Quincy (Soul Society Supplement)
Quincy[edit]
Divine Punishers of Evil[edit]
The Quincy were an organization destined to destroy Hollows, being mainly composed of normal humans blessed by their king. You can only use features from this class while you are not a Soul.
Creating a Quincy[edit]
- Quick Build
You can make a Quincy quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the High School Student or the Chosen by the King background.
Class Features
As a Quincy you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Quincy level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Quincy level after 1st
- Proficiencies
Armor: Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Choose any 2 Artisan’s Tools
Saving Throws: Strength or Dexterity, Constitution or Wisdom
Skills: Choose any 4 skills.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Quincy Cross
- (a) 1x Martial Weapon or (b) 2x Simple Weapons
- Any Artisan Tool
Level | Proficiency Bonus |
Features | Reiryoku |
---|---|---|---|
1st | +2 | Reiryoku, Reishi Manipulation, Unarmored Defense | 5 |
2nd | +2 | Reiatsu, Seiren | 10 |
3rd | +2 | Quincy Shicksal | 15 |
4th | +2 | Ability Score Improvement | 20 |
5th | +3 | Extra Attack, Quincy Erfindungen | 25 |
6th | +3 | Ability Score Improvement | 30 |
7th | +3 | Resistant, Quincy Shicksal (2) | 35 |
8th | +3 | Ability Score Improvement | 40 |
9th | +4 | Ambient-Meisterschaft | 45 |
10th | +4 | Unique Heilig Bogen | 50 |
11th | +4 | Heiliger Henker | 55 |
12th | +4 | Ability Score Improvement | 60 |
13th | +5 | Quincy Shicksal (3) | 65 |
14th | +5 | Ability Score Improvement | 70 |
15th | +5 | Extra Attack (2) | 75 |
16th | +5 | Ability Score Improvement | 80 |
17th | +6 | Shadow | 85 |
18th | +6 | Quincy Shicksal (4) | 90 |
19th | +6 | Ability Score Improvement | 95 |
20th | +6 | Heiliger Geist | 100 |
Reiryoku[edit]
Starting at 1st level, you are able to directly utilize the power of your soul. Your access to this energy is represented by a number of Reiryoku points. You have a number of Reiryoku points equal to 5 times your level.
When you spend a Reiryoku point, it is unavailable until you finish a short or long rest. At the end of a short or long rest, all expended Reiryoku points return to you.
Some of your Reiryoku features require your target to make a saving throw to resist the feature's effects, or you to make a Reiryoku attack. Wisdom is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:
Reiryoku save DC: 8 + your proficiency bonus + Wisdom modifier.
Reiryoku attack modifier: your proficiency bonus + Wisdom modifier.
Reishi Manipulation[edit]
Also at 1st level, quincies utilize the reishi located in the atmosphere and combine it with their reiryoku to combat spiritual threats. As a Quincy, you could not be different.
- Reishi Absorption
At the start of your turns while in combat, you may with no action required accumulate ambient reishi. You gain reishi equal to your Quincy level + your Wisdom modifier times your proficiency bonus.
You cannot have more than your Constitution modifier (minimum of +1) + your Quincy level times your proficiency bonus added twice Reishi stored at once, with any amount gained above this maximum being ignored.
- Heilig Bogen
The first step of becoming a Quincy is being able to form a spiritual weapon made of ambient reishi.
As a bonus action while you are carrying a Quincy Cross on your person, you can spend X reiryoku + X reishi to summon a Heilig Bogen for 1 minute. Your Heilig Bogen is basic, being a simple blue bow made out of reishi. You can deactivate your Heilig Bogen at will, no action required.
The more Reishi you pull from the ambient and mix it with your own reiryoku the greater its strength becomes. The sizes you can obtain by spending Reishi are described below, at the Size Table.
Size | Properties | Reiryoku Spent | Reshi Spent |
---|---|---|---|
Tiny Sized | Range (80/320) | 1 Reiryoku | 2 Reishi |
Small Sized | Range (150/600), two-handed | 2 Reiryoku | 4 Reishi |
Medium Sized | Range (200/800), two-handed | 5 Reiryoku | 10 Reishi |
Large Sized | Range (300/1200), heavy, two-handed | 10 reiryoku | 20 Reishi |
You use your Wisdom modifier instead of Dexterity for the attack and damage rolls of your Heilig Bogen, dealing Radiant damage on a hit.
