armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=10<br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Two from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=a martial weapon and a shield <br />
|item1b=two martial melee weapon<br />
|item1c=<br />
|item2a=five javelins <br />
|item2b=any simple melee weapon<br />
|item2c=<br />
|item3a=Chain mail<br />
|item3b=Scale mail<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Soul<br />
|classfeatures2=Embers<br />
|classfeatures3=Phoenix Knight Archetype<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Phoenix Aura <br />
|classfeatures7=Flame Absorption, Archetype Feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings<br />
|classfeatures10=Archetype Feature<br />
|classfeatures11=Extra Attack (2) <br />
|classfeatures12=<br />
|classfeatures13=Indomitable (1)<br />
|classfeatures14=Brave Heart<br />
|classfeatures15=Archetype Feature <br />
|classfeatures16=<br />
|classfeatures17=Fiery Death and Rebirth<br />
|classfeatures18=Archetype Feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix form, Phoenix Immortality<br />
<br />
|extrasonleft=1<br />
|extra1_name=Embers<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
==== Fighting Style ====<br />
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.<br />
<br />
<br />
'''Defense'''<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
'''Dueling'''<br />
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.<br />
<br />
'''Great Weapon Fighting'''<br />
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.<br />
<br />
'''Protection'''<br />
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.<br />
<br />
'''Thrown Weapon Fighting'''<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.<br />
<br />
'''Two-Weapon Fighting'''<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Phoenix Soul ====<br />
<br />
Due to the power of the phoenix now coursing through your body you are now resistant to fire.<br />
<br />
==== Embers ====<br />
<br />
Starting at 2nd level, your training allows you to harness the primordial energy of the phoenix. Your access to this energy is represented by a number of embers as shown in the ember point column of the phoenix knight table.<br />
You can spend these embers to fuel any phoenix knight and its sub classes features at any moment. You regain all spent embers when you finish a long rest.<br />
<br />
•Fuel the Flames<br />
When you use a feature that has duration, you can spend 1 ember to extend its duration by one round.<br />
•Stoke the Flames<br />
When you roll fire or cold damage for a feature, you can spend 1 ember to re-roll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.<br />
•Revive the Flames<br />
If you have expended all uses of a feature, you can spend embers equal half the level of that feature (rounded up) + 1, and use it one more time.<br />
<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
Listed at the end of the class features is subclass features<br />
<br />
==== Moon Phoenix ====<br />
Listed at the end of the class features is the subclass features<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
==== Phoenix Aura ====<br />
<br />
At level 6, as an action, creatures within 10ft of you must make a wisdom saving throw against your intimidation check. On a fail the creature becomes frightened of you. You gain advantage on any attack you make against creatures frightened this way. This lasts till the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can use this feature a number of times equal to your constitution modifier, and regain all expended uses at the end of a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame Absorption ====<br />
<br />
Beginning at 7th level, the magic from your flames restores your form. When you cast a phoenix knight feature that includes a fire damage roll, you can use your reaction to gain hit points equal to 1d10 + half you level. If your health is full, convert any extra points into temporary hit points. This Ability can only be used once every long or short rest.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9, as a bonus action, phoenix wings sprout out of your back and give you 40 feet flying speed and hover. Your Phoenix wings last for 1 minute or until you are knocked unconscious or killed. You can use this a number of times equal to half your proficiency bonus (Rounded Down), and need to take a long rest to regain all uses.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 13th 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.<br />
<br />
==== Brave Heart ====<br />
<br />
At 14th level, you are immune to being frightened and each friendly creature within sight of you has advantage on ability checks made to avoid being frightened while you are conscious.<br />
<br />
==== Fiery Death and Rebirth ====<br />
<br />
At level 17 When you are reduced to 0 hit points, you can spend 2 embers. You are instead reduced to 1 hit point, and your body releases flames in all directions. Any creature within 10 feet of you must make a Dexterity saving throw. On a fail the creature takes 5d6 fire damage, or half as much on a success.<br />
<br />
==== Phoenix Immortality ====<br />
<br />
At level 20 Your body stops aging and when you die your body is consumed by flames until only a cinder is left between the ashes, this cinder is blazing hot, dealing 4d6 fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it bursts into flames, from which you are reborn. This ability replaces any damaged or missing organs and limbs.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you become a phoenix avatar at will, it lasts for 5 minutes or until you are knocked unconscious or killed. You're able to channel powers of the Phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright red or a color of the players choosing, and your body is engulfed in flames.(color of flames are up to players discretion). You must complete a short or long rest before you can use this feature again.<br />
You gain the following benefits:(Stacks with Ablaze)<br />
<br />
• Wings sprout out from your back giving you flying speed of 40ft and hover. <br />
<br />
• Your fire breath, fire rain and fire vortex deal an additional 2d6 damage. <br />
<br />
• Your feet turn into talons that deal 2d6 + Dexterity mod fire damage and are considered melee weapon attacks. <br />
<br />
• Your melee weapon does an extra 1d6 fire damage and its enveloped in fire.<br />
<br />
• An aura of intense heat surrounds you, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there, takes 1d6 fire damage, and if they make a successful melee attack against you they take an extra 1d6 fire damage.<br />
<br />
• If you die in this form your explosive death is increased to 5d6 fire damage and the distance is increased to 20ft of you. <br />
You can only use this ability once a day and need to take a long rest to recover.<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
<br />
As a sun phoenix you gain radiant flames to scorch your opponents.<br />
<br />
;Ablaze<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in a bird shaped column of fire. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 fire damage, this damage becomes 2d6 at level 9. <br />
<br />
• Once on each turn, when a creature within 5ft of you damages you, you can deal fire damage to it equal to 1d4. <br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 1 ember to have up to two creatures within 5 feet of the target, to also take the extra fire damage. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Fire Breath<br />
At level 7 As an action you exhale fire in a 30 feet cone. When you use your breath weapon, each creature in the area must make a dexterity saving throw dc 8 + proficiency bonus + con modifier. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. You can use this ability again after a long or short rest.<br />
<br />
;Fire Rain<br />
At level 10 As an action you conjure up a 30 by 30 foot cloud in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The area becomes ignited and the soil dries and cracks becoming rough terrain. This area stays ignited for a minute or until the fire is extinguished by magic means. Once on each turn, any creature that is within the affected area, takes 2d6 fire damage. You can use this ability again after a long rest.<br />
<br />
;Sunfire Rebirth<br />
At level 15 You can choose between fire or radiant damage to all sun phoenix abilities.<br />
<br />
;Fire Vortex<br />
At level 18 As an action you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose equal to your con modifier within 30 feet of you must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier, or be caught in the vortex. On a failed save, creatures take 10d6 fire or radiant damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved. You can use this ability again after a long rest.<br />
<br />
==== Moon Phoenix ====<br />
<br />
Once you become a moon phoenix knight your flames become ice cold. <br />
<br />
;freezing<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in explosion of ice bird shaped. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 cold damage, this damage becomes 2d6 at level 9.<br />
<br />
• Once on each turn, when a creature within 10ft of you damages you, you can make your presence freeze it causing it to lose 10 feet of moving until the end of your next turn.<br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 2 embers to make him unable to use reactions until the end of your turn. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Umbral Grasp<br />
At level 7, you can channel frost powers around you. As a bonus action, you cause a 30-foot icy aura to flow from you, making the area difficult terrain until the end of your next turn. You must finish a short or long rest after using this feature to use it again.<br />
<br />
;Cold weather<br />
At level 10, as an action you make a snowstorm with a 30 by 30 foot area and the enemies in the area must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier or be frozen (Stunned) on a failed save for one minute, or not Frozen (Stunned) on a successful. The area becomes freezed becoming rough terrain and stays for a minute or until the area is heated by magic means. Once on each turn, any creature that is within the affected area can make a {{5a|str}} saving throw to break free from freezing. You can use this ability again after a long rest.<br />
<br />
;Cold to the bone<br />
At level 15 You become immune to freezing weather and can move normally on difficult terrain by making an ice path as an action. Additionally, enemies lose 10 feet of movement until the end of your turn when hitting you.<br />
<br />
;Eclipse<br />
At level 18 as an action, while active: Umbral Grasp or Cold weather spending 10 embers you cause ice spikes to form in the area that attack your enemies. You can make an attack that is a d20 + your proficiency + your Constitution modifier. On a hit they take 10d6 cold and their movement speed is halved. <br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 14 strength, 14 constitution, & a Phoenix Trinket<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1549498Phoenix Knight (5e Class)2021-12-19T22:32:58Z<p>Cheo99: </p>
<hr />
<div><br />
== Phoenix Knight ==<br />
<br />
You have the power of the phoenix.<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you took, inherited, or gained a Phoenix necklace, bracelet or ring in some way that has immeasurable power within it and the stronger you get the more power it gives you. This trinket cannot be taken off unless you are killed or the player gifts it to another person, if it is gifted the player is now the fighter class, the person who was gifted the trinket may choose to become a Phoenix Knight, give it to someone else, or keep it as a trinket without the power. If someone u did not allow to have the trinket tries to take it, it's hot to the point that if anyone other than you touches it, it does 2d6 fire damage, it's so heavy no one can pick it up directly but so light that if they pick up your ashes they can carry it with you.<br />
Inside it resides the soul of a primordial phoenix. Anytime a Pheonix Knight feature is used the wearer has the choice to make the phoenix roar causeing the enimies around them to roll above your spell save dc, and may only be used for 1 ability a day, but can be used to give them advantage on intimidation in situations where they are intimidating someone else out of combat. The Origins of this trinket are unknown. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a shield with chain mail armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=10<br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Two from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=a martial weapon and a shield <br />
|item1b=two martial melee weapon<br />
|item1c=<br />
|item2a=five javelins <br />
|item2b=any simple melee weapon<br />
|item2c=<br />
|item3a=Chain mail<br />
|item3b=Scale mail<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Soul<br />
|classfeatures2=Embers<br />
|classfeatures3=Phoenix Knight Archetype<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Phoenix Aura <br />
|classfeatures7=Flame Absorption, Archetype Feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings<br />
|classfeatures10=Archetype Feature<br />
|classfeatures11=Extra Attack (2) <br />
|classfeatures12=<br />
|classfeatures13=Indomitable (1)<br />
|classfeatures14=Brave Heart<br />
|classfeatures15=Archetype Feature <br />
|classfeatures16=<br />
|classfeatures17=Fiery Death and Rebirth<br />
|classfeatures18=Archetype Feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix form, Phoenix Immortality<br />
<br />
|extrasonleft=1<br />
|extra1_name=Embers<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
==== Fighting Style ====<br />
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.<br />
<br />
<br />
'''Defense'''<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
'''Dueling'''<br />
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.<br />
<br />
'''Great Weapon Fighting'''<br />
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.<br />
<br />
'''Protection'''<br />
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.<br />
<br />
'''Thrown Weapon Fighting'''<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.<br />
<br />
'''Two-Weapon Fighting'''<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Phoenix Soul ====<br />
<br />
Due to the power of the phoenix now coursing through your body you are now resistant to fire.<br />
<br />
==== Embers ====<br />
<br />
Starting at 2nd level, your training allows you to harness the primordial energy of the phoenix. Your access to this energy is represented by a number of embers as shown in the ember point column of the phoenix knight table.<br />
You can spend these embers to fuel any phoenix knight and its sub classes features at any moment. You regain all spent embers when you finish a long rest.<br />
<br />
•Fuel the Flames<br />
When you use a feature that has duration, you can spend 1 ember to extend its duration by one round.<br />
•Stoke the Flames<br />
When you roll fire or cold damage for a feature, you can spend 1 ember to re-roll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.<br />
•Revive the Flames<br />
If you have expended all uses of a feature, you can spend embers equal half the level of that feature (rounded up) + 1, and use it one more time.<br />
<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
Listed at the end of the class features is subclass features<br />
<br />
==== Moon Phoenix ====<br />
Listed at the end of the class features is the subclass features<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
==== Phoenix Aura ====<br />
<br />
At level 6, as an action, creatures within 10ft of you must make a wisdom saving throw against your intimidation check. On a fail the creature becomes frightened of you. You gain advantage on any attack you make against creatures frightened this way. This lasts till the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can use this feature a number of times equal to your constitution modifier, and regain all expended uses at the end of a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame Absorption ====<br />
<br />
Beginning at 7th level, the magic from your flames restores your form. When you cast a phoenix knight feature that includes a fire damage roll, you can use your reaction to gain hit points equal to 1d10 + half you level. If your health is full, convert any extra points into temporary hit points. This Ability can only be used once every long or short rest.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9, as a bonus action, phoenix wings sprout out of your back and give you 40 feet flying speed and hover. Your Phoenix wings last for 1 minute or until you are knocked unconscious or killed. You can use this a number of times equal to half your proficiency bonus (Rounded Down), and need to take a long rest to regain all uses.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 13th 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.<br />
<br />
==== Brave Heart ====<br />
<br />
At 14th level, you are immune to being frightened and each friendly creature within sight of you has advantage on ability checks made to avoid being frightened while you are conscious.<br />
<br />
==== Fiery Death and Rebirth ====<br />
<br />
At level 17 When you are reduced to 0 hit points, you can spend 2 embers. You are instead reduced to 1 hit point, and your body releases flames in all directions. Any creature within 10 feet of you must make a Dexterity saving throw. On a fail the creature takes 10d6 fire damage, or half as much on a success.<br />
<br />
==== Phoenix Immortality ====<br />
<br />
At level 20 Your body stops aging and when you die your body is consumed by flames until only a cinder is left between the ashes, this cinder is blazing hot, dealing 4d6 fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it bursts into flames, from which you are reborn. This ability replaces any damaged or missing organs and limbs.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you become a phoenix avatar at will, it lasts for 5 minutes or until you are knocked unconscious or killed. You're able to channel powers of the Phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright red or a color of the players choosing, and your body is engulfed in flames.(color of flames are up to players discretion). You must complete a short or long rest before you can use this feature again.<br />
You gain the following benefits:(Stacks with Ablaze)<br />
<br />
• Wings sprout out from your back giving you flying speed of 40ft and hover. <br />
<br />
• Your fire breath, fire rain and fire vortex deal an additional 2d6 damage. <br />
<br />
• Your feet turn into talons that deal 2d6 + Dexterity mod fire damage and are considered melee weapon attacks. <br />
<br />
• Your melee weapon does an extra 1d6 fire damage and its enveloped in fire.<br />
<br />
• An aura of intense heat surrounds you, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there, takes 1d6 fire damage, and if they make a successful melee attack against you they take an extra 1d6 fire damage.<br />
<br />
• If you die in this form your explosive death is increased to 5d6 fire damage and the distance is increased to 20ft of you. <br />
You can only use this ability once a day and need to take a long rest to recover.<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
<br />
As a sun phoenix you gain radiant flames to scorch your opponents.<br />
<br />
;Ablaze<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in a bird shaped column of fire. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 fire damage, this damage becomes 2d6 at level 9. <br />
<br />
• Once on each turn, when a creature within 5ft of you damages you, you can deal fire damage to it equal to 1d4. <br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 1 ember to have up to two creatures within 5 feet of the target, to also take the extra fire damage. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Fire Breath<br />
At level 7 As an action you exhale fire in a 30 feet cone. When you use your breath weapon, each creature in the area must make a dexterity saving throw dc 8 + proficiency bonus + con modifier. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. You can use this ability again after a long or short rest.<br />
<br />
;Fire Rain<br />
At level 10 As an action you conjure up a 30 by 30 foot cloud in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The area becomes ignited and the soil dries and cracks becoming rough terrain. This area stays ignited for a minute or until the fire is extinguished by magic means. Once on each turn, any creature that is within the affected area, takes 2d6 fire damage. You can use this ability again after a long rest.<br />
<br />
;Sunfire Rebirth<br />
At level 15 You can choose between fire or radiant damage to all sun phoenix abilities.<br />
<br />
;Fire Vortex<br />
At level 18 As an action you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose equal to your con modifier within 30 feet of you must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier, or be caught in the vortex. On a failed save, creatures take 10d6 fire or radiant damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved. You can use this ability again after a long rest.<br />
<br />
==== Moon Phoenix ====<br />
<br />
Once you become a moon phoenix knight your flames become ice cold. <br />
<br />
;freezing<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in explosion of ice bird shaped. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 cold damage, this damage becomes 2d6 at level 9.<br />
<br />
• Once on each turn, when a creature within 10ft of you damages you, you can make your presence freeze it causing it to lose 10 feet of moving until the end of your next turn.<br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 2 embers to make him unable to use reactions until the end of your turn. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Umbral Grasp<br />
At level 7, you can channel frost powers around you. As a bonus action, you cause a 30-foot icy aura to flow from you, making the area difficult terrain until the end of your next turn. You must finish a short or long rest after using this feature to use it again.<br />
<br />
;Cold weather<br />
At level 10, as an action you make a snowstorm with a 30 by 30 foot area and the enemies in the area must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier or be frozen (Stunned) on a failed save for one minute, or not Frozen (Stunned) on a successful. The area becomes freezed becoming rough terrain and stays for a minute or until the area is heated by magic means. Once on each turn, any creature that is within the affected area can make a {{5a|str}} saving throw to break free from freezing. You can use this ability again after a long rest.<br />
<br />
;Cold to the bone<br />
At level 15 You become immune to freezing weather and can move normally on difficult terrain by making an ice path as an action. Additionally, enemies lose 10 feet of movement until the end of your turn when hitting you.<br />
<br />
;Eclipse<br />
At level 18 as an action, while active: Umbral Grasp or Cold weather spending 10 embers you cause ice spikes to form in the area that attack your enemies. You can make an attack that is a d20 + your proficiency + your Constitution modifier. On a hit they take 10d6 cold and their movement speed is halved. <br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 14 strength, 14 constitution, & a Phoenix Trinket<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1549451Phoenix Knight (5e Class)2021-12-19T18:42:27Z<p>Cheo99: </p>
<hr />
<div><br />
== Phoenix Knight ==<br />
<br />
You have the power of the phoenix.<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you took, inherited, or gained a Phoenix necklace, bracelet or ring in some way that has immeasurable power within it and the stronger you get the more power it gives you. This trinket cannot be taken off unless you are killed or the player gifts it to another person, if it is gifted the player is now the fighter class, the person who was gifted the trinket may choose to become a Phoenix Knight, give it to someone else, or keep it as a trinket without the power. If someone u did not allow to have the trinket tries to take it, it's hot to the point that if anyone other than you touches it, it does 2d6 fire damage, it's so heavy no one can pick it up directly but so light that if they pick up your ashes they can carry it with you.<br />
Inside it resides the soul of a primordial phoenix. Anytime a Pheonix Knight feature is used the wearer has the choice to make the phoenix roar causeing the enimies around them to roll above your spell save dc, and may only be used for 1 ability a day, but can be used to give them advantage on intimidation in situations where they are intimidating someone else out of combat. The Origins of this trinket are unknown. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a shield with chain mail armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=10<br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Two from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=a martial weapon and a shield <br />
|item1b=two martial melee weapon<br />
|item1c=<br />
|item2a=five javelins <br />
|item2b=any simple melee weapon<br />
|item2c=<br />
|item3a=Chain mail<br />
|item3b=Scale mail<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Soul<br />
|classfeatures2=Embers<br />
|classfeatures3=Phoenix Knight Archetype<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Phoenix Aura <br />
|classfeatures7=Flame Absorption, Archetype Feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings<br />
|classfeatures10=Archetype Feature<br />
|classfeatures11=Extra Attack (2) <br />
|classfeatures12=<br />
|classfeatures13=Indomitable (1)<br />
|classfeatures14=Brave Heart<br />
|classfeatures15=Archetype Feature <br />
|classfeatures16=<br />
|classfeatures17=Fiery Death and Rebirth<br />
|classfeatures18=Archetype Feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix form, Phoenix Immortality<br />
<br />
|extrasonleft=1<br />
|extra1_name=Embers<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
==== Fighting Style ====<br />
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.<br />
<br />
<br />
'''Defense'''<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
'''Dueling'''<br />
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.<br />
<br />
'''Great Weapon Fighting'''<br />
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.<br />
<br />
'''Protection'''<br />
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.<br />
<br />
'''Thrown Weapon Fighting'''<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.<br />
<br />
'''Two-Weapon Fighting'''<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Phoenix Soul ====<br />
<br />
Due to the power of the phoenix now coursing through your body you are now resistant to fire.<br />
<br />
==== Embers ====<br />
<br />
Starting at 2nd level, your training allows you to harness the primordial energy of the phoenix. Your access to this energy is represented by a number of embers as shown in the ember point column of the phoenix knight table.<br />
You can spend these embers to fuel any phoenix knight and its sub classes features at any moment. You regain all spent embers when you finish a long rest.<br />
<br />
•Fuel the Flames<br />
When you use a feature that has duration, you can spend 1 ember to extend its duration by one round.<br />
•Stoke the Flames<br />
When you roll fire or cold damage for a feature, you can spend 1 ember to re-roll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.<br />
•Revive the Flames<br />
If you have expended all uses of a feature, you can spend embers equal half the level of that feature (rounded up) + 1, and use it one more time.<br />
<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
Listed at the end of the class features is subclass features<br />
<br />
==== Moon Phoenix ====<br />
Listed at the end of the class features is the subclass features<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
==== Phoenix Aura ====<br />
<br />
At level 6, as an action, creatures within 10ft of you must make a wisdom saving throw against your intimidation check. On a fail the creature becomes frightened of you. You gain advantage on any attack you make against creatures frightened this way. This lasts till the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can use this feature a number of times equal to your constitution modifier, and regain all expended uses at the end of a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame Absorption ====<br />
<br />
Beginning at 7th level, the magic from your flames restores your form. When you cast a phoenix knight feature that includes a fire damage roll, you can use your reaction to gain hit points equal to 1d10 + half you level. If your health is full, convert any extra points into temporary hit points. This Ability can only be used once every long or short rest.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9, as a bonus action, phoenix wings sprout out of your back and give you 40 feet flying speed and hover. Your Phoenix wings last for 1 minute or until you are knocked unconscious or killed. You can use this a number of times equal to half your proficiency bonus (Rounded Down), and need to take a long rest to regain all uses.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 13th 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.<br />
<br />
==== Brave Heart ====<br />
<br />
At 14th level, you are immune to being frightened and each friendly creature within sight of you has advantage on ability checks made to avoid being frightened while you are conscious.<br />
<br />
==== Fiery Death and Rebirth ====<br />
<br />
At level 17 When you are reduced to 0 hit points, you can spend 2 embers. You are instead reduced to 1 hit point, and your body releases flames in all directions. Any creature within 10 feet of you must make a Dexterity saving throw. On a fail the creature takes 10d6 fire damage, or half as much on a success.<br />
<br />
==== Phoenix Immortality ====<br />
<br />
At level 20 Your body stops aging and when you die your body is consumed by flames until only a cinder is left between the ashes, this cinder is blazing hot, dealing 4d6 fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it bursts into flames, from which you are reborn. This ability replaces any damaged or missing organs and limbs.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you become a phoenix avatar at will, it lasts for 5 minutes or until you are knocked unconscious or killed. You're able to channel powers of the Phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright red or a color of the players choosing, and your body is engulfed in flames.(color of flames are up to players discretion). You must complete a short or long rest before you can use this feature again.<br />
You gain the following benefits:(Stacks with Ablaze)<br />
<br />
• Wings sprout out from your back giving you flying speed of 40ft and hover. <br />
<br />
• Your fire breath, fire rain and fire vortex deal an additional 2d6 damage. <br />
<br />
• Your feet turn into talons that deal 2d6 + Dexterity mod fire damage and are considered melee weapon attacks. <br />
<br />
• Your melee weapon does an extra 1d6 fire damage and its enveloped in fire.<br />
<br />
• An aura of intense heat surrounds you, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there, takes 1d6 fire damage, and if they make a successful melee attack against you they take an extra 1d6 fire damage.<br />
<br />
• If you die in this form your explosive death is increased to 5d6 fire damage and the distance is increased to 20ft of you. <br />
You can only use this ability once a day and need to take a long rest to recover.<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
<br />
As a sun phoenix you gain radiant flames to scorch your opponents.<br />
<br />
;Ablaze<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in a bird shaped column of fire. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 fire damage, this damage becomes 2d6 at level 9. <br />
<br />
• Once on each turn, when a creature within 5ft of you damages you, you can deal fire damage to it equal to 1d4. <br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 1 ember to have up to two creatures within 5 feet of the target, to also take the extra fire damage. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Fire Breath<br />
At level 7 As an action you exhale fire in a 30 feet cone. When you use your breath weapon, each creature in the area must make a dexterity saving throw dc 8 + proficiency bonus + con modifier. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. You can use this ability again after a long or short rest.<br />
<br />
;Fire Rain<br />
At level 10 As an action you conjure up a 30 by 30 foot cloud in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The area becomes ignited and the soil dries and cracks becoming rough terrain. This area stays ignited for a minute or until the fire is extinguished by magic means. Once on each turn, any creature that is within the affected area, takes 2d6 fire damage. You can use this ability again after a long rest.<br />
<br />
;Sunfire Rebirth<br />
At level 15 You can choose between fire or radiant damage to all sun phoenix abilities.<br />
<br />
;Fire Vortex<br />
At level 18 As an action you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose equal to your con modifier within 30 feet of you must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier, or be caught in the vortex. On a failed save, creatures take 10d6 fire or radiant damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved. You can use this ability again after a long rest.<br />
<br />
==== Moon Phoenix ====<br />
<br />
Once you become a moon phoenix knight your flames become ice cold. <br />
<br />
;freezing<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in explosion of ice bird shaped. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 ice damage, this damage becomes 2d6 at level 9.<br />
<br />
• Once on each turn, when a creature within 10ft of you damages you, you can <br />
make your presence freeze it causing it to lose 10 feet of moving until the end of your next turn.<br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 2 embers to make him unable to use reactions until the end of your turn. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Umbral Grasp<br />
At level 7, you can channel frost powers around you. As a bonus action, you cause a 30-foot icy aura to flow from you, making the area difficult terrain until the end of your next turn. You must finish a short or long rest after using this feature to use it again.<br />
<br />
;Cold weather<br />
At level 10, as an action you make a snowstorm with a 30 by 30 foot area and the enemies in the area must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier or be frozen (Stunned) on a failed save for one minute, or not Frozen (Stunned) on a successful. The area becomes freezed becoming rough terrain and stays for a minute or until the area is heated by magic means. Once on each turn, any creature that is within the affected area can make a {{5a|str}} saving throw to break free from freezing. You can use this ability again after a long rest.<br />
<br />
;Cold to the bone<br />
At level 15 You become immune to freezing weather and can move normally on difficult terrain by making an ice path as an action. Additionally, enemies lose 10 feet of movement until the end of your turn when hitting you.<br />
<br />
;Eclipse<br />
At level 18 as an action, while active: Umbral Grasp or Cold weather spending 10 embers you cause ice spikes to form in the area that attack your enemies. You can make an attack that is a d20 + your proficiency + your Constitution modifier. On a hit they take 10d6 ice and their movement speed is halved. <br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 14 strength, 14 constitution, & a Phoenix Trinket<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1549450Phoenix Knight (5e Class)2021-12-19T18:40:22Z<p>Cheo99: </p>
<hr />
<div><br />
== Phoenix Knight ==<br />
<br />
You have the power of the phoenix.<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you took, inherited, or gained a Phoenix necklace, bracelet or ring in some way that has immeasurable power within it and the stronger you get the more power it gives you. This trinket cannot be taken off unless you are killed or the player gifts it to another person, if it is gifted the player is now the fighter class, the person who was gifted the trinket may choose to become a Phoenix Knight, give it to someone else, or keep it as a trinket without the power. If someone u did not allow to have the trinket tries to take it, it's hot to the point that if anyone other than you touches it, it does 2d6 fire damage, it's so heavy no one can pick it up directly but so light that if they pick up your ashes they can carry it with you.<br />
Inside it resides the soul of a primordial phoenix. Anytime a Pheonix Knight feature is used the wearer has the choice to make the phoenix roar causeing the enimies around them to roll above your spell save dc, and may only be used for 1 ability a day, but can be used to give them advantage on intimidation in situations where they are intimidating someone else out of combat. The Origins of this trinket are unknown. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a shield with chain mail armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=10<br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Two from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=a martial weapon and a shield <br />
|item1b=two martial melee weapon<br />
|item1c=<br />
|item2a=five javelins <br />
|item2b=any simple melee weapon<br />
|item2c=<br />
|item3a=Chain mail<br />
|item3b=Scale mail<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Soul<br />
|classfeatures2=Embers<br />
|classfeatures3=Phoenix Knight Archetype<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Phoenix Aura <br />
|classfeatures7=Flame Absorption, Archetype Feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings<br />
|classfeatures10=Archetype Feature<br />
|classfeatures11=Extra Attack (2) <br />
|classfeatures12=<br />
|classfeatures13=Indomitable (1)<br />
|classfeatures14=Brave Heart<br />
|classfeatures15=Archetype Feature <br />
|classfeatures16=<br />
|classfeatures17=Fiery Death and Rebirth<br />
|classfeatures18=Archetype Feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix form, Phoenix Immortality<br />
<br />
|extrasonleft=1<br />
|extra1_name=Embers<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
==== Fighting Style ====<br />
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.<br />
<br />
<br />
'''Defense'''<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
'''Dueling'''<br />
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.<br />
<br />
'''Great Weapon Fighting'''<br />
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.<br />
<br />
'''Protection'''<br />
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.<br />
<br />
'''Thrown Weapon Fighting'''<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.<br />
<br />
'''Two-Weapon Fighting'''<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Phoenix Soul ====<br />
<br />
Due to the power of the phoenix now coursing through your body you are now resistant to fire.<br />
<br />
==== Embers ====<br />
<br />
Starting at 2nd level, your training allows you to harness the primordial energy of the phoenix. Your access to this energy is represented by a number of embers as shown in the ember point column of the phoenix knight table.<br />
You can spend these embers to fuel any phoenix knight and its sub classes features at any moment. You regain all spent embers when you finish a long rest.<br />
<br />
•Fuel the Flames<br />
When you use a feature that has duration, you can spend 1 ember to extend its duration by one round.<br />
•Stoke the Flames<br />
When you roll fire or cold damage for a feature, you can spend 1 ember to re-roll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.<br />
•Revive the Flames<br />
If you have expended all uses of a feature, you can spend embers equal half the level of that feature (rounded up) + 1, and use it one more time.<br />
<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
Listed at the end of the class features is subclass features<br />
<br />
==== Moon Phoenix ====<br />
Listed at the end of the class features is the subclass features<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
==== Phoenix Aura ====<br />
<br />
At level 6, as an action, creatures within 10ft of you must make a wisdom saving throw against your intimidation check. On a fail the creature becomes frightened of you. You gain advantage on any attack you make against creatures frightened this way. This lasts till the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can use this feature a number of times equal to your constitution modifier, and regain all expended uses at the end of a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame Absorption ====<br />
<br />
Beginning at 7th level, the magic from your flames restores your form. When you cast a phoenix knight feature that includes a fire damage roll, you can use your reaction to gain hit points equal to 1d10 + half you level. If your health is full, convert any extra points into temporary hit points. This Ability can only be used once every long or short rest.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9, as a bonus action, phoenix wings sprout out of your back and give you 40 feet flying speed and hover. Your Phoenix wings last for 1 minute or until you are knocked unconscious or killed. You can use this a number of times equal to half your proficiency bonus (Rounded Down), and need to take a long rest to regain all uses.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 13th 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.<br />
<br />
==== Brave Heart ====<br />
<br />
At 14th level, you are immune to being frightened and each friendly creature within sight of you has advantage on ability checks made to avoid being frightened while you are conscious.<br />
<br />
==== Fiery Death and Rebirth ====<br />
<br />
At level 17 When you are reduced to 0 hit points, you can spend 2 embers. You are instead reduced to 1 hit point, and your body releases flames in all directions. Any creature within 10 feet of you must make a Dexterity saving throw. On a fail the creature takes 10d6 fire damage, or half as much on a success.<br />
<br />
==== Phoenix Immortality ====<br />
<br />
At level 20 Your body stops aging and when you die your body is consumed by flames until only a cinder is left between the ashes, this cinder is blazing hot, dealing 4d6 fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it bursts into flames, from which you are reborn. This ability replaces any damaged or missing organs and limbs.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you become a phoenix avatar at will, it lasts for 5 minutes or until you are knocked unconscious or killed. You're able to channel powers of the Phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright red or a color of the players choosing, and your body is engulfed in flames.(color of flames are up to players discretion). You must complete a short or long rest before you can use this feature again.<br />
You gain the following benefits:(Stacks with Ablaze)<br />
<br />
• Wings sprout out from your back giving you flying speed of 40ft and hover. <br />
<br />
• Your fire breath, fire rain and fire vortex deal an additional 2d6 damage. <br />
<br />
• Your feet turn into talons that deal 2d6 + Dexterity mod fire damage and are considered melee weapon attacks. <br />
<br />
• Your melee weapon does an extra 1d6 fire damage and its enveloped in fire.<br />
<br />
• An aura of intense heat surrounds you, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there, takes 1d6 fire damage, and if they make a successful melee attack against you they take an extra 1d6 fire damage.<br />
<br />
• If you die in this form your explosive death is increased to 5d6 fire damage and the distance is increased to 20ft of you. <br />
You can only use this ability once a day and need to take a long rest to recover.<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
<br />
As a sun phoenix you gain radiant flames to scorch your opponents.<br />
<br />
;Ablaze<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in a bird shaped column of fire. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 fire damage, this damage becomes 2d6 at level 9. <br />
<br />
• Once on each turn, when a creature within 5ft of you damages you, you can deal fire damage to it equal to 1d4. <br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 1 ember to have up to two creatures within 5 feet of the target, to also take the extra fire damage. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Fire Breath<br />
At level 7 As an action you exhale fire in a 30 feet cone. When you use your breath weapon, each creature in the area must make a dexterity saving throw dc 8 + proficiency bonus + con modifier. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. You can use this ability again after a long or short rest.<br />
<br />
;Fire Rain<br />
At level 10 As an action you conjure up a 30 by 30 foot cloud in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The area becomes ignited and the soil dries and cracks becoming rough terrain. This area stays ignited for a minute or until the fire is extinguished by magic means. Once on each turn, any creature that is within the affected area, takes 2d6 fire damage. You can use this ability again after a long rest.<br />
<br />
;Sunfire Rebirth<br />
At level 15 You can choose between fire or radiant damage to all sun phoenix abilities.<br />
<br />
;Fire Vortex<br />
At level 18 As an action you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose equal to your con modifier within 30 feet of you must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier, or be caught in the vortex. On a failed save, creatures take 10d6 fire or radiant damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved. You can use this ability again after a long rest.<br />
<br />
==== Moon Phoenix ====<br />
<br />
Once you become a moon phoenix knight your flames become ice cold. <br />
<br />
;freezing<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in explosion of ice bird shaped. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 ice damage, this damage becomes 2d6 at level 9.<br />
<br />
• Once on each turn, when a creature within 10ft of you damages you, you can <br />
make your presence freeze it causing it to lose 10 feet of moving until the end of your next turn.<br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 2 embers to make him unable to use reactions until the end of your turn. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Umbral Grasp<br />
At level 7, you can channel frost powers around you. As a bonus action, you cause a 30-foot icy aura to flow from you, making the area difficult terrain until the end of your next turn. You must finish a short or long rest after using this feature to use it again.<br />
<br />
;Cold weather<br />
At level 10, as an action you make a snowstorm with a 30 by 30 foot area and the enemies in the area must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier or be frozen (Stunned) on a failed save for one minute, or not Frozen (Stunned) on a successful. The area becomes freezed becoming rough terrain and stays for a minute or until the area is heated by magic means. Once on each turn, any creature that is within the affected area can make a {{5a|str}} saving throw to break free from freezing. You can use this ability again after a long rest.<br />
<br />
;Cold to the bone<br />
At level 15 You become immune to freezing weather and can move normally on difficult terrain by making an ice path as an action. Additionally, enemies lose 10 feet of movement until the end of your turn when hitting you.<br />
<br />
;Eclipse<br />
At level 18 as an action, while active: Umbral Grasp or Cold weather spending 10 embers you can make an attack that is a d20 + your proficiency + your Constitution modifier. On a hit they take 10d6 ice and their movement speed is halved. <br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 14 strength, 14 constitution, & a Phoenix Trinket<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Rimuru_Tempest_Subordinate_(5e_Subclass)&diff=1549436Rimuru Tempest Subordinate (5e Subclass)2021-12-19T17:10:15Z<p>Cheo99: Created page with "===Rimuru Tempest subordinate=== ''Warlock Subclass'' You have made a pact with a powerful being, a creature that defies the cycle of life and death, you have pledged your..."</p>
<hr />
<div>===Rimuru Tempest subordinate===<br />
<br />
''Warlock Subclass''<br />
<br />
<br />
You have made a pact with a powerful being, a creature that defies the cycle of life and death, you have pledged your allegiance to him so that you can eternally pursue his ambitions. For him, you are part of his family and as such you must protect your family, it is the most important thing. Who hurts the family will be his gravest sin. Now explore, work, study, improve with each fiber of your body, be a link for that individual named Rimuru Sama so that one day, you will be trusted and will call you.<br />
<br />
As well as the basic spells for warlock you also know these spells automatically based on your subclass<br />
<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
<br />
!Level !!Spells<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
<br />
|1st level || ''{{5e|Detect Magic}}, Ice Knife<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
<br />
|2nd || ''{{5e|Alter Self}}, {{5e|Web}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
<br />
|3rd || "{{5e|Lightning Bolt}}, ''{{5e|Fireball}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
<br />
|4th || ''{{5e|Dimension Door}}, {{5e|Polymorph}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
<br />
|5th || ''{{5e|Raise Dead}}, {{5e|Conjure Elemental}}<br />
<br />
|}<br />
<br />
<br />
;Magic sense<br />
<br />
At 1st level, your patron's powers are shared with you.<br />
<br />
You have a 360 degree vision and you can see, hear even if you are deprived of your senses such as removing your ears or your eyes, giving you the following benefits.<br />
<br />
They cannot surprise you while you are conscious.<br />
<br />
Gains a +5 bonus to initiative.<br />
<br />
Other creatures gain no advantage on attack rolls against you as a result of being hidden from you.<br />
<br />
<br />
;Slime shape<br />
<br />
At 6th level, you manifest the aspect of your pattern. As a bonus action, you transform into a slime for 1 minute. You get the following benefits while transforming:<br />
<br />
<br />
You gain 1d10 regeneration + half your warlock level at the beginning of each of your turns that works as long as you have 1 health. You can recover lost body parts when you recover half your maximum health as per the {{5e|Regenerate}} spell but if you take fire or acid damage they remove your regeneration for one round.<br />
<br />
<br />
He can transform a number of times to half his proficiency bonus, and he recovers all expended uses when a long rest ends.<br />
<br />
<br />
;Improved slime form<br />
<br />
At 10th level, your pattern's powers have a profound effect on your body and magic. No need to eat, drink or breathe.<br />
<br />
<br />
When you make the slime form, you are now resistant to non-magical attacks and can go through centimeter-sized places.<br />
<br />
<br />
;Storm magic<br />
<br />
Your connection with Rimuru has become so strong that he himself has become aware of your power and presence. Giving you a power worthy of you and granting you the rank of general.<br />
<br />
<br />
Now your fire and lightning changed to black, a sign of your might. Making you pass the resistance to fire and lightning.<br />
<br />
----<br />
<br />
{{5e Subclasses Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
<br />
[[Category:DnD]]<br />
<br />
[[Category:User]]<br />
<br />
[[Category:Subclass]]<br />
<br />
[[Category:Warlock]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1549431Phoenix Knight (5e Class)2021-12-19T16:30:56Z<p>Cheo99: </p>
<hr />
<div><br />
== Phoenix Knight ==<br />
<br />
You have the power of the phoenix.<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you took, inherited, or gained a Phoenix necklace, bracelet or ring in some way that has immeasurable power within it and the stronger you get the more power it gives you. This trinket cannot be taken off unless you are killed or the player gifts it to another person, if it is gifted the player is now the fighter class, the person who was gifted the trinket may choose to become a Phoenix Knight, give it to someone else, or keep it as a trinket without the power. If someone u did not allow to have the trinket tries to take it, it's hot to the point that if anyone other than you touches it, it does 2d6 fire damage, it's so heavy no one can pick it up directly but so light that if they pick up your ashes they can carry it with you.<br />
Inside it resides the soul of a primordial phoenix. Anytime a Pheonix Knight feature is used the wearer has the choice to make the phoenix roar causeing the enimies around them to roll above your spell save dc, and may only be used for 1 ability a day, but can be used to give them advantage on intimidation in situations where they are intimidating someone else out of combat. The Origins of this trinket are unknown. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a shield with chain mail armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=10<br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Two from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=a martial weapon and a shield <br />
|item1b=two martial melee weapon<br />
|item1c=<br />
|item2a=five javelins <br />
|item2b=any simple melee weapon<br />
|item2c=<br />
|item3a=Chain mail<br />
|item3b=Scale mail<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Soul<br />
|classfeatures2=Embers<br />
|classfeatures3=Phoenix Knight Archetype<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Phoenix Aura <br />
|classfeatures7=Flame Absorption, Archetype Feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings<br />
|classfeatures10=Archetype Feature<br />
|classfeatures11=Extra Attack (2) <br />
|classfeatures12=<br />
|classfeatures13=Indomitable (1)<br />
|classfeatures14=Brave Heart<br />
|classfeatures15=Archetype Feature <br />
|classfeatures16=<br />
|classfeatures17=Fiery Death and Rebirth<br />
|classfeatures18=Archetype Feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix form, Phoenix Immortality<br />
<br />
|extrasonleft=1<br />
|extra1_name=Embers<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
==== Fighting Style ====<br />
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.<br />
<br />
<br />
'''Defense'''<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
'''Dueling'''<br />
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.<br />
<br />
'''Great Weapon Fighting'''<br />
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.<br />
<br />
'''Protection'''<br />
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.<br />
<br />
'''Thrown Weapon Fighting'''<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.<br />
<br />
'''Two-Weapon Fighting'''<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Phoenix Soul ====<br />
<br />
Due to the power of the phoenix now coursing through your body you are now resistant to fire.<br />
<br />
==== Embers ====<br />
<br />
Starting at 2nd level, your training allows you to harness the primordial energy of the phoenix. Your access to this energy is represented by a number of embers as shown in the ember point column of the phoenix knight table.<br />
You can spend these embers to fuel any phoenix knight and its sub classes features at any moment. You regain all spent embers when you finish a long rest.<br />
<br />
•Fuel the Flames<br />
When you use a feature that has duration, you can spend 1 ember to extend its duration by one round.<br />
•Stoke the Flames<br />
When you roll fire or cold damage for a feature, you can spend 1 ember to re-roll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.<br />
