Shinigami (5e Class)
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|Picture of Byakuya Kuchiki, a Shinigami from the anime and manga series 'Bleach'.Art by Jinny Liang|
Path of The Soul
Unfortunately, you died. Fortunately, you were found by someone before something!
A god of death, guiding souls to the afterlife through the use of a strange ritual involving an enchanted soul-bound sword. Use strange incantation spells with a range of martial arts to fight soul-devouring monsters known as Hollows.
Creating a Shinigami
- Quick Build
You can make a Shinigami quickly by following these suggestions. First, Dexterity or Strength (based on which archetype the player wishes to work towards) should be your highest ability score, followed by Wisdom. Second, choose the Soldier background.
As a Shinigami you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple Weapons, Martial Weapons, Zanpakuto
Tools: Smith's Tools
Saving Throws: Dexterity, Wisdom
Skills: Pick two from Acrobatics, Athletics, Arcana, Sleight of Hand, Performance
You start with the following equipment, in addition to the equipment granted by your background:
- Zanpakuto(specific weapon decided by player and DM discussion)
- (a) Shogi Set or (b) Playing Card Set
- Leather armor
- (a) Dungeoneer's pack or (b) Explorer's pack or (c) Smith's tools
- If you are using starting wealth, you have 4d4x10 in funds.
|1st||+2||-||Zanpakuto, Spirit Sensitivity|
|4th||+2||-||Ability Score Improvement|
|5th||+3||5||Shinigami Archetype Feature, Reiryoku|
|7th||+3||7||Shinigami Archetype Feature|
|8th||+3||8||Ability Score Improvement, Shikai|
|11th||+4||11||Shinigami Archetype Feature|
|12th||+4||12||Ability Score Improvement|
|14th||+5||14||Shinigami Archetype Feature|
|16th||+5||16||Ability Score Improvement|
|19th||+6||19||Ability Score Improvement|
The Zanpakuto of any Shinigami is a weapon that they will be wielding their entire life. At first, the standard weapon that is given to the Shinigami to start is a simple Asauchi, a nameless weapon that has yet to have any of the user's soul imprinted onto it. As such, a Shinigami will start their career with an Asauchi that will begin with taking their soul into it.
Starting at 1st level, the Zanpakuto that a Shinigami wields is their primary weapon in combat. The Zanpakuto is the only way that the Shinigami will be able to access later features of the class (e.g. Shikai, Bankai, Kido for Hado Master and Bakudo Master, etc). The player should discuss with the DM about potential weapons that their standard Zanpakuto will look like. The Shinigami will have full proficiency with whatever their Zanpakuto's form is.
Having seen beyond the mortal veil once, you have never looked back. The world will never be the same to you, but that might not necessarily be a bad thing.
Starting at 1st level, you are capable of seeing and interacting with spirits with every form that isn't physically involved. You are able to peacefully send a willing spirit to the afterlife by placing the pommel of the Shinigami's Zanpakuto against the spirits head.
At 2nd level, you begin to refine your talents to change how you fight in real combat. You learn one of the following features:
- Reckless Attacker
A ruthless monster on the battlefield. Swing first, worry later. Once per turn, you can choose to gain advantage on an attack roll. However, when you do so the next attack against you also has advantage.
- Defensive Combatant
Careful never to rush into danger, you are the defensive combatant. You gain a +1 to AC while you are wielding a weapon.
- Weaving Warrior
Fly like a butterfly, sting like a bee! You do not take opportunity attacks from the last creature you attacked on your turn.
You have honed your abilities and found your talents in this world. As the Shinigami leaves the academy, they will figure out their calling in life. Upon reaching 3rd level, the player will choose between the archetypes of: Battle Master, Hado Master, Bakudo Master, Stealth Force Operative, or Hollowfied. The choice will dictate what abilities the archetype gives at the 3rd, 5th, 7th, 11th, and 14th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Reiryoku (霊力, Spiritual Power) is a power aligned with the spiritual sensitivity and willpower of the user. It is used by Shinigami and other spiritual beings to provide power for their various abilities. One of the core uses of Reiryoku are for empowering attacks with spiritual energy, or cloaking themselves with spiritual energy in order to defend themselves.
Upon reaching 5th level, a Shinigami is able to pool their Reiryoku into a set of Reiatsu points. Reiatsu points per level are found in Shinigami class table. These Reaitsu points can be used for abilities in the Shinigami's respective Archetype. These Reiatsu points are regained after finishing a long rest.
Upon reaching 6th level, you are capable of walking through the air as if it were solid ground. You gain a fly speed equal to your movement speed.
Shikai (始解; Literally meaning "Initial Release") is the first released stage of a Shinigami's Zanpakutō. Only a few Shinigami learn to release their swords—generally only those who are high-ranking seated officers and above.
Upon reaching 8th level, you are now skilled enough to learn the name of your Zanpakuto. By stating a command word (eg. Howl, Shred, Scatter) and then announcing the name of your Zanpakuto, you are capable of transforming it into it's released state. Typically (but not always the case) the blade takes a new form, this could be as simple as a styling change to a normal katana or a new type of weapon entirely. Each Zanpakuto has it's own special features, such as flame manipulation or the ability to extend past it's limited blade length. Discuss the properties of your Zanpakuto with your DM to determine it's powers and abilities.
Shikai can be used as an action 2 times, regaining the use at the end of a short rest. The form lasts for 10 minutes or until you fall unconscious. While activated, the Shikai form of the Zanpakuto gives the Shinigami a permanent +1 to all attack rolls made with it in addition to the ability given by DM discussion. While released, the Zanpakuto is considered a magic weapon for dealing with resistances.
