0% acharam este documento útil (0 voto)
1K visualizações210 páginas

Bleach d20 Classless

Direitos autorais
© © All Rights Reserved
Levamos muito a sério os direitos de conteúdo. Se você suspeita que este conteúdo é seu, reivindique-o aqui.
Formatos disponíveis
Baixe no formato PDF, TXT ou leia on-line no Scribd
0% acharam este documento útil (0 voto)
1K visualizações210 páginas

Bleach d20 Classless

Direitos autorais
© © All Rights Reserved
Levamos muito a sério os direitos de conteúdo. Se você suspeita que este conteúdo é seu, reivindique-o aqui.
Formatos disponíveis
Baixe no formato PDF, TXT ou leia on-line no Scribd

Inglês Português

Manual do Shinigami para a Soul Societ


WIP
Créditos
Escritor principal: Luis Hernandez
Roteiro: Drew Gonzalez, Ben Wintle
Editando:
Revisão:
Arte de capa:
Arte Interna:
Cartografia:
Codificação:
Design gráfico e layout:
Agradecimentos especiais:
Log de alterações
28-05-23 Classe Quincy aprimorada; cada subclasse ganha uma Fu
proficiência adicional em testes de resistência Se
Explosão de Espírito Alterado Corrigido o tempo de Blut Reines (até o próximo turno) e
Conscientização Aumentada Alterada custo de SP reduzido (custo de SP reduzido de 3 para 1) 29-10
Nova classe Fullbringer Adicionado novo armamento de gravidade! Tr
Números de página atualizados Adicionadas duas novas habilidades de convocação In
Novo vídeo! (compartilhar sentido e feitiços)
Sneak peak em npc statblocks
14-05-23 Novo vídeo
Vulnerabilidade de Quincy alterada para dados de dano 02-02-23
extra
Novos talentos de Quincy: Proficiência de Gintō Regras de armamento atualizadas
aprimorada, Sklaverei, Tiro duplo, Espírito versátil Grande atualização para Summoning
Schrifts adicionados Novo tipo de armamento: Gravidade. Atualmente
Novo vídeo! disponível para patronos. Será adicionado ao livro na
próxima atualização.
30-04-23 Pequenos ajustes no modelo Hollow
Atributos do arco reformulados Nova ficha de personagem preenchível
Adicionados novos atributos de arco (e mais!) Várias outras pequenas alterações (gramática, sintaxe,
Novos benefícios adicionados ao livro etc.)
Sub. Shinigami mudou de feat para Boon Novo vídeo
Números de página atualizados 01-08-23
Novo vídeo!
Nova classe Arrancar
14-04-23 Habilidades Hollow atualizadas/novas
Shinigami pode ganhar Kaidō de 9º nível através do Armamento de convocação ajustado
Esquadrão 4 Seki menor nerf
Shinigami pode ganhar Bakudō de 9º nível através do troca de bankai
Esquadrão 6 O texto dos atributos do arco foi alterado para funcionar
Shinigami pode ganhar Hadō de 9º nível através do com o Krieger
Esquadrão 13 Números de página atualizados
Shinigami SP nerfado Um punhado de mudanças gramaticais e de sintaxe
Classe Quincy rebalanceada Novo vídeo
Novo vídeo! 24-12-22
30-03-23 Capítulo de equipamento finalizado
Novo vídeo e discórdia da comunidade! Atualizações da classe Quincy menor
Novos feitiços Quincy
21-03-23 Novas proezas de Quincy
Novos atributos de arco
Cada armamento teve o texto alterado, então fica mais
claro se certas habilidades de armamento se acumulam 26-11-22
ou como elas funcionam com uma Invocação Feitiços de Bakudo terminados 90-94
Novos termos, "Aescended" e "Ultimate", consulte o Feitiços de Kaido terminados 83-87
Capítulo 5 Capítulo 6 reorganizado: Kido
Muitas habilidades de armamento têm efeitos adicionais Bankai recebeu um pequeno nerf.
adicionados Novo vídeo saindo em 28/11/22. Acesso antecipado no
Cura alterada para que funcione com mais do que apenas Patreon .
Kaido
Atualizado o armamento Fullbring 17-11-22
Bount removido (rip)
Novo vídeo Informações atualizadas sobre corridas (não estatísticas)
Atualização drástica para raça Hollow
26-02-23 Armamento Fullbring aprimorado
Texto fixo da habilidade Supercharged Números de página atualizados
Nerfed Tempered Steel para que não negue Final Shikai. Adicionada lista de feitiços humanos
Bankai reformulado para ficar mais claro Adicionada lista de feitiços Quincy
04-11-22

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Conteúdo
armamentos ...........................................................................81
Prefácio 5 Zanpakutou ..................................................................................82
Heilig Bogen ................................................................................ 84
Bem-vindo ao Bleach 6 Fullbring .......................................................................................86
8 Talentos ...................................................................................87
Capítulo 1: A história de Bleach
bênçãos ......................................................................................91
Capítulo 2: Facções 11 Schrifts .....................................................................................92
Gotei 13 ........................................................................................13
1ª Divisão .................................................................................. 15 Capítulo 5: Habilidades de Armame94
2ª Divisão .................................................................................. 18 Habilidades ácidas ......................................................................95
3ª Divisão .................................................................................. 20 Habilidades de barreira .............................................................98
4ª Divisão .................................................................................. 22 Habilidades de Sangue ...........................................................100
5ª Divisão .................................................................................. 24 Atributos do Arco ..................................................................... 102
6ª Divisão .................................................................................. 26 Habilidades das Trevas ...........................................................105
7ª Divisão .................................................................................. 28 Habilidades da Terra ............................................................... 108
8ª Divisão .................................................................................. 30 Habilidades de fogo ................................................................. 111
9ª Divisão .................................................................................. 32 Habilidades Genéricas ............................................................114
10ª Divisão ................................................................................34 Habilidades de Gravidade ......................................................116
11ª Divisão ................................................................................36 Habilidades de Cura ................................................................119
12ª Divisão ................................................................................38 Habilidades ocas ...................................................................... 121
13ª Divisão ................................................................................40 Habilidades de Gelo ................................................................ 130
guarda Real .............................................................................. 42 Habilidades de Ilusão ..............................................................133
Wandenreich ............................................................................... 43 Habilidades Kidō ......................................................................137
Xcution ..........................................................................................45 Habilidades de luz ....................................................................139
El Reino Hueco ...........................................................................47 Habilidades de Relâmpago .....................................................142
Habilidades de Opressão ........................................................145
Capítulo 3: Planos de Bleach 48 Habilidades de Veneno ........................................................... 147
garganta ........................................................................................48 Habilidades de Projéteis .........................................................151
Reino Vivo ....................................................................................48 Habilidades Sonoras ...............................................................153
Soul Society .................................................................................49 Habilidades de convocação .................................................... 156
Schatten Bereich .................................................................... 50 Habilidades de água ................................................................ 158
Palácio Real ..............................................................................51 Habilidades de armas ..............................................................161
Inferno .......................................................................................... 52 Habilidades de Vento .............................................................. 163
Hueco Mundo ..............................................................................53 166
Reino da Besta ............................................................................ 54 Capítulo 6: Kidou
Lista de Feitiços de Shinigami ..............................................167
Capítulo 4: Opções de personagem 55 Bakudo ....................................................................................167
Fundos ........................................................................................55 Hadō ........................................................................................ 168
Exílio ............................................................................................. 55 Kaido ....................................................................................... 169
Lista de Feitiços Humanos .....................................................170
Raças e Linhagens .......................................................... 56 Lista de Feitiços Quincy ..........................................................172
alma artificial ...............................................................................56 Descrições de feitiços ..............................................................173
Humano ........................................................................................57
Alma ...........................................................................................57 Capítulo 7: Equipamento 200
Portador pleno .........................................................................58
quincy ........................................................................................ 59 Capítulo 8: Amigos e Inimigos 207
viseira ........................................................................................ 60 NPCs por facção ............................................................................#
Oco ................................................................................................ 61 Gotei 13 ....................................................................................... #
Aulas ............................................................................................ 63 El Reino Hueco ..........................................................................#
Shinigami .....................................................................................64 Xcution .........................................................................................#
quincy ............................................................................................69 Wandenreich ...............................................................................#
Arrancar ....................................................................................... 73 Bestiário ..........................................................................................#
Portador pleno ............................................................................ 76