•Revive the Flames<br />
If you have expended all uses of a feature, you can spend embers equal half the level of that feature (rounded up) + 1, and use it one more time.<br />
<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
Listed at the end of the class features is subclass features<br />
<br />
==== Moon Phoenix ====<br />
Listed at the end of the class features is the subclass features<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
==== Phoenix Aura ====<br />
<br />
At level 6, as an action, creatures within 10ft of you must make a wisdom saving throw against your intimidation check. On a fail the creature becomes frightened of you. You gain advantage on any attack you make against creatures frightened this way. This lasts till the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can use this feature a number of times equal to your constitution modifier, and regain all expended uses at the end of a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame Absorption ====<br />
<br />
Beginning at 7th level, the magic from your flames restores your form. When you cast a phoenix knight feature that includes a fire damage roll, you can use your reaction to gain hit points equal to 1d10 + half you level. If your health is full, convert any extra points into temporary hit points. This Ability can only be used once every long or short rest.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9, as a bonus action, phoenix wings sprout out of your back and give you 40 feet flying speed and hover. Your Phoenix wings last for 1 minute or until you are knocked unconscious or killed. You can use this a number of times equal to half your proficiency bonus (Rounded Down), and need to take a long rest to regain all uses.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 13th 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.<br />
<br />
==== Brave Heart ====<br />
<br />
At 14th level, you are immune to being frightened and each friendly creature within sight of you has advantage on ability checks made to avoid being frightened while you are conscious.<br />
<br />
==== Fiery Death and Rebirth ====<br />
<br />
At level 17 When you are reduced to 0 hit points, you can spend 2 embers. You are instead reduced to 1 hit point, and your body releases flames in all directions. Any creature within 10 feet of you must make a Dexterity saving throw. On a fail the creature takes 10d6 fire damage, or half as much on a success.<br />
<br />
==== Phoenix Immortality ====<br />
<br />
At level 20 Your body stops aging and when you die your body is consumed by flames until only a cinder is left between the ashes, this cinder is blazing hot, dealing 4d6 fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it bursts into flames, from which you are reborn. This ability replaces any damaged or missing organs and limbs.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you become a phoenix avatar at will, it lasts for 5 minutes or until you are knocked unconscious or killed. You're able to channel powers of the Phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright red or a color of the players choosing, and your body is engulfed in flames.(color of flames are up to players discretion). You must complete a short or long rest before you can use this feature again.<br />
You gain the following benefits:(Stacks with Ablaze)<br />
<br />
• Wings sprout out from your back giving you flying speed of 40ft and hover. <br />
<br />
• Your fire breath, fire rain and fire vortex deal an additional 2d6 damage. <br />
<br />
• Your feet turn into talons that deal 2d6 + Dexterity mod fire damage and are considered melee weapon attacks. <br />
<br />
• Your melee weapon does an extra 1d6 fire damage and its enveloped in fire.<br />
<br />
• An aura of intense heat surrounds you, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there, takes 1d6 fire damage, and if they make a successful melee attack against you they take an extra 1d6 fire damage.<br />
<br />
• If you die in this form your explosive death is increased to 5d6 fire damage and the distance is increased to 20ft of you. <br />
You can only use this ability once a day and need to take a long rest to recover.<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
<br />
As a sun phoenix you gain radiant flames to scorch your opponents.<br />
<br />
;Ablaze<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in a bird shaped column of fire. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 fire damage, this damage becomes 2d6 at level 9. <br />
<br />
• Once on each turn, when a creature within 5ft of you damages you, you can deal fire damage to it equal to 1d4. <br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 1 ember to have up to two creatures within 5 feet of the target, to also take the extra fire damage. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Fire Breath<br />
At level 7 As an action you exhale fire in a 30 feet cone. When you use your breath weapon, each creature in the area must make a dexterity saving throw dc 8 + proficiency bonus + con modifier. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. You can use this ability again after a long or short rest.<br />
<br />
;Fire Rain<br />
At level 10 As an action you conjure up a 30 by 30 foot cloud in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The area becomes ignited and the soil dries and cracks becoming rough terrain. This area stays ignited for a minute or until the fire is extinguished by magic means. Once on each turn, any creature that is within the affected area, takes 2d6 fire damage. You can use this ability again after a long rest.<br />
<br />
;Sunfire Rebirth<br />
At level 15 You can choose between fire or radiant damage to all sun phoenix abilities.<br />
<br />
;Fire Vortex<br />
At level 18 As an action you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose equal to your con modifier within 30 feet of you must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier, or be caught in the vortex. On a failed save, creatures take 10d6 fire or radiant damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved. You can use this ability again after a long rest.<br />
<br />
==== Moon Phoenix ====<br />
<br />
Once you become a moon phoenix knight your flames become ice cold. <br />
<br />
;freezing<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in explosion of ice bird shaped. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 ice damage, this damage becomes 2d6 at level 9.<br />
<br />
• Once on each turn, when a creature within 10ft of you damages you, you can <br />
make your presence freeze it causing it to lose 10 feet of moving until the end of your next turn.<br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 2 embers to make him unable to use reactions until the end of your turn. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Umbral Grasp<br />
At level 7, you can channel frost powers around you. As a bonus action, you cause a 30-foot icy aura to flow from you, making the area difficult terrain until the end of your next turn. You must finish a short or long rest after using this feature to use it again.<br />
<br />
;Cold weather<br />
At level 10, as an action you make a snowstorm with a 30 by 30 foot area and the enemies in the area must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier or be frozen (Stunned) on a failed save for one minute, or not Frozen (Stunned) on a successful. The area becomes freezed becoming rough terrain and stays for a minute or until the area is heated by magic means. Once on each turn, any creature that is within the affected area can make a {{5a|str}} saving throw to break free from freezing. You can use this ability again after a long rest.<br />
<br />
;Cold to the bone<br />
At level 15 You become immune to freezing weather and can move normally on difficult terrain by making an ice path as an action. Additionally, enemies lose 10 feet of movement until the end of your turn when hitting you.<br />
<br />
;Eclipse<br />
At level 18 as an action, while active: Umbral Grasp or Cold weather spending 10 embers you can make an attack that is a d20 + your proficiency + your Constitution modifier. On a hit they take 10d6 ice and their movement speed is halved. You can use this ability again after a long rest. <br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 14 strength, 14 constitution, & a Phoenix Trinket<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1549346Phoenix Knight (5e Class)2021-12-19T04:10:23Z<p>Cheo99: </p>
<hr />
<div><br />
== Phoenix Knight ==<br />
<br />
You have the power of the phoenix.<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you took, inherited, or gained a Phoenix necklace, bracelet or ring in some way that has immeasurable power within it and the stronger you get the more power it gives you. This trinket cannot be taken off unless you are killed or the player gifts it to another person, if it is gifted the player is now the fighter class, the person who was gifted the trinket may choose to become a Phoenix Knight, give it to someone else, or keep it as a trinket without the power. If someone u did not allow to have the trinket tries to take it, it's hot to the point that if anyone other than you touches it, it does 2d6 fire damage, it's so heavy no one can pick it up directly but so light that if they pick up your ashes they can carry it with you.<br />
Inside it resides the soul of a primordial phoenix. Anytime a Pheonix Knight feature is used the wearer has the choice to make the phoenix roar causeing the enimies around them to roll above your spell save dc, and may only be used for 1 ability a day, but can be used to give them advantage on intimidation in situations where they are intimidating someone else out of combat. The Origins of this trinket are unknown. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a shield with chain mail armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=10<br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Two from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=a martial weapon and a shield <br />
|item1b=two martial melee weapon<br />
|item1c=<br />
|item2a=five javelins <br />
|item2b=any simple melee weapon<br />
|item2c=<br />
|item3a=Chain mail<br />
|item3b=Scale mail<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Soul<br />
|classfeatures2=Embers<br />
|classfeatures3=Phoenix Knight Archetype<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Phoenix Aura <br />
|classfeatures7=Flame Absorption, Archetype Feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings<br />
|classfeatures10=Archetype Feature<br />
|classfeatures11=Extra Attack (2) <br />
|classfeatures12=<br />
|classfeatures13=Indomitable (1)<br />
|classfeatures14=Brave Heart<br />
|classfeatures15=Archetype Feature <br />
|classfeatures16=<br />
|classfeatures17=Fiery Death and Rebirth<br />
|classfeatures18=Archetype Feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix form, Phoenix Immortality<br />
<br />
|extrasonleft=1<br />
|extra1_name=Embers<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
==== Fighting Style ====<br />
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.<br />
<br />
<br />
'''Defense'''<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
'''Dueling'''<br />
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.<br />
<br />
'''Great Weapon Fighting'''<br />
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.<br />
<br />
'''Protection'''<br />
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.<br />
<br />
'''Thrown Weapon Fighting'''<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.<br />
<br />
'''Two-Weapon Fighting'''<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Phoenix Soul ====<br />
<br />
Due to the power of the phoenix now coursing through your body you are now resistant to fire.<br />
<br />
==== Embers ====<br />
<br />
Starting at 2nd level, your training allows you to harness the primordial energy of the phoenix. Your access to this energy is represented by a number of embers as shown in the ember point column of the phoenix knight table.<br />
You can spend these embers to fuel any phoenix knight and its sub classes features at any moment. You regain all spent embers when you finish a long rest.<br />
<br />
•Fuel the Flames<br />
When you use a feature that has duration, you can spend 1 ember to extend its duration by one round.<br />
•Stoke the Flames<br />
When you roll fire or cold damage for a feature, you can spend 1 ember to re-roll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.<br />
•Revive the Flames<br />
If you have expended all uses of a feature, you can spend embers equal half the level of that feature (rounded up) + 1, and use it one more time.<br />
<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
Listed at the end of the class features is subclass features<br />
<br />
==== Moon Phoenix ====<br />
Listed at the end of the class features is the subclass features<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
==== Phoenix Aura ====<br />
<br />
At level 6, as an action, creatures within 10ft of you must make a wisdom saving throw against your intimidation check. On a fail the creature becomes frightened of you. You gain advantage on any attack you make against creatures frightened this way. This lasts till the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can use this feature a number of times equal to your constitution modifier, and regain all expended uses at the end of a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame Absorption ====<br />
<br />
Beginning at 7th level, the magic from your flames restores your form. When you cast a phoenix knight feature that includes a fire damage roll, you can use your reaction to gain hit points equal to 1d10 + half you level. If your health is full, convert any extra points into temporary hit points. This Ability can only be used once every long or short rest.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9, as a bonus action, phoenix wings sprout out of your back and give you 40 feet flying speed and hover. Your Phoenix wings last for 1 minute or until you are knocked unconscious or killed. You can use this a number of times equal to half your proficiency bonus (Rounded Down), and need to take a long rest to regain all uses.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 13th 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.<br />
<br />
==== Brave Heart ====<br />
<br />
At 14th level, you are immune to being frightened and each friendly creature within sight of you has advantage on ability checks made to avoid being frightened while you are conscious.<br />
<br />
==== Fiery Death and Rebirth ====<br />
<br />
At level 17 When you are reduced to 0 hit points, you can spend 2 embers. You are instead reduced to 1 hit point, and your body releases flames in all directions. Any creature within 10 feet of you must make a Dexterity saving throw. On a fail the creature takes 10d6 fire damage, or half as much on a success.<br />
<br />
==== Phoenix Immortality ====<br />
<br />
At level 20 Your body stops aging and when you die your body is consumed by flames until only a cinder is left between the ashes, this cinder is blazing hot, dealing 4d6 fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it bursts into flames, from which you are reborn. This ability replaces any damaged or missing organs and limbs.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you become a phoenix avatar at will, it lasts for 5 minutes or until you are knocked unconscious or killed. You're able to channel powers of the Phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright red or a color of the players choosing, and your body is engulfed in flames.(color of flames are up to players discretion). You must complete a short or long rest before you can use this feature again.<br />
You gain the following benefits:(Stacks with Ablaze)<br />
<br />
• Wings sprout out from your back giving you flying speed of 40ft and hover. <br />
<br />
• Your fire breath, fire rain and fire vortex deal an additional 2d6 damage. <br />
<br />
• Your feet turn into talons that deal 2d6 + Dexterity mod fire damage and are considered melee weapon attacks. <br />
<br />
• Your melee weapon does an extra 1d6 fire damage and its enveloped in fire.<br />
<br />
• An aura of intense heat surrounds you, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there, takes 1d6 fire damage, and if they make a successful melee attack against you they take an extra 1d6 fire damage.<br />
<br />
• If you die in this form your explosive death is increased to 5d6 fire damage and the distance is increased to 20ft of you. <br />
You can only use this ability once a day and need to take a long rest to recover.<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
<br />
As a sun phoenix you gain radiant flames to scorch your opponents.<br />
<br />
;Ablaze<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in a bird shaped column of fire. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 fire damage, this damage becomes 2d6 at level 9. <br />
<br />
• Once on each turn, when a creature within 5ft of you damages you, you can deal fire damage to it equal to 1d4. <br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 1 ember to have up to two creatures within 5 feet of the target, to also take the extra fire damage. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Fire Breath<br />
At level 7 As an action you exhale fire in a 30 feet cone. When you use your breath weapon, each creature in the area must make a dexterity saving throw dc 8 + proficiency bonus + con modifier. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. You can use this ability again after a long or short rest.<br />
<br />
;Fire Rain<br />
At level 10 As an action you conjure up a 30 by 30 foot cloud in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The area becomes ignited and the soil dries and cracks becoming rough terrain. This area stays ignited for a minute or until the fire is extinguished by magic means. Once on each turn, any creature that is within the affected area, takes 2d6 fire damage. You can use this ability again after a long rest.<br />
<br />
;Sunfire Rebirth<br />
At level 15 You can choose between fire or radiant damage to all sun phoenix abilities.<br />
<br />
;Fire Vortex<br />
At level 18 As an action you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose equal to your con modifier within 30 feet of you must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier, or be caught in the vortex. On a failed save, creatures take 10d6 fire or radiant damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved. You can use this ability again after a long rest.<br />
<br />
==== Moon Phoenix ====<br />
<br />
Once you become a moon phoenix knight your flames become ice cold. <br />
<br />
;freezing<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in explosion of ice bird shaped. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 ice damage, this damage becomes 2d6 at level 9.<br />
<br />
• Once on each turn, when a creature within 10ft of you damages you, you can <br />
make your presence freeze it causing it to lose 10 feet of moving until the end of your next turn.<br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 2 embers to make him unable to use reactions until the end of your turn. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Umbral Grasp<br />
At level 7, you can channel frost powers around you. As a bonus action, you cause a 30-foot icy aura to flow from you, making the area difficult terrain until the end of your next turn. You must finish a short or long rest after using this feature to use it again.<br />
<br />
;Cold weather<br />
At level 10, as an action you make a snowstorm with a 30 by 30 foot area and the enemies in the area must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier or be frozen (Stunned) on a failed save for one minute, or not Frozen (Stunned) on a successful. The area becomes freezed becoming rough terrain and stays for a minute or until the area is heated by magic means. Once on each turn, any creature that is within the affected area can make a {{5a|str}} saving throw to break free from freezing. You can use this ability again after a long rest.<br />
<br />
;Cold to the bone<br />
At level 15 You become immune to freezing weather and can move normally on difficult terrain by making an ice path as an action. Additionally, enemies lose 10 feet of movement until the end of your turn when hitting you.<br />
<br />
;Eclipse<br />
At level 18 as an action, while active: Threshold Grasp or Cold weather spending 10 embers you can make an attack that is a d20 + your proficiency + your Constitution modifier. On a hit they take 10d6 ice and their movement speed is halved. You can use this ability again after a long rest. <br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 14 strength, 14 constitution, & a Phoenix Trinket<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1549345Phoenix Knight (5e Class)2021-12-19T04:09:38Z<p>Cheo99: </p>
<hr />
<div><br />
== Phoenix Knight ==<br />
<br />
You have the power of the phoenix.<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you took, inherited, or gained a Phoenix necklace, bracelet or ring in some way that has immeasurable power within it and the stronger you get the more power it gives you. This trinket cannot be taken off unless you are killed or the player gifts it to another person, if it is gifted the player is now the fighter class, the person who was gifted the trinket may choose to become a Phoenix Knight, give it to someone else, or keep it as a trinket without the power. If someone u did not allow to have the trinket tries to take it, it's hot to the point that if anyone other than you touches it, it does 2d6 fire damage, it's so heavy no one can pick it up directly but so light that if they pick up your ashes they can carry it with you.<br />
Inside it resides the soul of a primordial phoenix. Anytime a Pheonix Knight feature is used the wearer has the choice to make the phoenix roar causeing the enimies around them to roll above your spell save dc, and may only be used for 1 ability a day, but can be used to give them advantage on intimidation in situations where they are intimidating someone else out of combat. The Origins of this trinket are unknown. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a shield with chain mail armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=10<br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Two from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=a martial weapon and a shield <br />
|item1b=two martial melee weapon<br />
|item1c=<br />
|item2a=five javelins <br />
|item2b=any simple melee weapon<br />
|item2c=<br />
|item3a=Chain mail<br />
|item3b=Scale mail<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Soul<br />
|classfeatures2=Embers<br />
|classfeatures3=Phoenix Knight Archetype<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Phoenix Aura <br />
|classfeatures7=Flame Absorption, Archetype Feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings<br />
|classfeatures10=Archetype Feature<br />
|classfeatures11=Extra Attack (2) <br />
|classfeatures12=<br />
|classfeatures13=Indomitable (1)<br />
|classfeatures14=Brave Heart<br />
|classfeatures15=Archetype Feature <br />
|classfeatures16=<br />
|classfeatures17=Fiery Death and Rebirth<br />
|classfeatures18=Archetype Feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix form, Phoenix Immortality<br />
<br />
|extrasonleft=1<br />
|extra1_name=Embers<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
==== Fighting Style ====<br />
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.<br />
<br />
<br />
'''Defense'''<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
'''Dueling'''<br />
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.<br />
<br />
'''Great Weapon Fighting'''<br />
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.<br />
<br />
'''Protection'''<br />
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.<br />
<br />
'''Thrown Weapon Fighting'''<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.<br />
<br />
'''Two-Weapon Fighting'''<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Phoenix Soul ====<br />
<br />
Due to the power of the phoenix now coursing through your body you are now resistant to fire.<br />
<br />
==== Embers ====<br />
<br />
Starting at 2nd level, your training allows you to harness the primordial energy of the phoenix. Your access to this energy is represented by a number of embers as shown in the ember point column of the phoenix knight table.<br />
You can spend these embers to fuel any phoenix knight and its sub classes features at any moment. You regain all spent embers when you finish a long rest.<br />
<br />
•Fuel the Flames<br />
When you use a feature that has duration, you can spend 1 ember to extend its duration by one round.<br />
•Stoke the Flames<br />
When you roll fire or cold damage for a feature, you can spend 1 ember to re-roll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.<br />
•Revive the Flames<br />
If you have expended all uses of a feature, you can spend embers equal half the level of that feature (rounded up) + 1, and use it one more time.<br />
<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
Listed at the end of the class features is subclass features<br />
<br />
==== Moon Phoenix ====<br />
Listed at the end of the class features is the subclass features<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
==== Phoenix Aura ====<br />
<br />
At level 6, as an action, creatures within 10ft of you must make a wisdom saving throw against your intimidation check. On a fail the creature becomes frightened of you. You gain advantage on any attack you make against creatures frightened this way. This lasts till the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can use this feature a number of times equal to your constitution modifier, and regain all expended uses at the end of a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame Absorption ====<br />
<br />
Beginning at 7th level, the magic from your flames restores your form. When you cast a phoenix knight feature that includes a fire damage roll, you can use your reaction to gain hit points equal to 1d10 + half you level. If your health is full, convert any extra points into temporary hit points. This Ability can only be used once every long or short rest.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9, as a bonus action, phoenix wings sprout out of your back and give you 40 feet flying speed and hover. Your Phoenix wings last for 1 minute or until you are knocked unconscious or killed. You can use this a number of times equal to half your proficiency bonus (Rounded Down), and need to take a long rest to regain all uses.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 13th 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.<br />
<br />
==== Brave Heart ====<br />
<br />
At 14th level, you are immune to being frightened and each friendly creature within sight of you has advantage on ability checks made to avoid being frightened while you are conscious.<br />
<br />
==== Fiery Death and Rebirth ====<br />
<br />
At level 17 When you are reduced to 0 hit points, you can spend 2 embers. You are instead reduced to 1 hit point, and your body releases flames in all directions. Any creature within 10 feet of you must make a Dexterity saving throw. On a fail the creature takes 10d6 fire damage, or half as much on a success.<br />
<br />
==== Phoenix Immortality ====<br />
<br />
At level 20 Your body stops aging and when you die your body is consumed by flames until only a cinder is left between the ashes, this cinder is blazing hot, dealing 4d6 fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it bursts into flames, from which you are reborn. This ability replaces any damaged or missing organs and limbs.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you become a phoenix avatar at will, it lasts for 5 minutes or until you are knocked unconscious or killed. You're able to channel powers of the Phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright red or a color of the players choosing, and your body is engulfed in flames.(color of flames are up to players discretion). You must complete a short or long rest before you can use this feature again.<br />
You gain the following benefits:(Stacks with Ablaze)<br />
<br />
• Wings sprout out from your back giving you flying speed of 40ft and hover. <br />
<br />
• Your fire breath, fire rain and fire vortex deal an additional 2d6 damage. <br />
<br />
• Your feet turn into talons that deal 2d6 + Dexterity mod fire damage and are considered melee weapon attacks. <br />
<br />
• Your melee weapon does an extra 1d6 fire damage and its enveloped in fire.<br />
<br />
• An aura of intense heat surrounds you, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there, takes 1d6 fire damage, and if they make a successful melee attack against you they take an extra 1d6 fire damage.<br />
<br />
• If you die in this form your explosive death is increased to 5d6 fire damage and the distance is increased to 20ft of you. <br />
You can only use this ability once a day and need to take a long rest to recover.<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
<br />
As a sun phoenix you gain radiant flames to scorch your opponents.<br />
<br />
;Ablaze<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in a bird shaped column of fire. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 fire damage, this damage becomes 2d6 at level 9. <br />
<br />
• Once on each turn, when a creature within 5ft of you damages you, you can deal fire damage to it equal to 1d4. <br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 1 ember to have up to two creatures within 5 feet of the target, to also take the extra fire damage. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Fire Breath<br />
At level 7 As an action you exhale fire in a 30 feet cone. When you use your breath weapon, each creature in the area must make a dexterity saving throw dc 8 + proficiency bonus + con modifier. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. You can use this ability again after a long or short rest.<br />
<br />
;Fire Rain<br />
At level 10 As an action you conjure up a 30 by 30 foot cloud in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The area becomes ignited and the soil dries and cracks becoming rough terrain. This area stays ignited for a minute or until the fire is extinguished by magic means. Once on each turn, any creature that is within the affected area, takes 2d6 fire damage. You can use this ability again after a long rest.<br />
<br />
;Sunfire Rebirth<br />
At level 15 You can choose between fire or radiant damage to all sun phoenix abilities.<br />
<br />
;Fire Vortex<br />
At level 18 As an action you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose equal to your con modifier within 30 feet of you must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier, or be caught in the vortex. On a failed save, creatures take 10d6 fire or radiant damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved. You can use this ability again after a long rest.<br />
<br />
==== Moon Phoenix ====<br />
<br />
Once you become a moon phoenix knight your flames become ice cold. <br />
<br />
;freezing<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in explosion of ice bird shaped. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal an extra 1d6 ice damage, this damage becomes 2d6 at level 9.<br />
<br />
• Once on each turn, when a creature within 10ft of you damages you, you can <br />
make your presence freeze it causing it to lose 10 feet of moving until the end of your next turn.<br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 2 embers to make him unable to use reactions until the end of your turn. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
<br />
;Umbral Grasp<br />
At level 7, you can channel frost powers around you. As a bonus action, you cause a 30-foot icy aura to flow from you, making the area difficult terrain until the end of your next turn. You must finish a short or long rest after using this feature to use it again.<br />
<br />
;Cold weather<br />
At level 10, as an action you make a snowstorm with a 30 by 30 foot area and the enemies in the area must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier or be frozen (Stunned) on a failed save for one minute, or not Frozen (Stunned) on a successful. The area becomes freezed becoming rough terrain and stays for a minute or until the area is heated by magic means. Once on each turn, any creature that is within the affected area can make a {{5a|str}} saving throw to break free from freezing. You can use this ability again after a long rest.<br />
<br />
;Cold to the bone<br />
At level 15 You become immune to freezing weather and can move normally on difficult terrain by making an ice path as an action. Additionally, enemies lose 10 feet of movement until the end of your turn when hitting you.<br />
<br />
;Eclipse<br />
At level 18 as an action, while active: Threshold Grasp or Cold weather spending 10 embers you can make an attack that is a d20 + your proficiency + your Constitution modifier. On a hit they take 10d6 ice and their movement speed is halved. You can use this ability again after a long rest. <br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 14 strength, 14 constitution, & a Phoenix Trinket<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Soul_Reaper_(5e_Class)&diff=1542183Soul Reaper (5e Class)2021-11-30T04:35:35Z<p>Cheo99: /* Soul Reaper Kido List */</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Bleach|owner=Tite Kubo}}<br />
== Soul Reaper ==<br />
The Soul Reapers are a peace keeping society based in the afterlife, it is our jobs to come back to the world of the living, and help the lost souls of the dead reach the afterlife. Aside from being guides to the lost souls, we are also their judges, and juries. We alone posses the power to read their lives and decide whether they are to pass on to heaven, or be put to eternal damnation in hell. Thus we train our-self in the ways of Zanjutsu, Hakuda, Hoho, and Kido as lines of defense for those whom fight their destiny, or worse... become hollow.<br />
<br />
=== Eternal Presence ===<br />
<br />
Though unseen, Soul Reapers have been around since the dawn of time. They practice their many skills in the afterlife, before being sent out by the Soul Society to collect the souls of the deceased.<br />
<br />
=== Jigokucho ===<br />
<br />
Jigokucho, or Spiritual Butterflies, are small creatures that glow a bright green color. They can be summoned at will in groups as large as 20 by Soul Reapers to preform mundane tasks, as well as deliver messages between them and the Soul Society. They can preform things such as scouting areas ahead making Wisdom(Perception) checks using their owners modifier, or follow tracks with a Wisdom(Survival) check.<br />
<br />
==== Zanpakuto ====<br />
<br />
The primary weapon of a soul Reaper, the Zanpakuto, is a one-handed martial finesse weapon which deals 1d10 slashing damage. Although the specific appearance is dependant on the wielder as it is an imprint of their spiritual pressure, they primarily take the form of a katana, wakazashi, nodachi, or tanto. Though initially formless, the spirit inside the sword is molded by the user’s soul, eventually becoming its own being. If your Zanpakuto is destroyed, it can be reformed during a long rest.<br />
<br />
=== Creating a Soul Reaper ===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/c/c3/Bleach_lieutenants.jpg|13 Soul Reaper Liutenants, Tite Kubo}}<br />
<br />
Think about how your character became a Soul Reaper. Did a mysterious stranger stab you in the chest with an odd sword? Did you murder a high ranking officer in the spirit world? Did you simply enter the academy?<br />
<br />
;Quick Build<br />
You can make a Soul Reaper quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, depending on your preferred Zanpakuto type, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Soul Reaper<br />
|summary=<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light Armor, Medium Armor<br />
|weapons=Simple Weapons, Martial Weapons<br />
|tools=Gigai, Jigokucho<br />
|saves=Dexterity and Constitution<br />
|skills=Choose 3 from the following: Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, or Survival<br />
|item1a=Zanpakuto<br />
|item1b=<br />
|item2a=Reaper Gi<br />
|item2b=<br />
|item3a=Gigai (Artificial Body)<br />
|item3b=<br />
|item4a=Explorer's Pack<br />
|item4b=2 Simple Weapons<br />
|item4c=1 Martial Weapon<br />
|classfeatures1=[[#Zanjutsu|Zanjutsu]], [[#Soul Transference|Soul Transference]], [[#Lighter than a Feather|Lighter than a Feather]], {{inpage|Reishi}}, {{inpage|Reaper's Gi}}<br />
|classfeatures2={{inpage|Kido}}<br />
|classfeatures3=[[#Soul Path|Soul Path]]<br />
|classfeatures4=<!--ASI--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6={{inpage|Reaper's Gi}} improvement<br />
|classfeatures7=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures8=<!--ASI--><br />
|classfeatures9={{inpage|Reaper's Gi}} improvement<br />
|classfeatures10=[[#Soul Path|Soul Path Feature]] <br />
|classfeatures11=[[#Reaper of Souls|Reaper of Souls]]<br />
|classfeatures12=<!--ASI--><br />
|classfeatures13={{inpage|Reaper's Gi}} improvement<br />
|classfeatures14=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures15=[[#Extra Attack|Extra Attack]]<br />
|classfeatures16=<!--ASI--><br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<!--ASI--><br />
|classfeatures20=[[#Extra Attack|Extra Attack]]<br />
<br />
|extrasonleft=<br />
|extra1_name=Reishi Points<br />
|extra1_1=4+con<br />
|extra1_2=8+con<br />
|extra1_3=12+con<br />
|extra1_4=16+con<br />
|extra1_5=20+con<br />
|extra1_6=24+con<br />
|extra1_7=28+con<br />
|extra1_8=32+con<br />
|extra1_9=36+con<br />
|extra1_10=40+con<br />
|extra1_11=44+con<br />
|extra1_12=48+con<br />
|extra1_13=52+con<br />
|extra1_14=56+con<br />
|extra1_15=60+con<br />
|extra1_16=64+con<br />
|extra1_17=68+con<br />
|extra1_18=72+con<br />
|extra1_19=76+con<br />
|extra1_20=80+con<br />
<br />
|extra4_name=Slot Level<br />
|extra4_1=0th<br />
|extra4_2=1st<br />
|extra4_3=1st<br />
|extra4_4=1st<br />
|extra4_5=2nd<br />
|extra4_6=2nd<br />
|extra4_7=2nd<br />
|extra4_8=2nd<br />
|extra4_9=3rd<br />
|extra4_10=3rd<br />
|extra4_11=3rd<br />
|extra4_12=3rd<br />
|extra4_13=4th<br />
|extra4_14=4th<br />
|extra4_15=4th<br />
|extra4_16=4th<br />
|extra4_17=5th<br />
|extra4_18=5th<br />
|extra4_19=5th<br />
|extra4_20=5th<br />
}}<br />
<br />
====Reishi====<br />
At 1st level, you begin to harness the energy of all spiritual forces known as Reishi. You have a number of Reishi points as listed in the Resihi Points column of the Soul Reaper class table + your Constitution modifier. You regain all expended Reishi points when you finish a long rest. If your Reishi points reach a count of 0, you have Disadvantage on all saving throws, excluding death saving throws, until you regain at least 1 Reishi point. If you already have Reiryoku from another class, such as from the [[Fullbringer (5e Class)|Fullbringer]] or [[Espada (5e Class)|Espada]] class, and any features that use Reishi may use the other point pool as well.<br />
<br />
Some of your Reishi features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Constitution is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:<br />
<br />
'''Reishi save DC=''' 8 + your proficiency bonus + your Constitution modifier.<br />
<br />
'''Reishi attack modifier=''' your proficiency bonus + your Constitution modifier<br />
<br />
==== Lighter than a Feather ====<br />
Starting at 1st level, while in Soul Reaper form you are lighter than a feather. You can move your normal walking speed through the air as if you were flying. However, if something were to paralyze you or cause your movement speed to fall to Zero, or you have no remaining Reishi, you will begin to fall,.<br />
<br />
==== Reaper's Gi ====<br />
A Reapers Gi, like his Zanpakuto, is made of his soul pressure, meaning that it can be repaired by the will of it's wearer, and is stronger than a normal robe. At 1st level, while wearing your Reapers Gi and no shield and have at least 1 Reishi point, your AC is equal to 10 + your {{5a|con}} modifier + your {{5a|dex}} modifier. As your power as a soul reaper increases, so does the strength of your Reaper's Gi. At 6th level, your gains a +1 AC bonus, at 9th level this bonus increases to +2, and at 13th this bonus increases to +3.<br />
<br />
==== Zanjutsu ====<br />
At 1st level, You gain the ability of Zanjutsu. Zanjutsu is the skill that allows Soul Reapers to create a sword from their "Soul Pressure" and manifest it in physical form, as well as handle the blade proficiently. This skill also binds the Zanpakuto to the creator. This means that only the person with a matching soul may wield the Zanpakuto. (Discuss with the DM to determine the zanpakuto, a real one may be used if the DM approves.)<br />
<br />
==== Soul Transference ====<br />
At 1st level, You gain the ability to use Soul Transference. Soul Reapers are adept at manipulating their souls and soul pressures. This gives them the ability to transfer their soul into a "Gigai" or temporary body. While inside a Gigai, soul reapers appear to be normal humans as their soul pressure is contained by the Gigai. However, Soul Reapers may summon their zanpakuto while in their Gigai. You may enter or exit a Gigai with a Bonus Action. If you are made unconscious inside of a Gigai, you are forced out next to it, and must make saving throws for both your soul and Gigai. If a Gigai dies, it can be replaced by contacting the Soul Society, and expending 1,500GP for service fees.<br />
<br />
==== Kido ====<br />
Starting at 2nd level, you have learned the ways of Kido. You may start learning basic Bakudo, Hado, and Kido spells, barriers, and seals. Kido is a fairly useful utility to Soul Reapers with enough whit and guile to make it work for them. You must spend twice as many Reishi points as a spell's level to cast it. Cantrips cost 1 Reishi to cast. Casting a spell using Reishi negates its material cost. You may only cast spells with a level less than or equal to the spell slot listed in the Slot Level column of the Soul Reaper table. You may have a number of spells prepared equal to your {{5a|int}} modifier, and you may change 1 prepared spell at the end of a long rest.<br />
<br />
==== Soul Path ====<br />
At 3rd level, you chose a soul path that to help define you as a Soul Reaper. You may choose between {{inpage|Zanjutsu Expert}} and {{inpage|Kido Expert}}, both listed at the end of this class description. You gain additional features at 7th, 10th, and 14th level.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
==== Extra Attack ====<br />
Starting at 5th level, you gain the ability to make an extra attack with your attack action. You also gain additional attacks at 15th(2), and 20th(3) level.<br />
<br />
==== Flash Step====<br />
At 6th level, your skill and practice in quickening your own movement allows you to flash step as a bonus action for 2 Reishi points, instantly moving you up to 30 feet away. This movement does not provoke opportunity attacks. This can not be used in the same round as Hoho.<br />
<br />
<!--<br />
==== Vizored ====<br />
Upon reaching 10th level you gain the ability to don a hollowfied mask, upon summoning the mask you must make a DC15 Constitution saving throw or lose control and fly into a frenzied rage, attacking the closest target. While hollowfied, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2. Each successful save makes it easier to control, decreasing the DC by 1 (to a minimum of 10.) After succeeding 10 saving throws you gain full control of the mask and its powers. After gaining full control, damage done while Vizored is increased by 1d10. This last for 10 minutes. At 15th level, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2 again.<br />
At 20th level, your movement speed increases by 15ft. while hollowfied.<br />
--><br />
<br />
==== Reaper of Souls ====<br />
At 11th level, your experience has taught you the best ways to cleanse Hollows and Non-Hollows alike. Your Zanpakuto counts as magical for the purpose of overcoming resistances.<br />
<br />
=== Zanjutsu Expert ===<br />
By focusing less on Kido training, you put all of your time into physical training, and mastery of your skill with the blade. You gain +2 to Attack rolls with your Zanpakuto.<br />
<br />
;{{#anc:Hoho}}<br />
At 3rd level, by forgoing Kido training, you have learned to move at a greater pace then other Reapers. Your movement speed increases by 10. For 7 Reishi points as an action, you may push yourself to perform a Reapers Sprint, moving up to 3 times your movement speed and, until the end of your next turn, if a feature causes you to make a Dexterity saving throw to take half damage on a success, you instead take half as much damage on a failure and no damage on a success.<br />
<br />
;{{#anc:Soul Resonation}}<br />
At 7th level, you have focused long and hard, and now acknowledge that your blade, though made of your soul, has a will and soul of its own. Though you still do not know it's name, this bond allows you and your sword to synchronize to new heights in power. At 6th level your Zanpakuto has a +1 bonus to attack and damage rolls and deals 1d12 slashing damage. At 9th level, your Zanpakuto has a +2 bonus. At 13th level your Zanpakuto has a +3 bonus.<br />
<br />
;{{#anc:Shikai}}<br />
At 10th level, through intense training and work on your skill with the blade, you have finally learned the name of your Zanpakuto. As a bonus action for 4 Reishi, you call your Zanpakuto's name, invoking it's power. All Shikai have their own unique special ability, work along side your DM to decide this ability based on your character's personality. <br />
<br />
;{{#anc:Bankai}}<br />
At 14th level, your weapon and you are one in the same. Your thoughts and emotions, your very wills are intertwined allowing you to draw forth the maximum power your weapon is capable of. You now gain critical hits with rolls of 19 or 20. While in Shikai form, another short phrase is uttered to unleash the power within for 4 additional Reishi, and work with your DM to find your weapons special ability that is added as an effect, such as a bonus to certain types of Bakudo or Hado, a boost to speed, or some special attack. You must spend an additional 4 Reishi at the end of each of your turns to maintain this form.<br />
<br />
=== Kido Expert ===<br />
As of 3rd level, you gain a +2 to your Spell Modifier and Save DCs. Kido masters seek to learn all of the known Bokudo in the Soul Society. They excel at situational analysis, and are usually well studied. Some Kido experts dream of learning all 99 or the known Bakudo, Kido, Barriers, and Seals that the Soul Reapers have at your disposal. Some of the more corrupted and seek to only gain power through the lost arts of the unnumbered Kido.<br />
<br />
;{{#anc:Eishōhaki}}<br />
at 3rd level, you have learned to cut the time on certain incantations without lowering their power. You may now cast Kido that would normally take 1 minute to prepare as an action. However if the incantation is part of the 100+ Kido (or more well known as "Forbidden Kido"), this effect does not take place.<br />
<br />
;{{#anc:Mental Master}}<br />
At 7th level, you have sharpened your mind far further then any Zanpakuto has ever been. Because of this, when calculating how many Kido you may have prepared at one time, you add your Intelligence modifier twice as opposed to once as normal.<br />
<br />
;{{#anc:Nijū Eishō}}<br />
At 10th level, you have learned to cast two Kido spells on the same action. However, when choosing Kido to cast, keep in mind that the total spell level of both Kido cast cannot exceed the current highest level Kido you can cast. (e.g. if you can cast a 4th level Kido at best, the two you choose to use can both be 2nd level, or a combo of a 3rd and 1st level Kido) In addition, when using this feature, Eishōhaki cannot take effect due to the taxation of the mind.<br />
<br />
;{{#anc:Nijū Eishōhaki}}<br />
At 14th level, your mind in sharper, sturdier, and more flexible then the strongest of any known Zanpakuto known to the Soul Society. You have learned how to control your Soul Pressure to the point that casting Two Kido at the same time is mere child's play. You may now use the effects of Nijū Eishō and Eishōhaki at the same time. In addition, the max spell slot level of the Kido that can be cast with Nijū Eishō is now equivalent to the max level of Kido you can cast + your Soul Reaper level divided by 5 rounded up. (e.g. Soul reaper level 14 = Max Kido slot + 3)<br />
<br />
=== Soul Reaper Kido List ===<br />
<br />
You know all of the Kido on the basic Soul Reaper spell list. You can prepare a number of Kido equal to your Soul Reaper Level + Your Intelligence Modifier.<br />
;Cantrips<br />
Fushibi (Firebolt)<br />
<br />
;1st Level<br />
Okasen (Burning Hands), Danku (Shield)<br />
Tenran (Gust of Wind), Inemuri (Sleep), Senju Kōten Taihō (Jim's Magic Missile)<br />
<br />
;2nd Level<br />
Shibireyubi (Hold Person)<br />
<br />
;3rd Level<br />
Shakkaho (Fireball), Meiyu (Mass Healing Word), Raikouhou (Call Lightning), Hanki<br />
(Counterspell)<br />
<br />
;4th Level<br />
Kurohitsugi (Blight), Noren Mekuri (Dimension Door)<br />
<br />
;5th Level<br />
Tozansho (Wall of Stone), Hiryu Gekizoku Shinten Raiho (Destructive wave), Soren Sokatsui (Flamestrike), Bankin (Hold Monster), Hyōga Seiran (Cone of Cold), Kūkanten'i (Teleportation Circle)<br />
<br />
{{5e Spell List|class=Shinigami|Spellcasting=Half}}<br />
<br />
=== Shikai & Bankai Examples===<br />
You're free to create, use, and add your own Zanpakuto examples.<br />
<br />
==== Zangetsu 1 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a wide, knife-like blade without a hilt. Your Zanpakuto damage die becomes 2d6, and its reach increases by +5 ft. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a thin shortsword of immense power. Your Zanpakuto damage die becomes 2d8, its reach decreases by -5 ft., and the total Reishi you must spend at the end of each of your turns is halved.<br />
<br />
==== Zangetsu 2 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a larger and smaller knife-like blade without a hilt. Your Zanpakuto becomes a light melee weapon, and you gain a second Zanpakuto with 1d8 as its damage die. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a wide blade connected to your arm by a chain. Your Zanpakuto damage die becomes 2d6, you lose your second Zanpakuto, and it gains the Thrown (20/40) and [[Returning (5e Variant Rule)|Returning]] properties.<br />
<br />
==== Engetsu ====<br />
;{{#anc:Burn, Engetsu}}<br />
While in Shikai, Engetsu is engulfed in flames. Your Zanpakuto damage die becomes 2d6, and you may choose to have it deal fire damage instead of slashing damage. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Engetsu}}<br />
While in Bankai, Engetsu's flames grow higher. Your Zanpakuto damage die becomes 2d8, you may use Getsuga Tensho as a bonus action, Getsuga Tensho costs 20 Reishi, and you must spend 10 hit points in addition to the normal Reishi at the end of each of your turns to maintain Bankai.<br />
<br />
==== Nozarashi ====<br />
;{{#anc:Drink, Nozarashi}}<br />
While in Shikai, Nozarashi becomes a massive axe. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Modosu Nozarashi}}<br />
While in Bankai, Nozarashi remains exactly the same, instead resonating with your spiritual pressure to transform you into a demonic beast. Your size increases by 1 category to a minimum of Large, and you can not be {{5c|frightened}}, {{5c|charmed}}, or {{5c|stunned}}.<br />
<br />
==== Zabimaru ====<br />
;{{#anc:Howl, Zabimaru}}<br />
While in Shikai, Zabimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +20 ft., and you may grapple a creature from that distance.<br />
<br />
;{{#anc:Sōō Zabimaru}}<br />
While in Bankai, you can not be disarmed of Zabimaru, and you gain +1 AC. As a bonus action after a successful attack against a creature within 5 ft. of you for 30 Reishi, you may force the creature to attempt a Constitution saving throw. On a failure, they take 15d10 + your Strength modifier force damage, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
==== Hōzukimaru====<br />
;{{#anc:Grow, Hōzukimaru}}<br />
While in Shikai, Hōzukimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +10 ft. As a bonus action, you may split your Zanpakuto into 2 identical Zanpakuto with a normal Zanpakuto's reach that have the Light property.<br />
<br />
;{{#anc:Ryūmon Hōzukimaru}}<br />
While in Bankai, your Zanpakuto is always 2 identical Light Zanpakuto with +10 ft. of reach. You lose {{inpage|Soul Resonation}}'s attack and damage roll bonus, but you gain a +1 bonus to attack and damage rolls at the end of each of your turns in initiative.<br />
<br />
==== Benihime ====<br />
;{{#anc:Awaken, Benihime}}<br />
While in Shikai, Benihime becomes an intricate but otherwise unspectacular medium-sized sword, but makes up for it with its Kido enhancement. When you cast a Kido that deals damage, it deals Force damage, and all Kido can be cast as an action or bonus action.<br />
<br />
;{{#anc:Kannonbiraki Benihime Aratame}}<br />
While in Bankai, your Zanpakuto remains unchanged, instead summoning a Gargantuan woman in red robes with a Strength, Dexterity, and Constitution score of 17, an Intelligence, Wisdom, and Charisma score of 5, a movement speed, list of known languages, and list of actions of 0. Any object or creature of your choice within 5 ft. of the woman regain 2d12 hit points or regains 1 body part of your choice, or they must make a Dexterity saving throw or take 3d12 necrotic damage.<br />
<br />
==== Suzumushi ====<br />
;{{#anc:Cry, Suzumushi}}<br />
While in Shikai, your Zanpakuto remains unchanged. As an action for 20 Reishi, you may force every creature within 120 ft. to attempt a Constitution saving throw as Suzumushi vibrates at a painfully high frequency. On a failure, they are knocked {{5c|unconscious}} for 1 minute. On a success, they are {{5c|deafened}} for 1 minute. <br />
<br />
Alternatively as an action for 5 Reishi, you may force every creature in a 60 ft. line to attempt a Dexterity saving throw as you generate a storm of blades. On a success, they take 4d12 slashing damage. On a failure, they take half as much damage.<br />
<br />
;{{#anc:Suzumushi Tsuishiki: Enma Kōrogi}}<br />
While in Bankai, all creatures except you are {{5c|blinded}} and {{5c|deafened}}.<br />
<br />
==== Shinsō ====<br />
;{{#anc:Shoot to Kill, Shinsō}}<br />
While in Shikai, Shinsō's blade becomes a beam of light. Its reach increases by +35 ft.<br />
<br />
;{{#anc:Kamishini no Yari}}<br />
While in Bankai, Shinsō's range can become a radius or a line as a bonus action until the beginning of your next turn for 3 Reishi. While you are not benefiting from this effect, Shinsō deals twice as much damage.<br />
<br />
==== Katen Kyōkotsu ====<br />
;{{#anc:Cry, Katen Kyōkotsu}}<br />
While in Shikai, your Zanpakuto becomes two Light Zanpakuto and their damage die becomes 1d10. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Takaoni - Which ever creature is physically lower at the start of your next turn takes 4d12 force damage.<br />
*Kageoni - Both creatures can dictate in which 5 ft. space within 5 ft. of them their shadow is. If a creature occupies the same space as their shadow, they take 2d6 force damage at the start of their turn. This lasts for 1 minute.<br />
*Irooni - Both creatures name a damage type. They become resistant to all damage except the type the other creature called. If both creatures pick the same damage type, they take 4 times as much damage.<br />
<br />
;{{#anc:Katen Kyōkotsu: Karamatsu Shinjū}}<br />
While in Bankai, the area within 120 ft. becomes gloomy to all those who view it. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Ichidanme: Tameraikizu no Wakachiai - Any damage either creature takes, the other takes as well.<br />
*Sandanme: Dangyo no Fuchi - Both creatures begin to [[5e SRD:Suffocating|suffocate]].<br />
*Shime no Dan: Itokiribasami Chizome no Nodobue - This can only be used against a creature within 5 ft. while grappling them. Sheathing your sword, you slowly wrap a white thread around the creature you are grappling's throat. If they do not escape the grapple after 5 turns (30 seconds), they are killed instantly.<br />