Example of Shikai: Renji Abarai has the Zanpakuto "Zabimaru". It starts out as a typical katana until he uses the release phrase. Once he utters the phrase "Howl Zabimaru", the katana changed into a longer 6-part segemented blade with pick-lick protrusions on front and back of the sections. It can be used like a sword and a whip. This would be the special ability of Zabimaru.
Gameplay Example: Ichigo's player creates the ability Getsuga Tensho for the Shikai Zangetsu. Getsuga Tensho is an ability that once the name of the ability has been said and the sword swung, a wave shoots out from the blade. The wave is a ranged attack in a line that is 200 foot long, 5 foot wide. A Dexterity saving throw of DC 15 + Ichigo's Shinigami level has to be passed for half damage. Otherwise, the full damage of the blast is 5d8 + 10 force damage. The ability can be used 4 times, regaining the use of the ability at the end of a long rest.
Upon reaching 10th level, you are capable of creating a Hell Butterfly to send messages across the planes. The butterfly is black with red markings, and leaves behind a red trail. In order to send a message, you must know where both of you are currently. The hell butterfly is incapable of being used by anyone but Shinigami, and is the primary method of communication among them. The message is a telepathic communication that the recipient knows upon touching the Hell Butterfly. However, it is impossible to know exactly who sent the butterfly from butterfly appearance alone.
At 13th level, you are able to conjure a eastern-styled sliding paper door on the material plane called a Senkaimon. The Senkaimon allows for transport between the material plane and the world of the dead. In order to be able to go to a location, the Shinigami must either have already been there or succeed in a History skill check (Human World DC 15, anywhere else DC based on DM discretion) to know as much as possible about the location. This door vanishes a minute after it's manifestation.
Bankai (卍解, Final Release), originally known as Shinuchi (真打, True Strike), is the second and final form of a Shinigami's Zanpakutō. It is the ultimate technique of Captain-class Shinigami. Those who achieve it are said to be in possession of an "evolved Zanpakutō" (進化した斬魄刀, shinkashita Zanpakutō).
Once reaching 15th level, you have unlocked the final form of your Zanpakuto. Through deep meditation and training, you have achieved a deeper connection to your Zanpakuto. Bankai is a technique that typically takes decades to train under normal circumstances. By saying an activation phrase aloud - that is different to the one used when activating Shikai - you call out the true name of your Zanpakuto. This name is usually an extended version of the name given when achieving Shikai (E.g. Shikai = Senbonzakura / Bankai = Senbonzakura Kageyoshi). The powers of your Bankai are far stronger and more developed than those of your Shikai, typically being seen as an 'Evolution', though some Zanpakuto have been known to take a complete change drastically different than their Shikai. In contrast, while the Shikai changes the weapon exclusively, Bankai is capable of changing the form of the wielder too. This can range from new dynamic clothing, to physical changes such as wings or claws.
You are no longer required to speak the activation phrase aloud when using Shikai. However, most Shinigami still do to continue connecting with their Zanpakuto.
Bankai can be activated as an action 1 time for 5 minutes or until you become unconscious, regaining use of the ability at the end of a long rest. Additionally, you are able to use Shikai a total of 4 times, regaining use of the ability at the end of a short rest. The Bankai's power increases more when the Shinigami fully gains access to their Bankai Ability at 18th level. While released, the Zanpakuto is considered a magic weapon for all checks involving resistance against an enemy.
Example: Ichigo Kurosaki has the sword (constantly in Shikai form) of Zangetsu. When stating the phrase "Bankai", the sword(s) change to a newer form. This newer form is known as Tensa Zangetsu. In its first appearance, Ichigo had a Zangetsu that looked similar to a a oversize khyber knife. When released into Bankai, it became Tensa Zangetsu, a black bladed daito (Japanese long sword). It also changes his Shinigami cloak to look ripped at the bottom.
Gameplay Example: Ichigo's player says that he wishes to activate Bankai. Ichigo yells "Bankai!" and the sword transforms into the new blade. Due to the abilities given by Bankai Ability, he now has increased speed and a stronger Getsuga Tensho.
Upon spending time with your Zanpakuto, your Bankai has evolved to incorporate more of your soul into it. Upon reaching 18th level, the Shinigami will be able to manifest more of the power that resides within their Bankai. While in a released Bankai state, the Shinigami also gains a +3 bonus to attack and damage made with their Zanpakuto.
With your DM, discuss what ability you would like your Bankai to be able to use. This ability can be akin to the form change that it has brought onto the user, or even something that is drastically different from what would be expected. At often times, the Bankai ability is often similar to the Shikai ability that has been set (E.g. Ichigo Shikai = Getsuga Tensho, Ichigo Bankai = Enhanced Getsuga Tensho).
Example: Two major examples of the Bankai Ability can be shown by Ichigo Kurosaki and Captain Commander Genryusai Shigekuni Yamamoto. Ichigo Kurosaki's Bankai Ability is an enhanced version of his pre-existing Shikai ability, Getsuga Tensho. It becomes a stronger blast-wave when he has released into the Bankai. On the other hand, Captain Commander Yamamoto has a difference in his abilities from Shikai to Bankai. His Shikai Ryujin Jakka ignites the blade fully and starts incinerating everything in its path. When released to Bankai, Zanka no Tachi becomes a worn and severly scorched blade. While the blade still works with the element of fire, the flames are now encased into the blade. With one hit of the blade, Zanka no Tachi can destroy something into nothingness.