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Prefácio
Introdução Variant Rules & Changes
Olá, meu nome é Luis. Comecei a jogar D&D em 2013 e Below are the changes or additions this book brings to 5e!
entrei muito rápido. Eu imediatamente me apaixonei por These changes will also be reiterated or expanded upon
D&D. Meu primeiro mestre nos apresentou ao cenário within it's relevant chapter.
Dragonlance. Estávamos jogando a edição 3.5 naquela época Reiatsu Checks
e estávamos jogando nos módulos Dragonlance e foi incrível. Reiatsu is the physical force that a person’s Reiryoku creates
Logo ele se formou e seguiu em frente e ficamos sem DM, when released. Represented by a D20 + your level.
então é claro que assumi o manto. If you would make an intimidation check or saving throw,
Fortunately, one of the best decisions I've made in my life. you can instead make a reiatsu check in place of the roll.
Unfortunately, I'm practically a forever DM now. But Additionally, if you would be targeted for an attack, you can
regardless, D&D has been so great and so fun. After running also make a reiatsu check and use the result in place of your
a handful of short campaigns I came across a wonderful pdf. AC for that attack.
It was a pdf of a Bleach setting book for D&D 3.5. Though I You can only do this a number of times equal to your
use Setting book loosely as it was just a collection of proficiency modifier. You regain all uses on a long rest.
character options to play in that setting.
I introduced the book to my group and luckily, we were all Knockback
weebs and loved Bleach. So we made characters and started To keep in line with the tropes of characters sending their
playing. Quickly we realized the book was very unbalanced, opponents flying away into the distance after an attack, you
not written well and so much fun. I had to make a few can use this variant rule.
balance changes but we played up till around level 8 or so Whenever a creature succeeds on a melee attack, after
when things were really starting to get out of hand and damage they may make a Reaitsu check, if the attacker's
unbalanced. Reitsu check is higher than the defenders result, the defender
We took a break cause of school and holidays and for me to is moved 5 feet for each point they lost the result by, away
do a rehaul of the book. Once I finished, we continued playing from the attacker in any direction.
and got up to level 15. Unfortunately, it was my time to
graduate and we never got to finish the campaign. I departed, Slowed
it was very sad but I had this new fire in me to learn more Slowed is a new condition. While you are Slowed, you
and play D&D, and specifically, make setting books for all the experience the following effects:
Anime that I love.
I then started to learn about 5th edition as I wanted to then You must spend 1 extra foot of movement for every foot
update the Bleach setting for 5th edition. I first started you move using your speed.
writing the book around 2016. I waiting a while because I Attack rolls against you have Advantage.
needed to learn as much as I could of 5th edition so I can You have Disadvantage on Dexterity saving throws.
make things as balanced as possible, though I'm sure there
are a few things that just won't be or I can do better.
Hopefully, you enjoy this book, and have as much fun as I
did playing in this setting. Also, I wish I knew you compiled
the first D&D book and thank them for the good memories
they were able to facilitate.
Creative Liberties
As many of you know, some of our favorite Mangaka tend to
leave a lot of plot holes, not finish cool concepts, or just don't
follow through and provide more context on some parts of
characters, abilities or the setting itself. With that in mind, I
had to take some creative liberties and fill in those gaps.
Hopefully you're ok with my decisions, but if your not, hey,
feel free to change it for your own campaign.
Additionally, I also had to try to make sure I can cohesively
combine the normal mechanics of D&D with the lore and
worlds of Bleach. In general, it wasn't too difficult, but there
still might be a few things that just won't mesh all too well.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Welcome to the world of Bleach

A
translucent man walks down a busy street, You can set your campaign at any point during one of the
softly sobbing, calling out to the other arcs, or post the events of the series! You will also find brand
pedestrians, being ignored. Reaching out to new monsters, the Hollows.
them, phasing right through them. He looks If you're a player, this book contains the options to be a
down to his chest to look at the small metal pad Shinigami, upholding the balance between the world of the
with a chain hanging from it. The chain links living and the afterlife. A Hollow, with the sole purpose to
have tiny mouths, the chain devouring itself. consume souls to keep yourself alive. You'll also find new
The man slips into a dark alley and slumps down against a classes such as Fullbringer and Quincy!
wall. The chain, only has two links remaining. He desperately The various planes of the bleach world are described in
grabs at the chain, holding tight. His sobbing getting louder, greater detail in chapter 3.
turning into a panic. One link left. He shoots up, gripping the
link, desperately trying to halt the mouths. The last link is Cosmology of Bleach
devoured, the base plate begins to crumble. He lets out a cry
for help, that distorts into a scream of terror as his body The cosmology varies quite differently from the great wheel
disintegrates. A moment of silence passes, as the mans body cosmology used in the standard Forgotten Realms setting.
reforms back, but no longer a man. A hulking deformed beast The model used for this setting is based off of the Samsara
with a hole through its body where it's heart would be, still cycle of Buddhism. When someone dies in one realm, they
screaming. The face still resembling the man, as a white are reincarnated into another.
liquid violently secretes from his mouth and eyes before
solidifying into a large mask, it's eyes a sinister glowing red, Soul Society
the man is now a Hollow. The Hollow looks out from the alley An afterlife, also called the Spirit World. This is also where
onto the street, at humans, and lets out a deep raspy word, Shinigami live and where most Souls dwell until they are
"hungry."
The Shinigami woman stands on a tall spire, impossibly reincarnated into the Human World. While referred to as
balancing on a point, silhouetted by a full moon. She looks simply Soul Society by its residents, this area is actually the
down, scanning the city below her. She pulls out a small East Branch of a larger Soul Society, with an area in Reverse
phone, and flips it open to reveal a small map with a red dot London marked as the West Branch.
on it, gently pulsing. She launches from the spire, gliding Human Realm
down towards her destination. She softly lands on the street,
and continues to run down the streets. She abruptly stops at Also referred to as the World of the Living, the real world, or
a crossroad. A hulking beast with a white mask hunched over the Material plane, is where living Humans reside. The
in the middle of the street. She unsheathes her katana. The Human Realm mimics our world and technology of the early
Hollow turns around, revealing a human in its mouth, only 2000's. It is assumed when characters travel to this realm it
the legs hanging from it's lips. It scowls at her and with a will take place in Japan, specifically Karakura Town in
single gulp, the legs disappear inside of it. The Hollow lets Western Tokyo.
out a roar and charges at her, engaging in battle. The two
furiously battle through the night, exchanging blows. With a Invisible Realm
final slash the Hollow falls to it's knees, it's visage disperses,
revealing the man it once was. He looks up to the woman as More commonly known as Schatten Bereich. After losing the
she sheathes her blade. He pleads to her, "I don't want to go war with the Shinigami 1,000 years ago, the Quincy escaped
to hell." She looks down to him with a subtle smile, "you're from the Human World into the Court of Pure Souls, the
not going to hell, my blade has purified your sins, you're going place they believed to be the most unguarded. In doing so,
somewhere better. You're going to the Soul Society." The man they used spirit particles to create space in the "shadows".
closes his eyes, lets out a sigh of relief and his body disperses This is what was called the Wandenreich, the "Invisible
into a beautiful display of glowing particles. Empire".
Beast Realm
A new D&D Setting When souls die and are deserving of punishment, but are not
The world of Bleach is a new setting for your Dungeons & evil enough for Hell are sent to the beast realm, cursed to be
Dragons campaign, originally created by Tite Kubo. The various beasts. Some, unable to accept their fate, they return
world of bleach is teaming with new planes, creatures, and to Soul Society in a human-beast hybrid appearance and are
adventures. The main antagonists being Hollows. often met with prejudice.
This book is for D&D players and Dungeon Masters with
moderate experience. You aren't required to have read or
watched Bleach to understand this book.
If you're a Dungeon Master, this book will help you create a
D&D campaign set in the world of Bleach.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mês Dias Feriados
Hueco Mundo
Ichi-gatsu 31 texto
Spanish for "Hollow World", is the dimension in which
Hollows and Arrancar usually reside. It lies in between the ni-gatsu 28/29 texto
Human World and Soul Society. An unchanging night covers
the sky, an endless white desert covers the ground. The tree- San-gatsu 31 texto
like objects are not plants, but rather quartz-like minerals. Shi-gatsu 30 texto

Hell go-gatsu 31 texto

Is the place where deceased Humans and cleansed Hollows Roku-gatsu 30 texto
are sent too if they were wicked and committed heinous Shichi-gatsu 31 texto
crimes when they were alive. These sinners are forever
tormented for their crimes. Should they die while in Hell, they hachi-gatsu 31 texto
will continuously be revived to prolong their suffering. Ku-gatsu 30 texto

Main Factions of Bleach Juu-gatsu 31 texto


Juuichi-gatsu 30 texto
Gotei 13
Juuni-gatsu 31 texto
Japeanese for, The 13 Court Guard Divisions. They are the
primary military branch of Soul Society and the main
military organization most Shinigami join after leaving the O que há neste livro?
Shin'ō Academy. The faction is made up of thirteen divisions, O capítulo 1 consiste nas novas raças, sub-raças e linhagens
with several divisions having certain specializations and each neste cenário para usar na criação de personagens.
being led by a Captain. They are led by the Captain-
Commander, who has the statuary authority to conduct all O capítulo 2 apresenta as principais facções que moldam a
the affairs of the faction while deferring to the authority of the vida diária dos vários reinos. Bem como os novos
Central 46 Chambers in matters involving Soul Society. antecedentes que podem moldar ainda mais a história de um
personagem.
The Wandenreich O Capítulo 3 contém as novas classes e subclasses a serem
usadas pelos jogadores exclusivamente para este cenário de
The primary military and governmental force of the Quincy, campanha.
having been founded by their progenitor, Yhwach. They have O Capítulo 4 apresenta os novos itens mágicos,
repeatedly waged war on Soul Society in the past. It's most equipamentos e equipamentos de aventura que os
elite force the Sternritter. On average it's members having personagens podem utilizar ao longo de suas aventuras.
power equal to, if not superior, to that of a Shinigami Captain. O Capítulo 5 apresenta as várias habilidades que um
personagem pode desenvolver com seu armamento.
Espada O Capítulo 6 mostra a variante de conjuração utilizada
The Espada were initially created by Sōsuke Aizen, a former neste livro, bem como novos feitiços empolgantes.
captain that defected, and used them wage an attack against O capítulo 7 apresenta o principal antagonista do cenário,
the Soul Society. The Espada are comprised of ten Arrancar os Hollows.
with exemplary strength. Members of the Espada are given a O capítulo 8 fornece blocos de estatísticas para os vários
number from 0-9. The lower the number, the more spiritual NPCs que o grupo encontrará em suas viagens.
power the Espada has. O Capítulo 9 descreve guias e conselhos para mestres de
masmorras sobre como executar uma campanha empolgante
Xcution nesse cenário.
Is a secret faction of Fullbringers operating in the Human
World. They function much like a secret society where they
make a pact to share their powers with one another and
pledge themselves to. The initial members of Xcution began
as individuals whom were persecuted or wronged in one way
or another due to their Fullbring powers.
Calendar and Time
O calendário usado em Bleach é o mesmo do nosso
calendário gregoriano. No entanto, seus feriados e grandes
eventos são os que são reconhecidos no Japão. Abaixo está
um calendário traduzido em japonês.
Os dias da semana são: Getsuyôbi, Kayôbi, Suiyôbi,
Mokuyôbi, Kinyôbi, Doyôbi e Nichiyôbi.