- Heilig Pfeil
Heilig Pfeil are the arrows created by your Heilig Bogen when you fire it. Every time you attack with your Heilig Bogen, you fire said arrow against the target, needing to spend reishi equal to the amount of reishi needed to create the Heilig Bogen.
The damage die of your Heilig Bogen is defined by its size, as shown down below at the damage Table.
Quincy Level | Tiny | Small | Medium | Large |
---|---|---|---|---|
1st to 4th level | 1d4 | 1d6 | 1d8 | 1d10 |
5th to 8th level | 1d6 | 1d8 | 1d10 | 1d12 |
9th to 12th level | 1d8 | 1d10 | 1d12 | 2d6 |
13th to 14th level | 1d10 | 1d12 | 2d6 | 2d8 |
15th to 16th level | 1d12 | 2d6 | 2d8 | 2d10 |
17th to 18th level | 2d6 | 2d8 | 2d10 | 2d12 |
19th to 20th level | 2d8 | 2d10 | 2d12 | 4d6 |
Unarmored Defense[edit]
Also at 1st level, due to needing to be mobile to avoid attacks coming from hollows, you became more agile. Your AC while unarmored is 10 + your Dexterity modifier + your Wisdom modifier.
Reiatsu[edit]
At 2nd level, Reiatsu is the physical force that a creature's Reiryoku creates when released.
This feature, as well as other features, reference a creature’s reiatsu level, their level for the purposes of reiatsu, or increase those numbers. For the purposes of this feature, a creature with this feature has a level equal to their level + any boosts to their reiatsu level, or their level for the purposes of reiatsu. A creature without this feature has a reiatsu level maximum of 1, unless it is a monster and the dm says otherwise (powerful monsters may have a spiritual pressure even without this feature if it makes sense).
- Reikaku
You become aware of the reiatsu levels of any creatures within 5 times your proficiency bonus times your class level feets of you, however you only know superficial information. Once you feel a creature, you don't know its exact location, only that it's within range. The GM will tell you their reiatsu level difference:
- Non-threat (-10 or more)
- Immensely Weaker (-7-9)
- Far Lesser (-4-6)
- Lesser (-1-3)
- Equal (+0)
- Greater (+1-3)
- Far Greater (+4-6)
- Immense (+7-9)
- Unbeatable (+10 or more)
If a creature has a reiatsu level of 35 or higher, they have reached a “higher dimension”, and can’t be sensed via reikaku by creatures with a reiatsu level of 34 or lower. This similarly applies for every 5 levels above 35, each 5 levels representing another increase in dimensionality.
- Spiritual Power
Sometimes the reiatsu a creature constantly exerts is so great that their opponents cannot even harm them. For every level you are above a creature, you gain a bonus against their saving throws by 1, and when you reach a 3 level difference you start reducing all damage per level above times your proficiency bonus. If a creature's damage is reduced to 0 by this feature, they take the damage instead. If you are at least 10 levels above a creature, you automatically pass their saving throws and their attacks deal no damage to you.
You gain a bonus to attack rolls against creatures with a lower level than you, equal to the difference in levels.
When a creature with a lower level than you makes a saving throw or ability check against your Reiryoku dc, they suffer a penalty to the saving throw equal to the difference in levels.
When a creature with a lower level than you makes an attack roll against you, it has a penalty equal to the difference in levels.
When you make a contested ability check using a strength, dexterity, constitution, or the perception skill, against a creature with a lower reiatsu level than you, you gain a bonus equal to the difference in levels. (If the check is made against multiple creatures, each creature instead has a penalty equal to the difference in levels, if their level is lower than yours). This includes ability checks against their Reiryoku DC.
- Powerful Presence
A creature with high levels of reiatsu can make another creature even faint just from looking at them. Whenever you use your spiritual pressure feature, you may also make a Charisma (Intimidation) check with a bonus of +1 for every level you are above the creature.
- Spiritual Pressure
If one or more creatures reiatsu level is half your own (rounded up) or lower, you may force them to attempt a Strength saving throw at the beginning of each of your turns. On a failure, they are knocked prone and their movement speed drops to 0 until the beginning of your next turn, and they take force damage based on the level difference. For example, if you have a reiatsu level of 10 and fight a creature with a reiatsu level of 1 , they will receive 9 force damage.