Gameplay Example: Ichigo's player has discussed about two abilities for Ichigo to have when Bankai is active. The first is an increase on his movement speed, which also increases his Airwalk speed. The second is an increase in the damage of the Getsuga Tensho ability from his Shikai. The ability now does 10d8 + 15 force damage upon a successful strike. The DC of the Dexterity check stays the same. This ability can be used 2 times, regaining the use of the ability at the end of a long rest.
Having peaked your potential, you awaken to gain a better understanding of your Zanpakuto. Due to the connection with the Zanpakuto becoming perfect, the Zanpakuto spirit can manifest itself in front of the Shinigami at any given with any given form. The spirit can only be seen by the wielder of the Zanpakuto unless the spirit wishes to be seen by others during the process. The Zanpakuto spirit usually only comes out when wishing to discuss the proper upkeep of the Zanpakuto or of the Shinigami themselves.
Upon reaching 20th level, the abilities granted by your Zanpakuto both in Shikai and Bankai are made more effective, at the DM's discretion. While wielding your Zanpakuto in unreleased form, the weapon is now considered a magic weapon for the purpose of overcoming resistance.
Example: The best example of the Zanpakuto spirit manifestation due to Soul Ignition fully is with Renji Abarame with his Zanpakuto, Zabimaru. It seems that Zabimaru will manifest unintentionally many times of its own will. It berates Renji about various things.
Gameplay Example: From a gameplay stand-point, this can be used in two ways. The first is to give characters their final form abilities. One version: Final Getsuga Tensho. Ichigo's player gets this ability to combine with the spirit of their Zanpakuto, allowing for increases to many attributes. It gives the user vastly increased speed, strength, and damage output from wielding the Zanpakuto. The downside is that this ability is a one time use. Afterwards, the character looses all of their Shinigami levels. The other way to use this feature is for plot purposes in an epic level campaign. The Zanpakuto's spirit could come out to help the players with figuring out where to go from the point they are stuck at.
Stealth Force Operative
If your comrade is being defeated, you should see it as an opportunity. Rather than standing in the way, you should stab the enemy in the back. And if the enemy is so far above your level that you cannot even manage that... then you should let your comrade die. That is the way of the Onmitsukidō (Stealth Force).
The Stealth Force Operative is one who strikes from the shadows with deadly force, scarcely relying on their Zanpakuto but rather on the natural assets they use to fight. A Stealth Force Operative has an impressive mastery of their body in contrast to many of their peers, who fight with brutish strength or lengthy spells.
Stealth Force Operative Table
|Shinigami Level||Hakuda Die||Sneak Attack|
A warrior who rarely relies on the power of his or her Zanpakuto, but on the assets of their natural body instead. You have honed your body, enhancing your body martial prowess beyond that of your blade-wielding or kido-casting peers.
Beginning at 3rd level, your unarmed strikes damage die is now equal to 1d4 + your Dexterity modifier. The damage die changes based on your level as seen in the Stealth Force Operative table.
Beginning at 3rd level as well, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the attack roll. The attack must use a Finesse or a ranged weapon. You don’t need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t Incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Stealth Force Operative table.
Shunpo (瞬歩, Flash Steps) is a movement technique that allows the user to move faster than the eye can follow. The art is exclusive to Shinigami
At 5th level, you are able to use the Shunpo technique as a bonus action. Using the Shunpo technique allows you to move up to 20 feet from your current position without taking any opportunity attacks.
Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
Shunko is the signature trait of the higher-ranked Onmitsukidō operatives, and is an art of Hohō that is exclusively used within battle; and is remarked by some as the "Art of Assassination" (暗殺術, Ansatsujutsu). It utilities not simple channeling of Reiryoku to the legs, but flow throughout the entire body to enhance the neural synapses of the individual, increasing their entire physical ability tenfold. However; this isn't a sudden burst of spiritual energy, but it is a constant and gradual flow of Reiryoku throughout their entire being, and the longer a battle progresses, the greater level of physical ability the practitioner gains. However, the sole detrimental aspect of this is that only beings with truly high levels of spiritual power are capable of utilizing this method of combat for extended periods of time.
At 11th level, as an action you may enter the Shunko state. Entering Shunko causes you to gain a 'veil' of spiritual energy around your body, greatly enhancing your physical capabilities. While in this state, your movement speed doubles. Opportunity attacks against you have disadvantage, and you have advantage on dexterity saving throws. On such saving throws, a success where you would otherwise take half damage causes you to instead take no damage. In comparison, a failure causes you to instead take half rather than the full damage. Once per turn, you may use 'Shunpo' as a free action. You gain a +2 to AC, and you gain an additional action on your turn. While in this state, your unarmed strikes do an additional 2d6 lightning damage and your strikes count as magical for the sake of overcoming resistances.
Once activated, you will remain in the Shunko state for three rounds (Starting on the first and ending at the start of the fourth.) before returning to normal. Upon doing so, you gain two points of exhaustion. The ability can be regained for use at the end of a long rest.
A particularly cruel technique, which is advised against within the Onmitsukidō due the possible grievous backlash. It consists of a single long "step" extending way past the opponent, yet performed inches near the latter, with the dominant hand held in tegatana position. The said hand cleaves through the air as the movement is performed, and when the user comes to a hold, causes an enormous shock-wave to ripple through the pathway in it's wake. Because the hand is designed to be next to the opponent when the technique is utilized, the latter receives the full brunt of this force, capable of completely ripping open the chest area and exposing the vital organs. However, should the opponent side-step in time or the technique simply be performed to far away from the intended victim's body, the user himself receives the impact, although in his back and thus less lethal, but still enough to render him incapable of fighting for a serious period of time.