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Capítulo 1: História de Bleach

L
eia o manga baka, ou pelo menos assista ao
Anime. Não se preocupe, eu preencho isso
mais tarde...
O Rei da Alma
o grande pecado
O Período dos Reinos Combatentes

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Capítulo 1 continuação
Defensores de Rukongai
Fundação da Escola Genji
O Massacre de Quincy

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Capítulo 1 continuação
O Ryoka
Guerra Sangrenta de Mil Anos
Uma nova era

10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Capítulo 2: Facções

N
este capítulo, você encontrará muitas At your DM’s discretion, you might also have a renown
facções das quais seu personagem pode score in a faction you don’t belong to. You can’t ever formally
fazer parte. Cada facção específica terá advance in rank within another faction, but a high renown
suas próprias regras sobre como ingressar, score can earn you additional contacts, favors, and other
bem como seus próprios benefícios. benefits. This option can be useful in an intrigue-heavy
A escolha de uma facção pode moldar campaign where the adventurers spend a lot of time trying to
muito as decisões, os motivos e o curso da influence the leaders of various factions.
campanha.
Seu grupo é todo Shinigami, trabalhando junto para Benefits of Renown
defender a Soul Society do Hollow e quaisquer outras forças As you gain renown in a faction, you gain certain benefits.
que possam perturbar o equilíbrio das almas? Most benefits are faction-specific, but there are general
Você é um grupo de Quincy tentando encontrar propósito e benefits that apply no matter which faction you belong to.
identidade depois de ser levado a uma guerra sangrenta e
traído pelo líder anterior? Losing Renown
Perhaps you're a group of Hollow trying to survive the If you commit a serious offense against your faction or its
desolate wastes of Hueco Mundo, attempting to feed as much members, you might lose renown within the faction. The
as possible to not regress back into a mindless beast? extent of the loss depends on the infraction and is left to the
Or are you a group of friends just finishing high school and DM’s discretion. A character’s renown score with a faction
discovering your able to see ghosts, and have extraordinary can never drop below 0. If your renown score drops below the
abilities? threshold for a rank or privilege you have attained, you lose
Despite which faction you choose, within each one you will that benefit. Even if you regain the lost renown, you might
earn Renown. find it more difficult to again secure a position or rank you
have previously lost.
Renown Styles of Membership
As you advance the goals of your faction through your As you’re playing a character associated with one of the
adventures, you become an increasingly important part of the factions, think about your character’s relationship with the
faction’s activities. You might rise through the ranks, faction. Faction members can be grouped into four
eventually taking up a position as an Espada, or the Captain categories, depending on their motivations and priorities:
of a division! loyalists, opportunists, rebels, and anomalies. Which one of
Your status in your faction is measured by your renown these descriptions best fits your character?
score. As you increase that score, you gain the opportunity to Loyalists join a faction because they firmly believe in the
advance in the ranks of the faction. factions ideals and want to advance its goals. Their
When you join a faction as a starting character, your membership in the faction is a badge of identity for them.
renown score with that faction is 1. Your renown score They’re typically of the races and classes most strongly
increases by 1 when you do something to advance the associated with the faction, and their personality traits and
faction’s interests, assuming that other members of the ideals fall in line with the suggestions for the faction.
faction are aware of what you’ve done. Each faction’s Opportunists join a faction based on what they can gain
description in this chapter includes a discussion of its goals from becoming members. Every faction offers its members
and your role in pursuing those goals, which your DM will something — whether concrete benefits such as opportunities
use to judge whether you earn an increase in your renown for wealth or more subtle, intangible rewards such as social
score. status — and getting that something is the primary motivation
The various ranks within the factions describe the range of for this type of character. Opportunists often pay lip service to
tasks you might perform. When you’re assigned a mission the ideals and goals of the faction, looking out for themselves
that involves an adventure — leaving behind your faction first and the faction second (at best).
holdings and putting yourself in danger — and you complete Rebels love the faction they’re in but don’t conform to
that mission, your renown score with that faction increases. faction expectations. They might be good-hearted idealists
Chapter X includes information for the DM about missions trying to bend a shady faction toward nobler pursuits, or they
appropriate for your faction. might be selfish egotists hoping to direct the factions actions
Other tasks that don’t involve adventuring can also improve toward promoting their own interests.
your renown score. You can use the time between adventures Anomalias são indivíduos que se juntam a facções
to improve your renown within your faction by performing contrariando todas as expectativas. Sua raça ou classe (ou
these tasks, as well as by socializing with prominent people ambas) está fora da norma para sua facção, mas suas
in the faction. After doing so for a total number of days equal personalidades e ideais estão perfeitamente alinhados; é por
to your current renown score multiplied by 10, your renown isso que eles se juntaram.
score increases by 1.

11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Títulos e Contatos
Como benefício de sua associação à facção, você tem contatos
dentro e fora da facção. Contatos são recursos úteis nos
mundos, onde um rosto amigo pode ser mais valioso que
ouro.
Conforme declarado no Livro do Jogador, os vínculos
representam suas conexões com pessoas, lugares e eventos
no mundo. Contatos são pessoas com as quais você tem uma
conexão, mas não são necessariamente vínculos. As pessoas
podem ser vínculos se o inspirarem, motivarem ou fizerem
você agir contra seus melhores interesses. (Eles podem
representar falhas se a existência deles for uma fraqueza
para você.) Os contatos, em comparação, são simplesmente
pessoas que você conhece. Eles podem ser amigos, rivais ou
até membros da família, mas o relacionamento deles com
você raramente é tão forte quanto um vínculo.
Iniciando contatos
Seu personagem começa o jogo com três contatos: um aliado
em sua facção, um rival em sua facção e um aliado ou rival
em outra facção. As tabelas em cada seção de facção ajudam
a determinar quem são esses contatos - fatos que você pode
desenvolver trabalhando com seu mestre para adicionar
alguns detalhes. As entradas da tabela para contatos são
escritas na primeira pessoa, onde “eu” é o seu personagem.
Você rolará duas vezes na tabela de contatos para sua
facção. Seu primeiro teste lhe dá um aliado. Seu segundo
teste lhe dá um rival, que pode ser amigável, ciumento ou
antagônico. (É possível que sejam a mesma pessoa; uma
única pessoa pode ser geralmente amigável com você e ao
mesmo tempo invejosa de seu sucesso, por exemplo.) Então
você rolará uma vez na tabela de contatos de outras facções.
Esse contato pode ser um aliado ou um rival, ou você pode
ganhar um terceiro contato de sua própria facção.
sem facção
As principais facções de Bleach podem ser consideradas tudo
o que existe neste cenário, mas não são tudo o que compõe
este mundo. Há muitas pessoas que podem não fazer parte
das facções.
Muitas das almas da Soul Society não fazem parte do
Gotei 13. A maioria delas são almas normais dentro do
Rukongai, apenas tentando viver suas vidas da melhor
maneira possível. Alguns Shinigami podem residir no Mundo
Humano sendo exilados como punição ou fugitivos
escondidos.
Hollows que não fazem parte da Espada são muito fracos
para se juntar, temem ser comidos ou não veem valor ou
desejam se juntar a eles.
Muitos Quincy que residem na cidade vizinha de Silbern
são iguais às almas dentro do Rukongai, seu plebeu comum.
Dentro do mundo humano, existem Fullbringers que não
fazem parte do Xcution porque ainda não foram recrutados,
evitam-nos ou não têm certeza de seu próprio poder e o
escondem.