<br />
==== Ashisogi Jizō ====<br />
;{{#anc:Rip, Ashisogi Jizō}}<br />
While in Shikai, your Zanpakuto becomes a deformed trident. As a bonus action on a successful attack against a creature for 5 Reishi, they must succeed a Constitution saving throw or become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
;{{#anc:Konjiki Ashisogi Jizō}}<br />
While in Bankai, you lose the effects of Shikai and summon one poisonous [[Adult Purple Dragon (5e Creature)|caterpillar-like creature]] within 5 ft. of you that can not speak and follows your verbal commands until your Bankai ends.<br />
<br />
==== Kinshara ====<br />
;{{#anc:Play, Kinshara}}<br />
While in Shikai, Kinshara becomes a golden, whip-like mace. Your Zanpakuto's reach increases by +20 ft. and it deals magical bludgeoning damage. As a bonus action for 3 Reishi after a successful attack, all creatures within 5 ft. of the target must succeed a Constitution saving throw or take 2d6 thunder damage as Kinshara creates a vortex of sound.<br />
<br />
;{{#anc:Kinshara Butōdan}}<br />
While in Bankai, you create up to 10 [[5e SRD:Hobgoblin|hobgoblins]] that act on your own turn for 3 Reishi per hobgoblin. These Zanpakuto hobgoblins do not have crossbows, and desummon immediately after Bankai ends.<br />
<br />
==== Tenken ====<br />
;{{#anc:Play, Tenken}}<br />
While in Shikai, each swing of Tenken generates the ghostly form of your Bankai. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Kokujō Tengen Myō'ō Kinshara}}<br />
While in Bankai, you create a clone of yourself that is identical in stats to you save for being Gargantuan. It acts in the exact same manner as you no matter what, and is desummoned when Bankai ends.<br />
<br />
==== Ryūjin Jakka ====<br />
;{{#anc:Reduce All Creation to Ash, Ryūjin Jakka}}<br />
While in Shikai, your Zanpakuto deals fire damage, and you may cast any Kido that deal fire damage without spending Reishi. In addition, any water not inside living creatures within 10 ft. of you evaporates instantly.<br />
<br />
;{{#anc:Zanka no Tachi}}<br />
Unlike normal Bankai, you must spend 60 Reishi to initiate Bankai. While in Bankai, your Zanpakuto deals 10d10 fire damage.<br />
<br />
==== Hyōrinmaru ====<br />
;{{#anc:Sit Upon the Frozen Heavens, Hyōrinmaru}}<br />
While in Shikai, your Hyōrinmaru generates multiple ice dragons from its blade. Your Zanpakuto's reach increases by +15 ft. and deals cold damage. As an action for 2 Reishi, you can create a 5 ft. wall of ice with 15 AC and hit points anywhere within 30 ft. of you. In addition, you can control the weather in any indirectly offensive way.<br />
<br />
;{{#anc:Daiguren Hyōrinmaru}}<br />
While in Bankai, you gain a flying speed equal to twice your movement speed, your ice walls can look identical to yourself, and you become resistant to ice damage. You may change your Zanpakuto's range into a 10 ft. cone or back into 1 target as a bonus action. As an action for 5 Reishi, all creatures within a 30 ft. cone must succeed a Constitution saving throw or become {{5c|paralyzed}} until the end of your next turn.<br />
<br />
==== Sode no Shirayuki ====<br />
;{{#anc:Dance, Sode no Shirayuki}}<br />
While in Shikai, your Sode no Shirayuki freezes anything it touches. Your Zanpakuto deals cold damage. <br />
*As an action for 2 Reishi, you become {{5c|paraylzed}} and become immune to all damage by freezing yourself until the beginning of your next turn. <br />
*As a bonus action for 4 Reishi, you create a 5 ft. wall of ice with 15 AC and hit points anywhere within 5 ft. of you. If there is a creature in the area, they must succeed a Dexterity saving throw or take 6d6 ice damage.<br />
<br />
;{{#anc:Hakka no Togame}}<br />
While in Bankai, as an action for 8 Reishi, you may force all creatures within 20 ft. of you to succeed a Constitution saving throw or take 6d6 ice damage and become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Muramasa ====<br />
;{{#anc:Whisper, Muramasa}}<br />
While in Shikai, Muramasa turns all Zanpakuto and sentient weapons within 30 ft. of you against their wielder. The creature must succeed a Strength saving throw at the beginning of each of their turns or make an against an ally or the wielder themself with the weapon. This does not consume the creature's action.<br />
<br />
;{{#anc:Mukōjōchū Muramasa}}<br />
While in Bankai, Muramasa manifests themself into the physical world along with any other Zanpakuto spirits and sentient items within 30 ft. All Zanpakuto spirits and manifested sentient items are identical to their wielder, but act autonomously. Muramasa may spend 20 Reishi (which are pulled from their pool instead of your own) as an action to force a Zanpakuto spirit or manifested sentient item within 30 ft. of them to attempt a {{5a|wis}} saving throw, becoming {{5c|charmed}} for 1 minute on a failure. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Tachikaze ====<br />
;{{#anc:Blow it Away, Tachikaze}}<br />
While in Shikai, your Tachikaze shrinks into a trench dagger that is capable of creating blades of wind to make up for its short range. Your Zanpakuto now deals thunder damage. As an action for 4 Reishi, you can fire a glowing orb from Tachikaze forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 1d8 + your Constitution modifier + your Soul Reaper level radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;{{#anc:Tekken Tachikaze}}<br />
While in Bankai, your Tachikaze becomes 2 Light Zanpakuto and you may fire a glowing orb as a bonus action.<br />
<br />
==== Gonryōmaru ====<br />
;{{#anc:Pierce, Gonryōmaru}}<br />
While in Shikai, your Gonryōmaru transforms into a rapier. Its damage die becomes 3d6.<br />
<br />
;{{#anc:Kōkō Gonryō Rikyū}}<br />
While in Bankai, your Gonryōmaru is sent to the sky before exploding into a storm of electricity. You can control the weather. You can make an attack against any creature within 60 ft. of you using Gonryōmaru dealing 3d6 + your Dexterity modifier lightning damage on a hit.<br />
<br />
==== Senbonzakura ====<br />
;{{#anc:Scatter, Senbonzakura}}<br />
While in Shikai, you can not attack with your Senbonzakura as it dissintegrates into a cloud of cherry-blossom-like blades. Any creature that comes within 15 ft. of you, moves 5 ft. within this range, or starts its turn in this range is targeted by a Zanpakuto attack.<br />
<br />
;{{#anc:Senbonzakura Kageyoshi}}<br />
While in Bankai, the range Senbonzakura targets is doubled. You may halve this range as an action causing any creature targeted by it to be attacked twice instead of once.<br />
<br />
==== Suzumebachi ====<br />
;{{#anc:Sting All Enemies to Death, Suzumebachi}}<br />
While in Shikai, Suzumebachi becomes a glove-like stinger capable of poisoning the soul. If you score a critical hit against a creature you have already attack, you roll damage 4 times instead of twice.<br />
<br />
;{{#anc:Jakuhō Raikōben}}<br />
While in Bankai, Suzumebachi becomes a large surface-to-air missile. Unlike normal Bankai, you must spend 50 Reishi to activate this Bankai, and it does not cost Reishi to maintain. Every creature in a 60 ft. radius within 120 ft. must succeed a Constitution saving throw or take 6d10 bludgeoning damage and 6d10 fire damage. After this missile is fired, you immediately leave Bankai.<br />
<br />
==== Kyōka Suigetsu ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Shatter, Kyōka Suigetsu}}<br />
When you enter Bankai, all creatures that can see you must succeed a Wisdom saving throw. On a failure, any time your Bankai is active, you may create an illusory clone of yourself anywhere that you can see or turn yourself {{5c|invisible}} as an action. These clones are identical to the real deal to all the creatures under this effect's senses. These effects only effect creatures who have failed the Wisdom saving throw when you entered Bankai.<br />
<br />
==== Sakanade ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Collapse, Sakanade}}<br />
When you enter Bankai, all creatures within 240 ft. of you must succeed a Wisdom saving throw. On a success, they notice pink mist surrounding them. Any creature that breaths this mist has their entire perception of reality reversed, while you remain unaffected. Creatures not under these effects have advantage on attack rolls against creatures under these effects, and creatures under these effects have disadvantage on saving throws and contests against creatures not under these effects.<br />
<br />
==== Wabisuke ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Raise Your Head, Wabisuke}}<br />
While in Bankai, on a successful hit with Wabisuke, the weight of an object is doubled. If used against a creature, their speeds and distance to take falling damage is halved on every successful attack. If their speed becomes less than 5 ft., it becomes 0 and they must succeed a Strength saving throw or fall prone at the beginning of each of their turns, and removing the prone condition requires an action.<br />
<br />
==== Sanpo Kenjū ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Summon, Sanpo Kenjū}}<br />
When you enter Bankai, you summon 2 immortal, but relatively ineffectual creatures that mimic your every movement, one preceding and one following, to ensure at least one strike hits. The number of attacks you can make when you take the Attack action are tripled, but you may only change targets after every 3 attacks.<br />
<br />
==== Zakuro ====<br />
;{{#anc:Siphon, Zakuro}}<br />
While in Shikai, your Zanpakuto's damage die becomes 2d12.<br />
<br />
;{{#anc:Urozakuro}}<br />
While in Bankai, you lose the effects of Shikai and you can fuse with any surface as a bonus action. Your senses apply to the entirety of the surface. If the surface is solid, you may cast spells or make Zanpakuto attacks from anywhere within the surface, and you may cast any number of spells on the same action as long as you can match the Reishi cost. While fused with a liquid or gaseous surface, you are immune to all damage except fire, force, and necrotic damage. When Bankai ends, you may appear anywhere touching your surface.<br />
<br />
==== Gagaku Kairō ====<br />
;{{#anc:Massacre the auspicious omens and come into being; respect the darkness as you become decrepit with age, Gagaku Kairō}}<br />
While in Shikai, your Zanpakuto disappears. 3 Medium featureless spheres with gaping maws appear within 5 ft. of you. They are identical in statistics to you save for not needing to eat, sleep, see, hear, or breath, and have 60 ft. of blindsight. They all act on your turn, and desummon when Shikai ends.<br />
<br />
;{{#anc:Gagaku Kairō}}<br />
While in Bankai, a pair of massive jaws covering a 45 ft. radius circle. Any creature the starts its turn or comes within 5 ft. of this radius must succeed a Dexterity saving throw or take 4d6 magical slashing damage.<br />
<br />
==== Kazeshini ====<br />
;{{#anc:Reap, Kazeshini}}<br />
While in Shikai, your Kazeshini becomes two kusarigama-like blades, which are thought to represent death, connected by a chain, thought to represent life. You regain 2 hit points at the end of each of your turns after you spend Reishi to maintain Shikai. You may spend additional Reishi at this time to regain an equal number of hit points.<br />
<br />
;{{#anc:Fushi no Kōjyō}}<br />
While in Bankai, Kazeshini's chains extend into a noose around your neck, further extending into a 30 ft. radius orb above you with chains loosely hanging from it. You must designate one other creature under the orb. You and the other creature become immune to all damage. You must spend 24 Reishi instead of the usual 8, between the two creatures unless both creatures decide otherwise or one can not contribute their amount. <br />
<br />
==== Ikomikidomoe ====<br />
Unlike any other Zanpakuto, Ikokimidomoe has multiple Shikai forms.<br />
<br />
;{{#anc:Orbit the Stars, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe's own arm sprouts from your Zanpakuto's hilt. Your Zanpakuto gains +5 ft. of reach. In addition to your own attacks, you may make a Zanpakuto attack against any creature that enters, starts their turn, or leaves a 10 ft. radius of you without spending a reaction as Ikomikidomoe swipes at them autonomously.<br />
<br />
;{{#anc:Jot Down Their Funerals/Hatch Out and Be Ruined, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe is summoned from the Zanpakuto's inner world into the physical world. It is under your control and acts on your turns. It uses the stat block of a [[Draugr (5e Creature)|draugr]], save for having an equal number of hit points as you. You can make it use or end its Enlarge action, which no longer has a duration, for 4 Reishi as your action, and when you activate this Shikai, you may decide whether it is Enlarged or not. While not Enlarged, it loses its Maddening Presence action, and gains the following:<br />
<br />
As both you and Ikomikidomoe's action, you spend 35 Reishi points to blast a gigantic concentration of Reiatsu in a direction of your choice. Each creature in a 200-foot cone originating from Ikomikidomoe must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
If Ikomikidomoe is reduced to 0 hit points, your Zanpakuto is destroyed.<br />
<br />
;{{#anc: Ikomikidomoe Hōraku Hakkei}}<br />
While in Bankai, you can not use any of your Shikai. Instead, you gain all of Ikomikidomoe's actions (excluding Enlarge, though all actions act as they would if you were Enlarged, and including the Reiatsu blast), features, and ability scores that are better than your own, and you take on a form similar to a [[Espada (5e Class)#Visored|Visored Resurrección]].<br />
<br />
=== Final Bankai ===<br />
The Final Bankai feature can only be gained by a true bond-of-bonds with your Zanpakuto. As an action, regardless of your level, you gain all of this class's features, not including those of subclasses you have not taken, for 1 minute, and you regain 20 Reishi and hit points at the end of each of your turns. At the end of this duration, your Zanpakuto shatters and you lose all features from this class. Your hit points and character level are uneffected. You can regain your previous features by gaining half as many experience points as it took to originally gain the level you gained the feature at (or through smaller milestones for milestone leveling), and you may change which subclass you chose. Your Zanpakuto must be reforged as well, which can only be done by a blacksmith of the highest order who can also commune with spirits.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Soul Reaper class, you must meet these prerequisites:<br />
15 Dexterity,<br />
15 Constitution,<br />
12 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Soul Reaper class, you gain the following proficiencies: <br />
Zanpakuto,<br />
Gigai,<br />
Jigokucho<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Bleach|owner=Tite Kubo}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:Monk Tag]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Soul_Reaper_(5e_Class)&diff=1542180Soul Reaper (5e Class)2021-11-30T04:19:34Z<p>Cheo99: /* Soul Reaper Kido List */</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Bleach|owner=Tite Kubo}}<br />
== Soul Reaper ==<br />
The Soul Reapers are a peace keeping society based in the afterlife, it is our jobs to come back to the world of the living, and help the lost souls of the dead reach the afterlife. Aside from being guides to the lost souls, we are also their judges, and juries. We alone posses the power to read their lives and decide whether they are to pass on to heaven, or be put to eternal damnation in hell. Thus we train our-self in the ways of Zanjutsu, Hakuda, Hoho, and Kido as lines of defense for those whom fight their destiny, or worse... become hollow.<br />
<br />
=== Eternal Presence ===<br />
<br />
Though unseen, Soul Reapers have been around since the dawn of time. They practice their many skills in the afterlife, before being sent out by the Soul Society to collect the souls of the deceased.<br />
<br />
=== Jigokucho ===<br />
<br />
Jigokucho, or Spiritual Butterflies, are small creatures that glow a bright green color. They can be summoned at will in groups as large as 20 by Soul Reapers to preform mundane tasks, as well as deliver messages between them and the Soul Society. They can preform things such as scouting areas ahead making Wisdom(Perception) checks using their owners modifier, or follow tracks with a Wisdom(Survival) check.<br />
<br />
==== Zanpakuto ====<br />
<br />
The primary weapon of a soul Reaper, the Zanpakuto, is a one-handed martial finesse weapon which deals 1d10 slashing damage. Although the specific appearance is dependant on the wielder as it is an imprint of their spiritual pressure, they primarily take the form of a katana, wakazashi, nodachi, or tanto. Though initially formless, the spirit inside the sword is molded by the user’s soul, eventually becoming its own being. If your Zanpakuto is destroyed, it can be reformed during a long rest.<br />
<br />
=== Creating a Soul Reaper ===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/c/c3/Bleach_lieutenants.jpg|13 Soul Reaper Liutenants, Tite Kubo}}<br />
<br />
Think about how your character became a Soul Reaper. Did a mysterious stranger stab you in the chest with an odd sword? Did you murder a high ranking officer in the spirit world? Did you simply enter the academy?<br />
<br />
;Quick Build<br />
You can make a Soul Reaper quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, depending on your preferred Zanpakuto type, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Soul Reaper<br />
|summary=<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light Armor, Medium Armor<br />
|weapons=Simple Weapons, Martial Weapons<br />
|tools=Gigai, Jigokucho<br />
|saves=Dexterity and Constitution<br />
|skills=Choose 3 from the following: Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, or Survival<br />
|item1a=Zanpakuto<br />
|item1b=<br />
|item2a=Reaper Gi<br />
|item2b=<br />
|item3a=Gigai (Artificial Body)<br />
|item3b=<br />
|item4a=Explorer's Pack<br />
|item4b=2 Simple Weapons<br />
|item4c=1 Martial Weapon<br />
|classfeatures1=[[#Zanjutsu|Zanjutsu]], [[#Soul Transference|Soul Transference]], [[#Lighter than a Feather|Lighter than a Feather]], {{inpage|Reishi}}, {{inpage|Reaper's Gi}}<br />
|classfeatures2={{inpage|Kido}}<br />
|classfeatures3=[[#Soul Path|Soul Path]]<br />
|classfeatures4=<!--ASI--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6={{inpage|Reaper's Gi}} improvement<br />
|classfeatures7=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures8=<!--ASI--><br />
|classfeatures9={{inpage|Reaper's Gi}} improvement<br />
|classfeatures10=[[#Soul Path|Soul Path Feature]] <br />
|classfeatures11=[[#Reaper of Souls|Reaper of Souls]]<br />
|classfeatures12=<!--ASI--><br />
|classfeatures13={{inpage|Reaper's Gi}} improvement<br />
|classfeatures14=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures15=[[#Extra Attack|Extra Attack]]<br />
|classfeatures16=<!--ASI--><br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<!--ASI--><br />
|classfeatures20=[[#Extra Attack|Extra Attack]]<br />
<br />
|extrasonleft=<br />
|extra1_name=Reishi Points<br />
|extra1_1=4+con<br />
|extra1_2=8+con<br />
|extra1_3=12+con<br />
|extra1_4=16+con<br />
|extra1_5=20+con<br />
|extra1_6=24+con<br />
|extra1_7=28+con<br />
|extra1_8=32+con<br />
|extra1_9=36+con<br />
|extra1_10=40+con<br />
|extra1_11=44+con<br />
|extra1_12=48+con<br />
|extra1_13=52+con<br />
|extra1_14=56+con<br />
|extra1_15=60+con<br />
|extra1_16=64+con<br />
|extra1_17=68+con<br />
|extra1_18=72+con<br />
|extra1_19=76+con<br />
|extra1_20=80+con<br />
<br />
|extra4_name=Slot Level<br />
|extra4_1=0th<br />
|extra4_2=1st<br />
|extra4_3=1st<br />
|extra4_4=1st<br />
|extra4_5=2nd<br />
|extra4_6=2nd<br />
|extra4_7=2nd<br />
|extra4_8=2nd<br />
|extra4_9=3rd<br />
|extra4_10=3rd<br />
|extra4_11=3rd<br />
|extra4_12=3rd<br />
|extra4_13=4th<br />
|extra4_14=4th<br />
|extra4_15=4th<br />
|extra4_16=4th<br />
|extra4_17=5th<br />
|extra4_18=5th<br />
|extra4_19=5th<br />
|extra4_20=5th<br />
}}<br />
<br />
====Reishi====<br />
At 1st level, you begin to harness the energy of all spiritual forces known as Reishi. You have a number of Reishi points as listed in the Resihi Points column of the Soul Reaper class table + your Constitution modifier. You regain all expended Reishi points when you finish a long rest. If your Reishi points reach a count of 0, you have Disadvantage on all saving throws, excluding death saving throws, until you regain at least 1 Reishi point. If you already have Reiryoku from another class, such as from the [[Fullbringer (5e Class)|Fullbringer]] or [[Espada (5e Class)|Espada]] class, and any features that use Reishi may use the other point pool as well.<br />
<br />
Some of your Reishi features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Constitution is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:<br />
<br />
'''Reishi save DC=''' 8 + your proficiency bonus + your Constitution modifier.<br />
<br />
'''Reishi attack modifier=''' your proficiency bonus + your Constitution modifier<br />
<br />
==== Lighter than a Feather ====<br />
Starting at 1st level, while in Soul Reaper form you are lighter than a feather. You can move your normal walking speed through the air as if you were flying. However, if something were to paralyze you or cause your movement speed to fall to Zero, or you have no remaining Reishi, you will begin to fall,.<br />
<br />
==== Reaper's Gi ====<br />
A Reapers Gi, like his Zanpakuto, is made of his soul pressure, meaning that it can be repaired by the will of it's wearer, and is stronger than a normal robe. At 1st level, while wearing your Reapers Gi and no shield and have at least 1 Reishi point, your AC is equal to 10 + your {{5a|con}} modifier + your {{5a|dex}} modifier. As your power as a soul reaper increases, so does the strength of your Reaper's Gi. At 6th level, your gains a +1 AC bonus, at 9th level this bonus increases to +2, and at 13th this bonus increases to +3.<br />
<br />
==== Zanjutsu ====<br />
At 1st level, You gain the ability of Zanjutsu. Zanjutsu is the skill that allows Soul Reapers to create a sword from their "Soul Pressure" and manifest it in physical form, as well as handle the blade proficiently. This skill also binds the Zanpakuto to the creator. This means that only the person with a matching soul may wield the Zanpakuto. (Discuss with the DM to determine the zanpakuto, a real one may be used if the DM approves.)<br />
<br />
==== Soul Transference ====<br />
At 1st level, You gain the ability to use Soul Transference. Soul Reapers are adept at manipulating their souls and soul pressures. This gives them the ability to transfer their soul into a "Gigai" or temporary body. While inside a Gigai, soul reapers appear to be normal humans as their soul pressure is contained by the Gigai. However, Soul Reapers may summon their zanpakuto while in their Gigai. You may enter or exit a Gigai with a Bonus Action. If you are made unconscious inside of a Gigai, you are forced out next to it, and must make saving throws for both your soul and Gigai. If a Gigai dies, it can be replaced by contacting the Soul Society, and expending 1,500GP for service fees.<br />
<br />
==== Kido ====<br />
Starting at 2nd level, you have learned the ways of Kido. You may start learning basic Bakudo, Hado, and Kido spells, barriers, and seals. Kido is a fairly useful utility to Soul Reapers with enough whit and guile to make it work for them. You must spend twice as many Reishi points as a spell's level to cast it. Cantrips cost 1 Reishi to cast. Casting a spell using Reishi negates its material cost. You may only cast spells with a level less than or equal to the spell slot listed in the Slot Level column of the Soul Reaper table. You may have a number of spells prepared equal to your {{5a|int}} modifier, and you may change 1 prepared spell at the end of a long rest.<br />
<br />
==== Soul Path ====<br />
At 3rd level, you chose a soul path that to help define you as a Soul Reaper. You may choose between {{inpage|Zanjutsu Expert}} and {{inpage|Kido Expert}}, both listed at the end of this class description. You gain additional features at 7th, 10th, and 14th level.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
==== Extra Attack ====<br />
Starting at 5th level, you gain the ability to make an extra attack with your attack action. You also gain additional attacks at 15th(2), and 20th(3) level.<br />
<br />
==== Flash Step====<br />
At 6th level, your skill and practice in quickening your own movement allows you to flash step as a bonus action for 2 Reishi points, instantly moving you up to 30 feet away. This movement does not provoke opportunity attacks. This can not be used in the same round as Hoho.<br />
<br />
<!--<br />
==== Vizored ====<br />
Upon reaching 10th level you gain the ability to don a hollowfied mask, upon summoning the mask you must make a DC15 Constitution saving throw or lose control and fly into a frenzied rage, attacking the closest target. While hollowfied, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2. Each successful save makes it easier to control, decreasing the DC by 1 (to a minimum of 10.) After succeeding 10 saving throws you gain full control of the mask and its powers. After gaining full control, damage done while Vizored is increased by 1d10. This last for 10 minutes. At 15th level, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2 again.<br />
At 20th level, your movement speed increases by 15ft. while hollowfied.<br />
--><br />
<br />
==== Reaper of Souls ====<br />
At 11th level, your experience has taught you the best ways to cleanse Hollows and Non-Hollows alike. Your Zanpakuto counts as magical for the purpose of overcoming resistances.<br />
<br />
=== Zanjutsu Expert ===<br />
By focusing less on Kido training, you put all of your time into physical training, and mastery of your skill with the blade. You gain +2 to Attack rolls with your Zanpakuto.<br />
<br />
;{{#anc:Hoho}}<br />
At 3rd level, by forgoing Kido training, you have learned to move at a greater pace then other Reapers. Your movement speed increases by 10. For 7 Reishi points as an action, you may push yourself to perform a Reapers Sprint, moving up to 3 times your movement speed and, until the end of your next turn, if a feature causes you to make a Dexterity saving throw to take half damage on a success, you instead take half as much damage on a failure and no damage on a success.<br />
<br />
;{{#anc:Soul Resonation}}<br />
At 7th level, you have focused long and hard, and now acknowledge that your blade, though made of your soul, has a will and soul of its own. Though you still do not know it's name, this bond allows you and your sword to synchronize to new heights in power. At 6th level your Zanpakuto has a +1 bonus to attack and damage rolls and deals 1d12 slashing damage. At 9th level, your Zanpakuto has a +2 bonus. At 13th level your Zanpakuto has a +3 bonus.<br />
<br />
;{{#anc:Shikai}}<br />
At 10th level, through intense training and work on your skill with the blade, you have finally learned the name of your Zanpakuto. As a bonus action for 4 Reishi, you call your Zanpakuto's name, invoking it's power. All Shikai have their own unique special ability, work along side your DM to decide this ability based on your character's personality. <br />
<br />
;{{#anc:Bankai}}<br />
At 14th level, your weapon and you are one in the same. Your thoughts and emotions, your very wills are intertwined allowing you to draw forth the maximum power your weapon is capable of. You now gain critical hits with rolls of 19 or 20. While in Shikai form, another short phrase is uttered to unleash the power within for 4 additional Reishi, and work with your DM to find your weapons special ability that is added as an effect, such as a bonus to certain types of Bakudo or Hado, a boost to speed, or some special attack. You must spend an additional 4 Reishi at the end of each of your turns to maintain this form.<br />
<br />
=== Kido Expert ===<br />
As of 3rd level, you gain a +2 to your Spell Modifier and Save DCs. Kido masters seek to learn all of the known Bokudo in the Soul Society. They excel at situational analysis, and are usually well studied. Some Kido experts dream of learning all 99 or the known Bakudo, Kido, Barriers, and Seals that the Soul Reapers have at your disposal. Some of the more corrupted and seek to only gain power through the lost arts of the unnumbered Kido.<br />
<br />
;{{#anc:Eishōhaki}}<br />
at 3rd level, you have learned to cut the time on certain incantations without lowering their power. You may now cast Kido that would normally take 1 minute to prepare as an action. However if the incantation is part of the 100+ Kido (or more well known as "Forbidden Kido"), this effect does not take place.<br />
<br />
;{{#anc:Mental Master}}<br />
At 7th level, you have sharpened your mind far further then any Zanpakuto has ever been. Because of this, when calculating how many Kido you may have prepared at one time, you add your Intelligence modifier twice as opposed to once as normal.<br />
<br />
;{{#anc:Nijū Eishō}}<br />
At 10th level, you have learned to cast two Kido spells on the same action. However, when choosing Kido to cast, keep in mind that the total spell level of both Kido cast cannot exceed the current highest level Kido you can cast. (e.g. if you can cast a 4th level Kido at best, the two you choose to use can both be 2nd level, or a combo of a 3rd and 1st level Kido) In addition, when using this feature, Eishōhaki cannot take effect due to the taxation of the mind.<br />
<br />
;{{#anc:Nijū Eishōhaki}}<br />
At 14th level, your mind in sharper, sturdier, and more flexible then the strongest of any known Zanpakuto known to the Soul Society. You have learned how to control your Soul Pressure to the point that casting Two Kido at the same time is mere child's play. You may now use the effects of Nijū Eishō and Eishōhaki at the same time. In addition, the max spell slot level of the Kido that can be cast with Nijū Eishō is now equivalent to the max level of Kido you can cast + your Soul Reaper level divided by 5 rounded up. (e.g. Soul reaper level 14 = Max Kido slot + 3)<br />
<br />
=== Soul Reaper Kido List ===<br />
<br />
You know all of the Kido on the basic Soul Reaper spell list. You can prepare a number of Kido equal to your Soul Reaper Level + Your Intelligence Modifier.<br />
;Cantrips<br />
Fushibi (Firebolt)<br />
<br />
;1st Level<br />
Okasen (Burning Hands), Danku (Shield)<br />
Tenran (Gust of Wind), Inemuri (Sleep), Senju Kōten Taihō (Jim's Magic Missile)<br />
<br />
;2nd Level<br />
Shibireyubi (Hold Person)<br />
<br />
;3rd Level<br />
Shakkaho (Fireball), Meiyu (Mass Healing Word), Raikouhou (Call Lightning)<br />
<br />
;4th Level<br />
Kurohitsugi (Blight)<br />
<br />
;5th Level<br />
Tozansho (Wall of Stone), Hiryu Gekizoku Shinten Raiho (Destructive wave), Soren Sokatsui (Flamestrike), Bankin (Hold Monster), Hyōga Seiran (Cone of Cold)<br />
<br />
{{5e Spell List|class=Shinigami|Spellcasting=Half}}<br />
<br />
=== Shikai & Bankai Examples===<br />
You're free to create, use, and add your own Zanpakuto examples.<br />
<br />
==== Zangetsu 1 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a wide, knife-like blade without a hilt. Your Zanpakuto damage die becomes 2d6, and its reach increases by +5 ft. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a thin shortsword of immense power. Your Zanpakuto damage die becomes 2d8, its reach decreases by -5 ft., and the total Reishi you must spend at the end of each of your turns is halved.<br />
<br />
==== Zangetsu 2 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a larger and smaller knife-like blade without a hilt. Your Zanpakuto becomes a light melee weapon, and you gain a second Zanpakuto with 1d8 as its damage die. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a wide blade connected to your arm by a chain. Your Zanpakuto damage die becomes 2d6, you lose your second Zanpakuto, and it gains the Thrown (20/40) and [[Returning (5e Variant Rule)|Returning]] properties.<br />
<br />
==== Engetsu ====<br />
;{{#anc:Burn, Engetsu}}<br />
While in Shikai, Engetsu is engulfed in flames. Your Zanpakuto damage die becomes 2d6, and you may choose to have it deal fire damage instead of slashing damage. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Engetsu}}<br />
While in Bankai, Engetsu's flames grow higher. Your Zanpakuto damage die becomes 2d8, you may use Getsuga Tensho as a bonus action, Getsuga Tensho costs 20 Reishi, and you must spend 10 hit points in addition to the normal Reishi at the end of each of your turns to maintain Bankai.<br />
<br />
==== Nozarashi ====<br />
;{{#anc:Drink, Nozarashi}}<br />
While in Shikai, Nozarashi becomes a massive axe. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Modosu Nozarashi}}<br />
While in Bankai, Nozarashi remains exactly the same, instead resonating with your spiritual pressure to transform you into a demonic beast. Your size increases by 1 category to a minimum of Large, and you can not be {{5c|frightened}}, {{5c|charmed}}, or {{5c|stunned}}.<br />
<br />
==== Zabimaru ====<br />
;{{#anc:Howl, Zabimaru}}<br />
While in Shikai, Zabimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +20 ft., and you may grapple a creature from that distance.<br />
<br />
;{{#anc:Sōō Zabimaru}}<br />
While in Bankai, you can not be disarmed of Zabimaru, and you gain +1 AC. As a bonus action after a successful attack against a creature within 5 ft. of you for 30 Reishi, you may force the creature to attempt a Constitution saving throw. On a failure, they take 15d10 + your Strength modifier force damage, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
==== Hōzukimaru====<br />
;{{#anc:Grow, Hōzukimaru}}<br />
While in Shikai, Hōzukimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +10 ft. As a bonus action, you may split your Zanpakuto into 2 identical Zanpakuto with a normal Zanpakuto's reach that have the Light property.<br />
<br />
;{{#anc:Ryūmon Hōzukimaru}}<br />
While in Bankai, your Zanpakuto is always 2 identical Light Zanpakuto with +10 ft. of reach. You lose {{inpage|Soul Resonation}}'s attack and damage roll bonus, but you gain a +1 bonus to attack and damage rolls at the end of each of your turns in initiative.<br />
<br />
==== Benihime ====<br />
;{{#anc:Awaken, Benihime}}<br />
While in Shikai, Benihime becomes an intricate but otherwise unspectacular medium-sized sword, but makes up for it with its Kido enhancement. When you cast a Kido that deals damage, it deals Force damage, and all Kido can be cast as an action or bonus action.<br />
<br />
;{{#anc:Kannonbiraki Benihime Aratame}}<br />
While in Bankai, your Zanpakuto remains unchanged, instead summoning a Gargantuan woman in red robes with a Strength, Dexterity, and Constitution score of 17, an Intelligence, Wisdom, and Charisma score of 5, a movement speed, list of known languages, and list of actions of 0. Any object or creature of your choice within 5 ft. of the woman regain 2d12 hit points or regains 1 body part of your choice, or they must make a Dexterity saving throw or take 3d12 necrotic damage.<br />
<br />
==== Suzumushi ====<br />
;{{#anc:Cry, Suzumushi}}<br />
While in Shikai, your Zanpakuto remains unchanged. As an action for 20 Reishi, you may force every creature within 120 ft. to attempt a Constitution saving throw as Suzumushi vibrates at a painfully high frequency. On a failure, they are knocked {{5c|unconscious}} for 1 minute. On a success, they are {{5c|deafened}} for 1 minute. <br />
<br />
Alternatively as an action for 5 Reishi, you may force every creature in a 60 ft. line to attempt a Dexterity saving throw as you generate a storm of blades. On a success, they take 4d12 slashing damage. On a failure, they take half as much damage.<br />
<br />
;{{#anc:Suzumushi Tsuishiki: Enma Kōrogi}}<br />
While in Bankai, all creatures except you are {{5c|blinded}} and {{5c|deafened}}.<br />
<br />
==== Shinsō ====<br />
;{{#anc:Shoot to Kill, Shinsō}}<br />
While in Shikai, Shinsō's blade becomes a beam of light. Its reach increases by +35 ft.<br />
<br />
;{{#anc:Kamishini no Yari}}<br />
While in Bankai, Shinsō's range can become a radius or a line as a bonus action until the beginning of your next turn for 3 Reishi. While you are not benefiting from this effect, Shinsō deals twice as much damage.<br />
<br />
==== Katen Kyōkotsu ====<br />
;{{#anc:Cry, Katen Kyōkotsu}}<br />
While in Shikai, your Zanpakuto becomes two Light Zanpakuto and their damage die becomes 1d10. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Takaoni - Which ever creature is physically lower at the start of your next turn takes 4d12 force damage.<br />
*Kageoni - Both creatures can dictate in which 5 ft. space within 5 ft. of them their shadow is. If a creature occupies the same space as their shadow, they take 2d6 force damage at the start of their turn. This lasts for 1 minute.<br />
*Irooni - Both creatures name a damage type. They become resistant to all damage except the type the other creature called. If both creatures pick the same damage type, they take 4 times as much damage.<br />
<br />
;{{#anc:Katen Kyōkotsu: Karamatsu Shinjū}}<br />
While in Bankai, the area within 120 ft. becomes gloomy to all those who view it. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Ichidanme: Tameraikizu no Wakachiai - Any damage either creature takes, the other takes as well.<br />
*Sandanme: Dangyo no Fuchi - Both creatures begin to [[5e SRD:Suffocating|suffocate]].<br />
*Shime no Dan: Itokiribasami Chizome no Nodobue - This can only be used against a creature within 5 ft. while grappling them. Sheathing your sword, you slowly wrap a white thread around the creature you are grappling's throat. If they do not escape the grapple after 5 turns (30 seconds), they are killed instantly.<br />
<br />
==== Ashisogi Jizō ====<br />
;{{#anc:Rip, Ashisogi Jizō}}<br />
While in Shikai, your Zanpakuto becomes a deformed trident. As a bonus action on a successful attack against a creature for 5 Reishi, they must succeed a Constitution saving throw or become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
;{{#anc:Konjiki Ashisogi Jizō}}<br />
While in Bankai, you lose the effects of Shikai and summon one poisonous [[Adult Purple Dragon (5e Creature)|caterpillar-like creature]] within 5 ft. of you that can not speak and follows your verbal commands until your Bankai ends.<br />
<br />
==== Kinshara ====<br />
;{{#anc:Play, Kinshara}}<br />
While in Shikai, Kinshara becomes a golden, whip-like mace. Your Zanpakuto's reach increases by +20 ft. and it deals magical bludgeoning damage. As a bonus action for 3 Reishi after a successful attack, all creatures within 5 ft. of the target must succeed a Constitution saving throw or take 2d6 thunder damage as Kinshara creates a vortex of sound.<br />
<br />
;{{#anc:Kinshara Butōdan}}<br />
While in Bankai, you create up to 10 [[5e SRD:Hobgoblin|hobgoblins]] that act on your own turn for 3 Reishi per hobgoblin. These Zanpakuto hobgoblins do not have crossbows, and desummon immediately after Bankai ends.<br />
<br />
==== Tenken ====<br />
;{{#anc:Play, Tenken}}<br />
While in Shikai, each swing of Tenken generates the ghostly form of your Bankai. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Kokujō Tengen Myō'ō Kinshara}}<br />
While in Bankai, you create a clone of yourself that is identical in stats to you save for being Gargantuan. It acts in the exact same manner as you no matter what, and is desummoned when Bankai ends.<br />
<br />
==== Ryūjin Jakka ====<br />
;{{#anc:Reduce All Creation to Ash, Ryūjin Jakka}}<br />
While in Shikai, your Zanpakuto deals fire damage, and you may cast any Kido that deal fire damage without spending Reishi. In addition, any water not inside living creatures within 10 ft. of you evaporates instantly.<br />
<br />
;{{#anc:Zanka no Tachi}}<br />
Unlike normal Bankai, you must spend 60 Reishi to initiate Bankai. While in Bankai, your Zanpakuto deals 10d10 fire damage.<br />
<br />
==== Hyōrinmaru ====<br />
;{{#anc:Sit Upon the Frozen Heavens, Hyōrinmaru}}<br />
While in Shikai, your Hyōrinmaru generates multiple ice dragons from its blade. Your Zanpakuto's reach increases by +15 ft. and deals cold damage. As an action for 2 Reishi, you can create a 5 ft. wall of ice with 15 AC and hit points anywhere within 30 ft. of you. In addition, you can control the weather in any indirectly offensive way.<br />
<br />
;{{#anc:Daiguren Hyōrinmaru}}<br />
While in Bankai, you gain a flying speed equal to twice your movement speed, your ice walls can look identical to yourself, and you become resistant to ice damage. You may change your Zanpakuto's range into a 10 ft. cone or back into 1 target as a bonus action. As an action for 5 Reishi, all creatures within a 30 ft. cone must succeed a Constitution saving throw or become {{5c|paralyzed}} until the end of your next turn.<br />
<br />
==== Sode no Shirayuki ====<br />
;{{#anc:Dance, Sode no Shirayuki}}<br />
While in Shikai, your Sode no Shirayuki freezes anything it touches. Your Zanpakuto deals cold damage. <br />
*As an action for 2 Reishi, you become {{5c|paraylzed}} and become immune to all damage by freezing yourself until the beginning of your next turn. <br />
*As a bonus action for 4 Reishi, you create a 5 ft. wall of ice with 15 AC and hit points anywhere within 5 ft. of you. If there is a creature in the area, they must succeed a Dexterity saving throw or take 6d6 ice damage.<br />
<br />
;{{#anc:Hakka no Togame}}<br />
While in Bankai, as an action for 8 Reishi, you may force all creatures within 20 ft. of you to succeed a Constitution saving throw or take 6d6 ice damage and become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Muramasa ====<br />
;{{#anc:Whisper, Muramasa}}<br />
While in Shikai, Muramasa turns all Zanpakuto and sentient weapons within 30 ft. of you against their wielder. The creature must succeed a Strength saving throw at the beginning of each of their turns or make an against an ally or the wielder themself with the weapon. This does not consume the creature's action.<br />
<br />
;{{#anc:Mukōjōchū Muramasa}}<br />
While in Bankai, Muramasa manifests themself into the physical world along with any other Zanpakuto spirits and sentient items within 30 ft. All Zanpakuto spirits and manifested sentient items are identical to their wielder, but act autonomously. Muramasa may spend 20 Reishi (which are pulled from their pool instead of your own) as an action to force a Zanpakuto spirit or manifested sentient item within 30 ft. of them to attempt a {{5a|wis}} saving throw, becoming {{5c|charmed}} for 1 minute on a failure. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Tachikaze ====<br />
;{{#anc:Blow it Away, Tachikaze}}<br />
While in Shikai, your Tachikaze shrinks into a trench dagger that is capable of creating blades of wind to make up for its short range. Your Zanpakuto now deals thunder damage. As an action for 4 Reishi, you can fire a glowing orb from Tachikaze forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 1d8 + your Constitution modifier + your Soul Reaper level radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;{{#anc:Tekken Tachikaze}}<br />
While in Bankai, your Tachikaze becomes 2 Light Zanpakuto and you may fire a glowing orb as a bonus action.<br />
<br />
==== Gonryōmaru ====<br />
;{{#anc:Pierce, Gonryōmaru}}<br />
While in Shikai, your Gonryōmaru transforms into a rapier. Its damage die becomes 3d6.<br />
<br />
;{{#anc:Kōkō Gonryō Rikyū}}<br />
While in Bankai, your Gonryōmaru is sent to the sky before exploding into a storm of electricity. You can control the weather. You can make an attack against any creature within 60 ft. of you using Gonryōmaru dealing 3d6 + your Dexterity modifier lightning damage on a hit.<br />
<br />
==== Senbonzakura ====<br />
;{{#anc:Scatter, Senbonzakura}}<br />
While in Shikai, you can not attack with your Senbonzakura as it dissintegrates into a cloud of cherry-blossom-like blades. Any creature that comes within 15 ft. of you, moves 5 ft. within this range, or starts its turn in this range is targeted by a Zanpakuto attack.<br />
<br />
;{{#anc:Senbonzakura Kageyoshi}}<br />
While in Bankai, the range Senbonzakura targets is doubled. You may halve this range as an action causing any creature targeted by it to be attacked twice instead of once.<br />
<br />
==== Suzumebachi ====<br />
;{{#anc:Sting All Enemies to Death, Suzumebachi}}<br />
While in Shikai, Suzumebachi becomes a glove-like stinger capable of poisoning the soul. If you score a critical hit against a creature you have already attack, you roll damage 4 times instead of twice.<br />
<br />
;{{#anc:Jakuhō Raikōben}}<br />
While in Bankai, Suzumebachi becomes a large surface-to-air missile. Unlike normal Bankai, you must spend 50 Reishi to activate this Bankai, and it does not cost Reishi to maintain. Every creature in a 60 ft. radius within 120 ft. must succeed a Constitution saving throw or take 6d10 bludgeoning damage and 6d10 fire damage. After this missile is fired, you immediately leave Bankai.<br />
<br />
==== Kyōka Suigetsu ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Shatter, Kyōka Suigetsu}}<br />
When you enter Bankai, all creatures that can see you must succeed a Wisdom saving throw. On a failure, any time your Bankai is active, you may create an illusory clone of yourself anywhere that you can see or turn yourself {{5c|invisible}} as an action. These clones are identical to the real deal to all the creatures under this effect's senses. These effects only effect creatures who have failed the Wisdom saving throw when you entered Bankai.<br />
<br />
==== Sakanade ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Collapse, Sakanade}}<br />
When you enter Bankai, all creatures within 240 ft. of you must succeed a Wisdom saving throw. On a success, they notice pink mist surrounding them. Any creature that breaths this mist has their entire perception of reality reversed, while you remain unaffected. Creatures not under these effects have advantage on attack rolls against creatures under these effects, and creatures under these effects have disadvantage on saving throws and contests against creatures not under these effects.<br />
<br />
==== Wabisuke ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Raise Your Head, Wabisuke}}<br />
While in Bankai, on a successful hit with Wabisuke, the weight of an object is doubled. If used against a creature, their speeds and distance to take falling damage is halved on every successful attack. If their speed becomes less than 5 ft., it becomes 0 and they must succeed a Strength saving throw or fall prone at the beginning of each of their turns, and removing the prone condition requires an action.<br />
<br />
==== Sanpo Kenjū ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Summon, Sanpo Kenjū}}<br />
When you enter Bankai, you summon 2 immortal, but relatively ineffectual creatures that mimic your every movement, one preceding and one following, to ensure at least one strike hits. The number of attacks you can make when you take the Attack action are tripled, but you may only change targets after every 3 attacks.<br />
<br />
==== Zakuro ====<br />
;{{#anc:Siphon, Zakuro}}<br />
While in Shikai, your Zanpakuto's damage die becomes 2d12.<br />
<br />
;{{#anc:Urozakuro}}<br />
While in Bankai, you lose the effects of Shikai and you can fuse with any surface as a bonus action. Your senses apply to the entirety of the surface. If the surface is solid, you may cast spells or make Zanpakuto attacks from anywhere within the surface, and you may cast any number of spells on the same action as long as you can match the Reishi cost. While fused with a liquid or gaseous surface, you are immune to all damage except fire, force, and necrotic damage. When Bankai ends, you may appear anywhere touching your surface.<br />
<br />
==== Gagaku Kairō ====<br />
;{{#anc:Massacre the auspicious omens and come into being; respect the darkness as you become decrepit with age, Gagaku Kairō}}<br />
While in Shikai, your Zanpakuto disappears. 3 Medium featureless spheres with gaping maws appear within 5 ft. of you. They are identical in statistics to you save for not needing to eat, sleep, see, hear, or breath, and have 60 ft. of blindsight. They all act on your turn, and desummon when Shikai ends.<br />
<br />
;{{#anc:Gagaku Kairō}}<br />
While in Bankai, a pair of massive jaws covering a 45 ft. radius circle. Any creature the starts its turn or comes within 5 ft. of this radius must succeed a Dexterity saving throw or take 4d6 magical slashing damage.<br />
<br />
==== Kazeshini ====<br />
;{{#anc:Reap, Kazeshini}}<br />
While in Shikai, your Kazeshini becomes two kusarigama-like blades, which are thought to represent death, connected by a chain, thought to represent life. You regain 2 hit points at the end of each of your turns after you spend Reishi to maintain Shikai. You may spend additional Reishi at this time to regain an equal number of hit points.<br />
<br />
;{{#anc:Fushi no Kōjyō}}<br />
While in Bankai, Kazeshini's chains extend into a noose around your neck, further extending into a 30 ft. radius orb above you with chains loosely hanging from it. You must designate one other creature under the orb. You and the other creature become immune to all damage. You must spend 24 Reishi instead of the usual 8, between the two creatures unless both creatures decide otherwise or one can not contribute their amount. <br />
<br />
==== Ikomikidomoe ====<br />
Unlike any other Zanpakuto, Ikokimidomoe has multiple Shikai forms.<br />
<br />
;{{#anc:Orbit the Stars, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe's own arm sprouts from your Zanpakuto's hilt. Your Zanpakuto gains +5 ft. of reach. In addition to your own attacks, you may make a Zanpakuto attack against any creature that enters, starts their turn, or leaves a 10 ft. radius of you without spending a reaction as Ikomikidomoe swipes at them autonomously.<br />
<br />
;{{#anc:Jot Down Their Funerals/Hatch Out and Be Ruined, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe is summoned from the Zanpakuto's inner world into the physical world. It is under your control and acts on your turns. It uses the stat block of a [[Draugr (5e Creature)|draugr]], save for having an equal number of hit points as you. You can make it use or end its Enlarge action, which no longer has a duration, for 4 Reishi as your action, and when you activate this Shikai, you may decide whether it is Enlarged or not. While not Enlarged, it loses its Maddening Presence action, and gains the following:<br />
<br />
As both you and Ikomikidomoe's action, you spend 35 Reishi points to blast a gigantic concentration of Reiatsu in a direction of your choice. Each creature in a 200-foot cone originating from Ikomikidomoe must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
If Ikomikidomoe is reduced to 0 hit points, your Zanpakuto is destroyed.<br />
<br />
;{{#anc: Ikomikidomoe Hōraku Hakkei}}<br />
While in Bankai, you can not use any of your Shikai. Instead, you gain all of Ikomikidomoe's actions (excluding Enlarge, though all actions act as they would if you were Enlarged, and including the Reiatsu blast), features, and ability scores that are better than your own, and you take on a form similar to a [[Espada (5e Class)#Visored|Visored Resurrección]].<br />
<br />
=== Final Bankai ===<br />
The Final Bankai feature can only be gained by a true bond-of-bonds with your Zanpakuto. As an action, regardless of your level, you gain all of this class's features, not including those of subclasses you have not taken, for 1 minute, and you regain 20 Reishi and hit points at the end of each of your turns. At the end of this duration, your Zanpakuto shatters and you lose all features from this class. Your hit points and character level are uneffected. You can regain your previous features by gaining half as many experience points as it took to originally gain the level you gained the feature at (or through smaller milestones for milestone leveling), and you may change which subclass you chose. Your Zanpakuto must be reforged as well, which can only be done by a blacksmith of the highest order who can also commune with spirits.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Soul Reaper class, you must meet these prerequisites:<br />
15 Dexterity,<br />
15 Constitution,<br />
12 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Soul Reaper class, you gain the following proficiencies: <br />
Zanpakuto,<br />
Gigai,<br />
Jigokucho<br />
<br />
<br />
----<br />
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[[Category:Monk Tag]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Soul_Reaper_(5e_Class)&diff=1542168Soul Reaper (5e Class)2021-11-30T04:07:46Z<p>Cheo99: /* Soul Reaper Kido List */</p>
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<div>{{Copyright Disclaimer|franchise=Bleach|owner=Tite Kubo}}<br />
== Soul Reaper ==<br />
The Soul Reapers are a peace keeping society based in the afterlife, it is our jobs to come back to the world of the living, and help the lost souls of the dead reach the afterlife. Aside from being guides to the lost souls, we are also their judges, and juries. We alone posses the power to read their lives and decide whether they are to pass on to heaven, or be put to eternal damnation in hell. Thus we train our-self in the ways of Zanjutsu, Hakuda, Hoho, and Kido as lines of defense for those whom fight their destiny, or worse... become hollow.<br />
<br />
=== Eternal Presence ===<br />
<br />
Though unseen, Soul Reapers have been around since the dawn of time. They practice their many skills in the afterlife, before being sent out by the Soul Society to collect the souls of the deceased.<br />
<br />
=== Jigokucho ===<br />
<br />
Jigokucho, or Spiritual Butterflies, are small creatures that glow a bright green color. They can be summoned at will in groups as large as 20 by Soul Reapers to preform mundane tasks, as well as deliver messages between them and the Soul Society. They can preform things such as scouting areas ahead making Wisdom(Perception) checks using their owners modifier, or follow tracks with a Wisdom(Survival) check.<br />
<br />
==== Zanpakuto ====<br />
<br />
The primary weapon of a soul Reaper, the Zanpakuto, is a one-handed martial finesse weapon which deals 1d10 slashing damage. Although the specific appearance is dependant on the wielder as it is an imprint of their spiritual pressure, they primarily take the form of a katana, wakazashi, nodachi, or tanto. Though initially formless, the spirit inside the sword is molded by the user’s soul, eventually becoming its own being. If your Zanpakuto is destroyed, it can be reformed during a long rest.<br />
<br />
=== Creating a Soul Reaper ===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/c/c3/Bleach_lieutenants.jpg|13 Soul Reaper Liutenants, Tite Kubo}}<br />
<br />
Think about how your character became a Soul Reaper. Did a mysterious stranger stab you in the chest with an odd sword? Did you murder a high ranking officer in the spirit world? Did you simply enter the academy?<br />
<br />
;Quick Build<br />
You can make a Soul Reaper quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, depending on your preferred Zanpakuto type, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Soul Reaper<br />
|summary=<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light Armor, Medium Armor<br />
|weapons=Simple Weapons, Martial Weapons<br />
|tools=Gigai, Jigokucho<br />
|saves=Dexterity and Constitution<br />
|skills=Choose 3 from the following: Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, or Survival<br />
|item1a=Zanpakuto<br />
|item1b=<br />
|item2a=Reaper Gi<br />
|item2b=<br />
|item3a=Gigai (Artificial Body)<br />
|item3b=<br />
|item4a=Explorer's Pack<br />
|item4b=2 Simple Weapons<br />
|item4c=1 Martial Weapon<br />
|classfeatures1=[[#Zanjutsu|Zanjutsu]], [[#Soul Transference|Soul Transference]], [[#Lighter than a Feather|Lighter than a Feather]], {{inpage|Reishi}}, {{inpage|Reaper's Gi}}<br />
|classfeatures2={{inpage|Kido}}<br />
|classfeatures3=[[#Soul Path|Soul Path]]<br />
|classfeatures4=<!--ASI--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6={{inpage|Reaper's Gi}} improvement<br />
|classfeatures7=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures8=<!--ASI--><br />
|classfeatures9={{inpage|Reaper's Gi}} improvement<br />
|classfeatures10=[[#Soul Path|Soul Path Feature]] <br />
|classfeatures11=[[#Reaper of Souls|Reaper of Souls]]<br />
|classfeatures12=<!--ASI--><br />
|classfeatures13={{inpage|Reaper's Gi}} improvement<br />