One of the most destructive forms of Omitsukido, Kurumushi is capable of breaking an opponent quickly at the risk of personal detriment. At 14th level, you may make an attack roll against a creature. On a hit, the attack deals 10d10+10 force damage to the creature and the creature is stunned. On a miss, the attacker takes 5d10 force damage and has to succeed on a DC 17 constitution saving throw or be stunned until their next turn. You may use this ability 1 time, regaining the use of it at the end of a long rest.
Having honed spells and incantations, you have decided to pursue a path that focuses on Kido to blast and tear through your enemy rather than with a blade. A Hado Master is a back-liner who focuses on versatility in a battle rather than melee combat. Hado spells tend to be more destructive than Bakudo spells, and is meant for direct attack rather than to weaken and subdue the enemy.
Hado Master Table
|Shinigami Level||Cantrips Known||Hado Known||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
The Hado Master has spent the start of their youth studying the ways of Kido and have chosen to pursue mastery of the Hado arts. The use of Hado is similar to certain basic spellcasting in a non-Bleach universe from a Wizard and/or Sorcerer.
Beginning at 3rd level, you gain access to 4 cantrips of your choice from the spell lists provided. The Hado Master can pull their spells from the Wizard and/or the Sorcerer spell list, as they are considered the most damaging of spells for Hado. You learn additional Hado cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Hado Master Table
The Hado Master table shows how many spell slots you have to cast your spells at 3rd level and higher. To cast one of these Hado spells, you must expand a slot of the spell's level or higher. You regain all expanded spells slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 3rd-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Hado Known of 3rd Level and Higher
You know six 1st or 2nd level spells of your choice from the Wizard and/or Sorcerer's spells lists. These spell lists are considered Hado lists for the Hado Master.
The Hado Known column of the Hado Master table shows when you learn more Hado(spells) of your choice. Each of these Hado(spells) must be of a level for which you have Hado(spell) slots.
Additionally, when you gain a level in this class or take a long rest, you can choose on of the Hado(spells) you know and replace it with another Hado(spell) from the Hado(spell) list, which also must be of a level for which you have Hado(spell) slots.
Wisdom is the ability that is used for your Hado-casting ability for your Hado spells, since the power of your magic relies on your ability to project your will into the world. You use your Wisdom whenever a spells refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Hado spell you cast and when making an attack roll with one.
- Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
- Spell attack modifier= your proficiency bonus + your Wisdom modifier
The Hado Master uses their Zanpakuto as the spellcasting focus for their Hado spells.
Beginning at 5th level, you tap into a deep wellspring of Hado magic within yourself. This wellspring is tied to the Reiatsu points given by your Shinigami class, which allows you to create a variety of magical effects.
You can use your Reiatsu points to gain addiotional Hado slots, or sacrifice Hado slots to gain additional Reiatsu points as you reach higher levels.
- Creating Hado Slots
You can transform unexpended Reiatsu points into one spell slot as a bonus action on your turn. A Hado Master uses the Sorcerer's "Creating Spell Slots" table to show the cost of creating a Hado slot of a given level. You can create Hado slots no higher in level than 5th.
Any Hado slots you create with this feature vanishes when you finish a long rest.
- Converting a Hado Slot to Reiatsu Points
As a bonus action on your turn, you can expend one Hado slot and gain a number of Reiatsu points equal to the slot's level.
In addition to being able to use Reiatsu points to create slots and sacrifice slots to gain points, the Hado Master is also able to twist their Hado to suit their needs. You gain two of the following Metamagic options of your choice. You gain another at 11th and 14th level.
You can use only one Metamagic option on a Hado when you cast it, unless otherwise noted.
- Careful Hado
When you cast a Hado that forces other creatures to make a saving throw, you can protect some of those creatures from the Hado's full force. To do so, you spend 1 Reiatsu point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the Hado.
- Distant Hado
When you cast a Hado that has a range of 5 feet or great, you can spend 1 Reiatsu point to double the range of the Hado.
When you cast a Hado that has a range of touch, you can spend 1 Reiatsu point to make the range of the Hado 30 feet.
- Empowered Hado
When you roll damage for a Hado, you can spend 1 Reiatsu point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.
You can use Empowered Hado even if you have already used a different Metamagic option during the casting of the Hado.
- Extended Hado
When you cast a Hado that has a duration of 1 minute or longer, you can spend 1 Reiatsu point to double its duration, to a maximum duration of 24 hours.
- Heightened Hado
When you cast a Hado that forces a creature to make a saving throw to resist its effects, you can spend 3 Reiatsu to give one target of the Hado disadvantage on its first saving throw made against the Hado.
- Quickened Hado
When you cast a Hado that has a casting time of 1 action, you can spend 2 Reiatsu points to change the casting time to 1 bonus action for this casting.
- Subtle Hado
When you cast a Hado, you can spend 1 Reiatsu pointto cast it without any somatic or verbal components.
- Twinned Hado
When you cast a Hado that targets only on creature and doesn't have a range of self, you can spend a number of Reiatsu points equal to the Hado's level to target a second creature in range with the same Hado(1 Reiatsu point if the Hado is a cantrip).