The amount of damage you cause with your spiritual pressure depends on how well refined your reiryoku is. Depending on your Wisdom modifier, your force damage will turn into a number of dies equal to the difference instead of your level. See the table below for reference:
Spiritual Pressure | Damage Dice |
---|---|
If you have a +1 in Wisdom | d4 |
If you have a +2 in Wisdom | d6 |
If you have a +3 in Wisdom | d8 |
If you have a +4 in Wisdom | d10 |
If you have a +5 in Wisdom | d12 |
Seiren[edit]
At 2nd level, the Holy training of quincies has granted you diverse quincy techniques.
You gain two Seiren Techniques of your choice.
Whenever you gain a level in the Quincy class, you gain another Seiren Technique.
Quincy Shicksal[edit]
At 3rd level, you have decided the fate you shall take as a Quincy. Choose one of the Quincy Shicksals available at the end of the class description.
Your choice grants you features at 3rd level, 7th, 13th and 18th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
You may also ignore this to take a Spiritual Feat.
Extra Attack[edit]
At 5th level, you can now attack twice instead of once when you take the attack action. At 15th level, you can attack three times instead of twice when you take the attack action.
Quincy Erfindungen[edit]
Also at 5th level, the Quincy utilize various gadgets that utilize their understanding of Reishi. You can use your Wisdom score instead of Intelligence when it comes to the requirements of Quincy Inventions. You must use the base value of your Wisdom score, not counting any temporary bonuses you may have such as from Vollständig.
Resistant[edit]
At 7th level, your strength as a Quincy has allowed you to resist certain area effects, such as a blue dragon's lightning breath or a fireball spell. Choose one of the following ability scores:
Brawn - Strength
Evasion - Dexterity
Endurance - Constitution
Intuition - Wisdom
When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. When you reach your 20th level, you may choose another saving throw to benefit from this.
Ambient-Meisterschaft[edit]
Also at 9th level, you've grown very strong as a Quincy, reaching a point where reiryoku or reishi has no difference to how you utilize your powers. Whenever you use a Seiren Technique, the reiryoku cost is reduced by your proficiency bonus (to a minimum of 0).
Unique Heilig Bogen[edit]
At 10th level, you have finally reached the average level of the Quincy, being able to customize your Heilig Bogen.
Whenever you summon your Heilig Bogen via Reishi Manipulation, you can spend 5 additional reishi to manipulate it and customize the Heilig Bogen. Your Heilig Bogen loses its old properties, becoming a simple or martial weapon of your choice. It may also be a Shield.
There are some details to keep in mind when creating a customized Heilig Bogen:
- Melee weapons do not spend Reishi when you make attacks with them, and deal their normal damage type instead of radiant damage.
- If you create a tiny sized melee weapon, it gains the Light property.
- If you create a medium or larger sized melee weapon, it gains the heavy and two-handed properties.
- Ranged Weapons still cost Reishi as normal when making attacks with them.
- If you create a medium or larger sized ranged weapon, it gains the heavy and two-handed properties.
Heiliger Henker[edit]
At 11th level, you've gotten stronger and have following the path of the Quincy harshly, exploring the hardships and teachings that come with it. You must choose one of the teachings below to master.
Beherrschte Adern. You've mastered Blut as a whole, utilizing your veins to their maximum capabilities. Whenever you benefit from Blut Vene, you now add your full Wisdom modifier to the calculation. If you already added it before, you can now add it twice.
Additionally, you add a +1 to your proficiency bonus for the purposes of the Blut Arterie calculation. For example, if you have a 3 dice increase in Blut Arterie, it would become a 4 dice increase instead.
Beherrschte Absorption. You've mastered Reishi Manipulation, becoming such an adept at it its pratically effortless to you now. Whenever you spend an action to use a reishi manipulation feature, its cost is reduced by 1 (full turn action>lengthy action>action>bonus action>free action). In the case of reactions, you gain one additional reaction just for the usage of said feature.
Additionally, you now add your proficiency bonus one additional time when calculating the maximum amount of reishi you can have at once.
Meisterhafte Heilige Waffe. You've mastered your Heilig Pfeil techniques, having a relentless attack power. When taking the attack action, you can make one additional attack that must be made with your Heilig Bogen.
Additionally, you now add your Wisdom modifier to the total damage your Heilig Bogen deals, even if you already added it before.