|classfeatures14=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures15=[[#Extra Attack|Extra Attack]]<br />
|classfeatures16=<!--ASI--><br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<!--ASI--><br />
|classfeatures20=[[#Extra Attack|Extra Attack]]<br />
<br />
|extrasonleft=<br />
|extra1_name=Reishi Points<br />
|extra1_1=4+con<br />
|extra1_2=8+con<br />
|extra1_3=12+con<br />
|extra1_4=16+con<br />
|extra1_5=20+con<br />
|extra1_6=24+con<br />
|extra1_7=28+con<br />
|extra1_8=32+con<br />
|extra1_9=36+con<br />
|extra1_10=40+con<br />
|extra1_11=44+con<br />
|extra1_12=48+con<br />
|extra1_13=52+con<br />
|extra1_14=56+con<br />
|extra1_15=60+con<br />
|extra1_16=64+con<br />
|extra1_17=68+con<br />
|extra1_18=72+con<br />
|extra1_19=76+con<br />
|extra1_20=80+con<br />
<br />
|extra4_name=Slot Level<br />
|extra4_1=0th<br />
|extra4_2=1st<br />
|extra4_3=1st<br />
|extra4_4=1st<br />
|extra4_5=2nd<br />
|extra4_6=2nd<br />
|extra4_7=2nd<br />
|extra4_8=2nd<br />
|extra4_9=3rd<br />
|extra4_10=3rd<br />
|extra4_11=3rd<br />
|extra4_12=3rd<br />
|extra4_13=4th<br />
|extra4_14=4th<br />
|extra4_15=4th<br />
|extra4_16=4th<br />
|extra4_17=5th<br />
|extra4_18=5th<br />
|extra4_19=5th<br />
|extra4_20=5th<br />
}}<br />
<br />
====Reishi====<br />
At 1st level, you begin to harness the energy of all spiritual forces known as Reishi. You have a number of Reishi points as listed in the Resihi Points column of the Soul Reaper class table + your Constitution modifier. You regain all expended Reishi points when you finish a long rest. If your Reishi points reach a count of 0, you have Disadvantage on all saving throws, excluding death saving throws, until you regain at least 1 Reishi point. If you already have Reiryoku from another class, such as from the [[Fullbringer (5e Class)|Fullbringer]] or [[Espada (5e Class)|Espada]] class, and any features that use Reishi may use the other point pool as well.<br />
<br />
Some of your Reishi features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Constitution is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:<br />
<br />
'''Reishi save DC=''' 8 + your proficiency bonus + your Constitution modifier.<br />
<br />
'''Reishi attack modifier=''' your proficiency bonus + your Constitution modifier<br />
<br />
==== Lighter than a Feather ====<br />
Starting at 1st level, while in Soul Reaper form you are lighter than a feather. You can move your normal walking speed through the air as if you were flying. However, if something were to paralyze you or cause your movement speed to fall to Zero, or you have no remaining Reishi, you will begin to fall,.<br />
<br />
==== Reaper's Gi ====<br />
A Reapers Gi, like his Zanpakuto, is made of his soul pressure, meaning that it can be repaired by the will of it's wearer, and is stronger than a normal robe. At 1st level, while wearing your Reapers Gi and no shield and have at least 1 Reishi point, your AC is equal to 10 + your {{5a|con}} modifier + your {{5a|dex}} modifier. As your power as a soul reaper increases, so does the strength of your Reaper's Gi. At 6th level, your gains a +1 AC bonus, at 9th level this bonus increases to +2, and at 13th this bonus increases to +3.<br />
<br />
==== Zanjutsu ====<br />
At 1st level, You gain the ability of Zanjutsu. Zanjutsu is the skill that allows Soul Reapers to create a sword from their "Soul Pressure" and manifest it in physical form, as well as handle the blade proficiently. This skill also binds the Zanpakuto to the creator. This means that only the person with a matching soul may wield the Zanpakuto. (Discuss with the DM to determine the zanpakuto, a real one may be used if the DM approves.)<br />
<br />
==== Soul Transference ====<br />
At 1st level, You gain the ability to use Soul Transference. Soul Reapers are adept at manipulating their souls and soul pressures. This gives them the ability to transfer their soul into a "Gigai" or temporary body. While inside a Gigai, soul reapers appear to be normal humans as their soul pressure is contained by the Gigai. However, Soul Reapers may summon their zanpakuto while in their Gigai. You may enter or exit a Gigai with a Bonus Action. If you are made unconscious inside of a Gigai, you are forced out next to it, and must make saving throws for both your soul and Gigai. If a Gigai dies, it can be replaced by contacting the Soul Society, and expending 1,500GP for service fees.<br />
<br />
==== Kido ====<br />
Starting at 2nd level, you have learned the ways of Kido. You may start learning basic Bakudo, Hado, and Kido spells, barriers, and seals. Kido is a fairly useful utility to Soul Reapers with enough whit and guile to make it work for them. You must spend twice as many Reishi points as a spell's level to cast it. Cantrips cost 1 Reishi to cast. Casting a spell using Reishi negates its material cost. You may only cast spells with a level less than or equal to the spell slot listed in the Slot Level column of the Soul Reaper table. You may have a number of spells prepared equal to your {{5a|int}} modifier, and you may change 1 prepared spell at the end of a long rest.<br />
<br />
==== Soul Path ====<br />
At 3rd level, you chose a soul path that to help define you as a Soul Reaper. You may choose between {{inpage|Zanjutsu Expert}} and {{inpage|Kido Expert}}, both listed at the end of this class description. You gain additional features at 7th, 10th, and 14th level.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
==== Extra Attack ====<br />
Starting at 5th level, you gain the ability to make an extra attack with your attack action. You also gain additional attacks at 15th(2), and 20th(3) level.<br />
<br />
==== Flash Step====<br />
At 6th level, your skill and practice in quickening your own movement allows you to flash step as a bonus action for 2 Reishi points, instantly moving you up to 30 feet away. This movement does not provoke opportunity attacks. This can not be used in the same round as Hoho.<br />
<br />
<!--<br />
==== Vizored ====<br />
Upon reaching 10th level you gain the ability to don a hollowfied mask, upon summoning the mask you must make a DC15 Constitution saving throw or lose control and fly into a frenzied rage, attacking the closest target. While hollowfied, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2. Each successful save makes it easier to control, decreasing the DC by 1 (to a minimum of 10.) After succeeding 10 saving throws you gain full control of the mask and its powers. After gaining full control, damage done while Vizored is increased by 1d10. This last for 10 minutes. At 15th level, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2 again.<br />
At 20th level, your movement speed increases by 15ft. while hollowfied.<br />
--><br />
<br />
==== Reaper of Souls ====<br />
At 11th level, your experience has taught you the best ways to cleanse Hollows and Non-Hollows alike. Your Zanpakuto counts as magical for the purpose of overcoming resistances.<br />
<br />
=== Zanjutsu Expert ===<br />
By focusing less on Kido training, you put all of your time into physical training, and mastery of your skill with the blade. You gain +2 to Attack rolls with your Zanpakuto.<br />
<br />
;{{#anc:Hoho}}<br />
At 3rd level, by forgoing Kido training, you have learned to move at a greater pace then other Reapers. Your movement speed increases by 10. For 7 Reishi points as an action, you may push yourself to perform a Reapers Sprint, moving up to 3 times your movement speed and, until the end of your next turn, if a feature causes you to make a Dexterity saving throw to take half damage on a success, you instead take half as much damage on a failure and no damage on a success.<br />
<br />
;{{#anc:Soul Resonation}}<br />
At 7th level, you have focused long and hard, and now acknowledge that your blade, though made of your soul, has a will and soul of its own. Though you still do not know it's name, this bond allows you and your sword to synchronize to new heights in power. At 6th level your Zanpakuto has a +1 bonus to attack and damage rolls and deals 1d12 slashing damage. At 9th level, your Zanpakuto has a +2 bonus. At 13th level your Zanpakuto has a +3 bonus.<br />
<br />
;{{#anc:Shikai}}<br />
At 10th level, through intense training and work on your skill with the blade, you have finally learned the name of your Zanpakuto. As a bonus action for 4 Reishi, you call your Zanpakuto's name, invoking it's power. All Shikai have their own unique special ability, work along side your DM to decide this ability based on your character's personality. <br />
<br />
;{{#anc:Bankai}}<br />
At 14th level, your weapon and you are one in the same. Your thoughts and emotions, your very wills are intertwined allowing you to draw forth the maximum power your weapon is capable of. You now gain critical hits with rolls of 19 or 20. While in Shikai form, another short phrase is uttered to unleash the power within for 4 additional Reishi, and work with your DM to find your weapons special ability that is added as an effect, such as a bonus to certain types of Bakudo or Hado, a boost to speed, or some special attack. You must spend an additional 4 Reishi at the end of each of your turns to maintain this form.<br />
<br />
=== Kido Expert ===<br />
As of 3rd level, you gain a +2 to your Spell Modifier and Save DCs. Kido masters seek to learn all of the known Bokudo in the Soul Society. They excel at situational analysis, and are usually well studied. Some Kido experts dream of learning all 99 or the known Bakudo, Kido, Barriers, and Seals that the Soul Reapers have at your disposal. Some of the more corrupted and seek to only gain power through the lost arts of the unnumbered Kido.<br />
<br />
;{{#anc:Eishōhaki}}<br />
at 3rd level, you have learned to cut the time on certain incantations without lowering their power. You may now cast Kido that would normally take 1 minute to prepare as an action. However if the incantation is part of the 100+ Kido (or more well known as "Forbidden Kido"), this effect does not take place.<br />
<br />
;{{#anc:Mental Master}}<br />
At 7th level, you have sharpened your mind far further then any Zanpakuto has ever been. Because of this, when calculating how many Kido you may have prepared at one time, you add your Intelligence modifier twice as opposed to once as normal.<br />
<br />
;{{#anc:Nijū Eishō}}<br />
At 10th level, you have learned to cast two Kido spells on the same action. However, when choosing Kido to cast, keep in mind that the total spell level of both Kido cast cannot exceed the current highest level Kido you can cast. (e.g. if you can cast a 4th level Kido at best, the two you choose to use can both be 2nd level, or a combo of a 3rd and 1st level Kido) In addition, when using this feature, Eishōhaki cannot take effect due to the taxation of the mind.<br />
<br />
;{{#anc:Nijū Eishōhaki}}<br />
At 14th level, your mind in sharper, sturdier, and more flexible then the strongest of any known Zanpakuto known to the Soul Society. You have learned how to control your Soul Pressure to the point that casting Two Kido at the same time is mere child's play. You may now use the effects of Nijū Eishō and Eishōhaki at the same time. In addition, the max spell slot level of the Kido that can be cast with Nijū Eishō is now equivalent to the max level of Kido you can cast + your Soul Reaper level divided by 5 rounded up. (e.g. Soul reaper level 14 = Max Kido slot + 3)<br />
<br />
=== Soul Reaper Kido List ===<br />
<br />
You know all of the Kido on the basic Soul Reaper spell list. You can prepare a number of Kido equal to your Soul Reaper Level + Your Intelligence Modifier.<br />
;Cantrips<br />
Fushibi (Firebolt)<br />
<br />
;1st Level<br />
Okasen (Burning Hands), Danku (Shield)<br />
Tenran (Gust of Wind), Inemuri (Sleep), Senju Kōten Taihō (Jim's Magic Missile)<br />
<br />
;2nd Level<br />
Shibireyubi (Hold Person)<br />
<br />
;3rd Level<br />
Shakkaho (Fireball), Meiyu (Mass Healing Word), Raikouhou (Call Lightning)<br />
<br />
;4th Level<br />
Kurohitsugi (Blight)<br />
<br />
;5th Level<br />
Tozansho (Wall of Stone), Hiryu Gekizoku Shinten Raiho (Destructive wave), Soren Sokatsui (Flamestrike), Bankin (Hold Monster)<br />
<br />
{{5e Spell List|class=Shinigami|Spellcasting=Half}}<br />
<br />
=== Shikai & Bankai Examples===<br />
You're free to create, use, and add your own Zanpakuto examples.<br />
<br />
==== Zangetsu 1 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a wide, knife-like blade without a hilt. Your Zanpakuto damage die becomes 2d6, and its reach increases by +5 ft. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a thin shortsword of immense power. Your Zanpakuto damage die becomes 2d8, its reach decreases by -5 ft., and the total Reishi you must spend at the end of each of your turns is halved.<br />
<br />
==== Zangetsu 2 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a larger and smaller knife-like blade without a hilt. Your Zanpakuto becomes a light melee weapon, and you gain a second Zanpakuto with 1d8 as its damage die. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a wide blade connected to your arm by a chain. Your Zanpakuto damage die becomes 2d6, you lose your second Zanpakuto, and it gains the Thrown (20/40) and [[Returning (5e Variant Rule)|Returning]] properties.<br />
<br />
==== Engetsu ====<br />
;{{#anc:Burn, Engetsu}}<br />
While in Shikai, Engetsu is engulfed in flames. Your Zanpakuto damage die becomes 2d6, and you may choose to have it deal fire damage instead of slashing damage. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Engetsu}}<br />
While in Bankai, Engetsu's flames grow higher. Your Zanpakuto damage die becomes 2d8, you may use Getsuga Tensho as a bonus action, Getsuga Tensho costs 20 Reishi, and you must spend 10 hit points in addition to the normal Reishi at the end of each of your turns to maintain Bankai.<br />
<br />
==== Nozarashi ====<br />
;{{#anc:Drink, Nozarashi}}<br />
While in Shikai, Nozarashi becomes a massive axe. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Modosu Nozarashi}}<br />
While in Bankai, Nozarashi remains exactly the same, instead resonating with your spiritual pressure to transform you into a demonic beast. Your size increases by 1 category to a minimum of Large, and you can not be {{5c|frightened}}, {{5c|charmed}}, or {{5c|stunned}}.<br />
<br />
==== Zabimaru ====<br />
;{{#anc:Howl, Zabimaru}}<br />
While in Shikai, Zabimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +20 ft., and you may grapple a creature from that distance.<br />
<br />
;{{#anc:Sōō Zabimaru}}<br />
While in Bankai, you can not be disarmed of Zabimaru, and you gain +1 AC. As a bonus action after a successful attack against a creature within 5 ft. of you for 30 Reishi, you may force the creature to attempt a Constitution saving throw. On a failure, they take 15d10 + your Strength modifier force damage, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
==== Hōzukimaru====<br />
;{{#anc:Grow, Hōzukimaru}}<br />
While in Shikai, Hōzukimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +10 ft. As a bonus action, you may split your Zanpakuto into 2 identical Zanpakuto with a normal Zanpakuto's reach that have the Light property.<br />
<br />
;{{#anc:Ryūmon Hōzukimaru}}<br />
While in Bankai, your Zanpakuto is always 2 identical Light Zanpakuto with +10 ft. of reach. You lose {{inpage|Soul Resonation}}'s attack and damage roll bonus, but you gain a +1 bonus to attack and damage rolls at the end of each of your turns in initiative.<br />
<br />
==== Benihime ====<br />
;{{#anc:Awaken, Benihime}}<br />
While in Shikai, Benihime becomes an intricate but otherwise unspectacular medium-sized sword, but makes up for it with its Kido enhancement. When you cast a Kido that deals damage, it deals Force damage, and all Kido can be cast as an action or bonus action.<br />
<br />
;{{#anc:Kannonbiraki Benihime Aratame}}<br />
While in Bankai, your Zanpakuto remains unchanged, instead summoning a Gargantuan woman in red robes with a Strength, Dexterity, and Constitution score of 17, an Intelligence, Wisdom, and Charisma score of 5, a movement speed, list of known languages, and list of actions of 0. Any object or creature of your choice within 5 ft. of the woman regain 2d12 hit points or regains 1 body part of your choice, or they must make a Dexterity saving throw or take 3d12 necrotic damage.<br />
<br />
==== Suzumushi ====<br />
;{{#anc:Cry, Suzumushi}}<br />
While in Shikai, your Zanpakuto remains unchanged. As an action for 20 Reishi, you may force every creature within 120 ft. to attempt a Constitution saving throw as Suzumushi vibrates at a painfully high frequency. On a failure, they are knocked {{5c|unconscious}} for 1 minute. On a success, they are {{5c|deafened}} for 1 minute. <br />
<br />
Alternatively as an action for 5 Reishi, you may force every creature in a 60 ft. line to attempt a Dexterity saving throw as you generate a storm of blades. On a success, they take 4d12 slashing damage. On a failure, they take half as much damage.<br />
<br />
;{{#anc:Suzumushi Tsuishiki: Enma Kōrogi}}<br />
While in Bankai, all creatures except you are {{5c|blinded}} and {{5c|deafened}}.<br />
<br />
==== Shinsō ====<br />
;{{#anc:Shoot to Kill, Shinsō}}<br />
While in Shikai, Shinsō's blade becomes a beam of light. Its reach increases by +35 ft.<br />
<br />
;{{#anc:Kamishini no Yari}}<br />
While in Bankai, Shinsō's range can become a radius or a line as a bonus action until the beginning of your next turn for 3 Reishi. While you are not benefiting from this effect, Shinsō deals twice as much damage.<br />
<br />
==== Katen Kyōkotsu ====<br />
;{{#anc:Cry, Katen Kyōkotsu}}<br />
While in Shikai, your Zanpakuto becomes two Light Zanpakuto and their damage die becomes 1d10. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Takaoni - Which ever creature is physically lower at the start of your next turn takes 4d12 force damage.<br />
*Kageoni - Both creatures can dictate in which 5 ft. space within 5 ft. of them their shadow is. If a creature occupies the same space as their shadow, they take 2d6 force damage at the start of their turn. This lasts for 1 minute.<br />
*Irooni - Both creatures name a damage type. They become resistant to all damage except the type the other creature called. If both creatures pick the same damage type, they take 4 times as much damage.<br />
<br />
;{{#anc:Katen Kyōkotsu: Karamatsu Shinjū}}<br />
While in Bankai, the area within 120 ft. becomes gloomy to all those who view it. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Ichidanme: Tameraikizu no Wakachiai - Any damage either creature takes, the other takes as well.<br />
*Sandanme: Dangyo no Fuchi - Both creatures begin to [[5e SRD:Suffocating|suffocate]].<br />
*Shime no Dan: Itokiribasami Chizome no Nodobue - This can only be used against a creature within 5 ft. while grappling them. Sheathing your sword, you slowly wrap a white thread around the creature you are grappling's throat. If they do not escape the grapple after 5 turns (30 seconds), they are killed instantly.<br />
<br />
==== Ashisogi Jizō ====<br />
;{{#anc:Rip, Ashisogi Jizō}}<br />
While in Shikai, your Zanpakuto becomes a deformed trident. As a bonus action on a successful attack against a creature for 5 Reishi, they must succeed a Constitution saving throw or become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
;{{#anc:Konjiki Ashisogi Jizō}}<br />
While in Bankai, you lose the effects of Shikai and summon one poisonous [[Adult Purple Dragon (5e Creature)|caterpillar-like creature]] within 5 ft. of you that can not speak and follows your verbal commands until your Bankai ends.<br />
<br />
==== Kinshara ====<br />
;{{#anc:Play, Kinshara}}<br />
While in Shikai, Kinshara becomes a golden, whip-like mace. Your Zanpakuto's reach increases by +20 ft. and it deals magical bludgeoning damage. As a bonus action for 3 Reishi after a successful attack, all creatures within 5 ft. of the target must succeed a Constitution saving throw or take 2d6 thunder damage as Kinshara creates a vortex of sound.<br />
<br />
;{{#anc:Kinshara Butōdan}}<br />
While in Bankai, you create up to 10 [[5e SRD:Hobgoblin|hobgoblins]] that act on your own turn for 3 Reishi per hobgoblin. These Zanpakuto hobgoblins do not have crossbows, and desummon immediately after Bankai ends.<br />
<br />
==== Tenken ====<br />
;{{#anc:Play, Tenken}}<br />
While in Shikai, each swing of Tenken generates the ghostly form of your Bankai. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Kokujō Tengen Myō'ō Kinshara}}<br />
While in Bankai, you create a clone of yourself that is identical in stats to you save for being Gargantuan. It acts in the exact same manner as you no matter what, and is desummoned when Bankai ends.<br />
<br />
==== Ryūjin Jakka ====<br />
;{{#anc:Reduce All Creation to Ash, Ryūjin Jakka}}<br />
While in Shikai, your Zanpakuto deals fire damage, and you may cast any Kido that deal fire damage without spending Reishi. In addition, any water not inside living creatures within 10 ft. of you evaporates instantly.<br />
<br />
;{{#anc:Zanka no Tachi}}<br />
Unlike normal Bankai, you must spend 60 Reishi to initiate Bankai. While in Bankai, your Zanpakuto deals 10d10 fire damage.<br />
<br />
==== Hyōrinmaru ====<br />
;{{#anc:Sit Upon the Frozen Heavens, Hyōrinmaru}}<br />
While in Shikai, your Hyōrinmaru generates multiple ice dragons from its blade. Your Zanpakuto's reach increases by +15 ft. and deals cold damage. As an action for 2 Reishi, you can create a 5 ft. wall of ice with 15 AC and hit points anywhere within 30 ft. of you. In addition, you can control the weather in any indirectly offensive way.<br />
<br />
;{{#anc:Daiguren Hyōrinmaru}}<br />
While in Bankai, you gain a flying speed equal to twice your movement speed, your ice walls can look identical to yourself, and you become resistant to ice damage. You may change your Zanpakuto's range into a 10 ft. cone or back into 1 target as a bonus action. As an action for 5 Reishi, all creatures within a 30 ft. cone must succeed a Constitution saving throw or become {{5c|paralyzed}} until the end of your next turn.<br />
<br />
==== Sode no Shirayuki ====<br />
;{{#anc:Dance, Sode no Shirayuki}}<br />
While in Shikai, your Sode no Shirayuki freezes anything it touches. Your Zanpakuto deals cold damage. <br />
*As an action for 2 Reishi, you become {{5c|paraylzed}} and become immune to all damage by freezing yourself until the beginning of your next turn. <br />
*As a bonus action for 4 Reishi, you create a 5 ft. wall of ice with 15 AC and hit points anywhere within 5 ft. of you. If there is a creature in the area, they must succeed a Dexterity saving throw or take 6d6 ice damage.<br />
<br />
;{{#anc:Hakka no Togame}}<br />
While in Bankai, as an action for 8 Reishi, you may force all creatures within 20 ft. of you to succeed a Constitution saving throw or take 6d6 ice damage and become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Muramasa ====<br />
;{{#anc:Whisper, Muramasa}}<br />
While in Shikai, Muramasa turns all Zanpakuto and sentient weapons within 30 ft. of you against their wielder. The creature must succeed a Strength saving throw at the beginning of each of their turns or make an against an ally or the wielder themself with the weapon. This does not consume the creature's action.<br />
<br />
;{{#anc:Mukōjōchū Muramasa}}<br />
While in Bankai, Muramasa manifests themself into the physical world along with any other Zanpakuto spirits and sentient items within 30 ft. All Zanpakuto spirits and manifested sentient items are identical to their wielder, but act autonomously. Muramasa may spend 20 Reishi (which are pulled from their pool instead of your own) as an action to force a Zanpakuto spirit or manifested sentient item within 30 ft. of them to attempt a {{5a|wis}} saving throw, becoming {{5c|charmed}} for 1 minute on a failure. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Tachikaze ====<br />
;{{#anc:Blow it Away, Tachikaze}}<br />
While in Shikai, your Tachikaze shrinks into a trench dagger that is capable of creating blades of wind to make up for its short range. Your Zanpakuto now deals thunder damage. As an action for 4 Reishi, you can fire a glowing orb from Tachikaze forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 1d8 + your Constitution modifier + your Soul Reaper level radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;{{#anc:Tekken Tachikaze}}<br />
While in Bankai, your Tachikaze becomes 2 Light Zanpakuto and you may fire a glowing orb as a bonus action.<br />
<br />
==== Gonryōmaru ====<br />
;{{#anc:Pierce, Gonryōmaru}}<br />
While in Shikai, your Gonryōmaru transforms into a rapier. Its damage die becomes 3d6.<br />
<br />
;{{#anc:Kōkō Gonryō Rikyū}}<br />
While in Bankai, your Gonryōmaru is sent to the sky before exploding into a storm of electricity. You can control the weather. You can make an attack against any creature within 60 ft. of you using Gonryōmaru dealing 3d6 + your Dexterity modifier lightning damage on a hit.<br />
<br />
==== Senbonzakura ====<br />
;{{#anc:Scatter, Senbonzakura}}<br />
While in Shikai, you can not attack with your Senbonzakura as it dissintegrates into a cloud of cherry-blossom-like blades. Any creature that comes within 15 ft. of you, moves 5 ft. within this range, or starts its turn in this range is targeted by a Zanpakuto attack.<br />
<br />
;{{#anc:Senbonzakura Kageyoshi}}<br />
While in Bankai, the range Senbonzakura targets is doubled. You may halve this range as an action causing any creature targeted by it to be attacked twice instead of once.<br />
<br />
==== Suzumebachi ====<br />
;{{#anc:Sting All Enemies to Death, Suzumebachi}}<br />
While in Shikai, Suzumebachi becomes a glove-like stinger capable of poisoning the soul. If you score a critical hit against a creature you have already attack, you roll damage 4 times instead of twice.<br />
<br />
;{{#anc:Jakuhō Raikōben}}<br />
While in Bankai, Suzumebachi becomes a large surface-to-air missile. Unlike normal Bankai, you must spend 50 Reishi to activate this Bankai, and it does not cost Reishi to maintain. Every creature in a 60 ft. radius within 120 ft. must succeed a Constitution saving throw or take 6d10 bludgeoning damage and 6d10 fire damage. After this missile is fired, you immediately leave Bankai.<br />
<br />
==== Kyōka Suigetsu ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Shatter, Kyōka Suigetsu}}<br />
When you enter Bankai, all creatures that can see you must succeed a Wisdom saving throw. On a failure, any time your Bankai is active, you may create an illusory clone of yourself anywhere that you can see or turn yourself {{5c|invisible}} as an action. These clones are identical to the real deal to all the creatures under this effect's senses. These effects only effect creatures who have failed the Wisdom saving throw when you entered Bankai.<br />
<br />
==== Sakanade ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Collapse, Sakanade}}<br />
When you enter Bankai, all creatures within 240 ft. of you must succeed a Wisdom saving throw. On a success, they notice pink mist surrounding them. Any creature that breaths this mist has their entire perception of reality reversed, while you remain unaffected. Creatures not under these effects have advantage on attack rolls against creatures under these effects, and creatures under these effects have disadvantage on saving throws and contests against creatures not under these effects.<br />
<br />
==== Wabisuke ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Raise Your Head, Wabisuke}}<br />
While in Bankai, on a successful hit with Wabisuke, the weight of an object is doubled. If used against a creature, their speeds and distance to take falling damage is halved on every successful attack. If their speed becomes less than 5 ft., it becomes 0 and they must succeed a Strength saving throw or fall prone at the beginning of each of their turns, and removing the prone condition requires an action.<br />
<br />
==== Sanpo Kenjū ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Summon, Sanpo Kenjū}}<br />
When you enter Bankai, you summon 2 immortal, but relatively ineffectual creatures that mimic your every movement, one preceding and one following, to ensure at least one strike hits. The number of attacks you can make when you take the Attack action are tripled, but you may only change targets after every 3 attacks.<br />
<br />
==== Zakuro ====<br />
;{{#anc:Siphon, Zakuro}}<br />
While in Shikai, your Zanpakuto's damage die becomes 2d12.<br />
<br />
;{{#anc:Urozakuro}}<br />
While in Bankai, you lose the effects of Shikai and you can fuse with any surface as a bonus action. Your senses apply to the entirety of the surface. If the surface is solid, you may cast spells or make Zanpakuto attacks from anywhere within the surface, and you may cast any number of spells on the same action as long as you can match the Reishi cost. While fused with a liquid or gaseous surface, you are immune to all damage except fire, force, and necrotic damage. When Bankai ends, you may appear anywhere touching your surface.<br />
<br />
==== Gagaku Kairō ====<br />
;{{#anc:Massacre the auspicious omens and come into being; respect the darkness as you become decrepit with age, Gagaku Kairō}}<br />
While in Shikai, your Zanpakuto disappears. 3 Medium featureless spheres with gaping maws appear within 5 ft. of you. They are identical in statistics to you save for not needing to eat, sleep, see, hear, or breath, and have 60 ft. of blindsight. They all act on your turn, and desummon when Shikai ends.<br />
<br />
;{{#anc:Gagaku Kairō}}<br />
While in Bankai, a pair of massive jaws covering a 45 ft. radius circle. Any creature the starts its turn or comes within 5 ft. of this radius must succeed a Dexterity saving throw or take 4d6 magical slashing damage.<br />
<br />
==== Kazeshini ====<br />
;{{#anc:Reap, Kazeshini}}<br />
While in Shikai, your Kazeshini becomes two kusarigama-like blades, which are thought to represent death, connected by a chain, thought to represent life. You regain 2 hit points at the end of each of your turns after you spend Reishi to maintain Shikai. You may spend additional Reishi at this time to regain an equal number of hit points.<br />
<br />
;{{#anc:Fushi no Kōjyō}}<br />
While in Bankai, Kazeshini's chains extend into a noose around your neck, further extending into a 30 ft. radius orb above you with chains loosely hanging from it. You must designate one other creature under the orb. You and the other creature become immune to all damage. You must spend 24 Reishi instead of the usual 8, between the two creatures unless both creatures decide otherwise or one can not contribute their amount. <br />
<br />
==== Ikomikidomoe ====<br />
Unlike any other Zanpakuto, Ikokimidomoe has multiple Shikai forms.<br />
<br />
;{{#anc:Orbit the Stars, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe's own arm sprouts from your Zanpakuto's hilt. Your Zanpakuto gains +5 ft. of reach. In addition to your own attacks, you may make a Zanpakuto attack against any creature that enters, starts their turn, or leaves a 10 ft. radius of you without spending a reaction as Ikomikidomoe swipes at them autonomously.<br />
<br />
;{{#anc:Jot Down Their Funerals/Hatch Out and Be Ruined, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe is summoned from the Zanpakuto's inner world into the physical world. It is under your control and acts on your turns. It uses the stat block of a [[Draugr (5e Creature)|draugr]], save for having an equal number of hit points as you. You can make it use or end its Enlarge action, which no longer has a duration, for 4 Reishi as your action, and when you activate this Shikai, you may decide whether it is Enlarged or not. While not Enlarged, it loses its Maddening Presence action, and gains the following:<br />
<br />
As both you and Ikomikidomoe's action, you spend 35 Reishi points to blast a gigantic concentration of Reiatsu in a direction of your choice. Each creature in a 200-foot cone originating from Ikomikidomoe must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
If Ikomikidomoe is reduced to 0 hit points, your Zanpakuto is destroyed.<br />
<br />
;{{#anc: Ikomikidomoe Hōraku Hakkei}}<br />
While in Bankai, you can not use any of your Shikai. Instead, you gain all of Ikomikidomoe's actions (excluding Enlarge, though all actions act as they would if you were Enlarged, and including the Reiatsu blast), features, and ability scores that are better than your own, and you take on a form similar to a [[Espada (5e Class)#Visored|Visored Resurrección]].<br />
<br />
=== Final Bankai ===<br />
The Final Bankai feature can only be gained by a true bond-of-bonds with your Zanpakuto. As an action, regardless of your level, you gain all of this class's features, not including those of subclasses you have not taken, for 1 minute, and you regain 20 Reishi and hit points at the end of each of your turns. At the end of this duration, your Zanpakuto shatters and you lose all features from this class. Your hit points and character level are uneffected. You can regain your previous features by gaining half as many experience points as it took to originally gain the level you gained the feature at (or through smaller milestones for milestone leveling), and you may change which subclass you chose. Your Zanpakuto must be reforged as well, which can only be done by a blacksmith of the highest order who can also commune with spirits.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Soul Reaper class, you must meet these prerequisites:<br />
15 Dexterity,<br />
15 Constitution,<br />
12 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Soul Reaper class, you gain the following proficiencies: <br />
Zanpakuto,<br />
Gigai,<br />
Jigokucho<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Bleach|owner=Tite Kubo}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:Monk Tag]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Soul_Reaper_(5e_Class)&diff=1542167Soul Reaper (5e Class)2021-11-30T04:07:06Z<p>Cheo99: /* Soul Reaper Kido List */</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Bleach|owner=Tite Kubo}}<br />
== Soul Reaper ==<br />
The Soul Reapers are a peace keeping society based in the afterlife, it is our jobs to come back to the world of the living, and help the lost souls of the dead reach the afterlife. Aside from being guides to the lost souls, we are also their judges, and juries. We alone posses the power to read their lives and decide whether they are to pass on to heaven, or be put to eternal damnation in hell. Thus we train our-self in the ways of Zanjutsu, Hakuda, Hoho, and Kido as lines of defense for those whom fight their destiny, or worse... become hollow.<br />
<br />
=== Eternal Presence ===<br />
<br />
Though unseen, Soul Reapers have been around since the dawn of time. They practice their many skills in the afterlife, before being sent out by the Soul Society to collect the souls of the deceased.<br />
<br />
=== Jigokucho ===<br />
<br />
Jigokucho, or Spiritual Butterflies, are small creatures that glow a bright green color. They can be summoned at will in groups as large as 20 by Soul Reapers to preform mundane tasks, as well as deliver messages between them and the Soul Society. They can preform things such as scouting areas ahead making Wisdom(Perception) checks using their owners modifier, or follow tracks with a Wisdom(Survival) check.<br />
<br />
==== Zanpakuto ====<br />
<br />
The primary weapon of a soul Reaper, the Zanpakuto, is a one-handed martial finesse weapon which deals 1d10 slashing damage. Although the specific appearance is dependant on the wielder as it is an imprint of their spiritual pressure, they primarily take the form of a katana, wakazashi, nodachi, or tanto. Though initially formless, the spirit inside the sword is molded by the user’s soul, eventually becoming its own being. If your Zanpakuto is destroyed, it can be reformed during a long rest.<br />
<br />
=== Creating a Soul Reaper ===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/c/c3/Bleach_lieutenants.jpg|13 Soul Reaper Liutenants, Tite Kubo}}<br />
<br />
Think about how your character became a Soul Reaper. Did a mysterious stranger stab you in the chest with an odd sword? Did you murder a high ranking officer in the spirit world? Did you simply enter the academy?<br />
<br />
;Quick Build<br />
You can make a Soul Reaper quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, depending on your preferred Zanpakuto type, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Soul Reaper<br />
|summary=<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light Armor, Medium Armor<br />
|weapons=Simple Weapons, Martial Weapons<br />
|tools=Gigai, Jigokucho<br />
|saves=Dexterity and Constitution<br />
|skills=Choose 3 from the following: Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, or Survival<br />
|item1a=Zanpakuto<br />
|item1b=<br />
|item2a=Reaper Gi<br />
|item2b=<br />
|item3a=Gigai (Artificial Body)<br />
|item3b=<br />
|item4a=Explorer's Pack<br />
|item4b=2 Simple Weapons<br />
|item4c=1 Martial Weapon<br />
|classfeatures1=[[#Zanjutsu|Zanjutsu]], [[#Soul Transference|Soul Transference]], [[#Lighter than a Feather|Lighter than a Feather]], {{inpage|Reishi}}, {{inpage|Reaper's Gi}}<br />
|classfeatures2={{inpage|Kido}}<br />
|classfeatures3=[[#Soul Path|Soul Path]]<br />
|classfeatures4=<!--ASI--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6={{inpage|Reaper's Gi}} improvement<br />
|classfeatures7=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures8=<!--ASI--><br />
|classfeatures9={{inpage|Reaper's Gi}} improvement<br />
|classfeatures10=[[#Soul Path|Soul Path Feature]] <br />
|classfeatures11=[[#Reaper of Souls|Reaper of Souls]]<br />
|classfeatures12=<!--ASI--><br />
|classfeatures13={{inpage|Reaper's Gi}} improvement<br />
|classfeatures14=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures15=[[#Extra Attack|Extra Attack]]<br />
|classfeatures16=<!--ASI--><br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<!--ASI--><br />
|classfeatures20=[[#Extra Attack|Extra Attack]]<br />
<br />
|extrasonleft=<br />
|extra1_name=Reishi Points<br />
|extra1_1=4+con<br />
|extra1_2=8+con<br />
|extra1_3=12+con<br />
|extra1_4=16+con<br />
|extra1_5=20+con<br />
|extra1_6=24+con<br />
|extra1_7=28+con<br />
|extra1_8=32+con<br />
|extra1_9=36+con<br />
|extra1_10=40+con<br />
|extra1_11=44+con<br />
|extra1_12=48+con<br />
|extra1_13=52+con<br />
|extra1_14=56+con<br />
|extra1_15=60+con<br />
|extra1_16=64+con<br />
|extra1_17=68+con<br />
|extra1_18=72+con<br />
|extra1_19=76+con<br />
|extra1_20=80+con<br />
<br />
|extra4_name=Slot Level<br />
|extra4_1=0th<br />
|extra4_2=1st<br />
|extra4_3=1st<br />
|extra4_4=1st<br />
|extra4_5=2nd<br />
|extra4_6=2nd<br />
|extra4_7=2nd<br />
|extra4_8=2nd<br />
|extra4_9=3rd<br />
|extra4_10=3rd<br />
|extra4_11=3rd<br />
|extra4_12=3rd<br />
|extra4_13=4th<br />
|extra4_14=4th<br />
|extra4_15=4th<br />
|extra4_16=4th<br />
|extra4_17=5th<br />
|extra4_18=5th<br />
|extra4_19=5th<br />
|extra4_20=5th<br />
}}<br />
<br />
====Reishi====<br />
At 1st level, you begin to harness the energy of all spiritual forces known as Reishi. You have a number of Reishi points as listed in the Resihi Points column of the Soul Reaper class table + your Constitution modifier. You regain all expended Reishi points when you finish a long rest. If your Reishi points reach a count of 0, you have Disadvantage on all saving throws, excluding death saving throws, until you regain at least 1 Reishi point. If you already have Reiryoku from another class, such as from the [[Fullbringer (5e Class)|Fullbringer]] or [[Espada (5e Class)|Espada]] class, and any features that use Reishi may use the other point pool as well.<br />
<br />
Some of your Reishi features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Constitution is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:<br />
<br />
'''Reishi save DC=''' 8 + your proficiency bonus + your Constitution modifier.<br />
<br />
'''Reishi attack modifier=''' your proficiency bonus + your Constitution modifier<br />
<br />
==== Lighter than a Feather ====<br />
Starting at 1st level, while in Soul Reaper form you are lighter than a feather. You can move your normal walking speed through the air as if you were flying. However, if something were to paralyze you or cause your movement speed to fall to Zero, or you have no remaining Reishi, you will begin to fall,.<br />
<br />
==== Reaper's Gi ====<br />
A Reapers Gi, like his Zanpakuto, is made of his soul pressure, meaning that it can be repaired by the will of it's wearer, and is stronger than a normal robe. At 1st level, while wearing your Reapers Gi and no shield and have at least 1 Reishi point, your AC is equal to 10 + your {{5a|con}} modifier + your {{5a|dex}} modifier. As your power as a soul reaper increases, so does the strength of your Reaper's Gi. At 6th level, your gains a +1 AC bonus, at 9th level this bonus increases to +2, and at 13th this bonus increases to +3.<br />
<br />
==== Zanjutsu ====<br />
At 1st level, You gain the ability of Zanjutsu. Zanjutsu is the skill that allows Soul Reapers to create a sword from their "Soul Pressure" and manifest it in physical form, as well as handle the blade proficiently. This skill also binds the Zanpakuto to the creator. This means that only the person with a matching soul may wield the Zanpakuto. (Discuss with the DM to determine the zanpakuto, a real one may be used if the DM approves.)<br />
<br />
==== Soul Transference ====<br />
At 1st level, You gain the ability to use Soul Transference. Soul Reapers are adept at manipulating their souls and soul pressures. This gives them the ability to transfer their soul into a "Gigai" or temporary body. While inside a Gigai, soul reapers appear to be normal humans as their soul pressure is contained by the Gigai. However, Soul Reapers may summon their zanpakuto while in their Gigai. You may enter or exit a Gigai with a Bonus Action. If you are made unconscious inside of a Gigai, you are forced out next to it, and must make saving throws for both your soul and Gigai. If a Gigai dies, it can be replaced by contacting the Soul Society, and expending 1,500GP for service fees.<br />
<br />
==== Kido ====<br />
Starting at 2nd level, you have learned the ways of Kido. You may start learning basic Bakudo, Hado, and Kido spells, barriers, and seals. Kido is a fairly useful utility to Soul Reapers with enough whit and guile to make it work for them. You must spend twice as many Reishi points as a spell's level to cast it. Cantrips cost 1 Reishi to cast. Casting a spell using Reishi negates its material cost. You may only cast spells with a level less than or equal to the spell slot listed in the Slot Level column of the Soul Reaper table. You may have a number of spells prepared equal to your {{5a|int}} modifier, and you may change 1 prepared spell at the end of a long rest.<br />
<br />
==== Soul Path ====<br />
At 3rd level, you chose a soul path that to help define you as a Soul Reaper. You may choose between {{inpage|Zanjutsu Expert}} and {{inpage|Kido Expert}}, both listed at the end of this class description. You gain additional features at 7th, 10th, and 14th level.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
==== Extra Attack ====<br />
Starting at 5th level, you gain the ability to make an extra attack with your attack action. You also gain additional attacks at 15th(2), and 20th(3) level.<br />
<br />
==== Flash Step====<br />
At 6th level, your skill and practice in quickening your own movement allows you to flash step as a bonus action for 2 Reishi points, instantly moving you up to 30 feet away. This movement does not provoke opportunity attacks. This can not be used in the same round as Hoho.<br />
<br />
<!--<br />
==== Vizored ====<br />
Upon reaching 10th level you gain the ability to don a hollowfied mask, upon summoning the mask you must make a DC15 Constitution saving throw or lose control and fly into a frenzied rage, attacking the closest target. While hollowfied, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2. Each successful save makes it easier to control, decreasing the DC by 1 (to a minimum of 10.) After succeeding 10 saving throws you gain full control of the mask and its powers. After gaining full control, damage done while Vizored is increased by 1d10. This last for 10 minutes. At 15th level, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2 again.<br />
At 20th level, your movement speed increases by 15ft. while hollowfied.<br />
--><br />
<br />
==== Reaper of Souls ====<br />
At 11th level, your experience has taught you the best ways to cleanse Hollows and Non-Hollows alike. Your Zanpakuto counts as magical for the purpose of overcoming resistances.<br />
<br />
=== Zanjutsu Expert ===<br />
By focusing less on Kido training, you put all of your time into physical training, and mastery of your skill with the blade. You gain +2 to Attack rolls with your Zanpakuto.<br />
<br />
;{{#anc:Hoho}}<br />
At 3rd level, by forgoing Kido training, you have learned to move at a greater pace then other Reapers. Your movement speed increases by 10. For 7 Reishi points as an action, you may push yourself to perform a Reapers Sprint, moving up to 3 times your movement speed and, until the end of your next turn, if a feature causes you to make a Dexterity saving throw to take half damage on a success, you instead take half as much damage on a failure and no damage on a success.<br />
<br />
;{{#anc:Soul Resonation}}<br />
At 7th level, you have focused long and hard, and now acknowledge that your blade, though made of your soul, has a will and soul of its own. Though you still do not know it's name, this bond allows you and your sword to synchronize to new heights in power. At 6th level your Zanpakuto has a +1 bonus to attack and damage rolls and deals 1d12 slashing damage. At 9th level, your Zanpakuto has a +2 bonus. At 13th level your Zanpakuto has a +3 bonus.<br />
<br />
;{{#anc:Shikai}}<br />
At 10th level, through intense training and work on your skill with the blade, you have finally learned the name of your Zanpakuto. As a bonus action for 4 Reishi, you call your Zanpakuto's name, invoking it's power. All Shikai have their own unique special ability, work along side your DM to decide this ability based on your character's personality. <br />
<br />
;{{#anc:Bankai}}<br />
At 14th level, your weapon and you are one in the same. Your thoughts and emotions, your very wills are intertwined allowing you to draw forth the maximum power your weapon is capable of. You now gain critical hits with rolls of 19 or 20. While in Shikai form, another short phrase is uttered to unleash the power within for 4 additional Reishi, and work with your DM to find your weapons special ability that is added as an effect, such as a bonus to certain types of Bakudo or Hado, a boost to speed, or some special attack. You must spend an additional 4 Reishi at the end of each of your turns to maintain this form.<br />
<br />
=== Kido Expert ===<br />
As of 3rd level, you gain a +2 to your Spell Modifier and Save DCs. Kido masters seek to learn all of the known Bokudo in the Soul Society. They excel at situational analysis, and are usually well studied. Some Kido experts dream of learning all 99 or the known Bakudo, Kido, Barriers, and Seals that the Soul Reapers have at your disposal. Some of the more corrupted and seek to only gain power through the lost arts of the unnumbered Kido.<br />
<br />
;{{#anc:Eishōhaki}}<br />
at 3rd level, you have learned to cut the time on certain incantations without lowering their power. You may now cast Kido that would normally take 1 minute to prepare as an action. However if the incantation is part of the 100+ Kido (or more well known as "Forbidden Kido"), this effect does not take place.<br />
<br />
;{{#anc:Mental Master}}<br />
At 7th level, you have sharpened your mind far further then any Zanpakuto has ever been. Because of this, when calculating how many Kido you may have prepared at one time, you add your Intelligence modifier twice as opposed to once as normal.<br />
<br />
;{{#anc:Nijū Eishō}}<br />
At 10th level, you have learned to cast two Kido spells on the same action. However, when choosing Kido to cast, keep in mind that the total spell level of both Kido cast cannot exceed the current highest level Kido you can cast. (e.g. if you can cast a 4th level Kido at best, the two you choose to use can both be 2nd level, or a combo of a 3rd and 1st level Kido) In addition, when using this feature, Eishōhaki cannot take effect due to the taxation of the mind.<br />
<br />
;{{#anc:Nijū Eishōhaki}}<br />
At 14th level, your mind in sharper, sturdier, and more flexible then the strongest of any known Zanpakuto known to the Soul Society. You have learned how to control your Soul Pressure to the point that casting Two Kido at the same time is mere child's play. You may now use the effects of Nijū Eishō and Eishōhaki at the same time. In addition, the max spell slot level of the Kido that can be cast with Nijū Eishō is now equivalent to the max level of Kido you can cast + your Soul Reaper level divided by 5 rounded up. (e.g. Soul reaper level 14 = Max Kido slot + 3)<br />
<br />
=== Soul Reaper Kido List ===<br />
<br />
You know all of the Kido on the basic Soul Reaper spell list. You can prepare a number of Kido equal to your Soul Reaper Level + Your Intelligence Modifier.<br />
;Cantrips<br />
Fushibi (Firebolt)<br />
<br />
;1st Level<br />
Okasen (Burning Hands), Danku (Shield)<br />
Tenran (Gust of Wind), Inemuri (Sleep), Hiryū Gekizoku Shinten Raihō (Jim's Magic Missile)<br />
<br />
;2nd Level<br />
Shibireyubi (Hold Person)<br />
<br />
;3rd Level<br />
Shakkaho (Fireball), Meiyu (Mass Healing Word), Raikouhou (Call Lightning)<br />
<br />
;4th Level<br />
Kurohitsugi (Blight)<br />
<br />
;5th Level<br />
Tozansho (Wall of Stone), Hiryu Gekizoku Shinten Raiho (Destructive wave), Soren Sokatsui (Flamestrike), Bankin (Hold Monster)<br />
<br />
{{5e Spell List|class=Shinigami|Spellcasting=Half}}<br />
<br />
=== Shikai & Bankai Examples===<br />
You're free to create, use, and add your own Zanpakuto examples.<br />
<br />
==== Zangetsu 1 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a wide, knife-like blade without a hilt. Your Zanpakuto damage die becomes 2d6, and its reach increases by +5 ft. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a thin shortsword of immense power. Your Zanpakuto damage die becomes 2d8, its reach decreases by -5 ft., and the total Reishi you must spend at the end of each of your turns is halved.<br />
<br />
==== Zangetsu 2 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a larger and smaller knife-like blade without a hilt. Your Zanpakuto becomes a light melee weapon, and you gain a second Zanpakuto with 1d8 as its damage die. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a wide blade connected to your arm by a chain. Your Zanpakuto damage die becomes 2d6, you lose your second Zanpakuto, and it gains the Thrown (20/40) and [[Returning (5e Variant Rule)|Returning]] properties.<br />
<br />
==== Engetsu ====<br />
;{{#anc:Burn, Engetsu}}<br />
While in Shikai, Engetsu is engulfed in flames. Your Zanpakuto damage die becomes 2d6, and you may choose to have it deal fire damage instead of slashing damage. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Engetsu}}<br />
While in Bankai, Engetsu's flames grow higher. Your Zanpakuto damage die becomes 2d8, you may use Getsuga Tensho as a bonus action, Getsuga Tensho costs 20 Reishi, and you must spend 10 hit points in addition to the normal Reishi at the end of each of your turns to maintain Bankai.<br />
<br />
==== Nozarashi ====<br />
;{{#anc:Drink, Nozarashi}}<br />
While in Shikai, Nozarashi becomes a massive axe. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Modosu Nozarashi}}<br />
While in Bankai, Nozarashi remains exactly the same, instead resonating with your spiritual pressure to transform you into a demonic beast. Your size increases by 1 category to a minimum of Large, and you can not be {{5c|frightened}}, {{5c|charmed}}, or {{5c|stunned}}.<br />
<br />
==== Zabimaru ====<br />
;{{#anc:Howl, Zabimaru}}<br />
While in Shikai, Zabimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +20 ft., and you may grapple a creature from that distance.<br />
<br />
;{{#anc:Sōō Zabimaru}}<br />
While in Bankai, you can not be disarmed of Zabimaru, and you gain +1 AC. As a bonus action after a successful attack against a creature within 5 ft. of you for 30 Reishi, you may force the creature to attempt a Constitution saving throw. On a failure, they take 15d10 + your Strength modifier force damage, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
==== Hōzukimaru====<br />
;{{#anc:Grow, Hōzukimaru}}<br />
While in Shikai, Hōzukimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +10 ft. As a bonus action, you may split your Zanpakuto into 2 identical Zanpakuto with a normal Zanpakuto's reach that have the Light property.<br />
<br />
;{{#anc:Ryūmon Hōzukimaru}}<br />
While in Bankai, your Zanpakuto is always 2 identical Light Zanpakuto with +10 ft. of reach. You lose {{inpage|Soul Resonation}}'s attack and damage roll bonus, but you gain a +1 bonus to attack and damage rolls at the end of each of your turns in initiative.<br />
<br />
==== Benihime ====<br />
;{{#anc:Awaken, Benihime}}<br />
While in Shikai, Benihime becomes an intricate but otherwise unspectacular medium-sized sword, but makes up for it with its Kido enhancement. When you cast a Kido that deals damage, it deals Force damage, and all Kido can be cast as an action or bonus action.<br />
<br />
;{{#anc:Kannonbiraki Benihime Aratame}}<br />
While in Bankai, your Zanpakuto remains unchanged, instead summoning a Gargantuan woman in red robes with a Strength, Dexterity, and Constitution score of 17, an Intelligence, Wisdom, and Charisma score of 5, a movement speed, list of known languages, and list of actions of 0. Any object or creature of your choice within 5 ft. of the woman regain 2d12 hit points or regains 1 body part of your choice, or they must make a Dexterity saving throw or take 3d12 necrotic damage.<br />
<br />
==== Suzumushi ====<br />
;{{#anc:Cry, Suzumushi}}<br />
While in Shikai, your Zanpakuto remains unchanged. As an action for 20 Reishi, you may force every creature within 120 ft. to attempt a Constitution saving throw as Suzumushi vibrates at a painfully high frequency. On a failure, they are knocked {{5c|unconscious}} for 1 minute. On a success, they are {{5c|deafened}} for 1 minute. <br />
<br />
Alternatively as an action for 5 Reishi, you may force every creature in a 60 ft. line to attempt a Dexterity saving throw as you generate a storm of blades. On a success, they take 4d12 slashing damage. On a failure, they take half as much damage.<br />
<br />
;{{#anc:Suzumushi Tsuishiki: Enma Kōrogi}}<br />
While in Bankai, all creatures except you are {{5c|blinded}} and {{5c|deafened}}.<br />
<br />
==== Shinsō ====<br />
;{{#anc:Shoot to Kill, Shinsō}}<br />
While in Shikai, Shinsō's blade becomes a beam of light. Its reach increases by +35 ft.<br />
<br />
;{{#anc:Kamishini no Yari}}<br />
While in Bankai, Shinsō's range can become a radius or a line as a bonus action until the beginning of your next turn for 3 Reishi. While you are not benefiting from this effect, Shinsō deals twice as much damage.<br />
<br />
==== Katen Kyōkotsu ====<br />
;{{#anc:Cry, Katen Kyōkotsu}}<br />
While in Shikai, your Zanpakuto becomes two Light Zanpakuto and their damage die becomes 1d10. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Takaoni - Which ever creature is physically lower at the start of your next turn takes 4d12 force damage.<br />
*Kageoni - Both creatures can dictate in which 5 ft. space within 5 ft. of them their shadow is. If a creature occupies the same space as their shadow, they take 2d6 force damage at the start of their turn. This lasts for 1 minute.<br />
*Irooni - Both creatures name a damage type. They become resistant to all damage except the type the other creature called. If both creatures pick the same damage type, they take 4 times as much damage.<br />
<br />
;{{#anc:Katen Kyōkotsu: Karamatsu Shinjū}}<br />
While in Bankai, the area within 120 ft. becomes gloomy to all those who view it. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Ichidanme: Tameraikizu no Wakachiai - Any damage either creature takes, the other takes as well.<br />
*Sandanme: Dangyo no Fuchi - Both creatures begin to [[5e SRD:Suffocating|suffocate]].<br />