To be eligible, a Hado must be incapable of targeting more than one creature at the Hado's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
You have learned to regain some of your Hado energy by studying the art of casting Hado. When you reach 7th level, you can regain parts of your Hado(spells). Once per day when you finish a short rest, you can choose expended Hado(spell) slots to recover. The Hado(spell) slots can have a combined level that is equal to or less than half of your Hado Master level(rounded up), and none of the slots can be 6th level or higher. This changes to 8th level or higher when a Hado Master reaches 14th level.
For example, if you are a 8th-level Hado Master, you can recover up to four levels of Hado(spell) slots. You can recover either: one 4th-level Hado(spell) slots, one 3rd-level Hado(spell) slot and one 1st-level Hado(spell) slot, two 2nd-level Hado(spell) slots, one 2nd-level Hado(spell) slot and two 1st-level Hado(spell) slot, or four 1st-level Hado(spell) slots.
At 11th level, your mastery of Hado has given you an a mystical secret called a Hadon. Choose one 7th-level Hado(spell) from the Hado(spell) list as this Hadon.
You can cast your Hadon Hado once without expending a Hado(spell) slot. You must finish a long rest before you can do so again.
At higher levels, you can more Hado(spells) of your choice that can be cast in this way: one 8th-level Hado(spell) at 14th level and one 9th-level Hado(spell) at 17th level. You regain all uses of your Mystical Hadon when you finish a long rest.
Full Hado Mastery
Your use of the Hado casting arts have become the stuff that many Hado casters aspire to work towards. Your expertise in the Hado has become so good that you have learned to be able to access certain Hado easier.
Starting at 14th level, you gain the following effects:
- - You regain 4 expended Reiatsu points whenever you finish a short rest.
- - You have achieved such mastery over certain Hado (spells) that you can cast them at will. Choose a 1st-level Hado (1st-level Wizard/Sorcerer spell) and a 2nd-level Hado (2nd-level Wizard/Sorcerer spell) that you have knowledge of. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either Hado (spell) at a higher level, you must expend a Hado (spell) slot as normal.
- - By expanding 8 hours in study, you can exchange one or both of the Hado (spells) you choose for different spells of the same levels.
Having honed spells and incantations, you have decided to pursue a path that focuses on Kido to be able to support your allies in the field. A Bakudo Master is a back-liner who focuses on versatility in a battle rather than melee combat. Bakudo spells tend to be more healing based than Hado spells, and is meant to bring the allies in a fight to be at their best.
Bakudo Master Table
|Shinigami Level||Cantrips Known||Bakudo Known||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
The Bakudo Master has spent the start of their youth studying the ways of Kido and have chosen to pursue mastery of the Bakudo arts. The use of Bakudo is similar to certain basic spellcasting in a non-Bleach universe from a Cleric and/or Druid.
Beginning at 3rd level, you gain access to 4 cantrips of your choice from the spell lists provided. The Bakudo Master can pull their spells from the Cleric and/or the Druid spell list, as they are considered the most support-type of spells for Bakudo. You learn additional Bakudo cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bakudo Master Table
The Bakudo Master table shows how many spell slots you have to cast your spells at 3rd level and higher. To cast one of these Bakudo spells, you must expand a slot of the spell's level or higher. You regain all expanded spells slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 3rd-level and a 2nd-level spell slot available, you can cast cure wound using either slot.
Bakudo Known of 3rd Level and Higher
You know 6 1st or 2nd level spells of your choice from the Cleric and/or Druid's spells lists. These spell lists are considered Bakudo lists for the Bakudo Master.
The Spells Known column of the Bakudo Master table shows when you learn more Bakudo spells of your choice. Each of these spells must be of a level for which you have spells slots.
Additionally, when you gain a level in this class or take a long rest, you can choose on of the Bakudo spells you know and replace it with another spell from the Bakudo spell list, which also must be of a level for which you have spells slots.
Wisdom is the ability that is used for your Bakudo-casting ability for your Bakudo spells, since the power of your magic relies on your ability to project your will into the world. You use your Wisdom whenever a spells refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Bakudo spell you cast and when making an attack roll with one.
- Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
- Spell attack modifier= your proficiency bonus + your Wisdom modifier
The Bakudo Master uses their Zanpakuto as the spellcasting focus for their Bakudo spells.
Starting at 5th level, whenever you use a Bakudo(spell) of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the Bakduo's(spell's) level.
Additionally, that creature gains temporary hit points equal to those additional hit points + your Bakudo(spell) casting modifier.
Potent Bakudo Strike
Starting at 7th level, you add your Wisdom modifier to the damage you deal with any Bakudo cantrips.
In addition to this, you gain the ability to infuse your Zanpakuto strikes with your Reiatsu. Once on each of your turns when you hit a creature, you can spend two Reiatsu points to cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8 and the Reiatsu cost increases to four.
Secrets of Hado
Starting at 11th level, you have plundered the knowledge of Hado from various Hado Masters. Choose two Hado(spells) from Hado(spells) that the Hado Master can learn. A Hado(spell) chosen must be of a level you can cast, as shown on the Bakudo table, or a cantrip.
The chosen Hado(spells) count as Bakudo(spells) for you and are included in the number in the Bakudo(Spells) Known column of the Bakudo Master Table.
You learn two additional Hado(spells) at 14th level and again at 17th level.
Full Bakudo Mastery
Your use of the Bakudo arts have become the things that many Shinigami aspire towards. Starting at 14th level, the Bakudo Master now gains two new abilities from their training in the casting of Bakudo:
- - When you normally roll one or more dice to restore hit points with a Bakudo (spell), you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
- - You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
"I'd forgotten it for a long time...the pain of not having a name. Those other guys had names that others called them, but I didn't. So, that kinda feelin'..." — Kenpachi Zaraki
The Battle Master is one of the strongest Shinigami that has walked among the other Shinigami of the Soul Society. Due to this, it is often advised that many of the other Shinigami to not anger the Battle Master for fear of something similar to one of Captain Zaraki's infamous destruction sprees.