Meisterhafte Erfindungen. You've mastered the inventions your bloodline had to offer, becoming a true engineer. You take half as much time to create Quincy inventions, and also half as many resources.
Additionally, you now have advantage on Arcana checks relating to creating Quincy inventions.
Gemeisterte Beschwörungsformeln. You've mastered Quincy spells, with their power being above all else. Your Quincy Spells have their damage dice increased by your Wisdom modifier to one source of damage. For example, if a spell hits multiple times, you'd only add your Wisdom modifier dice bonus to one of the damage dice rolled.
Additionally, creatures have disadvantage on saving throws against your Quincy Spells if your reiatsu level is equal to or higher than their own.
Shadow[edit]
At 17th level, you have learned a powerful technique that was stated to be granted only to the chosen ones. As a full turn action for 20 reiryoku and 40 reishi, you choose an area with visible shadows or that is currently lightly or heavily obscured to create a Shadow. A Shadow in another location of your choice (even another plane of existence) is created as well, with said location also needing to have natural shadows otherwise the feature fails.
The Shadow can have up to 5 times your proficiency bonus in radius, and lasts for 1 minute. For the duration, any creature who moves through the shadow appears on the other side.
You can deactivate the Shadow at will, no action required.
Heiliger Geist[edit]
Finally at 20th level, you have reached the pinnacle of the Quincy bloodline, your very spirit being ascended. You gain three Seiren Techniques of your choice. You may replace one of the Seiren Techniques to gain an Ability Score Improvement.
Additionally, your reishi and reiryoku have their maximums increased by 20.
Seiren Techniques[edit]
Blut Techniques[edit]
Reishi Manipulation Techniques[edit]
Heilig Pfeil Techniques[edit]
Hirenkyaku Techniques[edit]
Invention Techniques[edit]
Quincy Spells[edit]
Quincy Shicksals[edit]
Meister der Geisterwaffen[edit]
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A Meister utilizing their Helig Bogen, [1] |
The Quincy Meisters focus on improving their skills with their Heilig Bogen, trying to bring the maximum out of their spiritual weapons.
- Fighting Style
Starting at 3rd level, you have learned a specific method of fighting to help you out on your battles.
You must choose one of the following fighting styles listed below. Even if you gain another fighting style, you cannot pick a fighting style you already chose. Whenever you gain an ability score, you can change a fighting style you know for another one.
- Archery
You gain a +2 to attack rolls with ranged weapons.
- Improved Unarmored Defense
You gain a +1 bonus to your AC while not wearing any kind of armor or shield.
- Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
- Classical Swordplay
While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and AC so long as you are not using Heavy Armor or a Shield.
- Deadeye
You gain a +2 bonus to damage rolls with ranged weapons.
- Dual Wielding
When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
Whenever you hit a creature with a weapon that has the Versatile or Two-handed property, you deal additional damage equal to your proficiency bonus.
- Heavyweight Fighting
You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy melee weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.
- Lightfoot Fighter
You're very quick on your feet, being very refined with your weapons. While wielding a light melee weapon, you gain a +10 to your walking speed and do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.
- Protector
When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
- Versatile Fighting
Once per turn you can both attack with a versatile weapon you are wielding and grapple or shove a creature as if you replaced an attack. Such grapple or shove has a +2 to its check.
- Bogen Style
At 3rd level, the spirit weapon is the soul of a Quincy, so you've decided to invest yourself into its fundamentals and achieve your own style. At the end of a long rest, you must choose one of the bogen styles detailed below.
- Effect Style. Your focus is solely on increasing the effects of your attacks, even in exchange for their attack power. Your Heilig Bogen attack rolls do not add any modifiers to their damage rolls, however whenever you hit a creature with a Heilig Pfeil and they are forced to make a save, the DC is increased by +1. This bonus is increased to a +2 at 9th level, and to a +3 at 13th level.
- Flurry Style. You specialize in overwhelming your opponents with attacks in exchange for attack power. You can now make one additional attack during your attack action that must be made with your Heilig Bogen. However, your Heilig Bogen damage die tier is decreased by one and you do not add your modifier to the damage roll. Tiny sized Heilig Bogens do not suffer from this detriment.
- The amount of additional Heilig Bogen attacks you can make is increased to two at 9th level, however the damage die tier reduction is increased to two. This amount is increased again at 13th level, now being three additional attacks in exchange of the damage die tier reduction being increased to three.