*Shime no Dan: Itokiribasami Chizome no Nodobue - This can only be used against a creature within 5 ft. while grappling them. Sheathing your sword, you slowly wrap a white thread around the creature you are grappling's throat. If they do not escape the grapple after 5 turns (30 seconds), they are killed instantly.<br />
<br />
==== Ashisogi Jizō ====<br />
;{{#anc:Rip, Ashisogi Jizō}}<br />
While in Shikai, your Zanpakuto becomes a deformed trident. As a bonus action on a successful attack against a creature for 5 Reishi, they must succeed a Constitution saving throw or become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
;{{#anc:Konjiki Ashisogi Jizō}}<br />
While in Bankai, you lose the effects of Shikai and summon one poisonous [[Adult Purple Dragon (5e Creature)|caterpillar-like creature]] within 5 ft. of you that can not speak and follows your verbal commands until your Bankai ends.<br />
<br />
==== Kinshara ====<br />
;{{#anc:Play, Kinshara}}<br />
While in Shikai, Kinshara becomes a golden, whip-like mace. Your Zanpakuto's reach increases by +20 ft. and it deals magical bludgeoning damage. As a bonus action for 3 Reishi after a successful attack, all creatures within 5 ft. of the target must succeed a Constitution saving throw or take 2d6 thunder damage as Kinshara creates a vortex of sound.<br />
<br />
;{{#anc:Kinshara Butōdan}}<br />
While in Bankai, you create up to 10 [[5e SRD:Hobgoblin|hobgoblins]] that act on your own turn for 3 Reishi per hobgoblin. These Zanpakuto hobgoblins do not have crossbows, and desummon immediately after Bankai ends.<br />
<br />
==== Tenken ====<br />
;{{#anc:Play, Tenken}}<br />
While in Shikai, each swing of Tenken generates the ghostly form of your Bankai. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Kokujō Tengen Myō'ō Kinshara}}<br />
While in Bankai, you create a clone of yourself that is identical in stats to you save for being Gargantuan. It acts in the exact same manner as you no matter what, and is desummoned when Bankai ends.<br />
<br />
==== Ryūjin Jakka ====<br />
;{{#anc:Reduce All Creation to Ash, Ryūjin Jakka}}<br />
While in Shikai, your Zanpakuto deals fire damage, and you may cast any Kido that deal fire damage without spending Reishi. In addition, any water not inside living creatures within 10 ft. of you evaporates instantly.<br />
<br />
;{{#anc:Zanka no Tachi}}<br />
Unlike normal Bankai, you must spend 60 Reishi to initiate Bankai. While in Bankai, your Zanpakuto deals 10d10 fire damage.<br />
<br />
==== Hyōrinmaru ====<br />
;{{#anc:Sit Upon the Frozen Heavens, Hyōrinmaru}}<br />
While in Shikai, your Hyōrinmaru generates multiple ice dragons from its blade. Your Zanpakuto's reach increases by +15 ft. and deals cold damage. As an action for 2 Reishi, you can create a 5 ft. wall of ice with 15 AC and hit points anywhere within 30 ft. of you. In addition, you can control the weather in any indirectly offensive way.<br />
<br />
;{{#anc:Daiguren Hyōrinmaru}}<br />
While in Bankai, you gain a flying speed equal to twice your movement speed, your ice walls can look identical to yourself, and you become resistant to ice damage. You may change your Zanpakuto's range into a 10 ft. cone or back into 1 target as a bonus action. As an action for 5 Reishi, all creatures within a 30 ft. cone must succeed a Constitution saving throw or become {{5c|paralyzed}} until the end of your next turn.<br />
<br />
==== Sode no Shirayuki ====<br />
;{{#anc:Dance, Sode no Shirayuki}}<br />
While in Shikai, your Sode no Shirayuki freezes anything it touches. Your Zanpakuto deals cold damage. <br />
*As an action for 2 Reishi, you become {{5c|paraylzed}} and become immune to all damage by freezing yourself until the beginning of your next turn. <br />
*As a bonus action for 4 Reishi, you create a 5 ft. wall of ice with 15 AC and hit points anywhere within 5 ft. of you. If there is a creature in the area, they must succeed a Dexterity saving throw or take 6d6 ice damage.<br />
<br />
;{{#anc:Hakka no Togame}}<br />
While in Bankai, as an action for 8 Reishi, you may force all creatures within 20 ft. of you to succeed a Constitution saving throw or take 6d6 ice damage and become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Muramasa ====<br />
;{{#anc:Whisper, Muramasa}}<br />
While in Shikai, Muramasa turns all Zanpakuto and sentient weapons within 30 ft. of you against their wielder. The creature must succeed a Strength saving throw at the beginning of each of their turns or make an against an ally or the wielder themself with the weapon. This does not consume the creature's action.<br />
<br />
;{{#anc:Mukōjōchū Muramasa}}<br />
While in Bankai, Muramasa manifests themself into the physical world along with any other Zanpakuto spirits and sentient items within 30 ft. All Zanpakuto spirits and manifested sentient items are identical to their wielder, but act autonomously. Muramasa may spend 20 Reishi (which are pulled from their pool instead of your own) as an action to force a Zanpakuto spirit or manifested sentient item within 30 ft. of them to attempt a {{5a|wis}} saving throw, becoming {{5c|charmed}} for 1 minute on a failure. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Tachikaze ====<br />
;{{#anc:Blow it Away, Tachikaze}}<br />
While in Shikai, your Tachikaze shrinks into a trench dagger that is capable of creating blades of wind to make up for its short range. Your Zanpakuto now deals thunder damage. As an action for 4 Reishi, you can fire a glowing orb from Tachikaze forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 1d8 + your Constitution modifier + your Soul Reaper level radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;{{#anc:Tekken Tachikaze}}<br />
While in Bankai, your Tachikaze becomes 2 Light Zanpakuto and you may fire a glowing orb as a bonus action.<br />
<br />
==== Gonryōmaru ====<br />
;{{#anc:Pierce, Gonryōmaru}}<br />
While in Shikai, your Gonryōmaru transforms into a rapier. Its damage die becomes 3d6.<br />
<br />
;{{#anc:Kōkō Gonryō Rikyū}}<br />
While in Bankai, your Gonryōmaru is sent to the sky before exploding into a storm of electricity. You can control the weather. You can make an attack against any creature within 60 ft. of you using Gonryōmaru dealing 3d6 + your Dexterity modifier lightning damage on a hit.<br />
<br />
==== Senbonzakura ====<br />
;{{#anc:Scatter, Senbonzakura}}<br />
While in Shikai, you can not attack with your Senbonzakura as it dissintegrates into a cloud of cherry-blossom-like blades. Any creature that comes within 15 ft. of you, moves 5 ft. within this range, or starts its turn in this range is targeted by a Zanpakuto attack.<br />
<br />
;{{#anc:Senbonzakura Kageyoshi}}<br />
While in Bankai, the range Senbonzakura targets is doubled. You may halve this range as an action causing any creature targeted by it to be attacked twice instead of once.<br />
<br />
==== Suzumebachi ====<br />
;{{#anc:Sting All Enemies to Death, Suzumebachi}}<br />
While in Shikai, Suzumebachi becomes a glove-like stinger capable of poisoning the soul. If you score a critical hit against a creature you have already attack, you roll damage 4 times instead of twice.<br />
<br />
;{{#anc:Jakuhō Raikōben}}<br />
While in Bankai, Suzumebachi becomes a large surface-to-air missile. Unlike normal Bankai, you must spend 50 Reishi to activate this Bankai, and it does not cost Reishi to maintain. Every creature in a 60 ft. radius within 120 ft. must succeed a Constitution saving throw or take 6d10 bludgeoning damage and 6d10 fire damage. After this missile is fired, you immediately leave Bankai.<br />
<br />
==== Kyōka Suigetsu ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Shatter, Kyōka Suigetsu}}<br />
When you enter Bankai, all creatures that can see you must succeed a Wisdom saving throw. On a failure, any time your Bankai is active, you may create an illusory clone of yourself anywhere that you can see or turn yourself {{5c|invisible}} as an action. These clones are identical to the real deal to all the creatures under this effect's senses. These effects only effect creatures who have failed the Wisdom saving throw when you entered Bankai.<br />
<br />
==== Sakanade ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Collapse, Sakanade}}<br />
When you enter Bankai, all creatures within 240 ft. of you must succeed a Wisdom saving throw. On a success, they notice pink mist surrounding them. Any creature that breaths this mist has their entire perception of reality reversed, while you remain unaffected. Creatures not under these effects have advantage on attack rolls against creatures under these effects, and creatures under these effects have disadvantage on saving throws and contests against creatures not under these effects.<br />
<br />
==== Wabisuke ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Raise Your Head, Wabisuke}}<br />
While in Bankai, on a successful hit with Wabisuke, the weight of an object is doubled. If used against a creature, their speeds and distance to take falling damage is halved on every successful attack. If their speed becomes less than 5 ft., it becomes 0 and they must succeed a Strength saving throw or fall prone at the beginning of each of their turns, and removing the prone condition requires an action.<br />
<br />
==== Sanpo Kenjū ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Summon, Sanpo Kenjū}}<br />
When you enter Bankai, you summon 2 immortal, but relatively ineffectual creatures that mimic your every movement, one preceding and one following, to ensure at least one strike hits. The number of attacks you can make when you take the Attack action are tripled, but you may only change targets after every 3 attacks.<br />
<br />
==== Zakuro ====<br />
;{{#anc:Siphon, Zakuro}}<br />
While in Shikai, your Zanpakuto's damage die becomes 2d12.<br />
<br />
;{{#anc:Urozakuro}}<br />
While in Bankai, you lose the effects of Shikai and you can fuse with any surface as a bonus action. Your senses apply to the entirety of the surface. If the surface is solid, you may cast spells or make Zanpakuto attacks from anywhere within the surface, and you may cast any number of spells on the same action as long as you can match the Reishi cost. While fused with a liquid or gaseous surface, you are immune to all damage except fire, force, and necrotic damage. When Bankai ends, you may appear anywhere touching your surface.<br />
<br />
==== Gagaku Kairō ====<br />
;{{#anc:Massacre the auspicious omens and come into being; respect the darkness as you become decrepit with age, Gagaku Kairō}}<br />
While in Shikai, your Zanpakuto disappears. 3 Medium featureless spheres with gaping maws appear within 5 ft. of you. They are identical in statistics to you save for not needing to eat, sleep, see, hear, or breath, and have 60 ft. of blindsight. They all act on your turn, and desummon when Shikai ends.<br />
<br />
;{{#anc:Gagaku Kairō}}<br />
While in Bankai, a pair of massive jaws covering a 45 ft. radius circle. Any creature the starts its turn or comes within 5 ft. of this radius must succeed a Dexterity saving throw or take 4d6 magical slashing damage.<br />
<br />
==== Kazeshini ====<br />
;{{#anc:Reap, Kazeshini}}<br />
While in Shikai, your Kazeshini becomes two kusarigama-like blades, which are thought to represent death, connected by a chain, thought to represent life. You regain 2 hit points at the end of each of your turns after you spend Reishi to maintain Shikai. You may spend additional Reishi at this time to regain an equal number of hit points.<br />
<br />
;{{#anc:Fushi no Kōjyō}}<br />
While in Bankai, Kazeshini's chains extend into a noose around your neck, further extending into a 30 ft. radius orb above you with chains loosely hanging from it. You must designate one other creature under the orb. You and the other creature become immune to all damage. You must spend 24 Reishi instead of the usual 8, between the two creatures unless both creatures decide otherwise or one can not contribute their amount. <br />
<br />
==== Ikomikidomoe ====<br />
Unlike any other Zanpakuto, Ikokimidomoe has multiple Shikai forms.<br />
<br />
;{{#anc:Orbit the Stars, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe's own arm sprouts from your Zanpakuto's hilt. Your Zanpakuto gains +5 ft. of reach. In addition to your own attacks, you may make a Zanpakuto attack against any creature that enters, starts their turn, or leaves a 10 ft. radius of you without spending a reaction as Ikomikidomoe swipes at them autonomously.<br />
<br />
;{{#anc:Jot Down Their Funerals/Hatch Out and Be Ruined, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe is summoned from the Zanpakuto's inner world into the physical world. It is under your control and acts on your turns. It uses the stat block of a [[Draugr (5e Creature)|draugr]], save for having an equal number of hit points as you. You can make it use or end its Enlarge action, which no longer has a duration, for 4 Reishi as your action, and when you activate this Shikai, you may decide whether it is Enlarged or not. While not Enlarged, it loses its Maddening Presence action, and gains the following:<br />
<br />
As both you and Ikomikidomoe's action, you spend 35 Reishi points to blast a gigantic concentration of Reiatsu in a direction of your choice. Each creature in a 200-foot cone originating from Ikomikidomoe must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
If Ikomikidomoe is reduced to 0 hit points, your Zanpakuto is destroyed.<br />
<br />
;{{#anc: Ikomikidomoe Hōraku Hakkei}}<br />
While in Bankai, you can not use any of your Shikai. Instead, you gain all of Ikomikidomoe's actions (excluding Enlarge, though all actions act as they would if you were Enlarged, and including the Reiatsu blast), features, and ability scores that are better than your own, and you take on a form similar to a [[Espada (5e Class)#Visored|Visored Resurrección]].<br />
<br />
=== Final Bankai ===<br />
The Final Bankai feature can only be gained by a true bond-of-bonds with your Zanpakuto. As an action, regardless of your level, you gain all of this class's features, not including those of subclasses you have not taken, for 1 minute, and you regain 20 Reishi and hit points at the end of each of your turns. At the end of this duration, your Zanpakuto shatters and you lose all features from this class. Your hit points and character level are uneffected. You can regain your previous features by gaining half as many experience points as it took to originally gain the level you gained the feature at (or through smaller milestones for milestone leveling), and you may change which subclass you chose. Your Zanpakuto must be reforged as well, which can only be done by a blacksmith of the highest order who can also commune with spirits.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Soul Reaper class, you must meet these prerequisites:<br />
15 Dexterity,<br />
15 Constitution,<br />
12 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Soul Reaper class, you gain the following proficiencies: <br />
Zanpakuto,<br />
Gigai,<br />
Jigokucho<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Bleach|owner=Tite Kubo}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:Monk Tag]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Soul_Reaper_(5e_Class)&diff=1542154Soul Reaper (5e Class)2021-11-30T03:19:04Z<p>Cheo99: /* Soul Reaper Kido List */</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Bleach|owner=Tite Kubo}}<br />
== Soul Reaper ==<br />
The Soul Reapers are a peace keeping society based in the afterlife, it is our jobs to come back to the world of the living, and help the lost souls of the dead reach the afterlife. Aside from being guides to the lost souls, we are also their judges, and juries. We alone posses the power to read their lives and decide whether they are to pass on to heaven, or be put to eternal damnation in hell. Thus we train our-self in the ways of Zanjutsu, Hakuda, Hoho, and Kido as lines of defense for those whom fight their destiny, or worse... become hollow.<br />
<br />
=== Eternal Presence ===<br />
<br />
Though unseen, Soul Reapers have been around since the dawn of time. They practice their many skills in the afterlife, before being sent out by the Soul Society to collect the souls of the deceased.<br />
<br />
=== Jigokucho ===<br />
<br />
Jigokucho, or Spiritual Butterflies, are small creatures that glow a bright green color. They can be summoned at will in groups as large as 20 by Soul Reapers to preform mundane tasks, as well as deliver messages between them and the Soul Society. They can preform things such as scouting areas ahead making Wisdom(Perception) checks using their owners modifier, or follow tracks with a Wisdom(Survival) check.<br />
<br />
==== Zanpakuto ====<br />
<br />
The primary weapon of a soul Reaper, the Zanpakuto, is a one-handed martial finesse weapon which deals 1d10 slashing damage. Although the specific appearance is dependant on the wielder as it is an imprint of their spiritual pressure, they primarily take the form of a katana, wakazashi, nodachi, or tanto. Though initially formless, the spirit inside the sword is molded by the user’s soul, eventually becoming its own being. If your Zanpakuto is destroyed, it can be reformed during a long rest.<br />
<br />
=== Creating a Soul Reaper ===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/c/c3/Bleach_lieutenants.jpg|13 Soul Reaper Liutenants, Tite Kubo}}<br />
<br />
Think about how your character became a Soul Reaper. Did a mysterious stranger stab you in the chest with an odd sword? Did you murder a high ranking officer in the spirit world? Did you simply enter the academy?<br />
<br />
;Quick Build<br />
You can make a Soul Reaper quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, depending on your preferred Zanpakuto type, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Soul Reaper<br />
|summary=<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light Armor, Medium Armor<br />
|weapons=Simple Weapons, Martial Weapons<br />
|tools=Gigai, Jigokucho<br />
|saves=Dexterity and Constitution<br />
|skills=Choose 3 from the following: Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, or Survival<br />
|item1a=Zanpakuto<br />
|item1b=<br />
|item2a=Reaper Gi<br />
|item2b=<br />
|item3a=Gigai (Artificial Body)<br />
|item3b=<br />
|item4a=Explorer's Pack<br />
|item4b=2 Simple Weapons<br />
|item4c=1 Martial Weapon<br />
|classfeatures1=[[#Zanjutsu|Zanjutsu]], [[#Soul Transference|Soul Transference]], [[#Lighter than a Feather|Lighter than a Feather]], {{inpage|Reishi}}, {{inpage|Reaper's Gi}}<br />
|classfeatures2={{inpage|Kido}}<br />
|classfeatures3=[[#Soul Path|Soul Path]]<br />
|classfeatures4=<!--ASI--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6={{inpage|Reaper's Gi}} improvement<br />
|classfeatures7=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures8=<!--ASI--><br />
|classfeatures9={{inpage|Reaper's Gi}} improvement<br />
|classfeatures10=[[#Soul Path|Soul Path Feature]] <br />
|classfeatures11=[[#Reaper of Souls|Reaper of Souls]]<br />
|classfeatures12=<!--ASI--><br />
|classfeatures13={{inpage|Reaper's Gi}} improvement<br />
|classfeatures14=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures15=[[#Extra Attack|Extra Attack]]<br />
|classfeatures16=<!--ASI--><br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<!--ASI--><br />
|classfeatures20=[[#Extra Attack|Extra Attack]]<br />
<br />
|extrasonleft=<br />
|extra1_name=Reishi Points<br />
|extra1_1=4+con<br />
|extra1_2=8+con<br />
|extra1_3=12+con<br />
|extra1_4=16+con<br />
|extra1_5=20+con<br />
|extra1_6=24+con<br />
|extra1_7=28+con<br />
|extra1_8=32+con<br />
|extra1_9=36+con<br />
|extra1_10=40+con<br />
|extra1_11=44+con<br />
|extra1_12=48+con<br />
|extra1_13=52+con<br />
|extra1_14=56+con<br />
|extra1_15=60+con<br />
|extra1_16=64+con<br />
|extra1_17=68+con<br />
|extra1_18=72+con<br />
|extra1_19=76+con<br />
|extra1_20=80+con<br />
<br />
|extra4_name=Slot Level<br />
|extra4_1=0th<br />
|extra4_2=1st<br />
|extra4_3=1st<br />
|extra4_4=1st<br />
|extra4_5=2nd<br />
|extra4_6=2nd<br />
|extra4_7=2nd<br />
|extra4_8=2nd<br />
|extra4_9=3rd<br />
|extra4_10=3rd<br />
|extra4_11=3rd<br />
|extra4_12=3rd<br />
|extra4_13=4th<br />
|extra4_14=4th<br />
|extra4_15=4th<br />
|extra4_16=4th<br />
|extra4_17=5th<br />
|extra4_18=5th<br />
|extra4_19=5th<br />
|extra4_20=5th<br />
}}<br />
<br />
====Reishi====<br />
At 1st level, you begin to harness the energy of all spiritual forces known as Reishi. You have a number of Reishi points as listed in the Resihi Points column of the Soul Reaper class table + your Constitution modifier. You regain all expended Reishi points when you finish a long rest. If your Reishi points reach a count of 0, you have Disadvantage on all saving throws, excluding death saving throws, until you regain at least 1 Reishi point. If you already have Reiryoku from another class, such as from the [[Fullbringer (5e Class)|Fullbringer]] or [[Espada (5e Class)|Espada]] class, and any features that use Reishi may use the other point pool as well.<br />
<br />
Some of your Reishi features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Constitution is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:<br />
<br />
'''Reishi save DC=''' 8 + your proficiency bonus + your Constitution modifier.<br />
<br />
'''Reishi attack modifier=''' your proficiency bonus + your Constitution modifier<br />
<br />
==== Lighter than a Feather ====<br />
Starting at 1st level, while in Soul Reaper form you are lighter than a feather. You can move your normal walking speed through the air as if you were flying. However, if something were to paralyze you or cause your movement speed to fall to Zero, or you have no remaining Reishi, you will begin to fall,.<br />
<br />
==== Reaper's Gi ====<br />
A Reapers Gi, like his Zanpakuto, is made of his soul pressure, meaning that it can be repaired by the will of it's wearer, and is stronger than a normal robe. At 1st level, while wearing your Reapers Gi and no shield and have at least 1 Reishi point, your AC is equal to 10 + your {{5a|con}} modifier + your {{5a|dex}} modifier. As your power as a soul reaper increases, so does the strength of your Reaper's Gi. At 6th level, your gains a +1 AC bonus, at 9th level this bonus increases to +2, and at 13th this bonus increases to +3.<br />
<br />
==== Zanjutsu ====<br />
At 1st level, You gain the ability of Zanjutsu. Zanjutsu is the skill that allows Soul Reapers to create a sword from their "Soul Pressure" and manifest it in physical form, as well as handle the blade proficiently. This skill also binds the Zanpakuto to the creator. This means that only the person with a matching soul may wield the Zanpakuto. (Discuss with the DM to determine the zanpakuto, a real one may be used if the DM approves.)<br />
<br />
==== Soul Transference ====<br />
At 1st level, You gain the ability to use Soul Transference. Soul Reapers are adept at manipulating their souls and soul pressures. This gives them the ability to transfer their soul into a "Gigai" or temporary body. While inside a Gigai, soul reapers appear to be normal humans as their soul pressure is contained by the Gigai. However, Soul Reapers may summon their zanpakuto while in their Gigai. You may enter or exit a Gigai with a Bonus Action. If you are made unconscious inside of a Gigai, you are forced out next to it, and must make saving throws for both your soul and Gigai. If a Gigai dies, it can be replaced by contacting the Soul Society, and expending 1,500GP for service fees.<br />
<br />
==== Kido ====<br />
Starting at 2nd level, you have learned the ways of Kido. You may start learning basic Bakudo, Hado, and Kido spells, barriers, and seals. Kido is a fairly useful utility to Soul Reapers with enough whit and guile to make it work for them. You must spend twice as many Reishi points as a spell's level to cast it. Cantrips cost 1 Reishi to cast. Casting a spell using Reishi negates its material cost. You may only cast spells with a level less than or equal to the spell slot listed in the Slot Level column of the Soul Reaper table. You may have a number of spells prepared equal to your {{5a|int}} modifier, and you may change 1 prepared spell at the end of a long rest.<br />
<br />
==== Soul Path ====<br />
At 3rd level, you chose a soul path that to help define you as a Soul Reaper. You may choose between {{inpage|Zanjutsu Expert}} and {{inpage|Kido Expert}}, both listed at the end of this class description. You gain additional features at 7th, 10th, and 14th level.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
==== Extra Attack ====<br />
Starting at 5th level, you gain the ability to make an extra attack with your attack action. You also gain additional attacks at 15th(2), and 20th(3) level.<br />
<br />
==== Flash Step====<br />
At 6th level, your skill and practice in quickening your own movement allows you to flash step as a bonus action for 2 Reishi points, instantly moving you up to 30 feet away. This movement does not provoke opportunity attacks. This can not be used in the same round as Hoho.<br />
<br />
<!--<br />
==== Vizored ====<br />
Upon reaching 10th level you gain the ability to don a hollowfied mask, upon summoning the mask you must make a DC15 Constitution saving throw or lose control and fly into a frenzied rage, attacking the closest target. While hollowfied, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2. Each successful save makes it easier to control, decreasing the DC by 1 (to a minimum of 10.) After succeeding 10 saving throws you gain full control of the mask and its powers. After gaining full control, damage done while Vizored is increased by 1d10. This last for 10 minutes. At 15th level, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2 again.<br />
At 20th level, your movement speed increases by 15ft. while hollowfied.<br />
--><br />
<br />
==== Reaper of Souls ====<br />
At 11th level, your experience has taught you the best ways to cleanse Hollows and Non-Hollows alike. Your Zanpakuto counts as magical for the purpose of overcoming resistances.<br />
<br />
=== Zanjutsu Expert ===<br />
By focusing less on Kido training, you put all of your time into physical training, and mastery of your skill with the blade. You gain +2 to Attack rolls with your Zanpakuto.<br />
<br />
;{{#anc:Hoho}}<br />
At 3rd level, by forgoing Kido training, you have learned to move at a greater pace then other Reapers. Your movement speed increases by 10. For 7 Reishi points as an action, you may push yourself to perform a Reapers Sprint, moving up to 3 times your movement speed and, until the end of your next turn, if a feature causes you to make a Dexterity saving throw to take half damage on a success, you instead take half as much damage on a failure and no damage on a success.<br />
<br />
;{{#anc:Soul Resonation}}<br />
At 7th level, you have focused long and hard, and now acknowledge that your blade, though made of your soul, has a will and soul of its own. Though you still do not know it's name, this bond allows you and your sword to synchronize to new heights in power. At 6th level your Zanpakuto has a +1 bonus to attack and damage rolls and deals 1d12 slashing damage. At 9th level, your Zanpakuto has a +2 bonus. At 13th level your Zanpakuto has a +3 bonus.<br />
<br />
;{{#anc:Shikai}}<br />
At 10th level, through intense training and work on your skill with the blade, you have finally learned the name of your Zanpakuto. As a bonus action for 4 Reishi, you call your Zanpakuto's name, invoking it's power. All Shikai have their own unique special ability, work along side your DM to decide this ability based on your character's personality. <br />
<br />
;{{#anc:Bankai}}<br />
At 14th level, your weapon and you are one in the same. Your thoughts and emotions, your very wills are intertwined allowing you to draw forth the maximum power your weapon is capable of. You now gain critical hits with rolls of 19 or 20. While in Shikai form, another short phrase is uttered to unleash the power within for 4 additional Reishi, and work with your DM to find your weapons special ability that is added as an effect, such as a bonus to certain types of Bakudo or Hado, a boost to speed, or some special attack. You must spend an additional 4 Reishi at the end of each of your turns to maintain this form.<br />
<br />
=== Kido Expert ===<br />
As of 3rd level, you gain a +2 to your Spell Modifier and Save DCs. Kido masters seek to learn all of the known Bokudo in the Soul Society. They excel at situational analysis, and are usually well studied. Some Kido experts dream of learning all 99 or the known Bakudo, Kido, Barriers, and Seals that the Soul Reapers have at your disposal. Some of the more corrupted and seek to only gain power through the lost arts of the unnumbered Kido.<br />
<br />
;{{#anc:Eishōhaki}}<br />
at 3rd level, you have learned to cut the time on certain incantations without lowering their power. You may now cast Kido that would normally take 1 minute to prepare as an action. However if the incantation is part of the 100+ Kido (or more well known as "Forbidden Kido"), this effect does not take place.<br />
<br />
;{{#anc:Mental Master}}<br />
At 7th level, you have sharpened your mind far further then any Zanpakuto has ever been. Because of this, when calculating how many Kido you may have prepared at one time, you add your Intelligence modifier twice as opposed to once as normal.<br />
<br />
;{{#anc:Nijū Eishō}}<br />
At 10th level, you have learned to cast two Kido spells on the same action. However, when choosing Kido to cast, keep in mind that the total spell level of both Kido cast cannot exceed the current highest level Kido you can cast. (e.g. if you can cast a 4th level Kido at best, the two you choose to use can both be 2nd level, or a combo of a 3rd and 1st level Kido) In addition, when using this feature, Eishōhaki cannot take effect due to the taxation of the mind.<br />
<br />
;{{#anc:Nijū Eishōhaki}}<br />
At 14th level, your mind in sharper, sturdier, and more flexible then the strongest of any known Zanpakuto known to the Soul Society. You have learned how to control your Soul Pressure to the point that casting Two Kido at the same time is mere child's play. You may now use the effects of Nijū Eishō and Eishōhaki at the same time. In addition, the max spell slot level of the Kido that can be cast with Nijū Eishō is now equivalent to the max level of Kido you can cast + your Soul Reaper level divided by 5 rounded up. (e.g. Soul reaper level 14 = Max Kido slot + 3)<br />
<br />
=== Soul Reaper Kido List ===<br />
<br />
You know all of the Kido on the basic Soul Reaper spell list. You can prepare a number of Kido equal to your Soul Reaper Level + Your Intelligence Modifier.<br />
;Cantrips<br />
Fushibi (Firebolt)<br />
<br />
;1st Level<br />
Okasen (Burning Hands), Danku (Shield)<br />
Tenran (Gust of Wind), Inemuri (Sleep)<br />
<br />
;2nd Level<br />
Shibireyubi (Hold Person)<br />
<br />
;3rd Level<br />
Shakkaho (Fireball), Meiyu (Mass Healing Word), Raikouhou (Call Lightning)<br />
<br />
;4th Level<br />
Kurohitsugi (Blight)<br />
<br />
;5th Level<br />
Tozansho (Wall of Stone), Hiryu Gekizoku Shinten Raiho (Destructive wave), Soren Sokatsui (Flamestrike), Bankin (Hold Monster)<br />
<br />
{{5e Spell List|class=Shinigami|Spellcasting=Half}}<br />
<br />
=== Shikai & Bankai Examples===<br />
You're free to create, use, and add your own Zanpakuto examples.<br />
<br />
==== Zangetsu 1 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a wide, knife-like blade without a hilt. Your Zanpakuto damage die becomes 2d6, and its reach increases by +5 ft. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a thin shortsword of immense power. Your Zanpakuto damage die becomes 2d8, its reach decreases by -5 ft., and the total Reishi you must spend at the end of each of your turns is halved.<br />
<br />
==== Zangetsu 2 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a larger and smaller knife-like blade without a hilt. Your Zanpakuto becomes a light melee weapon, and you gain a second Zanpakuto with 1d8 as its damage die. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a wide blade connected to your arm by a chain. Your Zanpakuto damage die becomes 2d6, you lose your second Zanpakuto, and it gains the Thrown (20/40) and [[Returning (5e Variant Rule)|Returning]] properties.<br />
<br />
==== Engetsu ====<br />
;{{#anc:Burn, Engetsu}}<br />
While in Shikai, Engetsu is engulfed in flames. Your Zanpakuto damage die becomes 2d6, and you may choose to have it deal fire damage instead of slashing damage. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Engetsu}}<br />
While in Bankai, Engetsu's flames grow higher. Your Zanpakuto damage die becomes 2d8, you may use Getsuga Tensho as a bonus action, Getsuga Tensho costs 20 Reishi, and you must spend 10 hit points in addition to the normal Reishi at the end of each of your turns to maintain Bankai.<br />
<br />
==== Nozarashi ====<br />
;{{#anc:Drink, Nozarashi}}<br />
While in Shikai, Nozarashi becomes a massive axe. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Modosu Nozarashi}}<br />
While in Bankai, Nozarashi remains exactly the same, instead resonating with your spiritual pressure to transform you into a demonic beast. Your size increases by 1 category to a minimum of Large, and you can not be {{5c|frightened}}, {{5c|charmed}}, or {{5c|stunned}}.<br />
<br />
==== Zabimaru ====<br />
;{{#anc:Howl, Zabimaru}}<br />
While in Shikai, Zabimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +20 ft., and you may grapple a creature from that distance.<br />
<br />
;{{#anc:Sōō Zabimaru}}<br />
While in Bankai, you can not be disarmed of Zabimaru, and you gain +1 AC. As a bonus action after a successful attack against a creature within 5 ft. of you for 30 Reishi, you may force the creature to attempt a Constitution saving throw. On a failure, they take 15d10 + your Strength modifier force damage, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
==== Hōzukimaru====<br />
;{{#anc:Grow, Hōzukimaru}}<br />
While in Shikai, Hōzukimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +10 ft. As a bonus action, you may split your Zanpakuto into 2 identical Zanpakuto with a normal Zanpakuto's reach that have the Light property.<br />
<br />
;{{#anc:Ryūmon Hōzukimaru}}<br />
While in Bankai, your Zanpakuto is always 2 identical Light Zanpakuto with +10 ft. of reach. You lose {{inpage|Soul Resonation}}'s attack and damage roll bonus, but you gain a +1 bonus to attack and damage rolls at the end of each of your turns in initiative.<br />
<br />
==== Benihime ====<br />
;{{#anc:Awaken, Benihime}}<br />
While in Shikai, Benihime becomes an intricate but otherwise unspectacular medium-sized sword, but makes up for it with its Kido enhancement. When you cast a Kido that deals damage, it deals Force damage, and all Kido can be cast as an action or bonus action.<br />
<br />
;{{#anc:Kannonbiraki Benihime Aratame}}<br />
While in Bankai, your Zanpakuto remains unchanged, instead summoning a Gargantuan woman in red robes with a Strength, Dexterity, and Constitution score of 17, an Intelligence, Wisdom, and Charisma score of 5, a movement speed, list of known languages, and list of actions of 0. Any object or creature of your choice within 5 ft. of the woman regain 2d12 hit points or regains 1 body part of your choice, or they must make a Dexterity saving throw or take 3d12 necrotic damage.<br />
<br />
==== Suzumushi ====<br />
;{{#anc:Cry, Suzumushi}}<br />
While in Shikai, your Zanpakuto remains unchanged. As an action for 20 Reishi, you may force every creature within 120 ft. to attempt a Constitution saving throw as Suzumushi vibrates at a painfully high frequency. On a failure, they are knocked {{5c|unconscious}} for 1 minute. On a success, they are {{5c|deafened}} for 1 minute. <br />
<br />
Alternatively as an action for 5 Reishi, you may force every creature in a 60 ft. line to attempt a Dexterity saving throw as you generate a storm of blades. On a success, they take 4d12 slashing damage. On a failure, they take half as much damage.<br />
<br />
;{{#anc:Suzumushi Tsuishiki: Enma Kōrogi}}<br />
While in Bankai, all creatures except you are {{5c|blinded}} and {{5c|deafened}}.<br />
<br />
==== Shinsō ====<br />
;{{#anc:Shoot to Kill, Shinsō}}<br />
While in Shikai, Shinsō's blade becomes a beam of light. Its reach increases by +35 ft.<br />
<br />
;{{#anc:Kamishini no Yari}}<br />
While in Bankai, Shinsō's range can become a radius or a line as a bonus action until the beginning of your next turn for 3 Reishi. While you are not benefiting from this effect, Shinsō deals twice as much damage.<br />
<br />
==== Katen Kyōkotsu ====<br />
;{{#anc:Cry, Katen Kyōkotsu}}<br />
While in Shikai, your Zanpakuto becomes two Light Zanpakuto and their damage die becomes 1d10. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Takaoni - Which ever creature is physically lower at the start of your next turn takes 4d12 force damage.<br />
*Kageoni - Both creatures can dictate in which 5 ft. space within 5 ft. of them their shadow is. If a creature occupies the same space as their shadow, they take 2d6 force damage at the start of their turn. This lasts for 1 minute.<br />
*Irooni - Both creatures name a damage type. They become resistant to all damage except the type the other creature called. If both creatures pick the same damage type, they take 4 times as much damage.<br />
<br />
;{{#anc:Katen Kyōkotsu: Karamatsu Shinjū}}<br />
While in Bankai, the area within 120 ft. becomes gloomy to all those who view it. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Ichidanme: Tameraikizu no Wakachiai - Any damage either creature takes, the other takes as well.<br />
*Sandanme: Dangyo no Fuchi - Both creatures begin to [[5e SRD:Suffocating|suffocate]].<br />
*Shime no Dan: Itokiribasami Chizome no Nodobue - This can only be used against a creature within 5 ft. while grappling them. Sheathing your sword, you slowly wrap a white thread around the creature you are grappling's throat. If they do not escape the grapple after 5 turns (30 seconds), they are killed instantly.<br />
<br />
==== Ashisogi Jizō ====<br />
;{{#anc:Rip, Ashisogi Jizō}}<br />
While in Shikai, your Zanpakuto becomes a deformed trident. As a bonus action on a successful attack against a creature for 5 Reishi, they must succeed a Constitution saving throw or become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
;{{#anc:Konjiki Ashisogi Jizō}}<br />
While in Bankai, you lose the effects of Shikai and summon one poisonous [[Adult Purple Dragon (5e Creature)|caterpillar-like creature]] within 5 ft. of you that can not speak and follows your verbal commands until your Bankai ends.<br />
<br />
==== Kinshara ====<br />
;{{#anc:Play, Kinshara}}<br />
While in Shikai, Kinshara becomes a golden, whip-like mace. Your Zanpakuto's reach increases by +20 ft. and it deals magical bludgeoning damage. As a bonus action for 3 Reishi after a successful attack, all creatures within 5 ft. of the target must succeed a Constitution saving throw or take 2d6 thunder damage as Kinshara creates a vortex of sound.<br />
<br />
;{{#anc:Kinshara Butōdan}}<br />
While in Bankai, you create up to 10 [[5e SRD:Hobgoblin|hobgoblins]] that act on your own turn for 3 Reishi per hobgoblin. These Zanpakuto hobgoblins do not have crossbows, and desummon immediately after Bankai ends.<br />
<br />
==== Tenken ====<br />
;{{#anc:Play, Tenken}}<br />
While in Shikai, each swing of Tenken generates the ghostly form of your Bankai. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Kokujō Tengen Myō'ō Kinshara}}<br />
While in Bankai, you create a clone of yourself that is identical in stats to you save for being Gargantuan. It acts in the exact same manner as you no matter what, and is desummoned when Bankai ends.<br />
<br />
==== Ryūjin Jakka ====<br />
;{{#anc:Reduce All Creation to Ash, Ryūjin Jakka}}<br />
While in Shikai, your Zanpakuto deals fire damage, and you may cast any Kido that deal fire damage without spending Reishi. In addition, any water not inside living creatures within 10 ft. of you evaporates instantly.<br />
<br />
;{{#anc:Zanka no Tachi}}<br />
Unlike normal Bankai, you must spend 60 Reishi to initiate Bankai. While in Bankai, your Zanpakuto deals 10d10 fire damage.<br />
<br />
==== Hyōrinmaru ====<br />
;{{#anc:Sit Upon the Frozen Heavens, Hyōrinmaru}}<br />
While in Shikai, your Hyōrinmaru generates multiple ice dragons from its blade. Your Zanpakuto's reach increases by +15 ft. and deals cold damage. As an action for 2 Reishi, you can create a 5 ft. wall of ice with 15 AC and hit points anywhere within 30 ft. of you. In addition, you can control the weather in any indirectly offensive way.<br />
<br />
;{{#anc:Daiguren Hyōrinmaru}}<br />
While in Bankai, you gain a flying speed equal to twice your movement speed, your ice walls can look identical to yourself, and you become resistant to ice damage. You may change your Zanpakuto's range into a 10 ft. cone or back into 1 target as a bonus action. As an action for 5 Reishi, all creatures within a 30 ft. cone must succeed a Constitution saving throw or become {{5c|paralyzed}} until the end of your next turn.<br />
<br />
==== Sode no Shirayuki ====<br />
;{{#anc:Dance, Sode no Shirayuki}}<br />
While in Shikai, your Sode no Shirayuki freezes anything it touches. Your Zanpakuto deals cold damage. <br />
*As an action for 2 Reishi, you become {{5c|paraylzed}} and become immune to all damage by freezing yourself until the beginning of your next turn. <br />
*As a bonus action for 4 Reishi, you create a 5 ft. wall of ice with 15 AC and hit points anywhere within 5 ft. of you. If there is a creature in the area, they must succeed a Dexterity saving throw or take 6d6 ice damage.<br />
<br />
;{{#anc:Hakka no Togame}}<br />
While in Bankai, as an action for 8 Reishi, you may force all creatures within 20 ft. of you to succeed a Constitution saving throw or take 6d6 ice damage and become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Muramasa ====<br />
;{{#anc:Whisper, Muramasa}}<br />
While in Shikai, Muramasa turns all Zanpakuto and sentient weapons within 30 ft. of you against their wielder. The creature must succeed a Strength saving throw at the beginning of each of their turns or make an against an ally or the wielder themself with the weapon. This does not consume the creature's action.<br />
<br />
;{{#anc:Mukōjōchū Muramasa}}<br />
While in Bankai, Muramasa manifests themself into the physical world along with any other Zanpakuto spirits and sentient items within 30 ft. All Zanpakuto spirits and manifested sentient items are identical to their wielder, but act autonomously. Muramasa may spend 20 Reishi (which are pulled from their pool instead of your own) as an action to force a Zanpakuto spirit or manifested sentient item within 30 ft. of them to attempt a {{5a|wis}} saving throw, becoming {{5c|charmed}} for 1 minute on a failure. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Tachikaze ====<br />
;{{#anc:Blow it Away, Tachikaze}}<br />
While in Shikai, your Tachikaze shrinks into a trench dagger that is capable of creating blades of wind to make up for its short range. Your Zanpakuto now deals thunder damage. As an action for 4 Reishi, you can fire a glowing orb from Tachikaze forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 1d8 + your Constitution modifier + your Soul Reaper level radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;{{#anc:Tekken Tachikaze}}<br />
While in Bankai, your Tachikaze becomes 2 Light Zanpakuto and you may fire a glowing orb as a bonus action.<br />
<br />
==== Gonryōmaru ====<br />
;{{#anc:Pierce, Gonryōmaru}}<br />
While in Shikai, your Gonryōmaru transforms into a rapier. Its damage die becomes 3d6.<br />
<br />
;{{#anc:Kōkō Gonryō Rikyū}}<br />
While in Bankai, your Gonryōmaru is sent to the sky before exploding into a storm of electricity. You can control the weather. You can make an attack against any creature within 60 ft. of you using Gonryōmaru dealing 3d6 + your Dexterity modifier lightning damage on a hit.<br />
<br />
==== Senbonzakura ====<br />
;{{#anc:Scatter, Senbonzakura}}<br />
While in Shikai, you can not attack with your Senbonzakura as it dissintegrates into a cloud of cherry-blossom-like blades. Any creature that comes within 15 ft. of you, moves 5 ft. within this range, or starts its turn in this range is targeted by a Zanpakuto attack.<br />
<br />
;{{#anc:Senbonzakura Kageyoshi}}<br />
While in Bankai, the range Senbonzakura targets is doubled. You may halve this range as an action causing any creature targeted by it to be attacked twice instead of once.<br />
<br />
==== Suzumebachi ====<br />
;{{#anc:Sting All Enemies to Death, Suzumebachi}}<br />
While in Shikai, Suzumebachi becomes a glove-like stinger capable of poisoning the soul. If you score a critical hit against a creature you have already attack, you roll damage 4 times instead of twice.<br />
<br />
;{{#anc:Jakuhō Raikōben}}<br />
While in Bankai, Suzumebachi becomes a large surface-to-air missile. Unlike normal Bankai, you must spend 50 Reishi to activate this Bankai, and it does not cost Reishi to maintain. Every creature in a 60 ft. radius within 120 ft. must succeed a Constitution saving throw or take 6d10 bludgeoning damage and 6d10 fire damage. After this missile is fired, you immediately leave Bankai.<br />
<br />
==== Kyōka Suigetsu ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Shatter, Kyōka Suigetsu}}<br />
When you enter Bankai, all creatures that can see you must succeed a Wisdom saving throw. On a failure, any time your Bankai is active, you may create an illusory clone of yourself anywhere that you can see or turn yourself {{5c|invisible}} as an action. These clones are identical to the real deal to all the creatures under this effect's senses. These effects only effect creatures who have failed the Wisdom saving throw when you entered Bankai.<br />
<br />
==== Sakanade ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Collapse, Sakanade}}<br />
When you enter Bankai, all creatures within 240 ft. of you must succeed a Wisdom saving throw. On a success, they notice pink mist surrounding them. Any creature that breaths this mist has their entire perception of reality reversed, while you remain unaffected. Creatures not under these effects have advantage on attack rolls against creatures under these effects, and creatures under these effects have disadvantage on saving throws and contests against creatures not under these effects.<br />
<br />
==== Wabisuke ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Raise Your Head, Wabisuke}}<br />
While in Bankai, on a successful hit with Wabisuke, the weight of an object is doubled. If used against a creature, their speeds and distance to take falling damage is halved on every successful attack. If their speed becomes less than 5 ft., it becomes 0 and they must succeed a Strength saving throw or fall prone at the beginning of each of their turns, and removing the prone condition requires an action.<br />
<br />
==== Sanpo Kenjū ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Summon, Sanpo Kenjū}}<br />
When you enter Bankai, you summon 2 immortal, but relatively ineffectual creatures that mimic your every movement, one preceding and one following, to ensure at least one strike hits. The number of attacks you can make when you take the Attack action are tripled, but you may only change targets after every 3 attacks.<br />
<br />
==== Zakuro ====<br />
;{{#anc:Siphon, Zakuro}}<br />
While in Shikai, your Zanpakuto's damage die becomes 2d12.<br />
<br />
;{{#anc:Urozakuro}}<br />
While in Bankai, you lose the effects of Shikai and you can fuse with any surface as a bonus action. Your senses apply to the entirety of the surface. If the surface is solid, you may cast spells or make Zanpakuto attacks from anywhere within the surface, and you may cast any number of spells on the same action as long as you can match the Reishi cost. While fused with a liquid or gaseous surface, you are immune to all damage except fire, force, and necrotic damage. When Bankai ends, you may appear anywhere touching your surface.<br />
<br />
==== Gagaku Kairō ====<br />
;{{#anc:Massacre the auspicious omens and come into being; respect the darkness as you become decrepit with age, Gagaku Kairō}}<br />
While in Shikai, your Zanpakuto disappears. 3 Medium featureless spheres with gaping maws appear within 5 ft. of you. They are identical in statistics to you save for not needing to eat, sleep, see, hear, or breath, and have 60 ft. of blindsight. They all act on your turn, and desummon when Shikai ends.<br />
<br />
;{{#anc:Gagaku Kairō}}<br />
While in Bankai, a pair of massive jaws covering a 45 ft. radius circle. Any creature the starts its turn or comes within 5 ft. of this radius must succeed a Dexterity saving throw or take 4d6 magical slashing damage.<br />
<br />
==== Kazeshini ====<br />
;{{#anc:Reap, Kazeshini}}<br />
While in Shikai, your Kazeshini becomes two kusarigama-like blades, which are thought to represent death, connected by a chain, thought to represent life. You regain 2 hit points at the end of each of your turns after you spend Reishi to maintain Shikai. You may spend additional Reishi at this time to regain an equal number of hit points.<br />
<br />
;{{#anc:Fushi no Kōjyō}}<br />
While in Bankai, Kazeshini's chains extend into a noose around your neck, further extending into a 30 ft. radius orb above you with chains loosely hanging from it. You must designate one other creature under the orb. You and the other creature become immune to all damage. You must spend 24 Reishi instead of the usual 8, between the two creatures unless both creatures decide otherwise or one can not contribute their amount. <br />
<br />
==== Ikomikidomoe ====<br />
Unlike any other Zanpakuto, Ikokimidomoe has multiple Shikai forms.<br />
<br />
;{{#anc:Orbit the Stars, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe's own arm sprouts from your Zanpakuto's hilt. Your Zanpakuto gains +5 ft. of reach. In addition to your own attacks, you may make a Zanpakuto attack against any creature that enters, starts their turn, or leaves a 10 ft. radius of you without spending a reaction as Ikomikidomoe swipes at them autonomously.<br />
<br />
;{{#anc:Jot Down Their Funerals/Hatch Out and Be Ruined, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe is summoned from the Zanpakuto's inner world into the physical world. It is under your control and acts on your turns. It uses the stat block of a [[Draugr (5e Creature)|draugr]], save for having an equal number of hit points as you. You can make it use or end its Enlarge action, which no longer has a duration, for 4 Reishi as your action, and when you activate this Shikai, you may decide whether it is Enlarged or not. While not Enlarged, it loses its Maddening Presence action, and gains the following:<br />
<br />
As both you and Ikomikidomoe's action, you spend 35 Reishi points to blast a gigantic concentration of Reiatsu in a direction of your choice. Each creature in a 200-foot cone originating from Ikomikidomoe must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
If Ikomikidomoe is reduced to 0 hit points, your Zanpakuto is destroyed.<br />
<br />
;{{#anc: Ikomikidomoe Hōraku Hakkei}}<br />
While in Bankai, you can not use any of your Shikai. Instead, you gain all of Ikomikidomoe's actions (excluding Enlarge, though all actions act as they would if you were Enlarged, and including the Reiatsu blast), features, and ability scores that are better than your own, and you take on a form similar to a [[Espada (5e Class)#Visored|Visored Resurrección]].<br />
<br />
=== Final Bankai ===<br />
The Final Bankai feature can only be gained by a true bond-of-bonds with your Zanpakuto. As an action, regardless of your level, you gain all of this class's features, not including those of subclasses you have not taken, for 1 minute, and you regain 20 Reishi and hit points at the end of each of your turns. At the end of this duration, your Zanpakuto shatters and you lose all features from this class. Your hit points and character level are uneffected. You can regain your previous features by gaining half as many experience points as it took to originally gain the level you gained the feature at (or through smaller milestones for milestone leveling), and you may change which subclass you chose. Your Zanpakuto must be reforged as well, which can only be done by a blacksmith of the highest order who can also commune with spirits.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Soul Reaper class, you must meet these prerequisites:<br />
15 Dexterity,<br />
15 Constitution,<br />
12 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Soul Reaper class, you gain the following proficiencies: <br />
Zanpakuto,<br />
Gigai,<br />
Jigokucho<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Bleach|owner=Tite Kubo}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:Monk Tag]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Soul_Reaper_(5e_Class)&diff=1542152Soul Reaper (5e Class)2021-11-30T03:15:13Z<p>Cheo99: /* Soul Reaper Kido List */</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Bleach|owner=Tite Kubo}}<br />
== Soul Reaper ==<br />
The Soul Reapers are a peace keeping society based in the afterlife, it is our jobs to come back to the world of the living, and help the lost souls of the dead reach the afterlife. Aside from being guides to the lost souls, we are also their judges, and juries. We alone posses the power to read their lives and decide whether they are to pass on to heaven, or be put to eternal damnation in hell. Thus we train our-self in the ways of Zanjutsu, Hakuda, Hoho, and Kido as lines of defense for those whom fight their destiny, or worse... become hollow.<br />
<br />
=== Eternal Presence ===<br />
<br />
Though unseen, Soul Reapers have been around since the dawn of time. They practice their many skills in the afterlife, before being sent out by the Soul Society to collect the souls of the deceased.<br />
<br />
=== Jigokucho ===<br />
<br />
Jigokucho, or Spiritual Butterflies, are small creatures that glow a bright green color. They can be summoned at will in groups as large as 20 by Soul Reapers to preform mundane tasks, as well as deliver messages between them and the Soul Society. They can preform things such as scouting areas ahead making Wisdom(Perception) checks using their owners modifier, or follow tracks with a Wisdom(Survival) check.<br />
<br />
==== Zanpakuto ====<br />
<br />
The primary weapon of a soul Reaper, the Zanpakuto, is a one-handed martial finesse weapon which deals 1d10 slashing damage. Although the specific appearance is dependant on the wielder as it is an imprint of their spiritual pressure, they primarily take the form of a katana, wakazashi, nodachi, or tanto. Though initially formless, the spirit inside the sword is molded by the user’s soul, eventually becoming its own being. If your Zanpakuto is destroyed, it can be reformed during a long rest.<br />
<br />
=== Creating a Soul Reaper ===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/c/c3/Bleach_lieutenants.jpg|13 Soul Reaper Liutenants, Tite Kubo}}<br />
<br />
Think about how your character became a Soul Reaper. Did a mysterious stranger stab you in the chest with an odd sword? Did you murder a high ranking officer in the spirit world? Did you simply enter the academy?<br />
<br />
;Quick Build<br />
You can make a Soul Reaper quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, depending on your preferred Zanpakuto type, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Soul Reaper<br />
|summary=<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light Armor, Medium Armor<br />
|weapons=Simple Weapons, Martial Weapons<br />
|tools=Gigai, Jigokucho<br />
|saves=Dexterity and Constitution<br />
|skills=Choose 3 from the following: Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, or Survival<br />
|item1a=Zanpakuto<br />
|item1b=<br />
|item2a=Reaper Gi<br />
|item2b=<br />
|item3a=Gigai (Artificial Body)<br />
|item3b=<br />
|item4a=Explorer's Pack<br />
|item4b=2 Simple Weapons<br />
|item4c=1 Martial Weapon<br />
|classfeatures1=[[#Zanjutsu|Zanjutsu]], [[#Soul Transference|Soul Transference]], [[#Lighter than a Feather|Lighter than a Feather]], {{inpage|Reishi}}, {{inpage|Reaper's Gi}}<br />
|classfeatures2={{inpage|Kido}}<br />
|classfeatures3=[[#Soul Path|Soul Path]]<br />
|classfeatures4=<!--ASI--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6={{inpage|Reaper's Gi}} improvement<br />
|classfeatures7=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures8=<!--ASI--><br />
|classfeatures9={{inpage|Reaper's Gi}} improvement<br />
|classfeatures10=[[#Soul Path|Soul Path Feature]] <br />
|classfeatures11=[[#Reaper of Souls|Reaper of Souls]]<br />