The Battle Master has learned how to wield their Zanpakuto with the force of a fiery cannon. When wielding your Zanpakuto with two hands, the damage of your Zanpakuto = damage dice + (2 x Strength Modifier). This feature is learned at 3rd level.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level and to four when you reach 17th level in this class.
A two-handed Kendō technique that has the practitioner bring the sword down with enough force that it can cut an opponent in half right down the middle. The attack takes the form of a wave of spiritual energy. This slash attack is so powerful that it creates an explosion of Reiatsu and concentrated air pressure.
At 7th level, and the cost of two Reiatsu points, the user is capable of sending an immense wave of spiritual pressure through a downward slash centered on an opponent. The user makes a weapon attack with their Zanpakuto on an opponent, if the attack hits that opponent takes the damage necessary from the weapon attack as well as an additional 1d8 Radiant damage. This damage increases by an additional 1d8 for every two Reiatsu Points invested on the attack. All creatures within 5ft of the attacked target must make a dexterity saving throw with a DC of 12 + the users strength modifier. On a success, nothing happens. On a failure, they take 2d8 Force damage. This ability can be used as long as the Battle Master has the Reiatsu points to activate it.
At 11th level your thirst for battle fuels your spirit energy, as though it bursts from your body like a geyser eruption. The overwhelming flow of your Reiryoku allows for the Battle Master to gain more and do more with their Reiryoku. The Battle Master adds their Proficiency Bonus to the amount of Reiatsu they have in the pool of points beginning at 11th level.
The Battle Master may also expend all of their Reiatsu points to increase themselves physically. At 11th level, the Battle Master is able to gain an additional point of damage per Reiatsu point expended on the attack. However, due to the overflowing power that is coming off of them, the attack is rolled at disadvantage. Once the attack is complete, the Battle Master cannot expand all Reiatsu points in this manner for a full 24-hours.
Immeasurable Spiritual Power
Similar to Captain Zaraki Kenpachi, the Battle Master's Reiryoku becomes absolutely monstrous! The Reiatsu pouring from the Battle Master Shinigami is enough to where anyone not used to such power would believe that the Battle Master is on par with most Captains of the Gotei 13.
At 14th level, on your turn, you can enter into a rage as a bonus action lasting 3 minutes. While raging, the Battle Master gains the following benefits while wielding their Zanpakuto:
- - You have advantage on Strength checks and Strength saving throws.
- - When you make a melee attack using Strength, you gain a bonus to the damage roll that is equal to the Shinigami level.
- - You have resistance to bludgeoning, piercing, and slashing damage.
- - You can make an additional melee attack as a bonus action on the first attack of each round.
- - When activated, all enemies within a 40 foot radius of you must make a Wisdom saving throw (DC equal to 10 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creatures.
- - Until the end of this ability, the Battle Master's Strength score is 24.
Once the ability leaves, the Battle Master will suffer from three levels of exhaustion. This ability can only be used 2 times, regaining the use of the ability at the end of a long rest, and cannot use both charges in the same combat encounter.
"...If fate is a millstone, then we are the grist. There is nothing we can do. So I wish for strength. If I cannot protect them from the wheel, then give me a strong blade, and enough strength... to shatter fate." — Ichigo Kurosaki
The Hollowfied is a unique Shinigami archetype that not many are able to fully live through the process. The Hollowfied start the process at the 3rd level with the Hollowfication process.
To begin the life of a Hollowfied Shinigami, at 3rd level, the Shinigami will have to undergo a rigorous ritual of both mind and soul. This ritual begins when the Shinigami is thrown into a pit that will start to eat away at their soul, turning them towards a Hollow. The Shinigami will have to make a Constitution Saving Throw with a DC of 10 + Shinigami level. If the check is a success, the Shinigami will continue the process with no detrimental effects. If the check is a failure, the Shinigami will be rolling at disadvantage for the next part of the ritual.
The last part of the ritual will start once the Constitution check has been administered. The mask will begin to form over the Shinigami's face, which starts to dig into the mind of the Shinigami. The Shinigami will begin making 3 separate Wisdom Saving Throws with different DCs. The first Wisdom Saving Throw starts with a DC of 10 + Shinigami level, the second being at a DC of 12 + Shinigami Level, and the final check being at a DC of 14 + Shinigami Level. If the Shinigami fails the three saves, they will be engulfed by the power of the Hollow. Once engulfed, they will become a mindless Hollow beast that must be healed in order for their soul to be brought back from it.
If the Shinigami succeeds in the saving throws, the mask finishes covering the face while only being a simple mask. The custom stylized mask of the Hollowfied is unique to each individual Shinigami that becomes one. This mask can change in design as the The Hollowfied gain in power over time (completely up to the player). The Hollowfied can don their mask by simply putting their hand in front of their face and using a free action to summon it. Once summoned, the Hollowfied will need to make a Wisdom Saving Throw of DC 12. The more times that the mask is summoned, the DC of the saving throw increases by 2 until they go berserk from just putting the mask on (failed Wisdom saving throw). The DC is reset once a long rest has been taken. The ability can only be activated for 12 seconds (2 in-game combat rounds) at a time. The ability can be used 2 times, regaining the uses after a short rest.