12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Como em qualquer exército, o Gotei 13 tem fileiras.
Gotei 13 Existem 20 patentes para oficiais, mas nenhuma patente
para não-oficiais. Quanto menor o número, maior a
As Treze Divisões da Guarda da Corte servem como uma classificação. O Gotei 13 é uma facção com uma hierarquia
força militar para a Soul Society com suas principais baseada em mérito. Ele eliminou o sistema de classificação
responsabilidades consistindo em: com base na antiguidade. As habilidades são a única coisa
A defesa da Seireitei, o centro da Soul Society. usada para determinar a classificação de alguém.
A implantação de membros da Divisão em território capitão-comandante
inimigo para operações de combate.
A implantação de Forças-Tarefa como medidas defensivas O líder supremo do Gotei 13, bem como o capitão da 1ª
no Mundo Humano. divisão. A posição exige que o Capitão-Comandante
O guiamento das almas para a Soul Society. supervisione as operações gerais do Gotei 13, bem como
quaisquer outras organizações ligadas a uma Divisão, como
História Onmitsukidō e Kidō Corps. O único poder ao qual o Capitão-
Comandante responde é o da Central 46 Câmaras, que elege
A maior parte da história do Gotei 13 permanece o sucessor do atual Capitão-Comandante no caso de sua
desconhecida. A facção foi fundada por Genryūsai Shigekuni morte.
Yamamoto, que serviu como chefe como Capitão-
Comandante por mais de mil anos até cair em batalha. O Capitão
manto foi então passado para Shunsui Kyōraku, o ex-capitão O líder de uma das treze divisões (com o caso especial do
da 8ª divisão. Capitão-Comandante). Os capitães são geralmente os
O Gotei 13 não é uma unidade muito coesa, mas uma Shinigami mais respeitados dentro da Soul Society.
coleção de divisões individuais que trabalham juntas para o Inicialmente, com uma exceção, todos os capitães são
bem maior e a defesa do Seireitei. O comando das divisões é capazes de utilizar o estágio final de sua Zanpakutō e são
geralmente deixado a critério de seu capitão particular, que muito mais poderosos do que seus tenentes. Eles treinaram
comumente o dirige da maneira que bem entender, extensivamente, se não dominaram, sua Bankai, permitindo-
permitindo a mudança das funções tradicionais de uma lhes usar o enorme poder de forma eficaz na batalha. A
divisão para um conjunto totalmente novo e até mesmo a maioria dos capitães são hábeis no uso de Shunpo e Kidō, e
criação de uma instituição separada ligada a a divisão. O geralmente têm amplo conhecimento da história de
principal dever do Gotei 13 é defender o Seireitei, mas eles Shinigami e táticas de batalha. Todos esses fatores criam
são alocados em distritos em Rukongai para defender. Além uma grande lacuna de poder entre os capitães e os oficiais de
desses deveres, Shinigami tem que lidar com o negócio de patente inferior.
ser designado para o Mundo Humano. Eles funcionam como diretores executivos e determinam o
A única autoridade geral para convocar uma frente curso, a organização, as táticas e a política de sua divisão. O
combinada é um decreto das 46 Câmaras Centrais, ou mais poder que um capitão tem sobre sua divisão é absoluto e não
frequentemente do Capitão-Comandante. Não é incomum que pode ser questionado por subordinados ou capitães de outras
os capitães não se vejam como um grupo inteiro por longos divisões. Um capitão pode optar por mudar a especialidade
períodos de tempo, exceto em casos envolvendo uma ameaça de sua divisão. Os capitães só têm o direito de punir as ações
a toda a Soul Society, a punição de um capitão ou, em menor de seus subordinados e não as de outras divisões, a menos
grau, a promoção de um capitão. Regularmente, os capitães que a divisão em questão não tenha capitão atual ou as ações
estão espalhados por toda a Soul Society cumprindo os do subordinado sejam contra as leis ou regras da Soul
deveres de suas divisões, sejam eles quais forem. Eles estão Society.
tão espalhados, reunir os capitães como um grupo, ou mesmo O verdadeiro poder da Soul Society está nos capitães do
reunir seus tenentes como um grupo, normalmente levaria Gotei 13, pois são os líderes de seu braço militar. Com eles
um dia para ser realizado. com força total, a Soul Society é segura e quase imbatível. Se
A menos que especificamente ordenado pelo Capitão- forem quebrados, sua força diminui, tornando-os altamente
Comandante, os capitães podem optar por participar ou não vulneráveis.
das reuniões (por sua conta e risco) ou mesmo não se Existem três maneiras diferentes de se tornar um capitão:
envolver nas situações diárias da Soul Society. Os capitães
não podem, sem permissão, realizar atividades fora de sua 1. Teste de Proficiência do Capitão. Um teste que requer a
jurisdição normal ou de sua divisão. O capitão de uma divisão habilidade de executar Bankai. Quase todos os Shinigami
não pode punir os subordinados de outro capitão. se tornam capitães usando este método. Pelo menos três
capitães existentes, incluindo o Capitão-Comandante,
Estrutura devem testemunhar o teste.
2. Recomendação pessoal. Ter recomendações pessoais de
O Gotei 13 é composto por treze divisões, com várias divisões pelo menos seis capitães e aprovação de pelo menos três
com certas especializações. O Gotei 13 é liderado pelo dos sete restantes.
Capitão-Comandante, que tem a autoridade estatuária para
conduzir todos os assuntos do Gotei 13 enquanto se submete
à autoridade das 46 Câmaras Centrais em assuntos
envolvendo a Soul Society.

13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
3. Trial by Combat. To defeat a captain in one-on-one combat
with at least 200 witnesses from the captain's division.
This method is seen as being the exceedingly rarest and
the least refined of the three. The method is commonly
looked down upon by some captains as barbaric
compared to the other refined methods. This method
allows one to bypass having the mastery of Bankai or
other possible abilities which a captain would otherwise
be required to have knowledge of, for it allows no
judgment from captains who would require those skills as
a prerequisite to join their ranks.
Lieutenant
Also refereed to as the Assistant or Vice Captain, they are the
2nd seated officer in the a division.
Lieutenants function as executive officers for their division,
taking care of or supervising day-to-day operations. Along
with their captains, they are not assigned to one specific
squad. They generally only know the Shikai of their
Zanpakutō but they are still the second strongest in their
division. In the case of a division captain's death, departure,
or other circumstances making them unable to perform their
duties, the lieutenant acts as the "substitute captain" until
another can be assigned.
The authority to appoint or dismiss a lieutenant lies solely
with the captain of the respective division, a privilege which
was granted to them with the support of the Central 46
Chambers. Captains reserve the right to appoint multiple
lieutenants at a single time, though this is rarely done due to
it being both considered highly unorthodox and heavily
frowned upon by the Central 46 Chambers. Though rarely
exercised, any potential candidate retains the right to decline
the nomination.
Seated Officers
Seated officers are the remainder of the officers in the Gotei
13 which hold ranks at or below 3rd Seat. Captains and
lieutenants have the ranks of 1st and 2nd Seats, respectively.
Next to that, there are 18 more seats (3rd-20th). In the Gotei
13, only one person can hold a senior officer rank (such as
3rd or 5th seat), but there are several holders of junior officer
ranks (e.g. 20th seat). Seated officers often lead sub-units
within each division.
Size and Recruitment
Each Division is made up of just over 200 Shinigami, with
the Gotei 13's standing force being just around 3000 total
enlisted troops. The Shinigami are typically recruited
through the Shinigami Academy, but it must be noted not all
graduates make it into the Gotei 13. Graduates from the
Academy are required to take an entrance exam for the Gotei
13, and only those who pass are allowed to join. This exam
can be taken multiple times. The influence of the Noble
Families can somewhat undermine this process, as Rukia
Kuchiki graduated early and was placed into the Gotei 13
from Byakuya Kuchiki's workings.
Transferring to Another Division
Officers do not necessarily serve in their assigned division for
life. It is customary to be transferred to another division after
gaining some experience, an event which often coincides
with a promotion.

14
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Este nível é reservado para aqueles que adquiriram ou
1st Division tentaram adquirir poderes do tipo Hollow.
The First Division is ranked highest among the 13 Divisions. 6º Nível:
Even subordinate members of the First Division are Este nível é reservado para aqueles que abusaram do Dangai
considered model Shinigami. Emergencies must be dealt ou adulteraram os registros do Dangai.
with swiftly; quick decisions and quick actions are essential.
The division is able to ascertain a situation and mobilize 7º Nível:
quickly even before an order is issued. That is the true value Este nível é reservado para aqueles que perturbaram
of the First Division. seriamente o equilíbrio das almas.
Duties of the 1st Division 8º Nível: Muken
With the Central 46 being the judicial and legislative Este nível é para aqueles que cometeram traição ou crimes
authority of Soul Society, the First Division is the Executive graves semelhantes. Também é usado para selar entidades
authority. They are to enact, enforce, adjudicate and arbitrate poderosas que não podem ser mortas.
the laws enacted by the Central 46. However, the 1st division Muken é um espaço vazio completamente isolado do
can present new laws to the Central 46 to enact, or request a mundo exterior, além da torre principal que serve como
current law to be amended or remanded. To do so the entrada e saída. O reino se estende infinitamente. Em
lieutenant and many of the higher seated officers function as circunstâncias normais, não é permitida a entrada de não-
diplomats and lobbyists to gain favor from the noble houses, criminosos.
as that's who the Central 46 is made up of. Most Division
members that take on this role are civil law notaries, court Personagens da 1ª Divisão
clerks, legal advisors and judges.
Os deveres secundários da divisão são os registros oficiais Você pode gostar de interpretar um personagem que
das 13 Divisões. Estes são arquivistas, escriturários e pertence à 1ª Divisão se uma ou mais das seguintes
bibliotecários encarregados de gerenciar os deveres afirmações forem verdadeiras:
administrativos e de escritório quando alguém ingressa em
uma divisão, há uma promoção e um Shinigami é transferido Você é atraído pela ideia de intriga política.
de uma divisão para outra. Cada divisão é responsável por sua Você está interessado em bater papo ou manipular os
própria manutenção de registros, os funcionários da 1ª escalões superiores da Soul Society.
divisão coletam essas informações de cada divisão. Esses Você está interessado em um personagem de RP pesado.
registros são então auditados, consolidados e arquivados no
Registro Central, localizado na 1ª Divisão. Entrando na 1ª Divisão
Durante seu tempo na Shin'ō Academy, você foi atraído para
Grande Prisão Subterrânea Central a burocracia da Soul Society por uma das muitas razões.
O dever final da 1ª divisão é administrar a Grande Prisão Você poderia ter sido um plebeu, atraído para a 1ª divisão
Subterrânea Central. Esta é uma prisão subterrânea onde os para ajudar e melhorar a vida das almas nos confins de
Shinigami que quebraram as leis da Soul Society são Rukongai. Talvez você tenha se sentido atraído pela grande
condenados. A prisão é composta por oito níveis, nos quais a responsabilidade que a divisão tem de mobilizar a sociedade
Central 46 decide qual o Shinigami criminoso seria da alma ou o status de ser desta divisão. Talvez você venha de
confinado, dependendo da gravidade de seus crimes. A prisão uma família proeminente exigida para se juntar a esta
está localizada embaixo do quartel da 1ª Divisão. divisão, ou seja uma tradição para você fazê-lo. Seja qual for o
motivo, você deseja fazer parte da burocracia necessária que
1º Nível: administra a Soul Society.
Este nível é para aqueles que cometeram crimes graves, Depois de ingressar na divisão, suas aventuras
como assassinato. burocráticas começam. A burocracia pode parecer o contrário
da aventura, mas é possível mergulhar na vida de funcionário
2º Nível: da divisão e ainda assim viver uma vida de aventuras. Você
Este nível é reservado para um Shinigami que matou um pode ser um escriturário ou escriba educado que foi pego em
Humano sem permissão ou deu a um Humano seu poder uma cadeia de eventos além do seu controle, ou você pode
espiritual. estar estacionado na prisão mantendo a ordem e pronto para
qualquer tentativa de fuga da prisão. Ou você pode servir
3º Nível: Shugo como emissário ou lobista para promover mudanças na
Este nível é reservado para aqueles que usaram o Kidō sociedade da alma. Você seria encarregado de garantir o
proibido. apoio dos outros capitães e casas nobres para uma
determinada legislação ou permissão.
4º Nível:
Este nível é reservado para aqueles que se intrometem nos
assuntos de uma Família Nobre.
5º Nível:

15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
d4 Contato
Histórico: Membro da 1ª Divisão Pos
Esse rival é um guarda, que costuma lidar com um
Hollows enlouquecidos, capitães desertores perturbando o 1 familiar seu preso na prisão, e eles não acreditam que Ao ga
equilíbrio, invasões de Quincy há muito considerado extinto e você seja diferente deles.
avanç
a única coisa que está no caminho é a 1ª Divisão. você é um oficia
membro orgulhoso desta divisão, que impõe as leis e mantém Este rival é um juiz, que presidiu muitos de seus casos prest
a ordem que mantém a Soul Society funcionando sem 2 quando você era um encrenqueiro perante a academia, aume
problemas e com segurança. e eles estão de olho em você.
Proficiências em Perícias: Perspicácia, Persuasão Ran
Equipamento: Um Kosode preto com a insígnia de sua Um membro da família que não está feliz com a Pré-r
divisão bordada no interior, um frasco de tinta preta, uma 3 divisão que você ingressou e está tentando fazer com Se
caneta, um conjunto de roupas finas e uma algibeira de seda que você seja transferido para a 1ª divisão. escol
contendo 10 PO. Você também recebe alojamento dentro do 4 Você incorreu na ira de uma casa nobre em particular. Arqui
quartel, que geralmente é compartilhado por 1 a 3 outros Ne
membros da divisão. avent
de vid
Funcionalidade: Funcionário do alime
Tribunal
Your knowledge of how bureaucracies function lets you gain Pos
access to the records and inner workings of any noble court Pré-r
or government you encounter. You know who the movers and As
shakers are, whom to go to for the favors you seek, and what the n
the current intrigues of interest in the group are. speci
Contacts If
The 1st Division is a sprawling bureaucracy, and people in a as
variety of positions throughout the division can pull strings to Bo
make things happen. When choosing an ally and rival, you If
can roll on the 1st Division Ally and Rival tables; or choose Ex
one from each. If
of
1st Division Ally aN
d6 Contact You
Before I joined the academy, I was a clerk for a provi
1
prominent judge. are st
suppo
A family member is an archivist for the Central Records
2
Hall. Ran
One of my childhood friends is now a guard at the Prere
3
Central Great Underground Prison. You
Conheço um mod-alma na divisão que pode fazer as If
4
coisas nos bastidores. as
De
5
Meu antigo mentor foi promovido a cortesão de uma If
das casas nobres. an
Enquanto estava na academia, o capitão elogiou se
6 minhas habilidades e sugeriu que eu entrasse na If
divisão. be
so
Rival da 1ª Divisão You
betwe
perta
usual
enou

16
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As a lieutenant you are the Captain-Commanders shadow,
shield and sword. You not only assist them with their captains
duties but have your own special role as well.
You are the Warden of the Prison, granted the previous
one retires, passes away or is no longer able to perform
their job.
You are in charge of the Grand Records Hall as the Grand
Archivist, granted the previous one retires, passes away or
is no longer able to perform their job.
If you're part of a noble house, you are now a Royal
Chamberlain with considerable influence.
You are granted a private suite within the barracks and by
your noble house. Additionally, you earn enough money for a
wealthy lifestyle.
Rank 5: Captain-Commander
Prerequisites: Renown 50 or higher in this division, passed
the Captain Proficiency test and be appointed by the Central
46.
As the Captain-Commander, you hold one of, if not the
most important role in all of Soul Society. This position
requires you to oversee the overall operations of the Gotei 13.
You also must assess all possible threats to the seireitei,
organize missions, as well as mobilize the Gotei 13 in times
of crisis. The only power the Captain-Commander answers to
is the Central 46 Chambers, who elect the successor of the
current Captain-Commander in the event of their death.
As the Captain-Commander you have an office in the high
towers which has a sweeping view of Seireitei. The Captain-
Commanders quarters is also an extravagant private villa
within the barracks. Additionally, you earn enough money for
an aristocratic lifestyle.

17
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Inner Court Troops. The fifth branch handles most cover
2nd Division intelligence transmissions within Soul Society, Seireitei
primarily. Many of the members are masters of Shunpo. For
The 2nd Division was one of the first divisions to be closely the public they are couriers. The Shinigami wear a maroon
linked with an independent organization before they were kimono over the black form-fitting legging and long sleeved
formally absorbed by the divisions. The Captain of this tops. They also wear hats and carry a backpack.
division also leads the Onmitsukidō (Stealth Force). The
Onmitsukidō patrols and conducts surveillance in enemy
territory and carries out top-secret operations. 2nd Division Characters
You might enjoy playing a character who belongs to the 2nd
Duties of the 2nd Division Division if one or more of the following statements are true:
The duties of this division are closely linked with the You love subterfuge, intrigue and deception.
Onmitsukidō. They handle covert operations, assassinations You like to play spies, assassins or roguish characters.
and intelligence gathering. Each of the top 5 seated officers is
in charge of a certain branch of the Onmitsukidō. Joining the 2nd Division
Onmitsukidō During your time at the Shin'ō Academy you displayed great
The Onmitsukidō is made up of five branches, for which the skill that complimented the 2nd division. You either learned
first has the most authority, and the fifth has the least. Each spells that are suited for covert operations, or you learned the
one specializing in specific tasks. art of stealth before you joined the academy and were
Punishment Force. The first branch carriers out covert recruited by the division. Additionally, you could have been
missions that involve combat. Members mostly specialize in drawn to this division as the thought of being a spy operating
covertly, or protecting Soul Society away from the usual
Hakuda and are able to operate silently and in secrecy. Their spotlight the other divisions are under.
main duties consist of assassinations, which consist of ex- Once you've joined the division, you begin your adventures
comrades or lawbreakers. They also serve as scouts for of stealth, infiltration, sabotage and surveillance.
major battles or wars. This branch is headed by the
Command-in-Chief of the Onmitsukidō, the 2nd division Background: 2nd Division Member
captain. The uniform resembles a ninja uniform. The Corps
Commander also wears a battle dress known as Keisen Rukongai uprisings brewing, Coups being planned, and
Shōzoku (Punishment War Attire). Its backless and outside forces amassing. These are just a few of the many
sleeveless, this design is so the uniform is unaffected and not situations the 2nd division must deal with, quell and diffuse
ripped away by the Shunkō fighting style. in secrecy.
Patrol Force. The second branch handles intelligence Skill Proficiencies: Sleight of Hand, Deception
gathering within the Seireitei. They gather data on uprisings, Equipment: A black Kosode with your division insignia
investigate and prevent acts of domestic terrorism and detain embroidered on the inside,
anyone under house or arrest or hunt down those that were
and attempt to flee. Feature: Onmitsukidō Specialization
Detention Force. The third branch investigates, The feature you gains depends on the Onmitsukidō branch
apprehends and detains very powerful individuals in the Nest you join. Also, you don't have access to this feature until
of Maggots, which they are also in charge of overseeing. you've proven yourself and reached Rank 2.
When a Shinigami becomes a potential danger to other Punishment Force Assassin. You have advantage on
Shinigami and Soul Society, that Shinigami is brought to the attack rolls against any creature that hasn’t taken a turn in
Nest of Maggots for imprisonment, regardless if they were the combat yet.
put on trial, and even if they did not actually commit any Patrol Force Spy. You gain proficiency with the disguise
crimes; this is to ensure no danger will be brought to Soul kit, the forgery kit, and one gaming set of your choice.
Society. Neither the staff of the Detention Unit nor any other Additionally, upon spending a day with your division you
visitors are permitted to carry a Zanpakutō into the Nest of create a false identity that includes documentation,
Maggots. This measure means the wardens are required to established acquaintances, and disguises that allow you to
be able to control the prisoners with bare hands. If a assume that persona. Additionally, you can forge documents
Shinigami desires to enter and is not adept at hand-to-hand including official papers and personal letters, as long as you
combat, they may not enter. This is to prevent rebellions and have seen an example of the kind of document or the
escapes from the prison. The activities of this branch are handwriting you are trying to copy.
shrouded in mystery and remains virtually unknown to the Detention Force Arrester. When given a target you may
majority of the public as well as most Gotei 13 members up add your proficiency modifier to any skill check pertaining to
to the level of lieutenant. the active gathering of information on your target.
Outer Court Troops. The fourth branch is similar to the
Patrol Force, however they handle covert intelligence
gathering within the Rukongai and outside of Soul Society.
They also handle counter intelligence.