|classfeatures12=<!--ASI--><br />
|classfeatures13={{inpage|Reaper's Gi}} improvement<br />
|classfeatures14=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures15=[[#Extra Attack|Extra Attack]]<br />
|classfeatures16=<!--ASI--><br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<!--ASI--><br />
|classfeatures20=[[#Extra Attack|Extra Attack]]<br />
<br />
|extrasonleft=<br />
|extra1_name=Reishi Points<br />
|extra1_1=4+con<br />
|extra1_2=8+con<br />
|extra1_3=12+con<br />
|extra1_4=16+con<br />
|extra1_5=20+con<br />
|extra1_6=24+con<br />
|extra1_7=28+con<br />
|extra1_8=32+con<br />
|extra1_9=36+con<br />
|extra1_10=40+con<br />
|extra1_11=44+con<br />
|extra1_12=48+con<br />
|extra1_13=52+con<br />
|extra1_14=56+con<br />
|extra1_15=60+con<br />
|extra1_16=64+con<br />
|extra1_17=68+con<br />
|extra1_18=72+con<br />
|extra1_19=76+con<br />
|extra1_20=80+con<br />
<br />
|extra4_name=Slot Level<br />
|extra4_1=0th<br />
|extra4_2=1st<br />
|extra4_3=1st<br />
|extra4_4=1st<br />
|extra4_5=2nd<br />
|extra4_6=2nd<br />
|extra4_7=2nd<br />
|extra4_8=2nd<br />
|extra4_9=3rd<br />
|extra4_10=3rd<br />
|extra4_11=3rd<br />
|extra4_12=3rd<br />
|extra4_13=4th<br />
|extra4_14=4th<br />
|extra4_15=4th<br />
|extra4_16=4th<br />
|extra4_17=5th<br />
|extra4_18=5th<br />
|extra4_19=5th<br />
|extra4_20=5th<br />
}}<br />
<br />
====Reishi====<br />
At 1st level, you begin to harness the energy of all spiritual forces known as Reishi. You have a number of Reishi points as listed in the Resihi Points column of the Soul Reaper class table + your Constitution modifier. You regain all expended Reishi points when you finish a long rest. If your Reishi points reach a count of 0, you have Disadvantage on all saving throws, excluding death saving throws, until you regain at least 1 Reishi point. If you already have Reiryoku from another class, such as from the [[Fullbringer (5e Class)|Fullbringer]] or [[Espada (5e Class)|Espada]] class, and any features that use Reishi may use the other point pool as well.<br />
<br />
Some of your Reishi features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Constitution is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:<br />
<br />
'''Reishi save DC=''' 8 + your proficiency bonus + your Constitution modifier.<br />
<br />
'''Reishi attack modifier=''' your proficiency bonus + your Constitution modifier<br />
<br />
==== Lighter than a Feather ====<br />
Starting at 1st level, while in Soul Reaper form you are lighter than a feather. You can move your normal walking speed through the air as if you were flying. However, if something were to paralyze you or cause your movement speed to fall to Zero, or you have no remaining Reishi, you will begin to fall,.<br />
<br />
==== Reaper's Gi ====<br />
A Reapers Gi, like his Zanpakuto, is made of his soul pressure, meaning that it can be repaired by the will of it's wearer, and is stronger than a normal robe. At 1st level, while wearing your Reapers Gi and no shield and have at least 1 Reishi point, your AC is equal to 10 + your {{5a|con}} modifier + your {{5a|dex}} modifier. As your power as a soul reaper increases, so does the strength of your Reaper's Gi. At 6th level, your gains a +1 AC bonus, at 9th level this bonus increases to +2, and at 13th this bonus increases to +3.<br />
<br />
==== Zanjutsu ====<br />
At 1st level, You gain the ability of Zanjutsu. Zanjutsu is the skill that allows Soul Reapers to create a sword from their "Soul Pressure" and manifest it in physical form, as well as handle the blade proficiently. This skill also binds the Zanpakuto to the creator. This means that only the person with a matching soul may wield the Zanpakuto. (Discuss with the DM to determine the zanpakuto, a real one may be used if the DM approves.)<br />
<br />
==== Soul Transference ====<br />
At 1st level, You gain the ability to use Soul Transference. Soul Reapers are adept at manipulating their souls and soul pressures. This gives them the ability to transfer their soul into a "Gigai" or temporary body. While inside a Gigai, soul reapers appear to be normal humans as their soul pressure is contained by the Gigai. However, Soul Reapers may summon their zanpakuto while in their Gigai. You may enter or exit a Gigai with a Bonus Action. If you are made unconscious inside of a Gigai, you are forced out next to it, and must make saving throws for both your soul and Gigai. If a Gigai dies, it can be replaced by contacting the Soul Society, and expending 1,500GP for service fees.<br />
<br />
==== Kido ====<br />
Starting at 2nd level, you have learned the ways of Kido. You may start learning basic Bakudo, Hado, and Kido spells, barriers, and seals. Kido is a fairly useful utility to Soul Reapers with enough whit and guile to make it work for them. You must spend twice as many Reishi points as a spell's level to cast it. Cantrips cost 1 Reishi to cast. Casting a spell using Reishi negates its material cost. You may only cast spells with a level less than or equal to the spell slot listed in the Slot Level column of the Soul Reaper table. You may have a number of spells prepared equal to your {{5a|int}} modifier, and you may change 1 prepared spell at the end of a long rest.<br />
<br />
==== Soul Path ====<br />
At 3rd level, you chose a soul path that to help define you as a Soul Reaper. You may choose between {{inpage|Zanjutsu Expert}} and {{inpage|Kido Expert}}, both listed at the end of this class description. You gain additional features at 7th, 10th, and 14th level.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
==== Extra Attack ====<br />
Starting at 5th level, you gain the ability to make an extra attack with your attack action. You also gain additional attacks at 15th(2), and 20th(3) level.<br />
<br />
==== Flash Step====<br />
At 6th level, your skill and practice in quickening your own movement allows you to flash step as a bonus action for 2 Reishi points, instantly moving you up to 30 feet away. This movement does not provoke opportunity attacks. This can not be used in the same round as Hoho.<br />
<br />
<!--<br />
==== Vizored ====<br />
Upon reaching 10th level you gain the ability to don a hollowfied mask, upon summoning the mask you must make a DC15 Constitution saving throw or lose control and fly into a frenzied rage, attacking the closest target. While hollowfied, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2. Each successful save makes it easier to control, decreasing the DC by 1 (to a minimum of 10.) After succeeding 10 saving throws you gain full control of the mask and its powers. After gaining full control, damage done while Vizored is increased by 1d10. This last for 10 minutes. At 15th level, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2 again.<br />
At 20th level, your movement speed increases by 15ft. while hollowfied.<br />
--><br />
<br />
==== Reaper of Souls ====<br />
At 11th level, your experience has taught you the best ways to cleanse Hollows and Non-Hollows alike. Your Zanpakuto counts as magical for the purpose of overcoming resistances.<br />
<br />
=== Zanjutsu Expert ===<br />
By focusing less on Kido training, you put all of your time into physical training, and mastery of your skill with the blade. You gain +2 to Attack rolls with your Zanpakuto.<br />
<br />
;{{#anc:Hoho}}<br />
At 3rd level, by forgoing Kido training, you have learned to move at a greater pace then other Reapers. Your movement speed increases by 10. For 7 Reishi points as an action, you may push yourself to perform a Reapers Sprint, moving up to 3 times your movement speed and, until the end of your next turn, if a feature causes you to make a Dexterity saving throw to take half damage on a success, you instead take half as much damage on a failure and no damage on a success.<br />
<br />
;{{#anc:Soul Resonation}}<br />
At 7th level, you have focused long and hard, and now acknowledge that your blade, though made of your soul, has a will and soul of its own. Though you still do not know it's name, this bond allows you and your sword to synchronize to new heights in power. At 6th level your Zanpakuto has a +1 bonus to attack and damage rolls and deals 1d12 slashing damage. At 9th level, your Zanpakuto has a +2 bonus. At 13th level your Zanpakuto has a +3 bonus.<br />
<br />
;{{#anc:Shikai}}<br />
At 10th level, through intense training and work on your skill with the blade, you have finally learned the name of your Zanpakuto. As a bonus action for 4 Reishi, you call your Zanpakuto's name, invoking it's power. All Shikai have their own unique special ability, work along side your DM to decide this ability based on your character's personality. <br />
<br />
;{{#anc:Bankai}}<br />
At 14th level, your weapon and you are one in the same. Your thoughts and emotions, your very wills are intertwined allowing you to draw forth the maximum power your weapon is capable of. You now gain critical hits with rolls of 19 or 20. While in Shikai form, another short phrase is uttered to unleash the power within for 4 additional Reishi, and work with your DM to find your weapons special ability that is added as an effect, such as a bonus to certain types of Bakudo or Hado, a boost to speed, or some special attack. You must spend an additional 4 Reishi at the end of each of your turns to maintain this form.<br />
<br />
=== Kido Expert ===<br />
As of 3rd level, you gain a +2 to your Spell Modifier and Save DCs. Kido masters seek to learn all of the known Bokudo in the Soul Society. They excel at situational analysis, and are usually well studied. Some Kido experts dream of learning all 99 or the known Bakudo, Kido, Barriers, and Seals that the Soul Reapers have at your disposal. Some of the more corrupted and seek to only gain power through the lost arts of the unnumbered Kido.<br />
<br />
;{{#anc:Eishōhaki}}<br />
at 3rd level, you have learned to cut the time on certain incantations without lowering their power. You may now cast Kido that would normally take 1 minute to prepare as an action. However if the incantation is part of the 100+ Kido (or more well known as "Forbidden Kido"), this effect does not take place.<br />
<br />
;{{#anc:Mental Master}}<br />
At 7th level, you have sharpened your mind far further then any Zanpakuto has ever been. Because of this, when calculating how many Kido you may have prepared at one time, you add your Intelligence modifier twice as opposed to once as normal.<br />
<br />
;{{#anc:Nijū Eishō}}<br />
At 10th level, you have learned to cast two Kido spells on the same action. However, when choosing Kido to cast, keep in mind that the total spell level of both Kido cast cannot exceed the current highest level Kido you can cast. (e.g. if you can cast a 4th level Kido at best, the two you choose to use can both be 2nd level, or a combo of a 3rd and 1st level Kido) In addition, when using this feature, Eishōhaki cannot take effect due to the taxation of the mind.<br />
<br />
;{{#anc:Nijū Eishōhaki}}<br />
At 14th level, your mind in sharper, sturdier, and more flexible then the strongest of any known Zanpakuto known to the Soul Society. You have learned how to control your Soul Pressure to the point that casting Two Kido at the same time is mere child's play. You may now use the effects of Nijū Eishō and Eishōhaki at the same time. In addition, the max spell slot level of the Kido that can be cast with Nijū Eishō is now equivalent to the max level of Kido you can cast + your Soul Reaper level divided by 5 rounded up. (e.g. Soul reaper level 14 = Max Kido slot + 3)<br />
<br />
=== Soul Reaper Kido List ===<br />
<br />
You know all of the Kido on the basic Soul Reaper spell list. You can prepare a number of Kido equal to your Soul Reaper Level + Your Intelligence Modifier.<br />
;Cantrips<br />
Fushibi (Firebolt)<br />
<br />
;1st Level<br />
Okasen (Burning Hands), Danku (Shield)<br />
Tenran (Gust of Wind)<br />
<br />
;2nd Level<br />
Shibireyubi (Hold Person)<br />
<br />
;3rd Level<br />
Shakkaho (Fireball), Meiyu (Mass Healing Word), Raikouhou (Call Lightning)<br />
<br />
;4th Level<br />
Kurohitsugi (Blight)<br />
<br />
;5th Level<br />
Tozansho (Wall of Stone), Hiryu Gekizoku Shinten Raiho (Destructive wave), Soren Sokatsui (Flamestrike), Bankin (Hold Monster)<br />
<br />
{{5e Spell List|class=Shinigami|Spellcasting=Half}}<br />
<br />
=== Shikai & Bankai Examples===<br />
You're free to create, use, and add your own Zanpakuto examples.<br />
<br />
==== Zangetsu 1 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a wide, knife-like blade without a hilt. Your Zanpakuto damage die becomes 2d6, and its reach increases by +5 ft. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a thin shortsword of immense power. Your Zanpakuto damage die becomes 2d8, its reach decreases by -5 ft., and the total Reishi you must spend at the end of each of your turns is halved.<br />
<br />
==== Zangetsu 2 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a larger and smaller knife-like blade without a hilt. Your Zanpakuto becomes a light melee weapon, and you gain a second Zanpakuto with 1d8 as its damage die. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a wide blade connected to your arm by a chain. Your Zanpakuto damage die becomes 2d6, you lose your second Zanpakuto, and it gains the Thrown (20/40) and [[Returning (5e Variant Rule)|Returning]] properties.<br />
<br />
==== Engetsu ====<br />
;{{#anc:Burn, Engetsu}}<br />
While in Shikai, Engetsu is engulfed in flames. Your Zanpakuto damage die becomes 2d6, and you may choose to have it deal fire damage instead of slashing damage. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Engetsu}}<br />
While in Bankai, Engetsu's flames grow higher. Your Zanpakuto damage die becomes 2d8, you may use Getsuga Tensho as a bonus action, Getsuga Tensho costs 20 Reishi, and you must spend 10 hit points in addition to the normal Reishi at the end of each of your turns to maintain Bankai.<br />
<br />
==== Nozarashi ====<br />
;{{#anc:Drink, Nozarashi}}<br />
While in Shikai, Nozarashi becomes a massive axe. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Modosu Nozarashi}}<br />
While in Bankai, Nozarashi remains exactly the same, instead resonating with your spiritual pressure to transform you into a demonic beast. Your size increases by 1 category to a minimum of Large, and you can not be {{5c|frightened}}, {{5c|charmed}}, or {{5c|stunned}}.<br />
<br />
==== Zabimaru ====<br />
;{{#anc:Howl, Zabimaru}}<br />
While in Shikai, Zabimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +20 ft., and you may grapple a creature from that distance.<br />
<br />
;{{#anc:Sōō Zabimaru}}<br />
While in Bankai, you can not be disarmed of Zabimaru, and you gain +1 AC. As a bonus action after a successful attack against a creature within 5 ft. of you for 30 Reishi, you may force the creature to attempt a Constitution saving throw. On a failure, they take 15d10 + your Strength modifier force damage, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
==== Hōzukimaru====<br />
;{{#anc:Grow, Hōzukimaru}}<br />
While in Shikai, Hōzukimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +10 ft. As a bonus action, you may split your Zanpakuto into 2 identical Zanpakuto with a normal Zanpakuto's reach that have the Light property.<br />
<br />
;{{#anc:Ryūmon Hōzukimaru}}<br />
While in Bankai, your Zanpakuto is always 2 identical Light Zanpakuto with +10 ft. of reach. You lose {{inpage|Soul Resonation}}'s attack and damage roll bonus, but you gain a +1 bonus to attack and damage rolls at the end of each of your turns in initiative.<br />
<br />
==== Benihime ====<br />
;{{#anc:Awaken, Benihime}}<br />
While in Shikai, Benihime becomes an intricate but otherwise unspectacular medium-sized sword, but makes up for it with its Kido enhancement. When you cast a Kido that deals damage, it deals Force damage, and all Kido can be cast as an action or bonus action.<br />
<br />
;{{#anc:Kannonbiraki Benihime Aratame}}<br />
While in Bankai, your Zanpakuto remains unchanged, instead summoning a Gargantuan woman in red robes with a Strength, Dexterity, and Constitution score of 17, an Intelligence, Wisdom, and Charisma score of 5, a movement speed, list of known languages, and list of actions of 0. Any object or creature of your choice within 5 ft. of the woman regain 2d12 hit points or regains 1 body part of your choice, or they must make a Dexterity saving throw or take 3d12 necrotic damage.<br />
<br />
==== Suzumushi ====<br />
;{{#anc:Cry, Suzumushi}}<br />
While in Shikai, your Zanpakuto remains unchanged. As an action for 20 Reishi, you may force every creature within 120 ft. to attempt a Constitution saving throw as Suzumushi vibrates at a painfully high frequency. On a failure, they are knocked {{5c|unconscious}} for 1 minute. On a success, they are {{5c|deafened}} for 1 minute. <br />
<br />
Alternatively as an action for 5 Reishi, you may force every creature in a 60 ft. line to attempt a Dexterity saving throw as you generate a storm of blades. On a success, they take 4d12 slashing damage. On a failure, they take half as much damage.<br />
<br />
;{{#anc:Suzumushi Tsuishiki: Enma Kōrogi}}<br />
While in Bankai, all creatures except you are {{5c|blinded}} and {{5c|deafened}}.<br />
<br />
==== Shinsō ====<br />
;{{#anc:Shoot to Kill, Shinsō}}<br />
While in Shikai, Shinsō's blade becomes a beam of light. Its reach increases by +35 ft.<br />
<br />
;{{#anc:Kamishini no Yari}}<br />
While in Bankai, Shinsō's range can become a radius or a line as a bonus action until the beginning of your next turn for 3 Reishi. While you are not benefiting from this effect, Shinsō deals twice as much damage.<br />
<br />
==== Katen Kyōkotsu ====<br />
;{{#anc:Cry, Katen Kyōkotsu}}<br />
While in Shikai, your Zanpakuto becomes two Light Zanpakuto and their damage die becomes 1d10. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Takaoni - Which ever creature is physically lower at the start of your next turn takes 4d12 force damage.<br />
*Kageoni - Both creatures can dictate in which 5 ft. space within 5 ft. of them their shadow is. If a creature occupies the same space as their shadow, they take 2d6 force damage at the start of their turn. This lasts for 1 minute.<br />
*Irooni - Both creatures name a damage type. They become resistant to all damage except the type the other creature called. If both creatures pick the same damage type, they take 4 times as much damage.<br />
<br />
;{{#anc:Katen Kyōkotsu: Karamatsu Shinjū}}<br />
While in Bankai, the area within 120 ft. becomes gloomy to all those who view it. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Ichidanme: Tameraikizu no Wakachiai - Any damage either creature takes, the other takes as well.<br />
*Sandanme: Dangyo no Fuchi - Both creatures begin to [[5e SRD:Suffocating|suffocate]].<br />
*Shime no Dan: Itokiribasami Chizome no Nodobue - This can only be used against a creature within 5 ft. while grappling them. Sheathing your sword, you slowly wrap a white thread around the creature you are grappling's throat. If they do not escape the grapple after 5 turns (30 seconds), they are killed instantly.<br />
<br />
==== Ashisogi Jizō ====<br />
;{{#anc:Rip, Ashisogi Jizō}}<br />
While in Shikai, your Zanpakuto becomes a deformed trident. As a bonus action on a successful attack against a creature for 5 Reishi, they must succeed a Constitution saving throw or become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
;{{#anc:Konjiki Ashisogi Jizō}}<br />
While in Bankai, you lose the effects of Shikai and summon one poisonous [[Adult Purple Dragon (5e Creature)|caterpillar-like creature]] within 5 ft. of you that can not speak and follows your verbal commands until your Bankai ends.<br />
<br />
==== Kinshara ====<br />
;{{#anc:Play, Kinshara}}<br />
While in Shikai, Kinshara becomes a golden, whip-like mace. Your Zanpakuto's reach increases by +20 ft. and it deals magical bludgeoning damage. As a bonus action for 3 Reishi after a successful attack, all creatures within 5 ft. of the target must succeed a Constitution saving throw or take 2d6 thunder damage as Kinshara creates a vortex of sound.<br />
<br />
;{{#anc:Kinshara Butōdan}}<br />
While in Bankai, you create up to 10 [[5e SRD:Hobgoblin|hobgoblins]] that act on your own turn for 3 Reishi per hobgoblin. These Zanpakuto hobgoblins do not have crossbows, and desummon immediately after Bankai ends.<br />
<br />
==== Tenken ====<br />
;{{#anc:Play, Tenken}}<br />
While in Shikai, each swing of Tenken generates the ghostly form of your Bankai. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Kokujō Tengen Myō'ō Kinshara}}<br />
While in Bankai, you create a clone of yourself that is identical in stats to you save for being Gargantuan. It acts in the exact same manner as you no matter what, and is desummoned when Bankai ends.<br />
<br />
==== Ryūjin Jakka ====<br />
;{{#anc:Reduce All Creation to Ash, Ryūjin Jakka}}<br />
While in Shikai, your Zanpakuto deals fire damage, and you may cast any Kido that deal fire damage without spending Reishi. In addition, any water not inside living creatures within 10 ft. of you evaporates instantly.<br />
<br />
;{{#anc:Zanka no Tachi}}<br />
Unlike normal Bankai, you must spend 60 Reishi to initiate Bankai. While in Bankai, your Zanpakuto deals 10d10 fire damage.<br />
<br />
==== Hyōrinmaru ====<br />
;{{#anc:Sit Upon the Frozen Heavens, Hyōrinmaru}}<br />
While in Shikai, your Hyōrinmaru generates multiple ice dragons from its blade. Your Zanpakuto's reach increases by +15 ft. and deals cold damage. As an action for 2 Reishi, you can create a 5 ft. wall of ice with 15 AC and hit points anywhere within 30 ft. of you. In addition, you can control the weather in any indirectly offensive way.<br />
<br />
;{{#anc:Daiguren Hyōrinmaru}}<br />
While in Bankai, you gain a flying speed equal to twice your movement speed, your ice walls can look identical to yourself, and you become resistant to ice damage. You may change your Zanpakuto's range into a 10 ft. cone or back into 1 target as a bonus action. As an action for 5 Reishi, all creatures within a 30 ft. cone must succeed a Constitution saving throw or become {{5c|paralyzed}} until the end of your next turn.<br />
<br />
==== Sode no Shirayuki ====<br />
;{{#anc:Dance, Sode no Shirayuki}}<br />
While in Shikai, your Sode no Shirayuki freezes anything it touches. Your Zanpakuto deals cold damage. <br />
*As an action for 2 Reishi, you become {{5c|paraylzed}} and become immune to all damage by freezing yourself until the beginning of your next turn. <br />
*As a bonus action for 4 Reishi, you create a 5 ft. wall of ice with 15 AC and hit points anywhere within 5 ft. of you. If there is a creature in the area, they must succeed a Dexterity saving throw or take 6d6 ice damage.<br />
<br />
;{{#anc:Hakka no Togame}}<br />
While in Bankai, as an action for 8 Reishi, you may force all creatures within 20 ft. of you to succeed a Constitution saving throw or take 6d6 ice damage and become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Muramasa ====<br />
;{{#anc:Whisper, Muramasa}}<br />
While in Shikai, Muramasa turns all Zanpakuto and sentient weapons within 30 ft. of you against their wielder. The creature must succeed a Strength saving throw at the beginning of each of their turns or make an against an ally or the wielder themself with the weapon. This does not consume the creature's action.<br />
<br />
;{{#anc:Mukōjōchū Muramasa}}<br />
While in Bankai, Muramasa manifests themself into the physical world along with any other Zanpakuto spirits and sentient items within 30 ft. All Zanpakuto spirits and manifested sentient items are identical to their wielder, but act autonomously. Muramasa may spend 20 Reishi (which are pulled from their pool instead of your own) as an action to force a Zanpakuto spirit or manifested sentient item within 30 ft. of them to attempt a {{5a|wis}} saving throw, becoming {{5c|charmed}} for 1 minute on a failure. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Tachikaze ====<br />
;{{#anc:Blow it Away, Tachikaze}}<br />
While in Shikai, your Tachikaze shrinks into a trench dagger that is capable of creating blades of wind to make up for its short range. Your Zanpakuto now deals thunder damage. As an action for 4 Reishi, you can fire a glowing orb from Tachikaze forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 1d8 + your Constitution modifier + your Soul Reaper level radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;{{#anc:Tekken Tachikaze}}<br />
While in Bankai, your Tachikaze becomes 2 Light Zanpakuto and you may fire a glowing orb as a bonus action.<br />
<br />
==== Gonryōmaru ====<br />
;{{#anc:Pierce, Gonryōmaru}}<br />
While in Shikai, your Gonryōmaru transforms into a rapier. Its damage die becomes 3d6.<br />
<br />
;{{#anc:Kōkō Gonryō Rikyū}}<br />
While in Bankai, your Gonryōmaru is sent to the sky before exploding into a storm of electricity. You can control the weather. You can make an attack against any creature within 60 ft. of you using Gonryōmaru dealing 3d6 + your Dexterity modifier lightning damage on a hit.<br />
<br />
==== Senbonzakura ====<br />
;{{#anc:Scatter, Senbonzakura}}<br />
While in Shikai, you can not attack with your Senbonzakura as it dissintegrates into a cloud of cherry-blossom-like blades. Any creature that comes within 15 ft. of you, moves 5 ft. within this range, or starts its turn in this range is targeted by a Zanpakuto attack.<br />
<br />
;{{#anc:Senbonzakura Kageyoshi}}<br />
While in Bankai, the range Senbonzakura targets is doubled. You may halve this range as an action causing any creature targeted by it to be attacked twice instead of once.<br />
<br />
==== Suzumebachi ====<br />
;{{#anc:Sting All Enemies to Death, Suzumebachi}}<br />
While in Shikai, Suzumebachi becomes a glove-like stinger capable of poisoning the soul. If you score a critical hit against a creature you have already attack, you roll damage 4 times instead of twice.<br />
<br />
;{{#anc:Jakuhō Raikōben}}<br />
While in Bankai, Suzumebachi becomes a large surface-to-air missile. Unlike normal Bankai, you must spend 50 Reishi to activate this Bankai, and it does not cost Reishi to maintain. Every creature in a 60 ft. radius within 120 ft. must succeed a Constitution saving throw or take 6d10 bludgeoning damage and 6d10 fire damage. After this missile is fired, you immediately leave Bankai.<br />
<br />
==== Kyōka Suigetsu ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Shatter, Kyōka Suigetsu}}<br />
When you enter Bankai, all creatures that can see you must succeed a Wisdom saving throw. On a failure, any time your Bankai is active, you may create an illusory clone of yourself anywhere that you can see or turn yourself {{5c|invisible}} as an action. These clones are identical to the real deal to all the creatures under this effect's senses. These effects only effect creatures who have failed the Wisdom saving throw when you entered Bankai.<br />
<br />
==== Sakanade ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Collapse, Sakanade}}<br />
When you enter Bankai, all creatures within 240 ft. of you must succeed a Wisdom saving throw. On a success, they notice pink mist surrounding them. Any creature that breaths this mist has their entire perception of reality reversed, while you remain unaffected. Creatures not under these effects have advantage on attack rolls against creatures under these effects, and creatures under these effects have disadvantage on saving throws and contests against creatures not under these effects.<br />
<br />
==== Wabisuke ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Raise Your Head, Wabisuke}}<br />
While in Bankai, on a successful hit with Wabisuke, the weight of an object is doubled. If used against a creature, their speeds and distance to take falling damage is halved on every successful attack. If their speed becomes less than 5 ft., it becomes 0 and they must succeed a Strength saving throw or fall prone at the beginning of each of their turns, and removing the prone condition requires an action.<br />
<br />
==== Sanpo Kenjū ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Summon, Sanpo Kenjū}}<br />
When you enter Bankai, you summon 2 immortal, but relatively ineffectual creatures that mimic your every movement, one preceding and one following, to ensure at least one strike hits. The number of attacks you can make when you take the Attack action are tripled, but you may only change targets after every 3 attacks.<br />
<br />
==== Zakuro ====<br />
;{{#anc:Siphon, Zakuro}}<br />
While in Shikai, your Zanpakuto's damage die becomes 2d12.<br />
<br />
;{{#anc:Urozakuro}}<br />
While in Bankai, you lose the effects of Shikai and you can fuse with any surface as a bonus action. Your senses apply to the entirety of the surface. If the surface is solid, you may cast spells or make Zanpakuto attacks from anywhere within the surface, and you may cast any number of spells on the same action as long as you can match the Reishi cost. While fused with a liquid or gaseous surface, you are immune to all damage except fire, force, and necrotic damage. When Bankai ends, you may appear anywhere touching your surface.<br />
<br />
==== Gagaku Kairō ====<br />
;{{#anc:Massacre the auspicious omens and come into being; respect the darkness as you become decrepit with age, Gagaku Kairō}}<br />
While in Shikai, your Zanpakuto disappears. 3 Medium featureless spheres with gaping maws appear within 5 ft. of you. They are identical in statistics to you save for not needing to eat, sleep, see, hear, or breath, and have 60 ft. of blindsight. They all act on your turn, and desummon when Shikai ends.<br />
<br />
;{{#anc:Gagaku Kairō}}<br />
While in Bankai, a pair of massive jaws covering a 45 ft. radius circle. Any creature the starts its turn or comes within 5 ft. of this radius must succeed a Dexterity saving throw or take 4d6 magical slashing damage.<br />
<br />
==== Kazeshini ====<br />
;{{#anc:Reap, Kazeshini}}<br />
While in Shikai, your Kazeshini becomes two kusarigama-like blades, which are thought to represent death, connected by a chain, thought to represent life. You regain 2 hit points at the end of each of your turns after you spend Reishi to maintain Shikai. You may spend additional Reishi at this time to regain an equal number of hit points.<br />
<br />
;{{#anc:Fushi no Kōjyō}}<br />
While in Bankai, Kazeshini's chains extend into a noose around your neck, further extending into a 30 ft. radius orb above you with chains loosely hanging from it. You must designate one other creature under the orb. You and the other creature become immune to all damage. You must spend 24 Reishi instead of the usual 8, between the two creatures unless both creatures decide otherwise or one can not contribute their amount. <br />
<br />
==== Ikomikidomoe ====<br />
Unlike any other Zanpakuto, Ikokimidomoe has multiple Shikai forms.<br />
<br />
;{{#anc:Orbit the Stars, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe's own arm sprouts from your Zanpakuto's hilt. Your Zanpakuto gains +5 ft. of reach. In addition to your own attacks, you may make a Zanpakuto attack against any creature that enters, starts their turn, or leaves a 10 ft. radius of you without spending a reaction as Ikomikidomoe swipes at them autonomously.<br />
<br />
;{{#anc:Jot Down Their Funerals/Hatch Out and Be Ruined, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe is summoned from the Zanpakuto's inner world into the physical world. It is under your control and acts on your turns. It uses the stat block of a [[Draugr (5e Creature)|draugr]], save for having an equal number of hit points as you. You can make it use or end its Enlarge action, which no longer has a duration, for 4 Reishi as your action, and when you activate this Shikai, you may decide whether it is Enlarged or not. While not Enlarged, it loses its Maddening Presence action, and gains the following:<br />
<br />
As both you and Ikomikidomoe's action, you spend 35 Reishi points to blast a gigantic concentration of Reiatsu in a direction of your choice. Each creature in a 200-foot cone originating from Ikomikidomoe must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
If Ikomikidomoe is reduced to 0 hit points, your Zanpakuto is destroyed.<br />
<br />
;{{#anc: Ikomikidomoe Hōraku Hakkei}}<br />
While in Bankai, you can not use any of your Shikai. Instead, you gain all of Ikomikidomoe's actions (excluding Enlarge, though all actions act as they would if you were Enlarged, and including the Reiatsu blast), features, and ability scores that are better than your own, and you take on a form similar to a [[Espada (5e Class)#Visored|Visored Resurrección]].<br />
<br />
=== Final Bankai ===<br />
The Final Bankai feature can only be gained by a true bond-of-bonds with your Zanpakuto. As an action, regardless of your level, you gain all of this class's features, not including those of subclasses you have not taken, for 1 minute, and you regain 20 Reishi and hit points at the end of each of your turns. At the end of this duration, your Zanpakuto shatters and you lose all features from this class. Your hit points and character level are uneffected. You can regain your previous features by gaining half as many experience points as it took to originally gain the level you gained the feature at (or through smaller milestones for milestone leveling), and you may change which subclass you chose. Your Zanpakuto must be reforged as well, which can only be done by a blacksmith of the highest order who can also commune with spirits.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Soul Reaper class, you must meet these prerequisites:<br />
15 Dexterity,<br />
15 Constitution,<br />
12 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Soul Reaper class, you gain the following proficiencies: <br />
Zanpakuto,<br />
Gigai,<br />
Jigokucho<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Bleach|owner=Tite Kubo}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:Monk Tag]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Soul_Reaper_(5e_Class)&diff=1542144Soul Reaper (5e Class)2021-11-30T03:03:24Z<p>Cheo99: /* Soul Reaper Kido List */</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Bleach|owner=Tite Kubo}}<br />
== Soul Reaper ==<br />
The Soul Reapers are a peace keeping society based in the afterlife, it is our jobs to come back to the world of the living, and help the lost souls of the dead reach the afterlife. Aside from being guides to the lost souls, we are also their judges, and juries. We alone posses the power to read their lives and decide whether they are to pass on to heaven, or be put to eternal damnation in hell. Thus we train our-self in the ways of Zanjutsu, Hakuda, Hoho, and Kido as lines of defense for those whom fight their destiny, or worse... become hollow.<br />
<br />
=== Eternal Presence ===<br />
<br />
Though unseen, Soul Reapers have been around since the dawn of time. They practice their many skills in the afterlife, before being sent out by the Soul Society to collect the souls of the deceased.<br />
<br />
=== Jigokucho ===<br />
<br />
Jigokucho, or Spiritual Butterflies, are small creatures that glow a bright green color. They can be summoned at will in groups as large as 20 by Soul Reapers to preform mundane tasks, as well as deliver messages between them and the Soul Society. They can preform things such as scouting areas ahead making Wisdom(Perception) checks using their owners modifier, or follow tracks with a Wisdom(Survival) check.<br />
<br />
==== Zanpakuto ====<br />
<br />
The primary weapon of a soul Reaper, the Zanpakuto, is a one-handed martial finesse weapon which deals 1d10 slashing damage. Although the specific appearance is dependant on the wielder as it is an imprint of their spiritual pressure, they primarily take the form of a katana, wakazashi, nodachi, or tanto. Though initially formless, the spirit inside the sword is molded by the user’s soul, eventually becoming its own being. If your Zanpakuto is destroyed, it can be reformed during a long rest.<br />
<br />
=== Creating a Soul Reaper ===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/c/c3/Bleach_lieutenants.jpg|13 Soul Reaper Liutenants, Tite Kubo}}<br />
<br />
Think about how your character became a Soul Reaper. Did a mysterious stranger stab you in the chest with an odd sword? Did you murder a high ranking officer in the spirit world? Did you simply enter the academy?<br />
<br />
;Quick Build<br />
You can make a Soul Reaper quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, depending on your preferred Zanpakuto type, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Soul Reaper<br />
|summary=<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light Armor, Medium Armor<br />
|weapons=Simple Weapons, Martial Weapons<br />
|tools=Gigai, Jigokucho<br />
|saves=Dexterity and Constitution<br />
|skills=Choose 3 from the following: Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, or Survival<br />
|item1a=Zanpakuto<br />
|item1b=<br />
|item2a=Reaper Gi<br />
|item2b=<br />
|item3a=Gigai (Artificial Body)<br />
|item3b=<br />
|item4a=Explorer's Pack<br />
|item4b=2 Simple Weapons<br />
|item4c=1 Martial Weapon<br />
|classfeatures1=[[#Zanjutsu|Zanjutsu]], [[#Soul Transference|Soul Transference]], [[#Lighter than a Feather|Lighter than a Feather]], {{inpage|Reishi}}, {{inpage|Reaper's Gi}}<br />
|classfeatures2={{inpage|Kido}}<br />
|classfeatures3=[[#Soul Path|Soul Path]]<br />
|classfeatures4=<!--ASI--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6={{inpage|Reaper's Gi}} improvement<br />
|classfeatures7=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures8=<!--ASI--><br />
|classfeatures9={{inpage|Reaper's Gi}} improvement<br />
|classfeatures10=[[#Soul Path|Soul Path Feature]] <br />
|classfeatures11=[[#Reaper of Souls|Reaper of Souls]]<br />
|classfeatures12=<!--ASI--><br />
|classfeatures13={{inpage|Reaper's Gi}} improvement<br />
|classfeatures14=[[#Soul Path|Soul Path Feature]]<br />
|classfeatures15=[[#Extra Attack|Extra Attack]]<br />
|classfeatures16=<!--ASI--><br />
|classfeatures17=<br />
|classfeatures18=<br />
|classfeatures19=<!--ASI--><br />
|classfeatures20=[[#Extra Attack|Extra Attack]]<br />
<br />
|extrasonleft=<br />
|extra1_name=Reishi Points<br />
|extra1_1=4+con<br />
|extra1_2=8+con<br />
|extra1_3=12+con<br />
|extra1_4=16+con<br />
|extra1_5=20+con<br />
|extra1_6=24+con<br />
|extra1_7=28+con<br />
|extra1_8=32+con<br />
|extra1_9=36+con<br />
|extra1_10=40+con<br />
|extra1_11=44+con<br />
|extra1_12=48+con<br />
|extra1_13=52+con<br />
|extra1_14=56+con<br />
|extra1_15=60+con<br />
|extra1_16=64+con<br />
|extra1_17=68+con<br />
|extra1_18=72+con<br />
|extra1_19=76+con<br />
|extra1_20=80+con<br />
<br />
|extra4_name=Slot Level<br />
|extra4_1=0th<br />
|extra4_2=1st<br />
|extra4_3=1st<br />
|extra4_4=1st<br />
|extra4_5=2nd<br />
|extra4_6=2nd<br />
|extra4_7=2nd<br />
|extra4_8=2nd<br />
|extra4_9=3rd<br />
|extra4_10=3rd<br />
|extra4_11=3rd<br />
|extra4_12=3rd<br />
|extra4_13=4th<br />
|extra4_14=4th<br />
|extra4_15=4th<br />
|extra4_16=4th<br />
|extra4_17=5th<br />
|extra4_18=5th<br />
|extra4_19=5th<br />
|extra4_20=5th<br />
}}<br />
<br />
====Reishi====<br />
At 1st level, you begin to harness the energy of all spiritual forces known as Reishi. You have a number of Reishi points as listed in the Resihi Points column of the Soul Reaper class table + your Constitution modifier. You regain all expended Reishi points when you finish a long rest. If your Reishi points reach a count of 0, you have Disadvantage on all saving throws, excluding death saving throws, until you regain at least 1 Reishi point. If you already have Reiryoku from another class, such as from the [[Fullbringer (5e Class)|Fullbringer]] or [[Espada (5e Class)|Espada]] class, and any features that use Reishi may use the other point pool as well.<br />
<br />
Some of your Reishi features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Constitution is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:<br />
<br />
'''Reishi save DC=''' 8 + your proficiency bonus + your Constitution modifier.<br />
<br />
'''Reishi attack modifier=''' your proficiency bonus + your Constitution modifier<br />
<br />
==== Lighter than a Feather ====<br />
Starting at 1st level, while in Soul Reaper form you are lighter than a feather. You can move your normal walking speed through the air as if you were flying. However, if something were to paralyze you or cause your movement speed to fall to Zero, or you have no remaining Reishi, you will begin to fall,.<br />
<br />
==== Reaper's Gi ====<br />
A Reapers Gi, like his Zanpakuto, is made of his soul pressure, meaning that it can be repaired by the will of it's wearer, and is stronger than a normal robe. At 1st level, while wearing your Reapers Gi and no shield and have at least 1 Reishi point, your AC is equal to 10 + your {{5a|con}} modifier + your {{5a|dex}} modifier. As your power as a soul reaper increases, so does the strength of your Reaper's Gi. At 6th level, your gains a +1 AC bonus, at 9th level this bonus increases to +2, and at 13th this bonus increases to +3.<br />
<br />
==== Zanjutsu ====<br />
At 1st level, You gain the ability of Zanjutsu. Zanjutsu is the skill that allows Soul Reapers to create a sword from their "Soul Pressure" and manifest it in physical form, as well as handle the blade proficiently. This skill also binds the Zanpakuto to the creator. This means that only the person with a matching soul may wield the Zanpakuto. (Discuss with the DM to determine the zanpakuto, a real one may be used if the DM approves.)<br />
<br />
==== Soul Transference ====<br />
At 1st level, You gain the ability to use Soul Transference. Soul Reapers are adept at manipulating their souls and soul pressures. This gives them the ability to transfer their soul into a "Gigai" or temporary body. While inside a Gigai, soul reapers appear to be normal humans as their soul pressure is contained by the Gigai. However, Soul Reapers may summon their zanpakuto while in their Gigai. You may enter or exit a Gigai with a Bonus Action. If you are made unconscious inside of a Gigai, you are forced out next to it, and must make saving throws for both your soul and Gigai. If a Gigai dies, it can be replaced by contacting the Soul Society, and expending 1,500GP for service fees.<br />
<br />
==== Kido ====<br />
Starting at 2nd level, you have learned the ways of Kido. You may start learning basic Bakudo, Hado, and Kido spells, barriers, and seals. Kido is a fairly useful utility to Soul Reapers with enough whit and guile to make it work for them. You must spend twice as many Reishi points as a spell's level to cast it. Cantrips cost 1 Reishi to cast. Casting a spell using Reishi negates its material cost. You may only cast spells with a level less than or equal to the spell slot listed in the Slot Level column of the Soul Reaper table. You may have a number of spells prepared equal to your {{5a|int}} modifier, and you may change 1 prepared spell at the end of a long rest.<br />
<br />
==== Soul Path ====<br />
At 3rd level, you chose a soul path that to help define you as a Soul Reaper. You may choose between {{inpage|Zanjutsu Expert}} and {{inpage|Kido Expert}}, both listed at the end of this class description. You gain additional features at 7th, 10th, and 14th level.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
==== Extra Attack ====<br />
Starting at 5th level, you gain the ability to make an extra attack with your attack action. You also gain additional attacks at 15th(2), and 20th(3) level.<br />
<br />
==== Flash Step====<br />
At 6th level, your skill and practice in quickening your own movement allows you to flash step as a bonus action for 2 Reishi points, instantly moving you up to 30 feet away. This movement does not provoke opportunity attacks. This can not be used in the same round as Hoho.<br />
<br />
<!--<br />
==== Vizored ====<br />
Upon reaching 10th level you gain the ability to don a hollowfied mask, upon summoning the mask you must make a DC15 Constitution saving throw or lose control and fly into a frenzied rage, attacking the closest target. While hollowfied, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2. Each successful save makes it easier to control, decreasing the DC by 1 (to a minimum of 10.) After succeeding 10 saving throws you gain full control of the mask and its powers. After gaining full control, damage done while Vizored is increased by 1d10. This last for 10 minutes. At 15th level, your {{5a|str}}, {{5a|dex}}, and {{5a|con}} increases by +2 again.<br />
At 20th level, your movement speed increases by 15ft. while hollowfied.<br />
--><br />
<br />
==== Reaper of Souls ====<br />
At 11th level, your experience has taught you the best ways to cleanse Hollows and Non-Hollows alike. Your Zanpakuto counts as magical for the purpose of overcoming resistances.<br />
<br />
=== Zanjutsu Expert ===<br />
By focusing less on Kido training, you put all of your time into physical training, and mastery of your skill with the blade. You gain +2 to Attack rolls with your Zanpakuto.<br />
<br />
;{{#anc:Hoho}}<br />
At 3rd level, by forgoing Kido training, you have learned to move at a greater pace then other Reapers. Your movement speed increases by 10. For 7 Reishi points as an action, you may push yourself to perform a Reapers Sprint, moving up to 3 times your movement speed and, until the end of your next turn, if a feature causes you to make a Dexterity saving throw to take half damage on a success, you instead take half as much damage on a failure and no damage on a success.<br />
<br />
;{{#anc:Soul Resonation}}<br />
At 7th level, you have focused long and hard, and now acknowledge that your blade, though made of your soul, has a will and soul of its own. Though you still do not know it's name, this bond allows you and your sword to synchronize to new heights in power. At 6th level your Zanpakuto has a +1 bonus to attack and damage rolls and deals 1d12 slashing damage. At 9th level, your Zanpakuto has a +2 bonus. At 13th level your Zanpakuto has a +3 bonus.<br />
<br />
;{{#anc:Shikai}}<br />
At 10th level, through intense training and work on your skill with the blade, you have finally learned the name of your Zanpakuto. As a bonus action for 4 Reishi, you call your Zanpakuto's name, invoking it's power. All Shikai have their own unique special ability, work along side your DM to decide this ability based on your character's personality. <br />
<br />
;{{#anc:Bankai}}<br />
At 14th level, your weapon and you are one in the same. Your thoughts and emotions, your very wills are intertwined allowing you to draw forth the maximum power your weapon is capable of. You now gain critical hits with rolls of 19 or 20. While in Shikai form, another short phrase is uttered to unleash the power within for 4 additional Reishi, and work with your DM to find your weapons special ability that is added as an effect, such as a bonus to certain types of Bakudo or Hado, a boost to speed, or some special attack. You must spend an additional 4 Reishi at the end of each of your turns to maintain this form.<br />
<br />
=== Kido Expert ===<br />
As of 3rd level, you gain a +2 to your Spell Modifier and Save DCs. Kido masters seek to learn all of the known Bokudo in the Soul Society. They excel at situational analysis, and are usually well studied. Some Kido experts dream of learning all 99 or the known Bakudo, Kido, Barriers, and Seals that the Soul Reapers have at your disposal. Some of the more corrupted and seek to only gain power through the lost arts of the unnumbered Kido.<br />
<br />
;{{#anc:Eishōhaki}}<br />
at 3rd level, you have learned to cut the time on certain incantations without lowering their power. You may now cast Kido that would normally take 1 minute to prepare as an action. However if the incantation is part of the 100+ Kido (or more well known as "Forbidden Kido"), this effect does not take place.<br />
<br />
;{{#anc:Mental Master}}<br />
At 7th level, you have sharpened your mind far further then any Zanpakuto has ever been. Because of this, when calculating how many Kido you may have prepared at one time, you add your Intelligence modifier twice as opposed to once as normal.<br />
<br />
;{{#anc:Nijū Eishō}}<br />
At 10th level, you have learned to cast two Kido spells on the same action. However, when choosing Kido to cast, keep in mind that the total spell level of both Kido cast cannot exceed the current highest level Kido you can cast. (e.g. if you can cast a 4th level Kido at best, the two you choose to use can both be 2nd level, or a combo of a 3rd and 1st level Kido) In addition, when using this feature, Eishōhaki cannot take effect due to the taxation of the mind.<br />
<br />
;{{#anc:Nijū Eishōhaki}}<br />
At 14th level, your mind in sharper, sturdier, and more flexible then the strongest of any known Zanpakuto known to the Soul Society. You have learned how to control your Soul Pressure to the point that casting Two Kido at the same time is mere child's play. You may now use the effects of Nijū Eishō and Eishōhaki at the same time. In addition, the max spell slot level of the Kido that can be cast with Nijū Eishō is now equivalent to the max level of Kido you can cast + your Soul Reaper level divided by 5 rounded up. (e.g. Soul reaper level 14 = Max Kido slot + 3)<br />
<br />
=== Soul Reaper Kido List ===<br />
<br />
You know all of the Kido on the basic Soul Reaper spell list. You can prepare a number of Kido equal to your Soul Reaper Level + Your Intelligence Modifier.<br />
;Cantrips<br />
Fushibi (Firebolt)<br />
<br />
;1st Level<br />
Okasen (Burning Hands), Danku (Shield)<br />
Tenran (Gust of Wind)<br />
<br />
;3rd Level<br />
Shakkaho (Fireball), Meiyu (Mass Healing Word), Raikouhou (Call Lightning)<br />
<br />
;4th Level<br />
Kurohitsugi (Blight)<br />
<br />
;5th Level<br />
Tozansho (Wall of Stone), Hiryu Gekizoku Shinten Raiho (Destructive wave), Soren Sokatsui (Flamestrike), Bankin (Hold Monster)<br />
<br />
{{5e Spell List|class=Shinigami|Spellcasting=Half}}<br />
<br />
=== Shikai & Bankai Examples===<br />
You're free to create, use, and add your own Zanpakuto examples.<br />
<br />
==== Zangetsu 1 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a wide, knife-like blade without a hilt. Your Zanpakuto damage die becomes 2d6, and its reach increases by +5 ft. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a thin shortsword of immense power. Your Zanpakuto damage die becomes 2d8, its reach decreases by -5 ft., and the total Reishi you must spend at the end of each of your turns is halved.<br />
<br />
==== Zangetsu 2 ====<br />
;{{#anc:Fight, Zangetsu}}<br />
While in Shikai, Zangetsu becomes a larger and smaller knife-like blade without a hilt. Your Zanpakuto becomes a light melee weapon, and you gain a second Zanpakuto with 1d8 as its damage die. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Zangetsu}}<br />
While in Bankai, Zangetsu becomes a wide blade connected to your arm by a chain. Your Zanpakuto damage die becomes 2d6, you lose your second Zanpakuto, and it gains the Thrown (20/40) and [[Returning (5e Variant Rule)|Returning]] properties.<br />
<br />
==== Engetsu ====<br />
;{{#anc:Burn, Engetsu}}<br />
While in Shikai, Engetsu is engulfed in flames. Your Zanpakuto damage die becomes 2d6, and you may choose to have it deal fire damage instead of slashing damage. <br />
As an action, you may spend 35 Reishi to release energy from your blade in a sweep known as Getsuga Tensho. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.<br />
<br />
;{{#anc:Tensa Engetsu}}<br />
While in Bankai, Engetsu's flames grow higher. Your Zanpakuto damage die becomes 2d8, you may use Getsuga Tensho as a bonus action, Getsuga Tensho costs 20 Reishi, and you must spend 10 hit points in addition to the normal Reishi at the end of each of your turns to maintain Bankai.<br />
<br />
==== Nozarashi ====<br />
;{{#anc:Drink, Nozarashi}}<br />
While in Shikai, Nozarashi becomes a massive axe. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Modosu Nozarashi}}<br />
While in Bankai, Nozarashi remains exactly the same, instead resonating with your spiritual pressure to transform you into a demonic beast. Your size increases by 1 category to a minimum of Large, and you can not be {{5c|frightened}}, {{5c|charmed}}, or {{5c|stunned}}.<br />
<br />
==== Zabimaru ====<br />
;{{#anc:Howl, Zabimaru}}<br />
While in Shikai, Zabimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +20 ft., and you may grapple a creature from that distance.<br />
<br />
;{{#anc:Sōō Zabimaru}}<br />
While in Bankai, you can not be disarmed of Zabimaru, and you gain +1 AC. As a bonus action after a successful attack against a creature within 5 ft. of you for 30 Reishi, you may force the creature to attempt a Constitution saving throw. On a failure, they take 15d10 + your Strength modifier force damage, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
==== Hōzukimaru====<br />
;{{#anc:Grow, Hōzukimaru}}<br />
While in Shikai, Hōzukimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +10 ft. As a bonus action, you may split your Zanpakuto into 2 identical Zanpakuto with a normal Zanpakuto's reach that have the Light property.<br />
<br />
;{{#anc:Ryūmon Hōzukimaru}}<br />
While in Bankai, your Zanpakuto is always 2 identical Light Zanpakuto with +10 ft. of reach. You lose {{inpage|Soul Resonation}}'s attack and damage roll bonus, but you gain a +1 bonus to attack and damage rolls at the end of each of your turns in initiative.<br />
<br />
==== Benihime ====<br />
;{{#anc:Awaken, Benihime}}<br />
While in Shikai, Benihime becomes an intricate but otherwise unspectacular medium-sized sword, but makes up for it with its Kido enhancement. When you cast a Kido that deals damage, it deals Force damage, and all Kido can be cast as an action or bonus action.<br />
<br />
;{{#anc:Kannonbiraki Benihime Aratame}}<br />
While in Bankai, your Zanpakuto remains unchanged, instead summoning a Gargantuan woman in red robes with a Strength, Dexterity, and Constitution score of 17, an Intelligence, Wisdom, and Charisma score of 5, a movement speed, list of known languages, and list of actions of 0. Any object or creature of your choice within 5 ft. of the woman regain 2d12 hit points or regains 1 body part of your choice, or they must make a Dexterity saving throw or take 3d12 necrotic damage.<br />
<br />
==== Suzumushi ====<br />
;{{#anc:Cry, Suzumushi}}<br />
While in Shikai, your Zanpakuto remains unchanged. As an action for 20 Reishi, you may force every creature within 120 ft. to attempt a Constitution saving throw as Suzumushi vibrates at a painfully high frequency. On a failure, they are knocked {{5c|unconscious}} for 1 minute. On a success, they are {{5c|deafened}} for 1 minute. <br />
<br />
Alternatively as an action for 5 Reishi, you may force every creature in a 60 ft. line to attempt a Dexterity saving throw as you generate a storm of blades. On a success, they take 4d12 slashing damage. On a failure, they take half as much damage.<br />
<br />
;{{#anc:Suzumushi Tsuishiki: Enma Kōrogi}}<br />
While in Bankai, all creatures except you are {{5c|blinded}} and {{5c|deafened}}.<br />
<br />
==== Shinsō ====<br />
;{{#anc:Shoot to Kill, Shinsō}}<br />
While in Shikai, Shinsō's blade becomes a beam of light. Its reach increases by +35 ft.<br />
<br />
;{{#anc:Kamishini no Yari}}<br />
While in Bankai, Shinsō's range can become a radius or a line as a bonus action until the beginning of your next turn for 3 Reishi. While you are not benefiting from this effect, Shinsō deals twice as much damage.<br />
<br />
==== Katen Kyōkotsu ====<br />
;{{#anc:Cry, Katen Kyōkotsu}}<br />
While in Shikai, your Zanpakuto becomes two Light Zanpakuto and their damage die becomes 1d10. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Takaoni - Which ever creature is physically lower at the start of your next turn takes 4d12 force damage.<br />
*Kageoni - Both creatures can dictate in which 5 ft. space within 5 ft. of them their shadow is. If a creature occupies the same space as their shadow, they take 2d6 force damage at the start of their turn. This lasts for 1 minute.<br />
*Irooni - Both creatures name a damage type. They become resistant to all damage except the type the other creature called. If both creatures pick the same damage type, they take 4 times as much damage.<br />
<br />
;{{#anc:Katen Kyōkotsu: Karamatsu Shinjū}}<br />
While in Bankai, the area within 120 ft. becomes gloomy to all those who view it. As an action for 7 Reishi, you may initiate the following effects against a creature within 60 ft.:<br />
*Ichidanme: Tameraikizu no Wakachiai - Any damage either creature takes, the other takes as well.<br />