While wearing the mask, the Hollowfied gain boosts from the Hollow side inside of them. The walking speed of the Hollowfied is doubled, as is the Airwalk speed the Hollowfied can use later on. Upon reaching 8th level and unlocking Shikai, the Hollowfied has an increase in power from the new ability that their Shikai gives them. Upon the unlocking of the Bankai Ability at 18th level, the Hollowfied's mask gains another increase in power due to the new power. It is best to discuss with the DM how the Hollowfied version of the Shikai and Bankai works.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
With the advent of your Hollowfied abilities coming towards the fruits of labor, the Hollowfied has begun to figure out that the mask can project a beam like weapon known as a Cero. Starting at 7th level, a Hollowfied with their mask donned can begin to pool the energy into a beam. The beam takes an action to charge and fire the blast towards the enemy, 120 feet long and 5 feet wide. Each creature in the line of the Cero must make a Dexterity saving throw. The damage of the blast is 9d6 force damage on a failed save, and half as much on a successful Dexterity save. This ability can only be used once per long rest.
At 11th level, the Cero blast can be used 2 times, regaining the use of the ability at the end of a long rest. At 14th level, the Cero blast can used 3 times, regaining the use of the ability at the end of a long rest.
Hollow Mask Power Augment
With the increasing power of the Hollowfied, so to as their own Hollow Mask begun to increase in power. The Hollow Mask has steadily become more apart of the Hollowfied to the point where sometimes it is hard to see them not immediately don it at the start of combat.
Upon reaching 11th level, the Hollow Mask starts to increase other attributes besides just the walking speed. Upon donning the mask, a Hollowfied gains:
- - +2 to both Strength and Constitution (no greater than the maximum of 20)
- - +2 on attack and damage rolls made with their Zanpakuto
- - Double the Hollowfied level in Temporary Hit Points until the mask is taken off or dispels
The time for the mask increases to 2 minutes (20 in-game combat rounds). The DC for donning the mask also increases to a 14, and increases by 2 for each subsequent donning of the mask after the first for checks. The ability can be used 4 times, regaining the use of the mask after a short rest.
Gran Rey Cero
At the advent of the Hollowfied's power, the Hollowfied has learned to use the favored ability of the Espada, the Gran Rey Cero blast. By mixing a bit of blood into the Cero blast, the Hollowfied can send out a blast that even an Espada would know as a Gran Rey Cero.
Starting at 14th level, a Hollowfied can blast towards the enemy with a beam of pure force that is 240 feet long and 5 feet wide. Each creature in the line of the Gran Rey Cero must make a Dexterity saving throw. The damage of the blast is 9d8 force damage on a failed save, and half as much on a successful Dexterity save. For each Reiatsu point put into this ability, the damage increases by 1d8 force damage. This ability can be used 1 time, regaining the use of the ability at the end of a long rest.
Shinigami Spell List
You know different spells based on whether you choose to be an Hado Master or a Bakudo Master. The Hado Master class relies on the Wizard and/or Sorcerer spell lists for their spells. The Bakudo Master relies on the Cleric and/or Druid spell lists for their spells.
Optional Campaign Feature: Choose Your Squad
You have graduated from being a trainee and are awarded the title of being a fully-fledged Shinigami. Your next step is to join one of the following squads, gaining all necessary benefits and duties as outlined.
The illusive Squad Zero are the personal guards of the Soul King, the Royal Family, and the Royal Palace. As such, not many people see them as they are up in the Soul King Palace. The main special duties of the Squad is the aforementioned guarding and the slaying of Menos-class Hollows.
Due to the how the Squad Zero recruits, it is hard to get into it. The Soul King must acknowledge that the Shinigami has made significant contributions to the history of the Soul Society (E.g. Creation of the Zanpakuto by Ōetsu Nimaiya). It is also assumed that the Shinigami in question must have been a captain previously.
- Power Above All Else
Due to the power that the members of Squad Zero hold, they are stronger than all the other Squads combined. From this immense power, members of Squad Zero can summon the Tenchūren (天柱輦, Heavenly Pillar-Palanquin) to come down from the Soul King Palace to the Soul Society. Of course, the Tenchūren must be brought to Kūkaku Shiba's cannon to be able to be sent back to the Palace. The members of Squad Zero also come and go between their own sections, allowing for training amongst the members.
No special duties have been noted for Squad One. Squad One is ranked highest among the Thirteen Court Guard Squads. Even subordinate members of Squad One are considered model Shinigami. Emergency must be dealt with swiftly; quick decisions and quick actions are essential. The squad is able to ascertain a situation and mobilize quickly even before an order is issued. That is the true value of Squad One.
- High Jurisdiction
You are a respected and model Shinigami, your position in Squad 1 alone carries weight and garners the admiration of your peers. Typically, other Shinigami who are of equal or near-equal rank will listen to you and follow orders you may give. However, they will not put themselves in immediate danger for your sake if it deviates from a goal they have been tasked with by a superior. Being a trusted member of Squad 1, you also gain advantage on deception and persuasion checks made against Shinigami outside of Squad 1.
Squad Two follows the traditional organisation of a Thirteen Court Guard Squad.
Because the Captain of Squad Two also leads the Stealth Force, Squad Two's duties are directly tied in with the Stealth Force, each of the top 5 seated officers is in charge of a certain division of the Special Forces. At this time, it is known that the Captain is in charge of the Punishment Force, the Lieutenant is in charge of the Patrol Unit, and the 3rd Seat is in charge of the Detention Unit.