18
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you are already proficient in that skill, you may add your Seus deveres específicos variam neste posto e são muito
proficiency modifier again. You may not use this benefit with menores. Você decidiu seu ramo e é apresentado aos vários
skills in which you have expertise. Additionally, when you deveres e trabalhos desse ramo.
would perform a grapple, you can instead use Acrobatics in Between adventures, you earn a salary that supports you at
place of Athletics. a poor lifestyle, you are also provided room and board within
Outer Corps Trooper. You gain proficiency with the the barracks.
disguise kit, the forgery kit, and one gaming set of your
choice. Additionally, upon spending a day with your division Rank 2: Seated Officer
you create a false identity that includes documentation, Prerequisites: Renown 5 or higher in this division
established acquaintances, and disguises that allow you to As an established member you are sent out on missions for
assume that persona. Additionally, you can forge documents your branch. These missions are usually not dangerous and
including official papers and personal letters, as long as you routine.
have seen an example of the kind of document or the Between adventures, you earn a salary that supports you at
handwriting you are trying to copy. a modest lifestyle, you are also provided a private room
Inner Corps Trooper. Increase your Shunpo by 10 feet. within the barracks.
Additionally, if you would being combat with 0 Shunpo, you
regain 10 feet. Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
Contacts As a senior member you are either routinely entrusted with
The 2nd Division is a mass web of spies, informants, very dangerous or important missions. Alternatively, as a
infiltrators and intelligence gatherers. Through your division higher seated officer you can be put in charge of one of the
you've encountered a few people who you can come back to branches.
for assistance in your covert operations. When choosing an Between adventures, you earn a salary that supports you at
ally and rival, you can roll once on each of the 2nd Division a Modest lifestyle. You are also provided a more lavish private
Ally and Rival tables; or choose one from each. room within the barracks.
2nd Division Ally Rank 4: Lieutenant
d4 Contact Prerequisites: Renown 15 or higher in this division
1 I'm close with someone in the Inner Court Troops.
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side. Additionally, you
2
A good friend was promoted into work they can't tell are in charge of one of the Onmitsukidō branches.
me about. Between adventures, you earn a salary that supports you at
3 I'm close with a smuggler. a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
I was once a target for assassination, I was instead
4
brought into the fold. Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
2nd Division Rival must have passed the Captain Proficiency test
d4 Contact As the Captain you oversee the division and Onmitsukidō.
Traditionally, as the captain you are also the leader of the
1
Um membro da patrulha não gosta de mim desde que Punishment Force branch.
acidentalmente interrompi uma operação policial. Entre as aventuras, você ganha um salário que o sustenta
Uma vez namorei uma pessoa de outro ramo, não em um estilo de vida rico. Você também ganha acesso aos
2
acabou bem. aposentos do capitão, que é uma vila particular dentro do
quartel.
Um membro da força de punição é um membro da
3
família chateado por eu ter entrado na divisão.
Eu incorri no ressentimento de um dos cinco oficiais
4
sentados.

Posição e Renome
Ao ganhar renome como membro desta divisão, você pode
avançar. A promoção nas fileiras requer a aprovação de um
oficial superior. O avanço é uma recompensa pelos serviços
prestados à divisão, e não uma consequência automática do
aumento de renome.
Rank 1: Membro da Divisão
Pré-requisito: Renome 1 ou superior

19
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Equipamento: Um Kosode preto com a insígnia da sua Fun
3ª Divisão divisão bordada no interior, Você
A terceira divisão gira em torno de Artes e Cultura. Esta geral
divisão também é responsável pela Comunicação Seireitei. em u
Essa responsabilidade costumava fazer parte das funções da Ness
9ª Divisão, no entanto, com Kensei Muguruma retornando alime
como capitão e revivendo a Unidade de Comando de da qu
Muguruma, ele entregou essas funções a alguém que todas
considerou muito mais adequado; Capitão Rōjūrō "Rose" espéc
Ōtoribashi da 3ª Divisão. Sob o comando de Rose, a Seireitei uma
Communication prosperou e passou de apenas um grupo de vo
editorial de revistas para um estúdio de produção completo.
Con
Atribuições da 3ª Divisão A 3ª D
muito
Os principais deveres da 3ª divisão são elevar o moral e pesso
construir solidariedade não apenas entre os Shinigami, mas avent
entre as massas da Soul Society. Os deveres secundários são Ao es
registrar e preservar as artes e a cultura da Soul Society. O cada
dever final é a Comunicação Seireitei. escol
Comunicação Seireitei Alia
A Seireitei Communication é um estúdio de publicação e d4
produção de mídia completa composto por seis filiais; Teatro, 1
Música, Mangá, Jornal, Rádio e Televisão. Cada filial tem sua
própria equipe completa de membros e é supervisionada por 2 U
membros sentados, geralmente assentos 3-8. O vice-capitão 3
garante a preservação das artes e cultura e garante que o
material publicado atual seja apropriado. Enquanto o capitão 4
supervisiona toda a divisão.
Riva
Personagens da 3ª Divisão d4
Você pode gostar de interpretar um personagem que 1
pertence à 3ª Divisão se uma ou mais das seguintes
afirmações forem verdadeiras: 2
Você gosta de interpretar personagens dramáticos e T
vistosos. 3
Você é atraído pelas artes.
A luta não é apenas sobre habilidade e destreza, mas 4
brilho.
Entrando na 3ª Divisão Pos
Durante seu tempo na Academia Shin'ō, ou antes, você exibiu By ga
grande talento artístico que complementava a 3ª divisão. advan
Antes de entrar na academia você queria ser um grande of a s
artista, e o caminho certo para isso era entrar na 3ª divisão. rende
Talvez você tenha descoberto sua paixão pelas artes durante conse
seu tempo na academia. Ran
Depois de ingressar na divisão, você começa sua aventura Prere
de se tornar um grande artista. You
Histórico: Membro da 3ª Divisão You h
vario
Atrasos de programação, projetos acima do orçamento, Be
diferenças criativas, divas e escândalos. Estas são apenas a poo
algumas situações com as quais um membro da 3ª divisão the b
deve lidar.
Proficiência em Habilidades: Acrobacia, História ou Ran
Performance Prere

20
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Between adventures, you earn a salary that supports you at a
modest lifestyle, you are also provided a private room within
the barracks.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

21
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
4th Division Joining the 4th Division
The Fourth division is arguable one of the most important During your time at the Shin'ō Academy you might have been
divisions of the Gotei 13. This division first and primary scouted for this division either due to your peaceful nature, or
function is to provide and administer emergency first aid to your skills were more for providing support than combat, or
the injured and transports them to the General Emergency maybe you decided that your skills would be better put
Relief Station if necessary. towards the community than violence.
The Fourth division also handles many other essential Background: 4th Division Member
functions of the Souls Society; Supply transportation, Fire
relief and Janitorial. Repairing builds from the previous war, diving into burning
buildings to save a child, guarding supply caravans and
Duties of the 4th Division providing first aid as war rages on around you; these are few
The fourth division is split into four stations, each one examples of situations the Fourth division must deal with.
handling unique and essential roles for the Seireitei. Skill Proficiencies: Choose two from the following:
Medical. Members of this station provide medical services. Athletics, History Investigation, Medicine, Perception.
Supply. Members of this station ensure the transportation Equipment: A black Kosode with your division insignia
and distribution of essential items to and out of the Seireitei. embroidered on the inside,
Firefighting. Members of this station are dispatch to put Feature: Undercity Paths
out fires within Seireitei and the Rukongai. You know hidden, underground and esoteric pathways that
Janitorial. Members of this station handle most of the you can use to bypass crowds, obstacles, and observation as
manual labor, such as cleaning within Seireitei to repairing you move through the city. When you aren’t in combat, you
roads. and companions you lead can travel between any two
locations in the city twice as fast as your speed would
Coordinated Relief Station normally allow. These paths sometimes harbor danger and
The medical station is made up of doctors, nurses, combat isn’t guaranteed to be safe.
medics and associated personnel. This station consists of You gain additional benefits depending on your station.
forty-six relief teams. Eight teams per cardinal section of the Coordinated Relief Station. You and your companions
Rukongai and fourteen relief teams for the Seireitei. These can find a place to hide or rest in any relief post in the city,
fourteen teams are the Advanced Relief Teams. unless you have proven to be a danger to them. The members
of the post will shield you from the law or anyone else
Coordinated Supply Station searching for you, though they will not risk their lives in this
effort. In addition, as a division member you can receive free
The supply station is in charge of the transportation and healing and care at a post, though you must provide any
logistics of almost all physical goods within Soul Society. material components needed for spells.
They insure the Seireitei and divisions get their needed Coordinated Supply Station. You know where and from
supplies. From food, clothes, equipment, raw materials, to whom you can obtain any raw materials, weapons or
their Zanpakutō. equipment. Usually, this information comes from a division, a
library, or an independent scholar or other learned person,
Coordinated Fire Station creature or faction. Knowing where the goods can be found
The fire station is in charge of fire prevention and fire doesn’t automatically enable you to acquire it; you might need
fighting. If a fire would break out in the Seireitei or Rukongai, to offer bribes, favors, or other incentives to induce people to
they will be dispatched to handle the situation. reveal their wares.
Your DM might rule that the wares you seek is secreted
Coordinated Janitorial Station away in an inaccessible place, or that it simply can’t be found.
Unearthing the deepest secrets of the multiverse can require
The janitorial station handles the majority of the manual an adventure or even a whole campaign.
labor for Soul Society, from the cleaning of the Seireitei to Coordinated Fire Station. You can find a place to hide,
repairing roads. This station is responsible for the rest, or recuperate among commoners, unless you have
immaculate and structural stability of the Seireitei. shown yourself to be a danger to them. They will shield you
from the law or anyone else searching for you, though they
4th Division Characters will not risk their lives for you. Additionally, they can provide
You might enjoy playing a character who belongs to the 4th info, gossip and directions to info within the area.
Division if one or more of the following statements are true: Coordinated Janitorial Station. You have keys to enter
just about any building. Though this doesn't mean you have
You're drawn to the idea of being a support character. permission to enter. If you abuse this privilege, though, you
You like the idea of being part of peaceful community, but can get in serious trouble with your superiors and even be
willing to fight to defend it. stripped of your position.
You're interested in a heavy RP character.