*Sandanme: Dangyo no Fuchi - Both creatures begin to [[5e SRD:Suffocating|suffocate]].<br />
*Shime no Dan: Itokiribasami Chizome no Nodobue - This can only be used against a creature within 5 ft. while grappling them. Sheathing your sword, you slowly wrap a white thread around the creature you are grappling's throat. If they do not escape the grapple after 5 turns (30 seconds), they are killed instantly.<br />
<br />
==== Ashisogi Jizō ====<br />
;{{#anc:Rip, Ashisogi Jizō}}<br />
While in Shikai, your Zanpakuto becomes a deformed trident. As a bonus action on a successful attack against a creature for 5 Reishi, they must succeed a Constitution saving throw or become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
;{{#anc:Konjiki Ashisogi Jizō}}<br />
While in Bankai, you lose the effects of Shikai and summon one poisonous [[Adult Purple Dragon (5e Creature)|caterpillar-like creature]] within 5 ft. of you that can not speak and follows your verbal commands until your Bankai ends.<br />
<br />
==== Kinshara ====<br />
;{{#anc:Play, Kinshara}}<br />
While in Shikai, Kinshara becomes a golden, whip-like mace. Your Zanpakuto's reach increases by +20 ft. and it deals magical bludgeoning damage. As a bonus action for 3 Reishi after a successful attack, all creatures within 5 ft. of the target must succeed a Constitution saving throw or take 2d6 thunder damage as Kinshara creates a vortex of sound.<br />
<br />
;{{#anc:Kinshara Butōdan}}<br />
While in Bankai, you create up to 10 [[5e SRD:Hobgoblin|hobgoblins]] that act on your own turn for 3 Reishi per hobgoblin. These Zanpakuto hobgoblins do not have crossbows, and desummon immediately after Bankai ends.<br />
<br />
==== Tenken ====<br />
;{{#anc:Play, Tenken}}<br />
While in Shikai, each swing of Tenken generates the ghostly form of your Bankai. Your Zanpakuto damage die becomes 2d8, and its reach increases by +10 ft.<br />
<br />
;{{#anc:Kokujō Tengen Myō'ō Kinshara}}<br />
While in Bankai, you create a clone of yourself that is identical in stats to you save for being Gargantuan. It acts in the exact same manner as you no matter what, and is desummoned when Bankai ends.<br />
<br />
==== Ryūjin Jakka ====<br />
;{{#anc:Reduce All Creation to Ash, Ryūjin Jakka}}<br />
While in Shikai, your Zanpakuto deals fire damage, and you may cast any Kido that deal fire damage without spending Reishi. In addition, any water not inside living creatures within 10 ft. of you evaporates instantly.<br />
<br />
;{{#anc:Zanka no Tachi}}<br />
Unlike normal Bankai, you must spend 60 Reishi to initiate Bankai. While in Bankai, your Zanpakuto deals 10d10 fire damage.<br />
<br />
==== Hyōrinmaru ====<br />
;{{#anc:Sit Upon the Frozen Heavens, Hyōrinmaru}}<br />
While in Shikai, your Hyōrinmaru generates multiple ice dragons from its blade. Your Zanpakuto's reach increases by +15 ft. and deals cold damage. As an action for 2 Reishi, you can create a 5 ft. wall of ice with 15 AC and hit points anywhere within 30 ft. of you. In addition, you can control the weather in any indirectly offensive way.<br />
<br />
;{{#anc:Daiguren Hyōrinmaru}}<br />
While in Bankai, you gain a flying speed equal to twice your movement speed, your ice walls can look identical to yourself, and you become resistant to ice damage. You may change your Zanpakuto's range into a 10 ft. cone or back into 1 target as a bonus action. As an action for 5 Reishi, all creatures within a 30 ft. cone must succeed a Constitution saving throw or become {{5c|paralyzed}} until the end of your next turn.<br />
<br />
==== Sode no Shirayuki ====<br />
;{{#anc:Dance, Sode no Shirayuki}}<br />
While in Shikai, your Sode no Shirayuki freezes anything it touches. Your Zanpakuto deals cold damage. <br />
*As an action for 2 Reishi, you become {{5c|paraylzed}} and become immune to all damage by freezing yourself until the beginning of your next turn. <br />
*As a bonus action for 4 Reishi, you create a 5 ft. wall of ice with 15 AC and hit points anywhere within 5 ft. of you. If there is a creature in the area, they must succeed a Dexterity saving throw or take 6d6 ice damage.<br />
<br />
;{{#anc:Hakka no Togame}}<br />
While in Bankai, as an action for 8 Reishi, you may force all creatures within 20 ft. of you to succeed a Constitution saving throw or take 6d6 ice damage and become {{5c|paralyzed}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Muramasa ====<br />
;{{#anc:Whisper, Muramasa}}<br />
While in Shikai, Muramasa turns all Zanpakuto and sentient weapons within 30 ft. of you against their wielder. The creature must succeed a Strength saving throw at the beginning of each of their turns or make an against an ally or the wielder themself with the weapon. This does not consume the creature's action.<br />
<br />
;{{#anc:Mukōjōchū Muramasa}}<br />
While in Bankai, Muramasa manifests themself into the physical world along with any other Zanpakuto spirits and sentient items within 30 ft. All Zanpakuto spirits and manifested sentient items are identical to their wielder, but act autonomously. Muramasa may spend 20 Reishi (which are pulled from their pool instead of your own) as an action to force a Zanpakuto spirit or manifested sentient item within 30 ft. of them to attempt a {{5a|wis}} saving throw, becoming {{5c|charmed}} for 1 minute on a failure. They may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
==== Tachikaze ====<br />
;{{#anc:Blow it Away, Tachikaze}}<br />
While in Shikai, your Tachikaze shrinks into a trench dagger that is capable of creating blades of wind to make up for its short range. Your Zanpakuto now deals thunder damage. As an action for 4 Reishi, you can fire a glowing orb from Tachikaze forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 1d8 + your Constitution modifier + your Soul Reaper level radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;{{#anc:Tekken Tachikaze}}<br />
While in Bankai, your Tachikaze becomes 2 Light Zanpakuto and you may fire a glowing orb as a bonus action.<br />
<br />
==== Gonryōmaru ====<br />
;{{#anc:Pierce, Gonryōmaru}}<br />
While in Shikai, your Gonryōmaru transforms into a rapier. Its damage die becomes 3d6.<br />
<br />
;{{#anc:Kōkō Gonryō Rikyū}}<br />
While in Bankai, your Gonryōmaru is sent to the sky before exploding into a storm of electricity. You can control the weather. You can make an attack against any creature within 60 ft. of you using Gonryōmaru dealing 3d6 + your Dexterity modifier lightning damage on a hit.<br />
<br />
==== Senbonzakura ====<br />
;{{#anc:Scatter, Senbonzakura}}<br />
While in Shikai, you can not attack with your Senbonzakura as it dissintegrates into a cloud of cherry-blossom-like blades. Any creature that comes within 15 ft. of you, moves 5 ft. within this range, or starts its turn in this range is targeted by a Zanpakuto attack.<br />
<br />
;{{#anc:Senbonzakura Kageyoshi}}<br />
While in Bankai, the range Senbonzakura targets is doubled. You may halve this range as an action causing any creature targeted by it to be attacked twice instead of once.<br />
<br />
==== Suzumebachi ====<br />
;{{#anc:Sting All Enemies to Death, Suzumebachi}}<br />
While in Shikai, Suzumebachi becomes a glove-like stinger capable of poisoning the soul. If you score a critical hit against a creature you have already attack, you roll damage 4 times instead of twice.<br />
<br />
;{{#anc:Jakuhō Raikōben}}<br />
While in Bankai, Suzumebachi becomes a large surface-to-air missile. Unlike normal Bankai, you must spend 50 Reishi to activate this Bankai, and it does not cost Reishi to maintain. Every creature in a 60 ft. radius within 120 ft. must succeed a Constitution saving throw or take 6d10 bludgeoning damage and 6d10 fire damage. After this missile is fired, you immediately leave Bankai.<br />
<br />
==== Kyōka Suigetsu ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Shatter, Kyōka Suigetsu}}<br />
When you enter Bankai, all creatures that can see you must succeed a Wisdom saving throw. On a failure, any time your Bankai is active, you may create an illusory clone of yourself anywhere that you can see or turn yourself {{5c|invisible}} as an action. These clones are identical to the real deal to all the creatures under this effect's senses. These effects only effect creatures who have failed the Wisdom saving throw when you entered Bankai.<br />
<br />
==== Sakanade ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Collapse, Sakanade}}<br />
When you enter Bankai, all creatures within 240 ft. of you must succeed a Wisdom saving throw. On a success, they notice pink mist surrounding them. Any creature that breaths this mist has their entire perception of reality reversed, while you remain unaffected. Creatures not under these effects have advantage on attack rolls against creatures under these effects, and creatures under these effects have disadvantage on saving throws and contests against creatures not under these effects.<br />
<br />
==== Wabisuke ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Raise Your Head, Wabisuke}}<br />
While in Bankai, on a successful hit with Wabisuke, the weight of an object is doubled. If used against a creature, their speeds and distance to take falling damage is halved on every successful attack. If their speed becomes less than 5 ft., it becomes 0 and they must succeed a Strength saving throw or fall prone at the beginning of each of their turns, and removing the prone condition requires an action.<br />
<br />
==== Sanpo Kenjū ====<br />
;{{#anc:Powerful Soul}}<br />
While in Shikai, your Zanpakuto gains no additional properties due to the difficulty of mastering this weapon.<br />
<br />
;{{#anc:Summon, Sanpo Kenjū}}<br />
When you enter Bankai, you summon 2 immortal, but relatively ineffectual creatures that mimic your every movement, one preceding and one following, to ensure at least one strike hits. The number of attacks you can make when you take the Attack action are tripled, but you may only change targets after every 3 attacks.<br />
<br />
==== Zakuro ====<br />
;{{#anc:Siphon, Zakuro}}<br />
While in Shikai, your Zanpakuto's damage die becomes 2d12.<br />
<br />
;{{#anc:Urozakuro}}<br />
While in Bankai, you lose the effects of Shikai and you can fuse with any surface as a bonus action. Your senses apply to the entirety of the surface. If the surface is solid, you may cast spells or make Zanpakuto attacks from anywhere within the surface, and you may cast any number of spells on the same action as long as you can match the Reishi cost. While fused with a liquid or gaseous surface, you are immune to all damage except fire, force, and necrotic damage. When Bankai ends, you may appear anywhere touching your surface.<br />
<br />
==== Gagaku Kairō ====<br />
;{{#anc:Massacre the auspicious omens and come into being; respect the darkness as you become decrepit with age, Gagaku Kairō}}<br />
While in Shikai, your Zanpakuto disappears. 3 Medium featureless spheres with gaping maws appear within 5 ft. of you. They are identical in statistics to you save for not needing to eat, sleep, see, hear, or breath, and have 60 ft. of blindsight. They all act on your turn, and desummon when Shikai ends.<br />
<br />
;{{#anc:Gagaku Kairō}}<br />
While in Bankai, a pair of massive jaws covering a 45 ft. radius circle. Any creature the starts its turn or comes within 5 ft. of this radius must succeed a Dexterity saving throw or take 4d6 magical slashing damage.<br />
<br />
==== Kazeshini ====<br />
;{{#anc:Reap, Kazeshini}}<br />
While in Shikai, your Kazeshini becomes two kusarigama-like blades, which are thought to represent death, connected by a chain, thought to represent life. You regain 2 hit points at the end of each of your turns after you spend Reishi to maintain Shikai. You may spend additional Reishi at this time to regain an equal number of hit points.<br />
<br />
;{{#anc:Fushi no Kōjyō}}<br />
While in Bankai, Kazeshini's chains extend into a noose around your neck, further extending into a 30 ft. radius orb above you with chains loosely hanging from it. You must designate one other creature under the orb. You and the other creature become immune to all damage. You must spend 24 Reishi instead of the usual 8, between the two creatures unless both creatures decide otherwise or one can not contribute their amount. <br />
<br />
==== Ikomikidomoe ====<br />
Unlike any other Zanpakuto, Ikokimidomoe has multiple Shikai forms.<br />
<br />
;{{#anc:Orbit the Stars, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe's own arm sprouts from your Zanpakuto's hilt. Your Zanpakuto gains +5 ft. of reach. In addition to your own attacks, you may make a Zanpakuto attack against any creature that enters, starts their turn, or leaves a 10 ft. radius of you without spending a reaction as Ikomikidomoe swipes at them autonomously.<br />
<br />
;{{#anc:Jot Down Their Funerals/Hatch Out and Be Ruined, Ikomikidomoe}}<br />
While in Shikai, Ikomikidomoe is summoned from the Zanpakuto's inner world into the physical world. It is under your control and acts on your turns. It uses the stat block of a [[Draugr (5e Creature)|draugr]], save for having an equal number of hit points as you. You can make it use or end its Enlarge action, which no longer has a duration, for 4 Reishi as your action, and when you activate this Shikai, you may decide whether it is Enlarged or not. While not Enlarged, it loses its Maddening Presence action, and gains the following:<br />
<br />
As both you and Ikomikidomoe's action, you spend 35 Reishi points to blast a gigantic concentration of Reiatsu in a direction of your choice. Each creature in a 200-foot cone originating from Ikomikidomoe must make a Dexterity saving throw. A target takes 15d10 + your Dexterity modifier force damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this damage or any objects in the area that aren't being worn or carried are instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.<br />
<br />
If Ikomikidomoe is reduced to 0 hit points, your Zanpakuto is destroyed.<br />
<br />
;{{#anc: Ikomikidomoe Hōraku Hakkei}}<br />
While in Bankai, you can not use any of your Shikai. Instead, you gain all of Ikomikidomoe's actions (excluding Enlarge, though all actions act as they would if you were Enlarged, and including the Reiatsu blast), features, and ability scores that are better than your own, and you take on a form similar to a [[Espada (5e Class)#Visored|Visored Resurrección]].<br />
<br />
=== Final Bankai ===<br />
The Final Bankai feature can only be gained by a true bond-of-bonds with your Zanpakuto. As an action, regardless of your level, you gain all of this class's features, not including those of subclasses you have not taken, for 1 minute, and you regain 20 Reishi and hit points at the end of each of your turns. At the end of this duration, your Zanpakuto shatters and you lose all features from this class. Your hit points and character level are uneffected. You can regain your previous features by gaining half as many experience points as it took to originally gain the level you gained the feature at (or through smaller milestones for milestone leveling), and you may change which subclass you chose. Your Zanpakuto must be reforged as well, which can only be done by a blacksmith of the highest order who can also commune with spirits.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Soul Reaper class, you must meet these prerequisites:<br />
15 Dexterity,<br />
15 Constitution,<br />
12 Intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Soul Reaper class, you gain the following proficiencies: <br />
Zanpakuto,<br />
Gigai,<br />
Jigokucho<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
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[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:Monk Tag]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1541572Phoenix Knight (5e Class)2021-11-28T15:13:38Z<p>Cheo99: </p>
<hr />
<div><br />
== Phoenix Knight ==<br />
<br />
You have the power of the phoenix.<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you took, inherited, or gained a Phoenix necklace, bracelet or ring in some way that has immeasurable power within it and the stronger you get the more power it gives you. This trinket cannot be taken off unless you are killed or the player gifts it to another person, if it is gifted the player is now the fighter class, the person who was gifted the trinket may choose to become a Phoenix Knight, give it to someone else, or keep it as a trinket without the power. If someone u did not allow to have the trinket tries to take it, it's hot to the point that if anyone other than you touches it, it does 2d6 fire damage, it's so heavy no one can pick it up directly but so light that if they pick up your ashes they can carry it with you.<br />
Inside it resides the soul of a primordial phoenix. Anytime a Pheonix Knight feature is used the wearer has the choice to make the phoenix roar causeing the enimies around them to roll above your spell save dc, and may only be used for 1 ability a day, but can be used to give them advantage on intimidation in situations where they are intimidating someone else out of combat. The Origins of this trinket are unknown. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a shield with chain mail armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=10<br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Two from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=a martial weapon and a shield <br />
|item1b=two martial melee weapon<br />
|item1c=<br />
|item2a=five javelins <br />
|item2b=any simple melee weapon<br />
|item2c=<br />
|item3a=Chain mail<br />
|item3b=Scale mail<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Soul<br />
|classfeatures2=Embers<br />
|classfeatures3=Phoenix Knight Archetype<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Phoenix Aura <br />
|classfeatures7=Flame Absorption, Archetype Feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings<br />
|classfeatures10=Archetype Feature<br />
|classfeatures11=Extra Attack (2) <br />
|classfeatures12=<br />
|classfeatures13=Indomitable (1)<br />
|classfeatures14=Brave Heart<br />
|classfeatures15=Archetype Feature <br />
|classfeatures16=<br />
|classfeatures17=Fiery Death and Rebirth<br />
|classfeatures18=Archetype Feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix form, Phoenix Immortality<br />
<br />
|extrasonleft=1<br />
|extra1_name=Embers<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
==== Fighting Style ====<br />
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.<br />
<br />
<br />
'''Defense'''<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
'''Dueling'''<br />
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.<br />
<br />
'''Great Weapon Fighting'''<br />
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.<br />
<br />
'''Protection'''<br />
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.<br />
<br />
'''Thrown Weapon Fighting'''<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.<br />
<br />
'''Two-Weapon Fighting'''<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Phoenix Soul ====<br />
<br />
Due to the power of the phoenix now coursing through your body you are now resistant to fire.<br />
<br />
==== Embers ====<br />
<br />
Starting at 2nd level, your training allows you to harness the primordial energy of the phoenix. Your access to this energy is represented by a number of embers as shown in the ember point column of the phoenix knight table.<br />
You can spend these embers to fuel any phoenix knight and its sub classes features at any moment. You regain all spent embers when you finish a long rest.<br />
<br />
•Fuel the Flames<br />
When you use a feature that has duration, you can spend 1 ember to extend its duration by one round.<br />
•Stoke the Flames<br />
When you roll fire or cold damage for a feature, you can spend 1 ember to re-roll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.<br />
•Revive the Flames<br />
If you have expended all uses of a feature, you can spend embers equal half the level of that feature (rounded up) + 1, and use it one more time.<br />
<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
Listed at the end of the class features is subclass features<br />
<br />
==== Moon Phoenix ====<br />
Listed at the end of the class features is the subclass features<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
==== Phoenix Aura ====<br />
<br />
At level 6, as an action, creatures within 10ft of you must make an intimidation check. On a fail the creature becomes frightened of you. You gain advantage on any attack you make against creatures frightened this way. This lasts till the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can’t use this feature again until you finish a short or long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame Absorption ====<br />
<br />
Beginning at 7th level, the magic from your flames restores your form. When you cast a phoenix knight feature that includes a fire damage roll, you can use your reaction to gain hit points equal to 1d10 + half you level. If your health is full, convert any extra points into temporary hit points. This Ability can only be used once every long or short rest.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9, as a bonus action, phoenix wings sprout out of your back and give you 40 feet flying speed and hover. Your Phoenix wings last for 1 minute or until you are knocked unconscious or killed. You can use this a number of times equal to half your proficiency bonus (Rounded Down), and need to take a long rest to regain all uses.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 13th 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.<br />
<br />
==== Brave Heart ====<br />
<br />
At 14th level, you are immune to being frightened and each friendly creature within sight of you has advantage on ability checks made to avoid being frightened while you are conscious.<br />
<br />
==== Fiery Death and Rebirth ====<br />
<br />
At level 17 When you are reduced to 0 hit points, you can spend 2 embers. You are instead reduced to 1 hit point, and your body releases flames in all directions. Any creature within 10 feet of you must make a Dexterity saving throw. On a fail the creature takes 10d6 fire damage, or half as much on a success.<br />
<br />
==== Phoenix Immortality ====<br />
<br />
At level 20 Your body stops aging and when you die your body is consumed by flames until only a cinder is left between the ashes, this cinder is blazing hot, dealind 4d6 fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it burst into flames, from which you are reborn. This ability replaces damaged or missing organs and limbs.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you become a phoenix avatar at will, it lasts for 5 minutes or until you are knocked unconscious or killed. You're able to channel powers of the Phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright red or a color of the players choosing, and your body is engulfed in flames.(color of flames are up to players discretion).<br />
You gain the following benefits:(Stacks with Ablaze)<br />
<br />
• Wings sprout out from your back giving you flying speed of 40ft and hover. <br />
<br />
• Your fire breath, fire rain and fire vortex deal an additional 2d6 damage. <br />
<br />
• Your feet turn into talons that deal 2d6 + Dexterity mod fire damage and are considered melee weapon attacks. <br />
<br />
• Your melee weapon does an extra 1d6 fire damage and its enveloped in fire.<br />
<br />
• An aura of intense heat surrounds you, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there, takes 1d6 fire damage, and if they make a successful melee attack against you they take an extra 1d6 fire damage.<br />
<br />
• If you die in this form your explosive death is increased to 5d6 fire damage and the distance is increased to 20ft of you. <br />
You can only use this ability once a day and need to take a long rest to recover.<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
<br />
As a sun phoenix you gain radiant flames to scorch your opponents.<br />
<br />
;Ablaze<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in a bird shaped column of fire. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal 1d4 fire damage, this damage becomes 2d4 at level 9. <br />
<br />
• Once on each turn, when a creature within 5ft of you damages you, you can deal fire damage to it equal to 1d4. <br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 1 ember to have up to two creatures within 5 feet of the target, to also take the extra fire damage. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Fire Breath<br />
At level 7 As an action you exhale fire in a 30 feet cone. When you use your breath weapon, each creature in the area must make a dexterity saving throw dc 8 + proficiency bonus + con modifier. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one. You can use this ability again after a long or short rest.<br />
<br />
;Fire Rain<br />
At level 10 As an action you conjure up a 30 by 30 foot cloud in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The area becomes ignited and the soil dries and cracks becoming rough terrain. This area stays ignited for a minute or until the fire is extinguished by magic means. Once on each turn, any creature that is within the affected area, takes 2d6 fire damage. You can use this ability again after a long rest.<br />
<br />
;Sunfire Rebirth<br />
At level 15 You can choose between fire or radiant damage to all sun phoenix abilities.<br />
<br />
;Fire Vortex<br />
At level 18 As an action you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose equal to your con modifier within 30 feet of you must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier, or be caught in the vortex. On a failed save, creatures take 10d6 or radiant damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved. You can use this ability again after a long rest.<br />
<br />
==== Moon Phoenix ====<br />
<br />
Once you become a moon phoenix knight your flames become ice cold. <br />
<br />
;Dusk's Embrace<br />
At level 3, you can channel frost powers into your weapon. If you attack an enemy with this attack, they must roll a {{5a|str}} saving throw dc 8 + proficiency bonus + con modifier or be frozen until your next turn and take 2d6 cold damage. If used on the ground, ice shards shoot out of the ground in a 10 feet radius and deal 3d6 cold damage and 1d6 piercing damage. On a successful strength saving throw, the enemy takes 1d6 cold damage and 1d6 piercing damage. You must finish a short or long rest after using this feature to use it again.<br />
<br />
;Umbral Grasp<br />
At level 7, you shoot our a wave of frost in a 25 ft line, and any creature caught within that line must make a Dexterity Saving Throw dc 8 + proficiency bonus + con modifier or take 3d6 Cold Damage and their movement is reduced by 10ft, half on save. If a target is caught at the end of the range, they must also make a Constitution Saving throw dc 8 + proficiency bonus + con modifier or be Stunned. You may also blink to any empty square at any point within that 25ft line. Once you blink, the grasp immediately ends. You can use this ability once every short or long rest.<br />
<br />
;Moonlight's Talons<br />
At level 10 when you successfully hit with this ability you render an enemies reactions useless until there next turn.<br />
<br />
;Nights last kiss<br />
At level 15 when a foe is slain by you, you may take a reaction to them to come back to life as an ally until your next turn, the revived creature must attack the nearest enemy, on the end of its turn any creatures within a 10 foot radius must take 6d6 cold damage. You may use this ability equal to your constitution modifier<br />
<br />
;Eclipse<br />
At Level 18 each creature within a 15 feet radius of you must roll a constitution save dc 8 + proficiency bonus + con modifier or take 1d6 cold damage and be stunned for one minute. They may reroll there saves on there turns, when the target is hit with a melee attack or cold damage they take and extra 2d6 cold damage, on a successful save they are not stunned but their movement speed is halved for one round. You may use this ability again after a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 14 strength, 14 constitution, & a Phoenix Trinket<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1541571Phoenix Knight (5e Class)2021-11-28T15:12:49Z<p>Cheo99: </p>
<hr />
<div><br />
== Phoenix Knight ==<br />
<br />
You have the power of the phoenix.<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you took, inherited, or gained a Phoenix necklace, bracelet or ring in some way that has immeasurable power within it and the stronger you get the more power it gives you. This trinket cannot be taken off unless you are killed or the player gifts it to another person, if it is gifted the player is now the fighter class, the person who was gifted the trinket may choose to become a Phoenix Knight, give it to someone else, or keep it as a trinket without the power. If someone u did not allow to have the trinket tries to take it, it's hot to the point that if anyone other than you touches it, it does 2d6 fire damage, it's so heavy no one can pick it up directly but so light that if they pick up your ashes they can carry it with you.<br />
Inside it resides the soul of a primordial phoenix. Anytime a Pheonix Knight feature is used the wearer has the choice to make the phoenix roar causeing the enimies around them to roll above your spell save dc, and may only be used for 1 ability a day, but can be used to give them advantage on intimidation in situations where they are intimidating someone else out of combat. The Origins of this trinket are unknown. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a shield with chain mail armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=10<br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Two from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=a martial weapon and a shield <br />
|item1b=two martial melee weapon<br />
|item1c=<br />
|item2a=five javelins <br />
|item2b=any simple melee weapon<br />
|item2c=<br />
|item3a=Chain mail<br />
|item3b=Scale mail<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Soul<br />
|classfeatures2=Embers<br />
|classfeatures3=Phoenix Knight Archetype<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Phoenix Aura <br />
|classfeatures7=Flame Absorption, Archetype Feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings<br />
|classfeatures10=Archetype Feature<br />
|classfeatures11=Extra Attack (2) <br />
|classfeatures12=<br />
|classfeatures13=Indomitable (1)<br />
|classfeatures14=Brave Heart<br />
|classfeatures15=Archetype Feature <br />
|classfeatures16=<br />
|classfeatures17=Fiery Death and Rebirth<br />
|classfeatures18=Archetype Feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix form, Phoenix Immortality<br />
<br />
|extrasonleft=1<br />
|extra1_name=Embers<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
==== Fighting Style ====<br />
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.<br />
<br />
<br />
'''Defense'''<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
'''Dueling'''<br />
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.<br />
<br />
'''Great Weapon Fighting'''<br />
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.<br />
<br />
'''Protection'''<br />
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.<br />
<br />
'''Thrown Weapon Fighting'''<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.<br />
<br />
'''Two-Weapon Fighting'''<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Phoenix Soul ====<br />
<br />
Due to the power of the phoenix now coursing through your body you are now resistant to fire.<br />
<br />
==== Embers ====<br />
<br />
Starting at 2nd level, your training allows you to harness the primordial energy of the phoenix. Your access to this energy is represented by a number of embers as shown in the ember point column of the phoenix knight table.<br />
You can spend these embers to fuel any phoenix knight and its sub classes features at any moment. You regain all spent embers when you finish a long rest.<br />
<br />
•Fuel the Flames<br />
When you use a feature that has duration, you can spend 1 ember to extend its duration by one round.<br />
•Stoke the Flames<br />
When you roll fire or cold damage for a feature, you can spend 1 ember to re-roll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.<br />
•Revive the Flames<br />
If you have expended all uses of a feature, you can spend embers equal half the level of that feature (rounded up) + 1, and use it one more time.<br />
<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
Listed at the end of the class features is subclass features<br />
<br />
==== Moon Phoenix ====<br />
Listed at the end of the class features is the subclass features<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
==== Phoenix Aura ====<br />
<br />
At level 6, as an action, creatures within 10ft of you must make an intimidation check. On a fail the creature becomes frightened of you. You gain advantage on any attack you make against creatures frightened this way. This lasts till the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can’t use this feature again until you finish a short or long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame Absorption ====<br />
<br />
Beginning at 7th level, the magic from your flames restores your form. When you cast a phoenix knight feature that includes a fire damage roll, you can use your reaction to gain hit points equal to 1d10 + half you level. If your health is full, convert any extra points into temporary hit points. This Ability can only be used once every long or short rest.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9, as a bonus action, phoenix wings sprout out of your back and give you 40 feet flying speed and hover. Your Phoenix wings last for 1 minute or until you are knocked unconscious or killed. You can use this a number of times equal to half your proficiency bonus (Rounded Down), and need to take a long rest to regain all uses.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 13th 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.<br />
<br />
==== Brave Heart ====<br />
<br />
At 14th level, you are immune to being frightened and each friendly creature within sight of you has advantage on ability checks made to avoid being frightened while you are conscious.<br />
<br />
==== Fiery Death and Rebirth ====<br />
<br />
At level 17 When you are reduced to 0 hit points, you can spend 2 embers. You are instead reduced to 1 hit point, and your body releases flames in all directions. Any creature within 10 feet of you must make a Dexterity saving throw. On a fail the creature takes 10d6 fire damage, or half as much on a success.<br />
<br />
==== Phoenix Immortality ====<br />
<br />
At level 20 Your body stops aging and when you die your body is consumed by flames until only a cinder is left between the ashes, this cinder is blazing hot, dealind 4d6 fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it burst into flames, from which you are reborn. This ability replaces damaged or missing organs and limbs.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you become a phoenix avatar at will, it lasts for 5 minutes or until you are knocked unconscious or killed. You're able to channel powers of the Phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright red or a color of the players choosing, and your body is engulfed in flames.(color of flames are up to players discretion).<br />
You gain the following benefits:(Stacks with Ablaze)<br />
<br />
• Wings sprout out from your back giving you flying speed of 40ft and hover. <br />
<br />
• Your fire breath, fire rain and fire vortex deal an additional 2d6 damage. <br />
<br />
• Your feet turn into talons that deal 2d6 + Dexterity mod fire damage and are considered melee weapon attacks. <br />
<br />
• Your melee weapon does an extra 1d6 fire damage and its enveloped in fire.<br />
<br />
• An aura of intense heat surrounds you, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there, takes 1d6 fire damage, and if they make a successful melee attack against you they take an extra 1d6 fire damage.<br />
<br />
• If you die in this form your explosive death is increased to 5d8 fire damage and the distance is increased to 20ft of you. <br />
You can only use this ability once a day and need to take a long rest to recover.<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
<br />
As a sun phoenix you gain radiant flames to scorch your opponents.<br />
<br />
;Ablaze<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in a bird shaped column of fire. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal 1d4 fire damage, this damage becomes 2d4 at level 9. <br />
<br />
• Once on each turn, when a creature within 5ft of you damages you, you can deal fire damage to it equal to 1d4. <br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 1 ember to have up to two creatures within 5 feet of the target, to also take the extra fire damage. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Fire Breath<br />
At level 7 As an action you exhale fire in a 30 feet cone. When you use your breath weapon, each creature in the area must make a dexterity saving throw dc 8 + proficiency bonus + con modifier. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one. You can use this ability again after a long or short rest.<br />
<br />
;Fire Rain<br />
At level 10 As an action you conjure up a 30 by 30 foot cloud in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The area becomes ignited and the soil dries and cracks becoming rough terrain. This area stays ignited for a minute or until the fire is extinguished by magic means. Once on each turn, any creature that is within the affected area, takes 2d6 fire damage. You can use this ability again after a long rest.<br />
<br />
;Sunfire Rebirth<br />
At level 15 You can choose between fire or radiant damage to all sun phoenix abilities.<br />
<br />
;Fire Vortex<br />
At level 18 As an action you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose equal to your con modifier within 30 feet of you must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier, or be caught in the vortex. On a failed save, creatures take 10d6 or radiant damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved. You can use this ability again after a long rest.<br />
<br />
==== Moon Phoenix ====<br />
<br />
Once you become a moon phoenix knight your flames become ice cold. <br />
<br />
;Dusk's Embrace<br />
At level 3, you can channel frost powers into your weapon. If you attack an enemy with this attack, they must roll a {{5a|str}} saving throw dc 8 + proficiency bonus + con modifier or be frozen until your next turn and take 2d6 cold damage. If used on the ground, ice shards shoot out of the ground in a 10 feet radius and deal 3d6 cold damage and 1d6 piercing damage. On a successful strength saving throw, the enemy takes 1d6 cold damage and 1d6 piercing damage. You must finish a short or long rest after using this feature to use it again.<br />
<br />
;Umbral Grasp<br />
At level 7, you shoot our a wave of frost in a 25 ft line, and any creature caught within that line must make a Dexterity Saving Throw dc 8 + proficiency bonus + con modifier or take 3d6 Cold Damage and their movement is reduced by 10ft, half on save. If a target is caught at the end of the range, they must also make a Constitution Saving throw dc 8 + proficiency bonus + con modifier or be Stunned. You may also blink to any empty square at any point within that 25ft line. Once you blink, the grasp immediately ends. You can use this ability once every short or long rest.<br />
<br />
;Moonlight's Talons<br />
At level 10 when you successfully hit with this ability you render an enemies reactions useless until there next turn.<br />
<br />
;Nights last kiss<br />
At level 15 when a foe is slain by you, you may take a reaction to them to come back to life as an ally until your next turn, the revived creature must attack the nearest enemy, on the end of its turn any creatures within a 10 foot radius must take 6d6 cold damage. You may use this ability equal to your constitution modifier<br />
<br />
;Eclipse<br />
At Level 18 each creature within a 15 feet radius of you must roll a constitution save dc 8 + proficiency bonus + con modifier or take 1d6 cold damage and be stunned for one minute. They may reroll there saves on there turns, when the target is hit with a melee attack or cold damage they take and extra 2d6 cold damage, on a successful save they are not stunned but their movement speed is halved for one round. You may use this ability again after a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 14 strength, 14 constitution, & a Phoenix Trinket<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1537764Phoenix Knight (5e Class)2021-11-18T19:34:52Z<p>Cheo99: </p>
<hr />
<div><br />
== Phoenix Knight ==<br />
<br />
You have the power of the phoenix.<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you took, inherited, or gained a Phoenix necklace, bracelet or ring in some way that has immeasurable power within it and the stronger you get the more power it gives you. This trinket cannot be taken off unless you are killed or the player gifts it to another person, if it is gifted the player is now the fighter class, the person who was gifted the trinket may choose to become a Phoenix Knight, give it to someone else, or keep it as a trinket without the power. If someone u did not allow to have the trinket tries to take it, it's hot to the point that if anyone other than you touches it, it does 2d6 fire damage, it's so heavy no one can pick it up directly but so light that if they pick up your ashes they can carry it with you.<br />
Inside it resides the soul of a primordial phoenix. Anytime a Pheonix Knight feature is used the wearer has the choice to make the phoenix roar causeing the enimies around them to roll above your spell save dc, and may only be used for 1 ability a day, but can be used to give them advantage on intimidation in situations where they are intimidating someone else out of combat. The Origins of this trinket are unknown. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a shield with chain mail armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=10<br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Two from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=a martial weapon and a shield <br />
|item1b=two martial melee weapon<br />
|item1c=<br />
|item2a=five javelins <br />
|item2b=any simple melee weapon<br />
|item2c=<br />
|item3a=Chain mail<br />
|item3b=Scale mail<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Soul<br />
|classfeatures2=Embers<br />
|classfeatures3=Phoenix Knight Archetype<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Phoenix Aura <br />
|classfeatures7=Flame Absorption, Archetype Feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings<br />
|classfeatures10=Archetype Feature<br />
|classfeatures11=Extra Attack (2) <br />
|classfeatures12=<br />
|classfeatures13=Indomitable (1)<br />
|classfeatures14=Brave Heart<br />
|classfeatures15=Archetype Feature <br />
|classfeatures16=<br />
|classfeatures17=Fiery Death and Rebirth<br />
|classfeatures18=Archetype Feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix form<br />
<br />
|extrasonleft=1<br />
|extra1_name=Embers<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
==== Fighting Style ====<br />
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.<br />
<br />
<br />
'''Defense'''<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
'''Dueling'''<br />
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.<br />
<br />
'''Great Weapon Fighting'''<br />
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.<br />
<br />
'''Protection'''<br />
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.<br />
<br />
'''Thrown Weapon Fighting'''<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.<br />
<br />
'''Two-Weapon Fighting'''<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Phoenix Soul ====<br />
<br />
Due to the power of the phoenix now coursing through your body you are now resistant to fire.<br />
<br />
==== Embers ====<br />
<br />
Starting at 2nd level, your training allows you to harness the primordial energy of the phoenix. Your access to this energy is represented by a number of embers as shown in the ember point column of the phoenix knight table.<br />
You can spend these embers to fuel any phoenix knight and its sub classes features at any moment. You regain all spent embers when you finish a long rest.<br />
<br />
•Fuel the Flames<br />
When you use a feature that has duration, you can spend 1 ember to extend its duration by one round.<br />
•Stoke the Flames<br />
When you roll fire or cold damage for a feature, you can spend 1 ember to re-roll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.<br />
•Revive the Flames<br />
If you have expended all uses of a feature, you can spend embers equal half the level of that feature (rounded up) + 1, and use it one more time.<br />
<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
Listed at the end of the class features is subclass features<br />
<br />
==== Moon Phoenix ====<br />
Listed at the end of the class features is the subclass features<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
==== Phoenix Aura ====<br />
<br />
At level 6, as an action, creatures within 10ft of you must make an intimidation check. On a fail the creature becomes frightened of you. You gain advantage on any attack you make against creatures frightened this way. This lasts till the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can’t use this feature again until you finish a short or long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame Absorption ====<br />
<br />
Beginning at 7th level, the magic from your flames restores your form. When you cast a phoenix knight feature that includes a fire damage roll, you can use your reaction to gain hit points equal to 1d10 + half you level. If your health is full, convert any extra points into temporary hit points. This Ability can only be used once every long or short rest.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9, as a bonus action, phoenix wings sprout out of your back and give you 40 feet flying speed and hover. Your Phoenix wings last until the end of your next turn. You can use this a number of times equal to your constitution modifier, and need to take a long rest to regain all uses.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 13th 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.<br />
<br />
==== Brave Heart ====<br />
<br />
At 14th level, you are immune to being frightened and each friendly creature within sight of you has advantage on ability checks made to avoid being frightened while you are conscious.<br />
<br />
==== Fiery Death and Rebirth ====<br />
<br />
At level 17 When you are reduced to 0 hit points, you can spend 2 embers. You are instead reduced to 1 hit point, and your body releases flames in all directions. Any creature within 10 feet of you must make a Dexterity saving throw. On a fail the creature takes 10d6 fire damage, or half as much on a success.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you beacome a phoenix avatar at will, it lasts untill the end of your next next two turns. You're able to channel powers of the Phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright red or a color of the players choosing, and your body is engulfed in flames.(color of flames are up to players descretion).<br />
You gain the following benefits:(Stacks with Ablaze)<br />
<br />
• Wings sprout out from your back giving you flying speed of 40ft and hover. <br />
<br />
• Your fire breath, fire rain and fire vortex deal an additional 2d6 damage. <br />
<br />
• Your feet turn into talons that deal 2d6 + Dexterity mod fire damage and are considered melee weapon attacks. <br />
<br />
• Your melee weapon does an extra 1d6 fire damage and its enveloped in fire.<br />
<br />
• An aura of intense heat surrounds you, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there, takes 1d6 fire damage, and if they make a successful melee attack against you they take an extra 1d6 fire damage.<br />
<br />
• If you die in this form your explosive death is increased to 5d8 fire damage and the distance is increased to 20ft of you. <br />
You can only use this ability once a day and need to take a long rest to recover.<br />
<br />
==== Phoenix Archetypes ====<br />
<br />
choose one of the following archetypes at level 3.<br />
<br />
==== Sun Phoenix ====<br />
<br />
As a sun phoenix you gain radiant flames to scorch your oponents.<br />
<br />
;Ablaze<br />
At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in a bird shaped column of fire. For the duration, you can choose two of the following benefits:<br />
<br />
• Your weapon will deal 1d4 fire damage, this damage becomes 2d4 at level 9. <br />
<br />
• Once on each turn, when a creature within 5ft of you damages you, you can deal fire damage to it equal to 1d4. <br />
<br />
• Whenever you would deal damage to a creature with your weapon, you can spend 1 ember to have up to two creatures within 5 feet of the target, to also take the extra fire damage. You can use this once per turn.<br />
<br />
• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.<br />
<br />
;Fire Breath<br />
At level 7 As an action you exhale fire in a 30 feet cone. When you use your breath weapon, each creature in the area must make a dexterity saving throw dc 8 + proficancy bonus + con modifier. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one. You can use this ability again after a long or short rest.<br />
<br />
;Fire Rain<br />
At level 10 As an action you conjure up a 30 by 30 foot cloud in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw dc 8 + proficancy bonus + con modifier. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The area becomes ignited and the soil drys and cracks becoming rough terrain. This area stays ignited for a minute or until the fire is extinguished by magic means. Once on each turn, any creature that is within the affected area, takes 2d6 fire damage. You can use this ability again after a long rest.<br />
<br />
;Sunfire Rebirth<br />
At level 15 You can choose between fire or radiant damage to all sun pheonix abilities.<br />
<br />
;Fire Vortex<br />
At level 18 As an action you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose equal to your con modifier within 30 feet of you must make a Dexterity saving throw dc 8 + proficancy bonus + con modifier, or be caught in the vortex. On a failed save, creatures take 10d6 or radiant damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved. You can use this ability again after a long rest.<br />
<br />
==== Moon Phoenix ====<br />
<br />
Once you become a moon phoenix knight your flames become ice cold. <br />
<br />
;Dusk's Embrace<br />
At level 3, you can channel frost powers into your weapon. If you attack an enemy with this attack, they must roll a {{5a|str}} saving throw dc 8 + proficancy bonus + con modifier or be frozen untill your next turn and take 2d6 cold damage. If used on the ground, ice shards shoot out of the ground in a 10 feet radius and deal 3d6 cold damage and 1d6 piercing damage. On a successful strength saving throw, the enemy takes 1d6 cold damage and 1d6 piercing damage. You must finish a short or long rest after using this feature to use it again.<br />
<br />
;Umbral Grasp<br />
At level 7, you shoot our a wave of frost in a 25 ft line, and any creature caught within that line must make a Dexterity Saving Throw dc 8 + proficancy bonus + con modifier or take 3d6 Cold Damage and their movement is reduced by 10ft, half on save. If a target is caught at the end of the range, they must also make a Constitution Saving throw dc 8 + proficancy bonus + con modifier or be Stunned. You may also blink to any empty square at any point within that 25ft line. Once you blink, the grasp immediately ends. You can use this ability once every short or long rest.<br />
<br />
;Moonlight's Talons<br />
At level 10 when you successfully hit with this ability you render an enemies reactions useless untill there next turn.<br />
<br />
;Nights last kiss<br />
At level 15 when a foe is slayn by you, you may take a raction to them to come back to life as an ally untill your next turn, the revived creature must attack the nearest enemy, on the end of its turn any creatures within a 10 foot radius must take 6d6 cold damage. You may use this ability equal to your constitution modifier<br />
<br />
;Eclipse<br />
At Level 18 each creature within a 15 feet radius of you must roll a constitution save dc 8 + proficancy bonus + con modifier or take 1d6 cold damage and be stunned for one minute. They may reroll there saves on there turns, when the target is hit with a meelee attack or cold damage they take and extra 2d6 cold damage, on a succesful save they are not stunned but their movement speed is halfed for one round. You may use this ability again after a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 14 strength, 14 constitution, & a Phoenix Trinket<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Incursio_(5e_Equipment)&diff=1422958Incursio (5e Equipment)2021-01-03T16:05:13Z<p>Cheo99: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
<br />
|name=Incursio<br />
|type=Armor<br />
|subtype=[[5e SRD:Plate (Armor)|plate]]<br />
|rarity=artifact<br />
|attunement=requires attunement<br />
|description= Incursio was an armor created from the flesh of an ancient dragon. The Danger Beast's power was so great that its flesh is still alive within, giving the title of Demon Dragon Armor, but as long as nobody uses it, is sealed in a white sword.<br />
While this armor is sealed, it is shaped like a sword and with short sword statistics.<br />
<br />
'''''Worthy.''''' To unlock the armor for the first time, using it will have to raise your spirit to the maximum and shout "Incursio", the armor will respond if you are worthy, roll a d100. If you get more than seventy you can use it and it will evolve to adapt to its new user. Otherwise you will have four levels of fatigue and you will have to make a DC Constitution saving throw of 15, if you fail you will receive 10d10 damage and if you resist you only suffer one level of fatigue.<br/><br />
<br />
<br />
'''''Dragon scales.'''''As long as you have this armor equipped your Ac increases by +2.<br/><br />
<br />
'''''Blood Dragon.''''' Increase all modifiers +1.<br/><br />
<br />
'''''Flesh of the Dragon.''''' You have resistance to non-magical and magical attacks.<br/><br />
<br />
'''''Charges.''''' You have three Charges and they recover at dawn.<br/><br />
<br />
'''''Dragon wings.''''' For a charge they can manifest the wings of the beast and you get a flight speed of 2x your speed for an hour.<br />
<br />
'''''Invisible.''''' For two charges, you can cast the invisibility spell for an hour.<br />
<br />
'''''Halberd.''''' For one charge you can summon a Halberd.<br />
}}<br />
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{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]]<br />
{{Copyright Disclaimer|owner=Sentai Filmworks|franchise=Akame Ga Kill}}</div>Cheo99https://www.dandwiki.com/w/index.php?title=Talk:Incursio_(5e_Equipment)&diff=1422264Talk:Incursio (5e Equipment)2021-01-01T05:31:38Z<p>Cheo99: Created page with "Please stop changing about being resistant to magic. If you want to do it then remove the +1 modifiers and leave the magic resistance."</p>
<hr />
<div>Please stop changing about being resistant to magic. If you want to do it then remove the +1 modifiers and leave the magic resistance.</div>Cheo99https://www.dandwiki.com/w/index.php?title=Incursio_(5e_Equipment)&diff=1422263Incursio (5e Equipment)2021-01-01T05:27:14Z<p>Cheo99: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
<br />
|name=Incursio<br />
|type=Armor<br />
|subtype=[[5e SRD:Plate (Armor)|plate]]<br />
|rarity=artifact<br />
|attunement=requires attunement<br />
|description= Incursio was an armor created from the flesh of an ancient dragon. The Danger Beast's power was so great that its flesh is still alive within, giving the title of Demon Dragon Armor, but as long as nobody uses it, is sealed in a white sword.<br />
While this armor is sealed, it is shaped like a sword and with short sword statistics.<br />
<br />