- Power Style. To maximize damage is your goal, so you've come up with a style that increases your attack power in exchange for losing its effects. Your Heilig Bogen damage die is increased by one tier, however creatures have a +1 in saves caused by your Heilig Pfeil. This bonus increases to a +2 at 9th level, and to +3 at 13th level.
- Precision Style. Your main focus is to hit your targets, no matter what. You receive a +1 bonus to attack rolls with your Heilig Bogen, however you receive a penalty to damage rolls with it equal to the amount the bonus currently gives (dealing a minimum of 1 damage on hit). In addition, you don’t suffer disadvantage from attacking with the short range of your Heilig Bogen, and you ignore half and three-quarters cover. If you have the Sharpshooter feat, you can also ignore full cover as long as you don’t have disadvantage on the attack roll and can see the target.
- This bonus increases to a +2 at 9th level, and to a +3 at 13th level.
- Alternate Feature:Unique Style
At 3rd level, instead of trying to find a style that suits you, you've decided to investigate the limits of a Heilig Bogen. You gain the Unique Heilig Bogen feature early, however you can only create one weapon which you must choose when you gain this feature.
At 10th level, you gain a Weapon Feat of your choice that you meet the prerequisites of.
- Battle Adaptation
At 7th level, being faced with countless battles, you can adapt to them by putting on stances while wielding your Heilig Bogen. At the beginning of your turn, you can spend a free action to enter a stance, and may end the stance at will at the beginning of your next turn. You cannot have more than one stance active at once.
The stances you can choose from are listed down below:
- Angriffshaltung. A stance that heightens your attack power in exchange for creating a breach in your defenses. You gain a +2 to attack rolls made with your Heilig Bogen, however your AC, Strength and Dexterity saves receive a penalty of -1.
- Deckungshaltung. A stance that utilizes your Heilig Bogen as cover in exchange for having less precise attacks. You gain the benefits of Half-Cover, however you reduce your attack rolls with your Heilig Bogen by -2. This stance can only be used if you are wielding a Medium or larger Heilig Bogen.
- Gegenhaltung. A stance that prepares you for incoming attacks, countering at the right time. Whenever you are targeted by an attack roll and it misses, you can spend your reaction to make an attack roll against the attacker if they are within reach of your Heilig Bogen.
- Geschwindigkeitshaltung. A stance that increases your overall velocity. You can take the dash action as a bonus action while wielding your Heilig Bogen, however it can only be used to move towards a hostile creature.
- Krafthaltung. A stance that increases your damage output by surprising amounts. You now add your Wisdom modifier (minimum of +1) to your Heilig Bogen damage rolls, even if you already added it before.
- Innovative Weapons
At 13th level, when you customized your Heilig Bogen you didn’t quite reach its full potential, so you decided to go even further. Choose one of the following innovations below.
- Condensed Power. When creating a weapon with Unique Heilig Bogen, you can choose to keep it as a smaller size while dealing damage of a size above. However, you still spend reiryoku and reishi as if you were creating/firing with a weapon of greater size. You cannot create a weapon more than one size smaller than its original.
- Melee Firing. When creating a melee weapon with the Unique Heilig Bogen feature, you can spend 5 additional reishi to allow you to still make Heilig Pfeil attack rolls with it, having the same range and dealing the same damage as the size of the weapon.
- Siege Heilig Bogen. When making a Heilig Bogen with the Unique Heilig Bogen feature, you can spend twice the amount of reishi needed to make a Siege Weapon instead. Whenever you create them, you are forced to create a Large Sized Heilig Bogen.
- Mastered Heilig Bogen
At 18th level, you have complete dominance over Heilig Bogens, not needing to take time like most Quincy to form it. You don't spend reiryoku when creating a Heilig Bogen, and can now activate it as part of entering initiative or taking the attack action (no action required).
Künstler des Lichts[edit]
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A Künstler quincy, [2] |
- Bonus Proficiencies
Starting at 3rd level, you’ve learned new skills you can utilize to aid your fellow Quincy in battle. You gain proficiency with two skills or tools of your choice, or proficiency with one tool and one skill.
- Reishi Imbued Material
At 3rd level, you have learned how to imbue reishi into items to make new inventions out of those materials. During a long rest, you may imbue a number of objects with reishi equal to your proficiency bonus. The objects that can be imbued are: Leather, Liquid (any kind) and Steel.
These raw materials can be used to make Quincy Inventions.