22
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Contacts Additionally, starting at level 15 your Max Spell Level is
The 4th Division is a division of doctors, nurses, laborers, considered one level higher for learning Kaidō.
firefighters and other salt of the earth people. When choosing Between adventures, you earn a salary that supports you at
an ally and rival, you can roll once on each of the 4th Division a Modest lifestyle. You are also provided a more lavish private
Ally and Rival tables; or choose one from each. room within the barracks.
4th Division Ally Rank 4: Lieutenant
d4 Contact
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
1 You're close with a Fire Chief. ears. You are usually always by their side.
2 You're related to an advanced relief station member. Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
3 A shift manager in the supply station owes you a favor. lieutenant suite within the barracks.
4 The captain healed you and saved your life.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
4th Division Rival must have passed the Captain Proficiency test
d4 Contact As the Captain you oversee the division.
1 A supply guard believes I'm responsible for a robbery. Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
2
A firefighter is wary of my presence, he remembers me quarters, which is a private villa within the barracks.
from my mischievous Rukongai days.
The janitorial station manager transfered me out for
3
abusing my access for scandalous deeds.
My childhood rival beat me to being part of the
4
advanced relief team.

Rank and Renown


By gaining renown as a member of this division, you can
advance. Promotion through the ranks requires the approval
of a superior officer. Advancement is a reward for services
rendered to the division, rather than an automatic
consequence of increased renown.
Rank 1: Division Member
Prerequisite: Renown 1 or higher
Your specific duties vary at this rank and are very minor.
You have decided on your branch and are introduced to the
various duties and jobs of that branch.
Between adventures, you earn a salary that supports you at
a poor lifestyle, you are also provided room and board within
the barracks.
Rank 2: Seated Officer
Prerequisites: Renown 5 or higher in this division
As an established member you are sent out on missions for
your branch. These missions are usually not dangerous and
routine.
Additionally, starting at level 11 your Max Spell Level is
considered one level higher for learning Kaidō.
Between adventures, you earn a salary that supports you at
a modest lifestyle, you are also provided a private room
within the barracks.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.

23
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Contacts
5th Division The 5th Division is a division of other planar explorers and
After the previous war and invasion of Soul Society, Shinji ambassadors. When choosing an ally and rival, you can roll
Hirako, the newly appointed captain of the fifth division, once on each of the 5th Division Ally and Rival tables; or
dedicated his division to the protection of the Soul Society choose one from each.
from outside forces. By having them patrol the other realms
to monitor them as well as being ambassadors to broker 5th Division Ally
peace between the realms. d4 Contact
1 Farmer from Schatten Bereich
Duties of the 5th Division
2 Childhood friend stationed in Hueco Mundo
The fifth division has two significant roles. The first role is to
patrol the other realms to monitor any hollow activities, as 3 Otaku from the Human Realm
well as provide protection from Hollow attacks. The second is 4 Mischievous Kitsune from the Beast Realm
to be ambassadors and liaisons between other realms and
Soul Society. 5th Division Rival
Seireitei Interplanar Nexus d4 Contact
The Seireitei Interplanar Nexus is split into two subdivisions. 1 Forest nymph from the Beast Realm
Planar Patrol. Members are assigned to another realm to 2 Arrancar from Hueco Mundo
monitor it for Hollow activities, usually the Human Realm.
There they report activity, engage hollows when necessary 3 Noble of Silbern
and provide protection if necessary. 4 High ranking Yakuza from the Human Realm
Ambassadors. These members meet with and are
stationed at the courts of other realms and provide assistance Rank and Renown
with trade, advice and relations between the two realms.
By gaining renown as a member of this division, you can
5th Division Characters advance. Promotion through the ranks requires the approval
of a superior officer. Advancement is a reward for services
You might enjoy playing a character who belongs to the 5th rendered to the division, rather than an automatic
Division if one or more of the following statements are true: consequence of increased renown.
You're drawn to the idea of political intrigue. Rank 1: Division Member
You're interested in visiting other realms. Prerequisite: Renown 1 or higher
You're interested in a heavy RP character. Your specific duties vary at this rank and are very minor.
Joining the 5th Division You have decided on your branch and are introduced to the
various duties and jobs of that branch.
During your time at the Shin'ō Academy you might have been Between adventures, you earn a salary that supports you at
drawn to the prospect of seeing another realm. To escape the a poor lifestyle, you are also provided room and board within
Rukongai and embark on far off adventures. Or maybe the the barracks.
previous invasion impacted you in such a way that you believe
in the 5th divisions mission. Rank 2: Seated Officer
Prerequisites: Renown 5 or higher in this division
Background: 5th Division Member As an established member you are sent out on missions for
Braving into unknown realms, combating unique foes and your branch. These missions are usually not dangerous and
establishing rapport with foreign kingdoms. These are a few routine.
examples you will encounter as a 5th division member. Between adventures, you earn a salary that supports you at
Skill Proficiencies: Choose two from the following: a modest lifestyle, you are also provided a private room
History, Insight, Perception, Survival, Persuasion within the barracks.
Equipment: A black Kosode with your division insignia Rank 3: Senior Officer
embroidered on the inside, Prerequisites: Renown 10 or higher in this division
Feature: Wanderer As a senior member you are either routinely entrusted with
You have an excellent memory for maps and geography, and very dangerous or important missions. Alternatively, as a
you can always recall the general layout of terrain, higher seated officer you can be put in charge of one of the
settlements, and other features around you. In addition, you branches.
can find food and fresh water for yourself and up to five other Between adventures, you earn a salary that supports you at
people each day, provided that the land offers berries, small a Modest lifestyle. You are also provided a more lavish private
game, water, and so forth. room within the barracks.

24
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

25
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Showing your SPD badge gets you an audience with
6th Division anyone you want to talk to (though it might cause more
problems than it solves when you’re dealing with incorrigible
The 6th division enforces the law as Soul Society’s police lawbreakers). If you abuse this privilege, though, you can get
force. They want to protect the people of Soul Society and in serious trouble with your superiors and even be stripped of
foster a community of peace and harmony. A society’s values, your position.
they contend, are reflected in the laws it upholds. Something
is good if it is lawful. Contacts
The 6th Division is a division of arresters, investigators and
Duties of the 6th Division other personal that assist in solving crimes. When choosing
The duties of the 6th division is to respond to and investigate an ally and rival, you can roll once on each of the 6th Division
crimes, arrest lawbreakers and detain them to be further Ally and Rival tables; or choose one from each.
prosecuted. 6th Division Ally
Seireitei Police Department d4 Contact
As you join the 6th division you must take on one of the 1 Someone in the forensics department owes me a favor
following roles. 2 I'm related to someone in the evidence department
Arrester. As an arrester you maintain the peace by
removing threats — both actual and potential — identified 3 A Street thug feeds me info so I don't arrest them
through regular patrols, citizen reports, and occasionally 4 The vice-captain has high hopes of me, I can't fail them
alerts from other divisions.
Investigator. As an investigator you relentlessly seek the 6th Division Rival
truth. Motivated by the law or a sense of justice, you uncover
secretes from unsolved crimes to conspiracies. d4 Contact
1 I owe a debt to someone in the records department
6th Division Characters 2 An arrester knows I let someone go free on the field
You might enjoy playing a character who belongs to the 6th An investigator and I mutually blackmail each other
Division if one or more of the following statements are true: 3
constantly
You're drawn to the idea of a hard-bitten arrester trying to 4
An investigator believes i'm linked to an unsolved case
impose order. years ago, they don't they're correct yet
You're interested in uncovering mysteries as an
investigator. Rank and Renown
You like playing lawful characters with depth.
By gaining renown as a member of this division, you can
Joining the 6th Division advance. Promotion through the ranks requires the approval
of a superior officer. Advancement is a reward for services
During your time at the Shin'ō Academy you were drawn to rendered to the division, rather than an automatic
the 6th divisions sense of justice, or upholding and enforcing consequence of increased renown.
the law is something important to you. Maybe your skills in
Bakudō were so great the 6th division tried to recruit you as Rank 1: Division Member
an arrestor. Prerequisite: Renown 1 or higher
Your specific duties vary at this rank and are very minor.
Background: 6th Division Member You have decided on your branch and are introduced to the
Patrolling districts, issuing citations, diffusing hostile various duties and jobs of that branch.
situations, engaging and combating criminals are only a few Between adventures, you earn a salary that supports you at
situations you will face as a 6th division member. a poor lifestyle, you are also provided room and board within
Skill Proficiencies: Choose two from the following. the barracks.
Athletics, Acrobatics, Investigation, Insight or Intimidation.
Equipment: A black Kosode with your division insignia Rank 2: Seated Officer
embroidered on the inside, Seireitei Police Badge Prerequisites: Renown 5 or higher in this division
As an established member you are sent out on missions for
Feature: Legal Authority your branch. These missions are usually not dangerous and
You have the authority to enforce the laws of Soul Society, routine.
and that status inspires a certain amount of respect and even Additionally, starting at level 11 your Max Spell Level is
fear in the populace. People mind their manners in your considered one level higher for learning Bakudō.
presence and avoid drawing your attention; they assume you Between adventures, you earn a salary that supports you at
have the right to be wherever you are. a modest lifestyle, you are also provided a private room
within the barracks.