'''''Worthy.''''' To unlock the armor for the first time, using it will have to raise your spirit to the maximum and shout "Incursio", the armor will respond if you are worthy, roll a d100. If you get more than seventy you can use it and it will evolve to adapt to its new user. Otherwise you will have four levels of fatigue and you will have to make a DC Constitution saving throw of 15, if you fail you will receive 10d10 damage and if you resist you only suffer one level of fatigue.<br/><br />
<br />
'''''Dragon scales.'''''As long as you have this armor equipped your Ac increases by +2.<br/><br />
<br />
'''''Blood Dragon.''''' Increase all modifiers +1.<br/><br />
<br />
'''''Flesh of the Dragon.''''' You have resistance to non-magical and magical attacks.<br/><br />
<br />
'''''Charges.''''' You have three Charges and they recover at dawn.<br/><br />
<br />
'''''Dragon wings.''''' For a charge they can manifest the wings of the beast and you get a flight speed of 2x your speed for an hour.<br />
<br />
'''''Invisible.''''' For two charges, you can cast the invisibility spell for an hour.<br />
<br />
'''''Halberd.''''' For one charge you can summon a Halberd.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
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{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]]<br />
{{Copyright Disclaimer|owner=Sentai Filmworks|franchise=Akame Ga Kill}}</div>Cheo99https://www.dandwiki.com/w/index.php?title=Amorphous_(5e_Feat)&diff=1416459Amorphous (5e Feat)2020-12-14T14:06:42Z<p>Cheo99: Created page with "{{5e Feat |name=Amorphous |prereqs= Be a Oozes, Elemental, Aberration or any other creature that does not have a preset body. |benefit= You acquire the amorphous trait *Your..."</p>
<hr />
<div>{{5e Feat<br />
|name=Amorphous<br />
|prereqs= Be a Oozes, Elemental, Aberration or any other creature that does not have a preset body.<br />
|benefit= You acquire the amorphous trait<br />
<br />
*Your body can fit through any surface 1 inch or larger. Any attuned objects or clothing come through, but other equipment does not<br />
}}<br />
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{{5e Feats Breadcrumb}}<br />
[[Category:DnD]]<br />
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<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Racial Feat]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Eyes_of_the_Lord_(5e_Epic_Boon)&diff=1408625Eyes of the Lord (5e Epic Boon)2020-11-23T16:42:08Z<p>Cheo99: </p>
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<div>{{5e Epic Boon<br />
|name=Eyes of the lord<br />
|benefit=You have reached the epitome of your race, becoming worthy of being called Father or Mother of your race, for that reason by your supernatural effort even for your own race you have obtained the ability called ''"The eyes of the Lord."''<br />
}}<br />
<br />
Requirements: Strength 20, Constitution 20, level 20, passive perception of 21, proficiency in perception.<br />
<br />
You also gain following benefits these benefits are lost if you are blind and have no eyes and recharge after a long break after being used. <br />
<br />
<br />
This Boon activates as an action<br />
<br />
<br />
'''Eye of God:''' ''<br />
<br />
*You get true sight of 200 feet<br />
<br />
<br />
*You become proficient on all saving throws as long as you can see.<br />
<br />
<br />
*You get a natural armor of 10 + Constitution modifier + Wisdom modifier + your proficiency modifier.<br />
<br />
<br />
*You get the avoidance ability but with the change that works on all saves as long as they depend on your sight like the breath of a dragon, a spell, or an ability that tells you to make a saving throw while you can see it.<br />
<br />
<br />
'''Image and likeness:''' ''<br />
<br />
*You can copy any ability or spell that you can see including legendary actions up to a maximum of your constitution modifier as an action, additional action or as a reaction. You can save them but you will need to activate the "eyes of the lord" each time you use them.<br />
<br />
<br />
These skills are stored in "Apples of Eden"<br />
<br />
*Your number of Apples of Eden is equal to your Constitution modifier.<br />
<br />
<br />
*A skill or spell costs one Apples of Eden<br />
<br />
*A legendary action costs two Apples of Eden.<br />
<br />
In case of copy a spell, your ability to cast those spells will be your wisdom.<br />
<br />
<br />
This ability lasts equal to your round constitution modifier but if you want to use it beyond your limit. For each round used beyond your limit, you gain one level of exhaustion up to a maximum of four levels of exhaustion. If you reach the fourth level, your eyes are exploded, losing sight and all the effects of the Eye of the Lord. This can only be returned with a wish spell.<br />
<br />
----<br />
{{5e Epic Boons Breadcrumb}}<br />
[[Category:DnD]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Eyes_of_the_Lord_(5e_Epic_Boon)&diff=1408617Eyes of the Lord (5e Epic Boon)2020-11-23T16:33:36Z<p>Cheo99: </p>
<hr />
<div>{{5e Epic Boon<br />
|name=Eyes of the lord<br />
|benefit=You have reached the epitome of your race, becoming worthy of being called Father or Mother of your race, for that reason by your supernatural effort even for your own race you have obtained the ability called ''"The eyes of the Lord."''<br />
}}<br />
<br />
Requirements: Strength 20, Constitution 20, level 20, passive perception of 21, proficiency in perception.<br />
<br />
You also gain following benefits these benefits are lost if you are blind and have no eyes and recharge after a long break after being used. <br />
<br />
This ability activates as an action<br />
<br />
<br />
'''Eye of God:''' ''<br />
<br />
*You get true sight of 200 feet<br />
<br />
<br />
*You become proficient on all saving throws as long as you can see.<br />
<br />
<br />
*You get a natural armor of 10 + Constitution modifier + Wisdom modifier + your proficiency modifier.<br />
<br />
<br />
*You get the avoidance ability but with the change that works on all saves as long as they depend on your sight like the breath of a dragon, a spell, or an ability that tells you to make a saving throw while you can see it.<br />
<br />
<br />
'''Image and likeness:''' ''<br />
<br />
*You can copy any ability or spell that you can see including legendary actions up to a maximum of your constitution modifier as an action, additional action or as a reaction. You can save them but you will need to activate the "eyes of the lord" each time you use them.<br />
<br />
<br />
These skills are stored in "Apples of Eden"<br />
<br />
*Your number of Apples of Eden is equal to your Constitution modifier.<br />
<br />
<br />
*A skill or spell costs one Apples of Eden<br />
<br />
*A legendary action costs two Apples of Eden.<br />
<br />
In case of copy a spell, your ability to cast those spells will be your wisdom.<br />
<br />
<br />
This ability lasts equal to your round constitution modifier but if you want to use it beyond your limit. For each round used beyond your limit, you gain one level of exhaustion up to a maximum of four levels of exhaustion. If you reach the fourth level, your eyes are exploded, losing sight and all the effects of the Eye of the Lord. This can only be returned with a wish spell.<br />
<br />
----<br />
{{5e Epic Boons Breadcrumb}}<br />
[[Category:DnD]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Eyes_of_the_Lord_(5e_Epic_Boon)&diff=1408616Eyes of the Lord (5e Epic Boon)2020-11-23T16:31:43Z<p>Cheo99: Created page with "{{5e Epic Boon |name=Eyes of the lord |benefit=You have reached the epitome of your race, becoming worthy of being called Father or Mother of your race, for that reason by you..."</p>
<hr />
<div>{{5e Epic Boon<br />
|name=Eyes of the lord<br />
|benefit=You have reached the epitome of your race, becoming worthy of being called Father or Mother of your race, for that reason by your supernatural effort even for your own race you have obtained the ability called ''"The eyes of the Lord."''<br />
}}<br />
<br />
Requirements: Strength 20, Constitution 20, level 20, passive perception of 21, proficiency in perception.<br />
<br />
You also gain following benefits these benefits are lost if you are blind and have no eyes and recharge after a long break after being used. <br />
<br />
This ability activates as an action<br />
<br />
<br />
'''Eye of God:''' ''<br />
<br />
You get true sight of 200 feet<br />
<br />
<br />
You become proficient on all saving throws as long as you can see.<br />
<br />
<br />
You get a natural armor of 10 + Constitution modifier + Wisdom modifier + your proficiency modifier.<br />
<br />
<br />
You get the avoidance ability but with the change that works on all saves as long as they depend on your sight like the breath of a dragon, a spell, or an ability that tells you to make a saving throw while you can see it.<br />
<br />
<br />
'''Image and likeness:''' ''<br />
<br />
You can copy any ability or spell that you can see including legendary actions up to a maximum of your constitution modifier as an action, additional action or as a reaction. You can save them but you will need to activate the "eyes of the lord" each time you use them.<br />
<br />
<br />
These skills are stored in "Apples of Eden"<br />
<br />
Your number of Apples of Eden is equal to your Constitution modifier.<br />
<br />
<br />
A skill or spell costs one Apples of Eden<br />
<br />
A legendary action costs two Apples of Eden.<br />
<br />
In case of copy a spell, your ability to cast those spells will be your wisdom.<br />
<br />
<br />
This ability lasts equal to your round constitution modifier but if you want to use it beyond your limit. For each round used beyond your limit, you gain one level of exhaustion up to a maximum of four levels of exhaustion. If you reach the fourth level, your eyes are exploded, losing sight and all the effects of the Eye of the Lord. This can only be returned with a wish spell.<br />
<br />
----<br />
{{5e Epic Boons Breadcrumb}}<br />
[[Category:DnD]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Muscle_Magic_(5e_Feat)&diff=1330301Muscle Magic (5e Feat)2020-05-04T18:07:36Z<p>Cheo99: Created page with " {{5e Feat |name=Muscle magic |prereqs={{5a|str}} 18 and Wisdom 18 |benefit=You have studied and exerted both physically and mentally that now you can combine magic with..."</p>
<hr />
<div><br />
{{5e Feat<br />
|name=Muscle magic<br />
|prereqs={{5a|str}} 18 and [[Wisdom]] 18<br />
|benefit=You have studied and exerted both physically and mentally that now you can combine magic with ki.<br />
<br />
You can now spend one ki point to do an additional action to attack with a Spell that needs an action.<br />
}}<br />
<br />
<br />
<vote type=1/><br />
----<br />
{{5e Feats Breadcrumb}}<br />
[[Category:DnD]]<br />
<br />
<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Combat Feat]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Photographic_memory_(5e_Feat)&diff=1319024Photographic memory (5e Feat)2020-04-15T04:33:15Z<p>Cheo99: Created page with " {{5e Feat |name=Photographic memory |prereqs=The ability to cast at least one spell |benefit=You were born with the famous skill "Photographic Memory" loved by many hated by..."</p>
<hr />
<div><br />
{{5e Feat<br />
|name=Photographic memory<br />
|prereqs=The ability to cast at least one spell<br />
<br />
|benefit=You were born with the famous skill "Photographic Memory" loved by many hated by others. But you see it as a blessing because thanks to it you can prepare for any battle. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your spells and memorizing the incantations and gestures you must make to cast the spells: at least 1 minute per spell level for each spell on your list.<br />
}}<br />
<br />
<br />
<vote type=1/><br />
----<br />
{{5e Feats Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:Combat Feat]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Archdemon_(5e_Race)&diff=1300938Archdemon (5e Race)2020-03-15T18:35:43Z<p>Cheo99: </p>
<hr />
<div>==Archdemon==<br />
A slender, agile looking humanoid shape darts over the fences of town and through the alleyways. The angry mob chants "Kill the soul stealer!" They follow and their menacing shadows grow in the torchlight. The one fleeing hardly seems bothered as they can never seem to catch up. Just before he vaults over the town perimeter, he turns and gives a sneer to his pursuers down below. In the firelight, it is apparent his eyes are completely black, with no difference from sclera, iris or pupil. Despite the bereaved cries, he slips away.<br />
<br />
===Physical Description===<br />
Archdemons are born as dark beings, so they do not have a defined form as such, although they usually adopt a humanoid form.<br />
<br />
===History===<br />
Since time immemorial these beings have existed to expand misery and flood their very existence with their cruelty, different myths speak of the different dealings that have been made with them and how these poor souls have been tied to eternal torture, ultimately the Archdemons are enemies of justice and use all kinds of methods to make others suffer, from changing shapes to creating illusions.<br />
<br />
<br />
===Society===<br />
The number of archdemons is quite small, so the power fights between them never happened, they prefer to subdue other races, the relationships that archdemons usually have are to make deals between them.<br />
<br />
===Common Archdemon===<br />
<br />
'''Male:''' Demiurges<br />
<br />
'''Female:''' Abaddon<br />
<br />
===Archdemon Traits===<br />
{{5e Racial Traits<br />
|summary=The most powerful version of a demon, so strong that they even rule areas of hell.<br />
|abilities=Your {{5a|cha}} increases by 2, and your {{5a|int}} scores each increase by 1.<br />
|age=There are not many records on the age of these beings, but from their time of existence it can be known that they are immortal, nevertheless they can be killed.<br />
|alignment=An archdemon is evil by nature, although after an eternity of existence his evil has been loosening, being neutral, they do not find it sense to cause a great catastrophe to satisfy his desires, so today they are neutral beings who hide a great darkness in its interior.<br />
<br />
|size=Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <br />
|Type=Your creature type is [[:Category:Fiend Type|fiend]].<br />
|trait2={{5E|Darkvision}}<br />
|description2={{5e Darkvision}} <br />
|trait3=Demon skin.<br />
|description3=Necrotic damage resistance.<br />
|trait4=Perfect Mind<br />
|description4=You have an advantage when saving rolls so you don't feel enchanted or scared.<br />
|trait5=Contract<br />
|description5=If both creature are in favor the contract cannot be broken, any party that breaks it will suffer disadvantage in saving throws and attacks, it lasts 24 hours.<br />
|languages=You can read, write, and speak Common and Infernal.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Black Eyes<br />
|feet=5<br />
|inches=8<br />
|heightmod=2d10<br />
|weight=110<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Fiend Type]]<br />
[[Category:Demon Tag]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Archdemon_(5e_Race)&diff=1300934Archdemon (5e Race)2020-03-15T18:24:27Z<p>Cheo99: Created page with "==Archdemon== A slender, agile looking humanoid shape darts over the fences of town and through the alleyways. The angry mob chants "Kill the soul stealer!" They follow and th..."</p>
<hr />
<div>==Archdemon==<br />
A slender, agile looking humanoid shape darts over the fences of town and through the alleyways. The angry mob chants "Kill the soul stealer!" They follow and their menacing shadows grow in the torchlight. The one fleeing hardly seems bothered as they can never seem to catch up. Just before he vaults over the town perimeter, he turns and gives a sneer to his pursuers down below. In the firelight, it is apparent his eyes are completely black, with no difference from sclera, iris or pupil. Despite the bereaved cries, he slips away.<br />
<br />
===Physical Description===<br />
Archdemons are born as dark beings, so they do not have a defined form as such, although they usually adopt a humanoid form.<br />
<br />
===History===<br />
Since time immemorial these beings have existed to expand misery and flood their very existence with their cruelty, different myths speak of the different dealings that have been made with them and how these poor souls have been tied to eternal torture, ultimately the Archdemons are enemies of justice and use all kinds of methods to make others suffer, from changing shapes to creating illusions.<br />
<br />
<br />
===Society===<br />
The number of archdemons is quite small, so the power fights between them never happened, they prefer to subdue other races, the relationships that archdemons usually have are to make deals between them.<br />
<br />
===Common Archdemon===<br />
<br />
'''Male:''' Demiurges<br />
<br />
'''Female:''' Abaddon<br />
<br />
===Archdemon Traits===<br />
{{5e Racial Traits<br />
|summary=A demonic humanoid with stark black eyes and unusual supernatural capabilities.<br />
|abilities=Your {{5a|cha}} increases by 2, and your {{5a|int}} scores each increase by 1.<br />
|age=There are not many records on the age of these beings, but from their time of existence it can be known that they are immortal, nevertheless they can be killed.<br />
|alignment=An archdemon is evil by nature, although after an eternity of existence his evil has been loosening, being neutral, they do not find it sense to cause a great catastrophe to satisfy his desires, so today they are neutral beings who hide a great darkness in its interior.<br />
<br />
|size=Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <br />
|Type=Your creature type is [[:Category:Fiend Type|fiend]].<br />
|trait2={{5E|Darkvision}}<br />
|description2={{5e Darkvision}} <br />
|trait3=Demon skin.<br />
|description3=Necrotic damage resistance.<br />
|trait4=Perfect Mind<br />
|description4=You have an advantage when saving rolls so you don't feel enchanted or scared.<br />
|trait5=Contract<br />
|description5=If both creature are in favor the contract cannot be broken, any party that breaks it will suffer disadvantage in saving throws and attacks, it lasts 24 hours.<br />
|languages=You can read, write, and speak Common and Infernal.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Black Eyes<br />
|feet=5<br />
|inches=8<br />
|heightmod=2d10<br />
|weight=110<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Fiend Type]]<br />
[[Category:Demon Tag]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=The_Scarlet_Summit_(5e_Equipment)&diff=1300679The Scarlet Summit (5e Equipment)2020-03-15T01:52:46Z<p>Cheo99: Created page with " {| |style="width:75%"| {{5e Magic Item |name=The Scarlet Summit |type=Armor |subtype=studded leather |rarity=legendary |attunement= require..."</p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=The Scarlet Summit<br />
|type=Armor<br />
|subtype=[[5e_SRD:Studded_Leather_(Armor)|studded leather]]<br />
|rarity=legendary<br />
|attunement= requires attunment<br />
|description= This armor was forged by a great master; He is said to have made the armor for his faithful disciple as part of his gratitude. This armor was made with the meat of a troll that the disciple of a smith brought him, thanks to this the armor obtained the ability of regeneration consequently dyeing it dark red for the meat of the troll.<br />
<br />
'''''Regeneration.''''' Recover 10 hit points initially on<br />
your turn. If it takes acid or fire damage, this attribute it will not take effect at the beginning of the next turn. You will only die on if you star your turn with O hit points and do not regenerate.<br />
<br />
}}<br />
|<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Armor|Magic Armor]][[Category:User]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Sword_of_Fragarach_%E2%80%9CThe_answer%E2%80%9D_(5e_Equipment)&diff=1300518Sword of Fragarach “The answer” (5e Equipment)2020-03-14T15:22:17Z<p>Cheo99: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Fragarach<br />
|type=Weapon<br />
|subtype={{5e|Shortsword}}<br />
|rarity=[[Unique Item Rarity (5e Variant Rule)|Unique]]<br />
|attunement= requires attunment|<br />
{{Design Note|This item uses the [[Unique Item Rarity (5e Variant Rule)|Unique Item Rarity]] homebrew ruleset.}}<br />
<br />
|description= Fragarach is a short sword from Celtic mythology that belonged to the war god Lugh. This sword is said to have been fired from its scabbard without the wearer touching it and slicing those who opposed the user before they could unsheathe their weapons. It is one of the few relics that remain to this day without an owner.<br />
<br />
'''''Merciless Blade.'''''You can use your action to make one melee attack against any creature within range that deals damage to you. And any damage done with this special attack ignores any immunity or damage resistance the target has.<br/><br />
<br />
'''''Fragarach.'''''You can use your reaction to cut any ranged attacks they do to you. Make a dexterity saving throw, the dc is 15. If you resist it you don't take damage, but if you fail, the damage is half. To use this effect you require a free hand.<br/><br />
<br />
'''''Freagróidh tú.'''''This power is invoked by aiming the sword at the neck of a downed enemy and saying the Irish Gaelic phrase "Freagróidh", the subject must pass a wisdom roll with dc 15, upon failing the roll, he is forced to sincerely answer the questions, even if they want to remain silent but if resist nothing happens.<br/><br />
}}<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:DnD]]<br />
[[Category:User]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Sword_of_Fragarach_%E2%80%9CThe_answer%E2%80%9D_(5e_Equipment)&diff=1300516Sword of Fragarach “The answer” (5e Equipment)2020-03-14T15:21:33Z<p>Cheo99: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Fragarach<br />
|type=Weapon<br />
|subtype={{5e|Shortsword}}<br />
|rarity=[[Unique Item Rarity (5e Variant Rule)|Unique]]<br />
|attunement= requires attunment|<br />
{{Design Note|This item uses the [[Unique Item Rarity (5e Variant Rule)|Unique Item Rarity]] homebrew ruleset.}}<br />
<br />
|description= Fragarach is a short sword from Celtic mythology that belonged to the war god Lugh. This sword is said to have been fired from its scabbard without the wearer touching it and slicing those who opposed the user before they could unsheathe their weapons. It is one of the few relics that remain to this day without an owner.<br />
<br />
'''''Merciless Blade.'''''You can use your action to make one melee attack against any creature within range that deals damage to you. And any damage done with this special attack ignores any immunity or damage resistance the target has.<br/><br />
<br />
'''''Fragarach.'''''You can use your reaction to cut any ranged attacks they do to you. Make a dexterity saving throw, the dc is 15. If you resist it you don't take damage, but if you fail, the damage is half. To use this effect you require a free hand.<br/><br />
<br />
'''''Freagróidh tú.'''''This power is invoked by aiming the sword at the neck of a downed enemy and saying the Irish Gaelic phrase "Freagróidh", the subject must pass a wisdom roll with DC 15, upon failing the roll, he is forced to sincerely answer the questions, even if they want to remain silent but if resist nothing happens.<br/><br />
}}<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:DnD]]<br />
[[Category:User]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Sword_of_Fragarach_%E2%80%9CThe_answer%E2%80%9D_(5e_Equipment)&diff=1300515Sword of Fragarach “The answer” (5e Equipment)2020-03-14T15:20:54Z<p>Cheo99: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Fragarach<br />
|type=Weapon<br />
|subtype={{5e|Shortsword}}<br />
|rarity=[[Unique Item Rarity (5e Variant Rule)|Unique]]<br />
|attunement= requires attunment|<br />
{{Design Note|This item uses the [[Unique Item Rarity (5e Variant Rule)|Unique Item Rarity]] homebrew ruleset.}}<br />
<br />
|description= Fragarach is a short sword from Celtic mythology that belonged to the war god Lugh. This sword is said to have been fired from its scabbard without the wearer touching it and slicing those who opposed the user before they could unsheathe their weapons. It is one of the few relics that remain to this day without an owner.<br />
<br />
'''''Merciless Blade.'''''You can use your action to make one melee attack against any creature within range that deals damage to you. And any damage done with this special attack ignores any immunity or damage resistance the target has.<br/><br />
<br />
'''''Fragarach You can use your reaction to cut any ranged attacks they do to you. Make a dexterity saving throw, the dc is 15. If you resist it you don't take damage, but if you fail, the damage is half. To use this effect you require a free hand.<br/><br />
<br />
'''''Freagróidh tú.'''''This power is invoked by aiming the sword at the neck of a downed enemy and saying the Irish Gaelic phrase "Freagróidh", the subject must pass a wisdom roll with DC 15, upon failing the roll, he is forced to sincerely answer the questions, even if they want to remain silent but if resist nothing happens.<br/><br />
}}<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:DnD]]<br />
[[Category:User]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Sword_of_Fragarach_%E2%80%9CThe_answer%E2%80%9D_(5e_Equipment)&diff=1300398Sword of Fragarach “The answer” (5e Equipment)2020-03-14T05:07:39Z<p>Cheo99: </p>
<hr />
<div>{{wording|Grammar issues throughout and the item abilities need to be rewritten in a way that is easier to understand.}}<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Fragarach<br />
|type=Weapon<br />
|subtype={{5e|Shortsword}}<br />
|rarity=[[Unique Item Rarity (5e Variant Rule)|Unique]]<br />
|attunement= requires attunment|<br />
{{Design Note|This item uses the [[Unique Item Rarity (5e Variant Rule)|Unique Item Rarity]] homebrew ruleset.}}<br />
<br />
|description= Fragarach is a short sword from Celtic mythology that belonged to the war god Lugh. This sword is said to have been fired from its scabbard without the wearer touching it and slicing those who opposed the user before they could unsheathe their weapons. It is one of the few relics that remain to this day without an owner.<br />
<br />
When you make an attack roll and pass the armor class of the opponent, the damage is considered critical damage. The base damage of this short sword is 2d8.<br />
<br />
'''''Merciless Blade.'''''While holding the sword, you can use your reaction to make 1 melee attack against any creature within range that deals damage to you. And any damage done with this special attack ignores any immunity or damage resistance the target has.<br/><br />
<br />
'''''Fragarach sheath.'''''Using your reaction you can use the sword scabbard to nullify any spells cast on the Carrier. Roll a Dc of dexterity and the Dc is 15, if you resist you will negate the damage, but if you fail you take half the damage. To use this effect you require a free hand.<br/><br />
<br />
'''''Freagróidh tú.'''''This power is invoked by aiming the sword at the neck of a downed enemy and saying the Irish Gaelic phrase "Freagróidh", the subject must pass a wisdom roll with DC 15, upon failing the roll, he is forced to sincerely answer the questions , even if they want to remain silent.<br/><br />
}}<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:DnD]]<br />
[[Category:User]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Sword_of_Fragarach_%E2%80%9CThe_answer%E2%80%9D_(5e_Equipment)&diff=1300328Sword of Fragarach “The answer” (5e Equipment)2020-03-14T01:55:06Z<p>Cheo99: </p>
<hr />
<div>{{wording|Grammar issues throughout and the item abilities need to be rewritten in a way that is easier to understand.}}<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Fragarach<br />
|type=Weapon<br />
|subtype={{5e|Shortsword}}<br />
|rarity=[[Unique Item Rarity (5e Variant Rule)|Unique]]<br />
|attunement= requires attunment|<br />
{{Design Note|This item uses the [[Unique Item Rarity (5e Variant Rule)|Unique Item Rarity]] homebrew ruleset.}}<br />
<br />
|description= Fragarach is a short sword from Celtic mythology that belonged to the war god Lugh. This sword is said to have been fired from its scabbard without the wearer touching it and slicing those who opposed the user before they could unsheathe their weapons. It is one of the few relics that remain to this day without an owner.<br />
<br />
When you make an attack roll and pass the armor class of the opponent, the damage is considered critical damage. The base damage of this short sword is 2d8.<br />
<br />
'''''Merciless Blade.'''''While holding the sword, you can use your reaction to make 1 melee attack against any creature within range that deals damage to you. And any damage done with this special attack ignores any immunity or damage resistance the target has.<br/><br />
<br />
'''''Fragarach sheath.'''''Using your reaction you can use the sword scabbard to nullify any spells cast on the potador. Roll a Dc of dexterity and the Dc is 15, if you resist you will negate the damage completely, but if you fail you take half the damage. To use this effect you require a free hand.<br/><br />
<br />
'''''Freagróidh tú.'''''This power is invoked by aiming the sword at the neck of a downed enemy and saying the Irish Gaelic phrase "Freagróidh", the subject must pass a wisdom roll with DC 15, upon failing the roll, he is forced to sincerely answer the questions , even if they want to remain silent.<br/><br />
}}<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:DnD]]<br />
[[Category:User]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Sword_of_Fragarach_%E2%80%9CThe_answer%E2%80%9D_(5e_Equipment)&diff=1300210Sword of Fragarach “The answer” (5e Equipment)2020-03-13T20:54:44Z<p>Cheo99: </p>
<hr />
<div>{{wording|Grammar issues throughout and the item abilities need to be rewritten in a way that is easier to understand.}}<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Fragarach<br />
|type=Weapon<br />
|subtype={{5e|Shortsword}}<br />
|rarity=[[Unique Item Rarity (5e Variant Rule)|Unique]]<br />
|attunement= requires attunment|<br />
{{Design Note|This item uses the [[Unique Item Rarity (5e Variant Rule)|Unique Item Rarity]] homebrew ruleset.}}<br />
<br />
|description= Fragarach is a short sword from Celtic mythology that belonged to the war god Lugh. This sword is said to have been fired from its scabbard without the wearer touching it and slicing those who opposed the user before they could unsheathe their weapons. It is one of the few relics that remain to this day without an owner.<br />
<br />
When you make an attack roll and pass your target's armor class, the damage you take is considered critical attack damage, and if you make a crit with the roll, you do no additional critical damage. The base damage of this short sword is 2d8.<br />
<br />
'''''Merciless Blade.'''''While holding the sword, you can use your reaction to make 1 melee attack against any creature within range that deals damage to you. and any damage done with this special attack ignores any immunity or damage resistance the target has.<br/><br />
<br />
'''''Fragarach sheath.'''''Can nullify the sword's dangerous cut keeping it safe, using your reaction you can use the sword scabbard to nullify any spells cast on the potador. Roll a Dc of prowess and the Dc will be the spellcaster's ability, if you resist you will negate the damage completely, but if you fail you take half the damage. To use this effect you require a free hand.<br/><br />
<br />
'''''Freagróidh tú.'''''This power is invoked by aiming the sword at the neck of a downed enemy and saying the Irish Gaelic phrase "Freagróidh", the subject must pass a wisdom roll with DC 15, upon failing the roll, he is forced to sincerely answer the questions , even if they want to remain silent.<br/><br />
}}<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:DnD]]<br />
[[Category:User]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Sword_of_Fragarach_%E2%80%9CThe_answer%E2%80%9D_(5e_Equipment)&diff=1300120Sword of Fragarach “The answer” (5e Equipment)2020-03-13T18:32:13Z<p>Cheo99: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Fragarach<br />
|type=Weapon<br />
|subtype={{5e|Shortsword}}<br />
|rarity=[[Unique Item Rarity (5e Variant Rule)|Unique]]<br />
|attunement= requires attunment|<br />
{{Design Note|This item uses the [[Unique Item Rarity (5e Variant Rule)|Unique Item Rarity]] homebrew ruleset.}}<br />
<br />
|description= Fragarach is a short sword from Celtic mythology that belonged to the war god Lugh. This sword is said to have been fired from its scabbard without the wearer touching it and slicing those who opposed the user before they could unsheathe their weapons. It is one of the few relics that remain to this day without an owner.<br />
<br />
Any attacks, is considered critical rolls made with this sword and damage rolls with this magic weapon deals of d8 damage. The weapon has a thrown range of 5, deals an extra 2d8 damage In addition, while you hold the sword, you can use your reaction to make 1 melee attack with it against any creature in your reach that deals damage to you. and any damage dealt with this special attack ignores any damage immunity or resistance the target has.<br/><br />
<br />
'''''Fragarach sheath.'''''The sheath of the mighty Fragarach can override the dangerous cut of the sword by keeping it safe, the sheath can be used as a shield in an additional action to override any spell casting towards the potador. Roll a Dc of dexterity and the Dc will be the attack of the magic attack, if you resist you will negate the damage completely but if you fail you take half the damage.<br/><br />
<br />
'''''Freagróidh tú.'''''This power is invoked by pointing the sword at the enemy's neck and saying the Irish Gaelic phrase "Freagróidh tú", the subject cannot escape or move more than a few inches and is forced to respond truthfully by force of will even if they want to remain silent.<br/><br />
}}<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:DnD]]<br />
[[Category:User]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Sword_of_Fragarach_%E2%80%9CThe_answer%E2%80%9D_(5e_Equipment)&diff=1300108Sword of Fragarach “The answer” (5e Equipment)2020-03-13T18:07:32Z<p>Cheo99: Created page with " {| |style="width:75%"| {{5e Magic Item |name=Fragarach |type=Weapon |subtype={{5e|Shortsword}} |rarity=Unique |attunement= requires a..."</p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Fragarach<br />
|type=Weapon<br />
|subtype={{5e|Shortsword}}<br />
|rarity=[[Unique Item Rarity (5e Variant Rule)|Unique]]<br />
|attunement= requires attunment|<br />
{{Design Note|This item uses the [[Unique Item Rarity (5e Variant Rule)|Unique Item Rarity]] homebrew ruleset.}}<br />
<br />
|description= Fragarach is a short sword from Celtic mythology that belonged to the war god Lugh. This sword is said to have been fired from its scabbard without the wearer touching it and slicing those who opposed the user before they could unsheathe their weapons. It is one of the few relics that remain to this day without an owner.<br />
<br />
Any attacks, is considered critical rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make 1 melee attack with it against any creature in your reach that deals damage to you. and any damage dealt with this special attack ignores any damage immunity or resistance the target has.<br/><br />
<br />
'''''Fragarach sheath.'''''The sheath of the mighty Fragarach can override the dangerous cut of the sword by keeping it safe, the sheath can be used as a shield in an additional action to override any spell casting towards the potador. Roll a Dc of dexterity and the Dc will be the attack of the magic attack, if you resist you will negate the damage completely but if you fail you take half the damage.<br/><br />
<br />
'''''Freagróidh tú.'''''This power is invoked by pointing the sword at the enemy's neck and saying the Irish Gaelic phrase "Freagróidh tú", the subject cannot escape or move more than a few inches and is forced to respond truthfully by force of will even if they want to remain silent.<br/><br />
}}<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:DnD]]<br />
[[Category:User]]</div>Cheo99https://www.dandwiki.com/w/index.php?title=Incursio_(5e_Equipment)&diff=1299490Incursio (5e Equipment)2020-03-12T23:31:13Z<p>Cheo99: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
<br />
|name=Incursio<br />
|type=Armor<br />
|subtype='''[[5e SRD:Plate (Armor)|plate]]'''<br />
|rarity=artifact<br />
|attunement='''requires attunement'''<br />
|description= Incursio was an Armor created from the flesh of ancient dragon. The Danger Beast's power was so great that its flesh is still alive within, giving the title of "Demon Dragon Armor but as long as nobody uses it, is sealed in a white sword.<br />
While this armor is sealed, it is shaped like a sword and with short sword statistics.<br />
<br />
'''''Worthy.''''' To unlock the armor for the first time, using it will have to raise your spirit to the maximum and shout "Incursio", the armor will respond if you are worthy, roll a d100. If you get more than seventy you can use it and it will evolve to adapt to its new user. Otherwise you will have four levels of fatigue and you will have to make a DC Constitution saving throw of 15, if you fail you will receive 10d10 damage and if you resist you only suffer one level of fatigue.<br/><br />
<br />
'''''Dragon scales.'''''As long as you have this armor equipped your Ac increases by +2.<br/><br />
<br />
'''''Blood Dragon.''''' Increase all modifiers +1.<br/><br />
<br />
'''''Flesh of the Dragon.''''' You have resistance to non-magical and magical attacks.<br/><br />
<br />
'''''Charges.''''' You have three Charges and they recover at dawn.<br/><br />
<br />
'''''Dragon wings.''''' For a charge they can manifest the wings of the beast and you get a flight speed of 2x your speed for an hour.<br />
<br />
'''''Invisible.''''' For two charges, you can cast the invisibility spell for an hour.<br />
<br />
'''''Halberd.''''' For one charge you can summon a Halberd.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
<br />
|-<br />
<br />
|}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]]<br />
{{Copyright Disclaimer|owner=Sentai Filmworks|franchise=Akame Ga Kill}}</div>Cheo99https://www.dandwiki.com/w/index.php?title=Incursio_(5e_Equipment)&diff=1299479Incursio (5e Equipment)2020-03-12T23:13:40Z<p>Cheo99: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
<br />
|name=Incursio<br />
|type=Armor<br />
|subtype='''[[5e SRD:Plate (Armor)|plate]]'''<br />
|rarity=artifact<br />
|attunement='''requires attunement'''<br />
|description= Incursio was an Armor created from the flesh of ancient dragon. The Danger Beast's power was so great that its flesh is still alive within, giving the title of "Demon Dragon Armor but while no one uses it, it is sealed in a white sword.<br />
While this armor is sealed, it is shaped like a sword and with short sword statistics.<br />
*As long as you have this armor equipped your Ac increases by +2.<br/><br />
*Increase all modifiers +1.<br/><br />
'''''Worthy.''''' To unlock the armor for the first time, using it will have to raise your spirit to the maximum and shout "Incursio", the armor will respond if you are worthy, roll a d100. If you get more than seventy you can use it and it will evolve to adapt to its new user. Otherwise you will have four levels of fatigue and you will have to make a DC Constitution saving throw of 15, if you fail you will receive 10d10 damage and if you resist you only suffer one level of fatigue.<br/><br />
'''''Dragon scales.''''' You have resistance to non-magical and magical attacks.<br/><br />
'''''Charges.''''' You have three Charges and they recover at dawn.<br/><br />
'''''Dragon wings.''''' For a charge they can manifest the wings of the beast and you get a flight speed of 2x your speed for an hour.<br />
<br />
'''''Invisible.''''' For two charges, you can cast the invisibility spell for an hour.<br />
<br />
'''''Halberd.''''' For one charge you can summon a Halberd.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
<br />
|-<br />
<br />
|}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]]<br />
{{Copyright Disclaimer|owner=Sentai Filmworks|franchise=Akame Ga Kill}}</div>Cheo99https://www.dandwiki.com/w/index.php?title=Incursio_(5e_Equipment)&diff=1299379Incursio (5e Equipment)2020-03-12T20:24:10Z<p>Cheo99: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
<br />
|name=Incursio<br />
|type=Armor<br />
|subtype='''[[5e SRD:Plate (Armor)|plate]]'''<br />
|rarity=artifact<br />
|attunement='''requires attunement'''<br />
|description= Incursio was an Armor created from the flesh of ancient dragon. The Danger Beast's power was so great that its flesh is still alive within, giving the title of "Demon Dragon Armor but while no one uses it, it is sealed in a white sword.<br />
While this armor is sealed, it is shaped like a sword and with short sword statistics.<br />
*As long as you have this armor equipped your Ac increases by +2.<br/><br />
*Increase all modifiers +1.<br/><br />
*You have resistance to non-magical and magical attacks.<br/><br />
'''''Worthy.''''' To unlock the armor for the first time, using it will have to raise your spirit to the maximum and shout "Incursio", the armor will respond if you are worthy, roll a d100. If you get more than seventy you can use it and it will evolve to adapt to its new user. Otherwise you will have four levels of fatigue and you will have to make a DC Constitution saving throw of 15, if you fail you will receive 10d10 damage and if you resist you only suffer one level of fatigue.<br/><br />
'''''Dragon scales.''''' You have resistance to non-magical and magical attacks.<br/><br />
'''''Charges.''''' You have three Charges and they recover at dawn.<br/><br />
'''''Dragon wings.''''' For a charge they can manifest the wings of the beast and you get a flight speed of 2x your speed for an hour.<br />
<br />
'''''Invisible.''''' For two charges, you can cast the invisibility spell for an hour.<br />
<br />
'''''Halberd.''''' For one charge you can summon a Halberd.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
<br />
|-<br />
<br />
|}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]]<br />
{{Copyright Disclaimer|owner=Sentai Filmworks|franchise=Akame Ga Kill}}</div>Cheo99https://www.dandwiki.com/w/index.php?title=Incursio_(5e_Equipment)&diff=1299363Incursio (5e Equipment)2020-03-12T19:14:50Z<p>Cheo99: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
<br />
|name=Incursio<br />
|type=Armor<br />
|subtype='''[[5e SRD:Plate (Armor)|plate]]'''<br />
|rarity=artifact<br />
|attunement='''requires attunement'''<br />
|description= Incursio was an Armor created from the flesh of ancient dragon. The Danger Beast's power was so great that its flesh is still alive within, giving the title of "Demon Dragon Armor but while no one uses it, it is sealed in a white sword.<br />
While this armor is sealed, it is shaped like a sword and with short sword statistics.<br />
*As long as you have this armor equipped your Ac increases by +2.<br/><br />
*Increase all modifiers +1.<br/><br />
*You have resistance to non-magical and magical attacks.<br/><br />
'''''Worthy.''''' To unlock the armor for the first time, using it will have to raise your spirit to the maximum and shout "Incursion", the armor will respond if you are worthy, roll a d100. If you get more than seventy you can use it and it will evolve to adapt to its new user. Otherwise you will have four levels of fatigue and you will have to make a DC Constitution saving throw of 15, if you fail you will receive 10d10 damage and if you resist you only suffer one level of fatigue.<br/><br />
'''''Dragon scales.''''' You have resistance to non-magical and magical attacks.<br/><br />
'''''Charges.''''' You have three Charges and they recover at dawn.<br/><br />
'''''Dragon wings.''''' For a charge they can manifest the wings of the beast and you get a flight speed of 2x your speed for an hour.<br />
<br />
'''''Invisible.''''' For two charges, you can cast the invisibility spell for an hour.<br />
<br />
'''''Halberd.''''' For one charge you can summon a Halberd.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
<br />
|-<br />
<br />
|}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]]<br />
{{Copyright Disclaimer|owner=Sentai Filmworks|franchise=Akame Ga Kill}}</div>Cheo99https://www.dandwiki.com/w/index.php?title=Incursio_(5e_Equipment)&diff=1299361Incursio (5e Equipment)2020-03-12T19:09:09Z<p>Cheo99: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name= Incursio<br />
|type=Armor<br />
|subtype=[[5e SRD:Plate (Armor)|plate]]<br />
|rarity=artifact<br />
|attunement= Requires Attunement, Strength 18, Constitution 18<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|description= Incursio was an Armor created from the flesh of ancient dragon. The Danger Beast's power was so great that its flesh is still alive within, giving the title of "Demon Dragon Armor but while no one uses it, it is sealed in a white sword.<br />
While this armor is sealed, it is shaped like a sword and with short sword statistics.<br />
*As long as you have this armor equipped your Ac increases by +2.<br/><br />
*Increase all modifiers +1.<br/><br />
*You have resistance to non-magical and magical attacks.<br/><br />
'''''Worthy.''''' To unlock the armor for the first time, using it will have to raise your spirit to the maximum and shout "Incursion", the armor will respond if you are worthy, roll a d100. If you get more than seventy you can use it and it will evolve to adapt to its new user. Otherwise you will have four levels of fatigue and you will have to make a DC Constitution saving throw of 15, if you fail you will receive 10d10 damage and if you resist you only suffer one level of fatigue.<br/><br />
'''''Dragon scales.''''' You have resistance to non-magical and magical attacks.<br/><br />
'''''Charges.''''' You have three Charges and they recover at dawn.<br/><br />
'''''Dragon wings.''''' For a charge they can manifest the wings of the beast and you get a flight speed of 2x your speed for an hour.<br />
<br />
'''''Invisible.''''' For two charges, you can cast the invisibility spell for an hour.<br />
<br />
'''''Halberd.''''' For one charge you can summon a Halberd.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
<br />
|-<br />
<br />
|}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]]<br />
{{Copyright Disclaimer|owner=Sentai Filmworks|franchise=Akame Ga Kill}}</div>Cheo99https://www.dandwiki.com/w/index.php?title=Incursio_(5e_Equipment)&diff=1299359Incursio (5e Equipment)2020-03-12T19:00:18Z<p>Cheo99: </p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name= Incursio<br />
|type=Armor<br />
|subtype='''[[5e SRD:Plate (Armor)|plate]]'''<br />
|rarity=artifact<br />
|attunement= Requires Attunement, Strength 18, Constitution 18<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|description= Incursio was an Armor created from the flesh of ancient dragon. The Danger Beast's power was so great that its flesh is still alive within, giving the title of "Demon Dragon Armor but while no one uses it, it is sealed in a white sword.<br />
While this armor is sealed, it is shaped like a sword and with short sword statistics.<br />
*As long as you have this armor equipped your Ac increases by +2.<br/><br />
*Increase all modifiers +1.<br/><br />
*You have resistance to non-magical and magical attacks.<br/><br />
'''''Worthy.''''' To unlock the armor for the first time, using it will have to raise your spirit to the maximum and shout "Incursion", the armor will respond if you are worthy, roll a d100. If you get more than seventy you can use it and it will evolve to adapt to its new user. Otherwise you will have four levels of fatigue and you will have to make a DC Constitution saving throw of 15, if you fail you will receive 10d10 damage and if you resist you only suffer one level of fatigue.<br/><br />
'''''Dragon scales.''''' You have resistance to non-magical and magical attacks.<br/><br />
'''''Charges.''''' You have three Charges and they recover at dawn.<br/><br />
'''''Dragon wings.''''' For a charge they can manifest the wings of the beast and you get a flight speed of 2x your speed for an hour.<br />
<br />
'''''Invisible.''''' For two charges, you can cast the invisibility spell for an hour.<br />
<br />
'''''Halberd.''''' For one charge you can summon a Halberd.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
<br />
|-<br />
<br />
|}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]]<br />
{{Copyright Disclaimer|owner=Sentai Filmworks|franchise=Akame Ga Kill}}</div>Cheo99https://www.dandwiki.com/w/index.php?title=Incursio_(5e_Equipment)&diff=1299342Incursio (5e Equipment)2020-03-12T18:42:55Z<p>Cheo99: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name= Incursio<br />
|type=Armor<br />
|subtype='''[[5e SRD:Plate (Armor)|plate]]'''<br />
|rarity=artifact<br />
|attunement= Requires Attunement, Strength 18, Constitution 18<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|description= Incursio was an Armor created from the flesh of ancient dragon. The Danger Beast's power was so great that its flesh is still alive within, giving the title of "Demon Dragon Armor but while no one uses it, it is sealed in a white sword.<br />
While this armor is sealed, it is shaped like a sword and with short sword statistics.<br />
As long as you have this armor equipped your Ac increases by +2.<br/><br />
Increase all modifiers +1.<br/><br />
You have resistance to non-magical and magical attacks.<br/><br />
'''''Worthy.''''' To unlock the armor for the first time, using it will have to raise your spirit to the maximum and shout "Incursion", the armor will respond if you are worthy, roll a d100. If you get more than seventy you can use it and it will evolve to adapt to its new user. Otherwise you will have four levels of fatigue and you will have to make a DC Constitution saving throw of 15, if you fail you will receive 10d10 damage and if you resist you only suffer one level of fatigue.<br/><br />
'''''Dragon scales.''''' You have resistance to non-magical and magical attacks.<br/><br />
'''''Charges.''''' You have three Charges and they recover at dawn.<br/><br />
'''''Dragon wings.''''' For a charge they can manifest the wings of the beast and you get a flight speed of 2x your speed for an hour.<br />
'''''Invisible.''''' For two charges, you can cast the invisibility spell for an hour.<br />
'''''Halberd.''''' For one charge you can summon a Halberd.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
<br />
|-<br />
<br />
|}<br />
|}<br />
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{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]]<br />
{{Copyright Disclaimer|owner=Sentai Filmworks|franchise=Akame Ga Kill}}</div>Cheo99https://www.dandwiki.com/w/index.php?title=Incursio_(5e_Equipment)&diff=1299340Incursio (5e Equipment)2020-03-12T18:41:51Z<p>Cheo99: Created page with " {| |style="width:75%"| {{5e Magic Item |name= Incursio |type=Armor |subtype='''plate''' |rarity=artifact |attunement= Requires Attunement, Strength 1..."</p>
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{{5e Magic Item<br />
|name= Incursio<br />
|type=Armor<br />
|subtype='''[[5e SRD:Plate (Armor)|plate]]'''<br />
|rarity=artifact<br />
|attunement= Requires Attunement, Strength 18, Constitution 18<br />
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{{5e Magic Item<br />
|description= Incursio was an Armor created from the flesh of ancient dragon. The Danger Beast's power was so great that its flesh is still alive within, giving the title of "Demon Dragon Armor but while no one uses it, it is sealed in a white sword.<br />
While this armor is sealed, it is shaped like a sword and with short sword statistics.<br />
As long as you have this armor equipped your Ac increases by +2.<br/><br />
Increase all modifiers +1.<br/><br />
You have resistance to non-magical and magical attacks.<br/><br />
'''''Worthy.''''' To unlock the armor for the first time, using it will have to raise your spirit to the maximum and shout "Incursion", the armor will respond if you are worthy, roll a d100. If you get more than seventy you can use it and it will evolve to adapt to its new user. Otherwise you will have four levels of fatigue and you will have to make a DC Constitution saving throw of 15, if you fail you will receive 10d10 damage and if you resist you only suffer one level of fatigue.<br/><br />
'''''Dragon scales.''''' You have resistance to non-magical and magical attacks.<br/><br />
'''''Charges.''''' You have three Charges and they recover at dawn.<br/><br />
'''''Dragon wings.''''' For a charge they can manifest the wings of the beast and you get a flight speed of 2x your speed for an hour.<br />
'''''Invisible.''''' For two charges, you can cast the invisibility spell for an hour.<br />
'''''Halberd.''''' For one charge you can summon a |subtype={{5e|Halberd}}<br />
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{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]]<br />
{{Copyright Disclaimer|owner=Sentai Filmworks|franchise=Akame Ga Kill}}</div>Cheo99https://www.dandwiki.com/w/index.php?title=Potara_Earrings_(5e_Equipment)&diff=1285810Potara Earrings (5e Equipment)2020-02-13T00:36:46Z<p>Cheo99: </p>
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{|Pothala Earrings<br />
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{{5e Magic Item<br />
|name=Pothala Earrings<br />
|type=Wondrous item<br />
|rarity=Legendary<br />
|attunement=requires attunement<br />
|description=The legendary Potara Earrings, those who created the legendary warrior known as Vegetto, will you be able to merge with another person? Find out using this object.<br />
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'''''Potara Earrings''''It allows you to merge with a person who has the same object, in the opposite ear to be able to make a powerful warrior so powerful that if they train individually they can never have their power.<br />
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It fuses players' lives, statistics and their skills.<br />
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1-The statistics will be the best of each. For example, if one has 16 of Str and the other 7 Str by default it will be 16 in the statistics of the merged.<br />
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2-The skills are all that users of the merger have.<br />
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3-Life will be the best of both users.<br />
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4-AC. The defense will be the best of each armor. Example one is 16, another is 14, then 16 will be the default of the merger. (If you want you can merge the defense of each armor that you are wearing at that time but that will be the choice of the Game Master)<br />
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5-DC. It will be the best of each character. Example one is 16, another is 14, then 16 will be the default of the merger. (If you want you can merge the dc that you carry at that time but that will be the choice of the Game Master) <br />
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6-Modify spell attack. It will be the best of each character. Example one is 16, another is 14, then 16 will be the default of the merger. (If you want you can merge the spell modifier of each dc that you carry at that time but that will be the choice of the Game Master)<br />
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7-The Spell Space will be the best of the fusion users.<br />
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8-The resulting merger will have the entire inventory of the merger users.<br />
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9-The resulting level of the merger, is the union of the classes of the users of the merger but can not pass level twenty.<br />
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10-The name, the dress, the voice and the race will be a fusion of the users of the fusion.<br />
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11- Whoever has control of the merger will be the one with the most dominant personality of the characters. (Players can also decide who has control of the character)<br />
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12- If fusion is between a woman and a man the gender will be that of the dominant personality (this can also be decided by the players)<br />
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13- The merger lasts one hour.<br />
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14-The equipment of the merger will be the one chosen by the users.<br />
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