Hoho Expert (Bleach Supplement)

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Hoho Expert[edit]

Medium Class Subclass

Hoho is the art of channeling one's Reiatsu through their body, enhancing their speed. Some of your Hoho features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Hoho effect save DC = 8 + your proficiency bonus + your Wisdom modifier
Hoho attack modifier = your proficiency bonus + Wisdom modifier


Shunpo

At 3rd level, you maximize the distance traveled with each step. While your Reiatsu is released, your walking speed increases by 5 times half your proficiency bonus feet.

Hoho Techniques

At 3rd level, you gain two Hoho Techniques of your choice. At 3rd level, you may only gain basic techniques.

Advanced Techniques

At 7th level, you gain two Hoho Techniques of your choice, which can be basic or advanced.

First Strike

At 11th level, when you roll for initiative, you may release your Reiatsu, causing every creature that does not use this feature to be surprised.

Master Techniques

At 15th level, you gain two Hoho Techniques of your choice, which can be basic, advanced, or master.

Shunshin

At 18th level, the bonus to your walking speed from Shunpo is doubled.

More Techniques

At 23rd level, and again at 27th, 31st, 35th, and 39th level, you gain two Hoho Techniques of your choice, which can be basic, advanced, or master.

Hoho Techniques[edit]

Basic Techniques:

Senka: When you have advantage on an attack roll, you may spend 1 Reiryoku to utilize Hoho to strike the target so quickly that its unclear if they were hit from the front or back. The attack uses your Hoho attack modifier instead of its normal attack roll modifier and deals additional damage equal to your level + your Wisdom modifier.
Air Walk: As a bonus action for 2 Reiryoku, you can walk upon the natural Reishi and Kishi that fill the air. You can walk in any direction, including straight up, and can stand without solid ground beneath you while concentrating for up to 1 minute. If you are knocked prone while this feature is active, you begin falling and may make a DC 15 Dexterity saving throw as a reaction to stop falling.
Handstand Dash: As a bonus action for 1 Reiryoku, you enhance the strength of your arms to punch at the ground, accelerating yourself faster than could be achieved running. Until the end of your turn, you become incapacitated and you can not use any other movement speed, but your walking speed doubles.
Way of Onmitsu: As a bonus action for 1 Reiryoku, you take the dash, dodge, disengage, or hide action.
Second Step: For 3 Reiryoku when you make a bonus action, you regain your bonus action that turn.


Advanced Techniques:

Utsusemi: As a reaction for 5 Reiryoku when you would take damage, you may move a number of feet up to 5 times half your proficiency bonus. If you are no longer within the targeted area at the end of this movement, you take no damage from the effect.
Speed Clones: As a bonus action for 1 Reiryoku, you move so fast that you create an afterimage of yourself anywhere within a number of feet up to 5 times half your proficiency bonus. This afterimage is visually identical to you, but has no substance and can be discerned as an afterimage if a creature takes the Search action and succeeds a Perception check against your Hoho effect save DC. You may create an additional clone for every additional Reiryoku spent when you use this feature. You must spend 1 Reiryoku at the end of each of your turns this is active, and each clone moves to the location you or the clone it was made immediately after began its turn at the end of each turn.
Tsurigaki: As a reaction for 2 Reiryoku when a creature within your reach misses you with a melee attack, you may counter, using their own body as leverage to make a melee attack against them.
Way of Muramasa: As a reaction for 1 Reiryoku while your Reiatsu is released when a creature would leave your Reiatsu radius, you may quickly focus your Reiatsu on them, forcing the target to make a Strength saving throw or have their movement speed reduced to 0 until the beginning of their next turn.
Hyper-Reactive: For 5 Reiryoku when you make a reaction, you regain your reaction.


Master Techniques:

Takigoi: As a reaction when you are targeted by a melee attack by a creature within your reach, you may spend 2 Reiryoku to make a Hoho attack against them. On a hit, their attack automatically fails and they are restrained until you end this feature at will or you are no longer within their reach as you intercept the attack and hold them in place. They may attempt a Strength saving throw as a bonus action, ending this effect early on a success.
Kazaguruma: On a hit with an unarmed strike, you may spend 4 Reiryoku to force the target to attempt a Strength saving throw as you use your legs like a guillotine. On a failure, they are knocked prone and thrown a number of feet equal to 5 times your proficiency bonus. On a success, they are thrown half as far. This movement counts as damage for the sake of Brawn. If this movement is interrupted by a creature or object, the target must attempt a Dexterity saving throw. On a failure, both they and the creature or object take your unarmed strike's damage.
Way of Kōga: As an action for 2 Reiryoku when you use Speed Clone, you move at speeds exceeding those needed to create an afterimages, becoming invisible until Speed Clone ends.
Way of Shihōin: For 5 Reiryoku when you make an action, you regain your action that turn.
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