- Stealth Training
You are part of the Stealth Force, a squad dedicated towards espionage and assassination. You gain proficiency in Stealth and Deception, if you already have proficiency then you gain expertise in that skill.
Squad Three follows the traditional organisation of a Thirteen Court Guard Squad. It has no special duties, though is listed as being rather relaxed and easy going. The squad, typically, remains quite vacant as a result of this. The only recommended requirement is honesty, as members of Squad 3 despise liars.
- Liar's Scorn
You gain proficiency in Insight and Investigation, if you already have proficiency in either skill you instead gain expertise.
Squad Four is the medical/supply squad. They are responsible for both treating the injured and doing most of the manual labor, such as cleaning the Seireitei. The 4th Division is further divided into teams that have specific assigned jobs. Other division members use their spiritual power only for fighting. Members of Squad Four possess spiritual powers that is used to tend to wounds and provide relief. They use these special powers and the benefits of their daily training to act with precision and speed to aid injured comrades. Squad Four administers emergency first aid to injured squad members and transports them to the General Emergency Relief Station.
In addition, the nurses who work in the Sōgō Kyūgo Tsumesho (meaning for the coordinated relief station) have special Shihakushō (meaning for "Garment of Dead Souls") that are pink in color with hats that are reminiscent of nurse uniforms of the World of the Living.
They are looked down upon by Squad Eleven who usually bully them around because they believe that Squad Four are just a weak medical team which is combat-focused.
- Healing Kido
A specialised Kido technique taught by Squad 4, used for treating the injured while on the battlefield. The technique visually appears as a green light that radiates from the palm of the healer.
As an action, you can heal a friendly creature for 1d4 + your Wisdom modifier up to three times per day.
No special duties have been noted for Squad Five. The members of this squad are all highly skilled, having been trained by a captain who excels at everything, including battle readiness.
- Battle Readiness
Quick to act, members of Squad 5 cannot be surprised.
No special duties have been noted for Squad Six. Squad Six is seen as a model squad by every Shinigami and is known for its strict adherence to rules.
- Saving Face
Members of Squad 6 are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll, fail an ability check, or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
No special duties have been noted for Squad Seven. This Squad is made up of sincere, unpretentious people who live life with gusto. Members of Squad 7 believe strongly in moral obligation and compassion. This ethos has been passed down through the ranks of Squad Seven.
Once per day, if you fail an attack roll, saving throw, or ability check you can choose to instead re-roll the die for that check.
Squad Eight follows the traditional organisation of a Thirteen Court Guard Squad.
Squad 8 is known for being relatively laid back, as they have no special duties. They enjoy drinking, and are primarily full of women.
- Hold My Drink
You are used to drinking vast amounts, causing your body to build up a tolerance to alcohol. When you roll a constitution saving throw for drinking alcohol or other poisons, you are able to do so with advantage.
The mission of Squad Nine is to protect the Seireitei. It is always on standby for combat because it is the security force of the Thirteen Court Guard Squads. Traditionally, Squad Nine has overseen arts and culture. For this reason it is known to be in charge of the Seireitei news magazine. All the lieutenants of the squad of Thirteen Court Guard Squads hand in their reports to them.
You are forever vigilant, you gain a +3 to initiative rolls.
Squad 10 has no specialty, but is known for being very respectful towards those who are ranked above them.
- Likable Etiquette
Due to their well-trained manners, members of Squad 10 are typically seen as a joy to be around to those of higher rank. They gain advantage on Persuasion and Performance checks when associating with people of a higher rank or station than themselves.
Squad Eleven is the direct-combat Squad with a specialization in swords-only combat, forgoing the other Shinigami arts and thereby being one of the most specialized squads in the Thirteen Court Guard Squads. The squad's doctrine of dominating in battle is what appeals to its members. They believe that fighting is what makes life worth living. This is what separates Squad Eleven from the others and makes them the strongest squad. Everyone in Squad Eleven are highly skilled in fighting. They believe if they are going to die anyway, go down fighting gloriously.
The squad is also setup so that, to become the Captain of the Squad Eleven, the candidate must do so through the third method of becoming a captain, killing the previous captain in front of 200 members of the Division, which is almost the entire Squad. Upon defeating the previous Kenpachi, the new captain takes on the name of Kenpachi, or the best swordsman of each generation. Since the rise to captain status of the current Kenpachi, an unofficial rule has been added that says to be a true member of Squad Eleven, one's Zanpakuto must be a melee-type.
- Tough As Nails
When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Squad Twelve develops new technology and spiritual tools and its been the home of the Department of Research & Development for 110 years.
Squad Twelve has been directly linked to the Department of Research & Development over 100 years ago by former a Captain. As such technological and scientific research has become the full measure of what the division involves itself in primarily. Members are tasked with research and collection of data and samples, something both the current and previous Captains are very enthusiastic about, though not to the same extreme.
- Researcher Mind
You gain proficiency in 2 abilities that depend in Intelligence of your choosing. If you are proficient in all of them, you can instead choose to have expertise in 1 those same abilities. If you only had 1 ability left without proficiency, you can instead have expertise in one ability of your choosing except in that ability.
No special duties have been noted for Squad Thirteen.
Members of Squad 13 are known for being very courteous and gentle to others.
- Gentle Radiance
Your presence is considered reassuring and calming to the people around you, any allies within 10 feet of you may add your Wisdom modifier to any Dexterity or Wisdom saving throws rolled while in range.
Prerequisites. You may not multiclass into or out of this class.
Proficiencies. You may not multiclass into or out of this class.