- Tool Expertise
At 7th level, your experience with creating things has granted you quite the expertise with tools. Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, once you gain this feature you choose one Quincy tool of your choice to become an expert with. Becoming an expert in a tool reduces its creation DC by 5, and makes it so the Quincy tool has additional benefits to those wielding them.
- Quincy Cross. Creatures wielding the Quincy Cross add your Intelligence or Wisdom modifier (whichever is higher) to the amount of reishi they absorb per turn. Even if the chosen score increases, the creature will only benefit from the amount you had when you made the cross.
- Gintō. Gintōs created by you now can hold 10 reiryoku at once.
- Hollow Bait. The calculation for the duration of the bait is increased to your proficiency bonus added twice.
- Selee Schneider. The Selee Schneider damage die is increased by one tier.
- Medallion. The DC to avoid having one's Bankai stolen is increased by +2.
- Infinite Resources
At 13th level, you’re a specialist at working with little, being able to create a massive amount of Quincy items in a short time. Whenever you create an item with the Quincy prerequisite plus being able to be created more than once, the amount you can create is doubled.
In addition, the GP amount needed for inventions is halved (rounded up).
- Fünft Feld
At 18th level, you have learned how to create a structure perfect for Quincy training, being able to draw Quincy's potential further. By gathering 1000 GP’s worth of raw materials and spending 100 days, you can create a room made out of reishi imbued materials. For every creature working on the construction (including yourself), the days required are reduced by 20.
While inside the room, a creature with the Reishi Manipulation feature gains a Seiren technique of their choice that they meet the requirements of after a week of downtime spent training in the room.
A creature can gain Seiren Techniques this way a number of times up to their proficiency bonus. If they have the Genius spiritual fear they can gain it up to half their level (rounded up).
Heiliger Magier[edit]
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A Heiliger Magier utilizing Seiren techniques, [3] |
The Quincy Magier focus on enhancing their Seiren Techniques, utilizing creative manners to bring out the best out of their techniques.
- Spellcaster
Starting at 3rd level, you are a specialist at using Quincy Techniques, so much so you’re called a magician at it. Your Seiren Techniques have their DC increased by +1.
- Technique Connoisseur
At 3rd level, you wish to find out everything that the Quincy arsenal of techniques has to offer. Whenever you finish a short or long rest, you can change one Seiren Technique you know for another one you meet the prerequisites of.
In addition, you gain two additional Seiren Techniques of your choice.
- Seiren Specialization
At 7th level, you have specialized in one area when utilizing Seiren Techniques, applying it whenever you can into your arsenal. You must choose one of the Seiren Specializations down below.
You can choose another specialization at 11th and again at 18th level. You cannot choose the same specialization more than once.
- Economy Specialist. You reduce the amount of Reishi you need to spend for your Seiren Techniques by your proficiency bonus added twice, to a minimum of 1 Reishi.
- Effect Specialist. You increase the DC of your Seiren Techniques by a +2.
- Power Specialist. Whenever a Seiren technique deals damage, be it directly or as part of hitting a target, you can add twice your Wisdom modifier (minimum of +1) to the total roll.
- Precision Specialist. You receive a +2 to reiryoku attack rolls made as part of using Seiren Techniques. This does not apply to Heilig Bogen attack rolls.
- Radius Specialist. Your Seiren Techniques have their radius increased by 5 times your proficiency bonus.
- Range Specialist. Your Seiren techniques have their range increased by 10 times your proficiency bonus. This does not work with touch or 5 feet range Seiren Techniques.
- Target Specialist. Your Seiren Techniques can now target a number of additional creatures up to your proficiency bonus. This does not work with techniques that target only one creature.
- Extended Knowledge
At 13th level, you know all about the Seiren Techniques and how they function. You gain one additional option from the Heiliger Henker feature.
- Master Magician
At 18th level, you've mastered Quincy techniques, being able to perform them effortlessly. You can now use your seiren techniques with a reduced action cost (as part of making a Heilig Bogen<free action<bonus action<action<Lengthy Action<Full Turn Action).
Bastion der Stärke[edit]
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A Bastion after activating Vollständig, [4] |
- Martial Arts
Starting at 3rd level, you are well trained in close quarters combat, being ready for battle even while unarmed or only wielding Quincy weapons, which are the following:
- Simple Melee Weapons
- Martial Melee Weapons that don't have the Two-Handed or Heavy property
While you are not wearing armor, you gain the following benefits:
- You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Quincy weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
- You can roll 1d6 in place of the normal damage of your Unarmed Strike. This increases as you gain levels in the Quincy class, as shown down below at the Unarmed Strike table.
- Whenever you have taken the attack action on your turn, you can make one unarmed strike as a bonus action.
Level | Unarmed Die |
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1 to 4 | 1d6 |
5 to 8 | 1d8 |
9 to 12 | 1d10 |
13 to 14 | 1d12 |
15 to 16 | 2d6 |
17 to 18 | 2d8 |
19 to 20 | 2d10 |
Reishi Empowered Strikes. Your unarmed strikes count as magical for the sake of overcoming resistances and immunities.
- Adrenaline Rush
At 3rd level, you can pull on the adrenaline of battle for a short moment, powering you up as reishi starts overflowing you. As a bonus action on your turn, you can activate your Adrenaline Rush state. You have a number of uses of Adrenaline Rush equal to your proficiency bonus, regaining all uses at the end of a short or long rest.
Your Adrenaline Rush grants you the following benefits for its duration:
- You have resistance to bludgeoning, slashing and piercing damage.
- Your speed increases by 5 times your proficiency bonus.
- Melee weapon attacks now deal additional damage equal to your Reiatsu Die.
The Adrenaline Rush lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Adrenaline Rush is still active on your next turn, you can extend the Rage for another round by doing one of the following:
- Make an attack roll against a hostile creature.
- Force an enemy to make a saving throw.
- Take a Bonus Action to extend your Adrenaline Rush.
Each time the Adrenaline Rush is extended, it lasts until the end of your next turn. You can maintain a Adrenaline Rush for up to 10 minutes.
- Battle Excitement
At 7th level, the thrill of combat drives you to fight even more, even allowing you to perform super human maneuvers.
Excitement Die. You gain a special dice called “Excitement Die”. It is a D8, becoming a D10 at 11th and a D12 at 17th level. Whenever you hit a creature with an Unarmed Strike or Quincy Weapon while Adrenaline Rush is active, you gain 1 Excitement Die. You can have up to your proficiency bonus in Excitement Die at once.
Levels of Excitement. Whenever you would gain an Excitement Die while already having reached your limit, you instead increase your Excitement level. For every Excitement level you gain, you gain a +1 bonus to Unarmed Strikes and Quincy Weapon damage rolls. This bonus cannot go above your proficiency bonus.
Excited Maneuvers. You can expend 1 Excitement Dice to perform Superhuman Maneuvers, with all of them described below.
Excited Maneuvers DC. Some of your Maneuvers force your target to make a saving throw. The DC is calculated as it follows:
DC = 8 + your proficiency bonus + your Strength or Dexterity modifier
- Bastion
At 13th level, once you've entered your Adrenaline Rush state, you become a Bastion of sorts, with all depending on what type of person you are. Once you gain this feature, you must choose one of the Bastion modes below. You gain the benefits of these Bastion modes only while you are under the Adrenaline Rush state.
- Bastion of Power. You are the embodiment of power, being unmatched in strength. You have advantage on Strength checks and saving throws.
- In addition, you deal additional damage with your Unarmed Strikes and Quincy Weapons equal to your Strength modifier.
- Bastion of Velocity. You are speed, with no one being able to even hit you when you're moving. You have advantage on Dexterity saving throws.
- In addition, your movement speed is now increased by 10 times your proficiency bonus instead of 5.
- Bastion of Immortality. You're practically unkillable while adrenaline is pumping into your veins. You have advantage on Constitution checks and saving throws.
- In addition, you now gain resistance to all damage except psychic while Adrenaline Rush is active.
- Bastion of Hope. You are the hope of all Quincy, your mere presence inspires your allies. You have advantage on Charisma checks and saving throws.
- In addition, friendly creatures within 30 feet of you gain advantage against being charmed or frightened, and gain a bonus to their saving throws equal to half your Wisdom modifier (rounded down).
- Physical Prime
At 18th level, you’ve reached the prime of your physique, considering yourself the Hero of the Quincy. Your hit point maximum increases by 20 times your Constitution modifier (minimum of +1).
In addition, you can choose one additional Bastion to benefit from while Adrenaline Rush is active.
Multiclassing[edit]
You cannot multiclass in and out of this class.
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