26
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Additionally, starting at level 15 your Max Spell Level is
considered one level higher for learning Bakudō.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

27
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Contacts
7th Division The 7th Division is a division of soldiers, generals, medics,
The 7th division is an almost entire division consisting of etc. When choosing an ally and rival, you can roll once on
Men. But not just ordinary men, these are the most loyal, each of the 7th Division Ally and Rival tables; or choose one
devoted, and courageous men you'll ever meet. The division from each.
consists of masculinity and gusto.
7th Division Ally
Duties of the 7th Division d4 Contact
This division has no special duties other than being the 1 Your childhood friend works in the armory
largest army reserve for Soul Society. Since the previous war 2 A family member is a combat medic
and other divisions expanded their responsibilities in times of
peace, the Soul Society needed a dedicated reserve to 3 A new division recruit looks up to you
respond to threats in times of war. Whether defending off 4 You were on the Captains list of high-priority recruits
waves of invaders, or to be deployed. The Captain-
Commander then held a meeting and asked the captains for 7th Division Rival
one of them to volunteer their division for this role. Without
giving any other captain time to consider, Captain d4 Contact
Tetsuzaemon volunteered his division. 1 You owe the quartermaster a huge debt

Army Reserve 2 A scorned ex-lover is a combat medic

All the members of the 7th division constantly train, as they 3


Your former drill sergeant doesn't believe you got what
must be vigilante and ready to deploy at a moments notice. it takes
They have many garrisons scattered across the Soul Society A seated officer dishonorably discharged you from
and the Human Realm. 4
their platoon

7th Division Characters Rank and Renown


You might enjoy playing a character who belongs to the 7th By gaining renown as a member of this division, you can
Division if one or more of the following statements are true: advance. Promotion through the ranks requires the approval
You want to protect the innocent and fight for justice. of a superior officer. Advancement is a reward for services
You want to play as a battle hardened veteran. rendered to the division, rather than an automatic
You're a manly man! consequence of increased renown.
Rank 1: Division Member
Joining the 7th Division Prerequisite: Renown 1 or higher
During your time at the Shin'ō Academy you were drawn to Your specific duties vary at this rank and are very minor.
the 7th division by either its ideals or the brotherhood You have decided on your branch and are introduced to the
camaraderie they display. Or maybe you were a shining various duties and jobs of that branch.
example of courage, loyalty or manliness. Between adventures, you earn a salary that supports you at
a poor lifestyle, you are also provided room and board within
Background: 7th Division Member the barracks.
Rigorous training, combat simulations and front line Rank 2: Seated Officer
deployment are a few scenarios you will face as a 7th division Prerequisites: Renown 5 or higher in this division
member. As an established member you are sent out on missions for
Skill Proficiencies: Athletics, and your choice of your branch. These missions are usually not dangerous and
Intimidation or Persuasion routine.
Equipment: A black Kosode with your division insignia Between adventures, you earn a salary that supports you at
embroidered on the inside, a modest lifestyle, you are also provided a private room
Feature: Military Theory within the barracks.
You can requisition equipment for temporary use based on Rank 3: Senior Officer
your rank, and you can gain access to any garrison owned or Prerequisites: Renown 10 or higher in this division
occupied by Soul Society, where you can rest in safety and As a senior member you are either routinely entrusted with
receive the attention of medics. very dangerous or important missions. Alternatively, as a
Additionally, you gain one of the following feats: Fighting higher seated officer you can be put in charge of one of the
Initiate, Martial Adept or War Caster branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.

28
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

29
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Equipment: A black Kosode with your division insignia
8th Division embroidered on the inside,
With the 7th division being mostly male, the 8th Division is Feature: Entrepreneur
predominately female, due to the previous Captains You know where and from whom you can obtain funding,
recruitment priorities. This division embodies femininity, whether this be in currency, assets or services. Usually, this
strength, elegance, sophistication and discipline. comes from banks, nobles, or an independent investor or
During times of peace after the war, the rudimentary other faction. Knowing where the funding can be found
monetary system was in shambles. Loan sharks began to rise doesn’t automatically enable you to acquire it; you might need
and gain great power and influence. Many conflicts started to to offer collateral, business plans, favors, or other incentives
arise and at one point gangs were a much more larger threat to invest into your venture.
than a hollow incursion. With this problem in mind the Your DM might rule that the funding you seek is too much,
Captain-Commander appointed the 8th Division to handle would require multiple investors, or your venture is too
this problem, thus the Seireitei Central Bank was formed. outlandish for any savvy business person to invest in.
Duties of the 8th Division Contacts
The 8th division functions as Soul Societies central bank. The 8th Division is a division of clerks, analysts, minters, etc.
They promote the health of the economy, conduct monetary When choosing an ally and rival, you can roll once on each of
policy, supervise and regulate banks, maintain financial the 8th Division Ally and Rival tables; or choose one from
stability, mint new coins when needed, and ensures the Gotei each.
13 receive their funding. 8th Division Ally
Seireitei Central Bank d4 Contact

The SCB is divided into three departments that work 1 An internal auditor owes me a favor
together. Each one headed by lieutenant, 2nd seated officer 2 I have a stake in another members startup
or 3rd seated officer.
The first branch is the Operations Branch. This is the bulk 3 A family member is a bank teller
of the division which consists of bank tellers, clerks, A childhood friend is the personal accountant for a
marketing representatives, internal auditors, branch 4
Noble
managers and loan officers. These individuals handle the
most prominent job duties the division is responsible for. 8th Division Rival
The second department is the Minting Department. They d4 Contact
manufacture the coins used for currency.
The third department is the Financial Research 1
I'm banned from the minting facility for an
Department, which consists of economists, financial embarrassing reason
researchers, financial analysts and bank examiners. 2 An internal auditor is convinced I've embezzled
Then there is the SCB Council, which consists of the
Captain as the head of the council, the lieutenant, the 2nd 3 I've been narrowly avoiding a loan officer over a debt
and 3rd seated officers. During a hollow attack I accidentally destroyed a
4
financial analysts important reports
8th Division Characters
You might enjoy playing a character who belongs to the 8th Rank and Renown
Division if one or more of the following statements are true: By gaining renown as a member of this division, you can
You like money. advance. Promotion through the ranks requires the approval
You're interested in economic intrigue. of a superior officer. Advancement is a reward for services
You're interested in a heavy RP character. rendered to the division, rather than an automatic
consequence of increased renown.
Joining the 1st Division Rank 1: Division Member
During your time at the Shin'ō Academy you could've been Prerequisite: Renown 1 or higher
drawn to the 8th division for many reasons. You could be Your specific duties vary at this rank and are very minor.
seeking to escape poverty for yourself or family or you had a You have decided on your branch and are introduced to the
keen sense for economics. various duties and jobs of that branch.
Between adventures, you earn a salary that supports you at
Background: 8th Division Member a modest lifestyle, you are also provided room and board
Assisting customers with their accounts, analyzing financial within the barracks.
reports, minting coins, and issuing financial polices are some
examples of duties you will be responsible for handling as an
8th division member.
Skill Proficiencies: Insight and Persuasion

30
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rank 2: Seated Officer
Prerequisites: Renown 5 or higher in this division
As an established member you are sent out on missions for
your branch. These missions are usually not dangerous and
routine.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you are also provided a private room
within the barracks.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle. You are also provided a more lavish
private room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

31
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
When a creature you can see hits a friendly target, other
9th Division than you, within 5 feet of you with an attack or single
target spell, you can use your reaction to jump in the way,
While most of the spotlight is on the brave divisions of the taking the damage or effect of the spell.
Gotei 13 risking their lives for Soul Society, the leaders are You gain the Alert feat
behind the scenes ensuring the order and structur of Soul
Society. With not only the threat of Hollows lurking about, Contacts
certain leaders and noble houses face dangers from The 9th Division is a division of brave, stalwart, and
assassins, terrorists and public groups and individuals not chivalrous individuals. When choosing an ally and rival, you
happy with their policies or stances, and wish harm upon can roll once on each of the 9th Division Ally and Rival tables;
them. or choose one from each.
With these threats in mind, a division had to be devoted to
ensure the safety of Soul Society's leaders. 9th Division Ally
d4 Contact
Duties of the 9th Division
1 Another division recruit owes me a favor
The main mission of the Ninth Division is to protect the
Seireitei and it's leaders. These top leaders include the 2 A family member works security detail for a noble
Central 46, the four great noble houses, other noble houses A childhood friend is stationed at the Central 46
and their families and visiting foreign leaders. 3
compound
They also protect the integrity of Soul Society's currency,
and investigate crimes against the financial system 4
My mentor was promoted to the Muguruma
Commando Unit
committed by criminals.
Muguruma Commando Unit 9th Division Rival
d4 Contact
An elite unit made up of high-ranking seated officers of the
9th Division. Mugurama Kyūbantai (Mugurama 9th Division) 1 A security coordinator was disciplined because of me
is printed on the backs of their Uniform. It was a sign of their 2 I accidentally ruined an investigators report
chivalry, unwavering conviction, and their unbreakable bond.
They excel in synchronized combination attacks. The unit 3
Another division member knows a dark secret about
consists of Captain Kensei Muguruma his 3rd Seat, 4th Seat, me I don't want to get out
5th Seat & 6th Seat. A scorned ex-lover is in the Muguruma Commando
4
Unit, and the final say so for me to join
9th Division Characters
You might enjoy playing a character who belongs to the 9th Rank and Renown
Division if one or more of the following statements are true: By gaining renown as a member of this division, you can
You're drawn to the idea of political intrigue. advance. Promotion through the ranks requires the approval
You believe in the system and wish to protect it. of a superior officer. Advancement is a reward for services
You're interested in a heavy RP character. rendered to the division, rather than an automatic
consequence of increased renown.
Joining the 9th Division Rank 1: Division Member
During your time at the Shin'ō Academy you might've been Prerequisite: Renown 1 or higher
drawn to the division by the prestige of the job, you believe in Your specific duties vary at this rank and are very minor.
system and which to protect it, you were recruited because You have decided on your branch and are introduced to the
your skills were exceptional. various duties and jobs of that branch.
Between adventures, you earn a salary that supports you at
Background: 9th Division Member a modest lifestyle, you are also provided room and board
Protecting nobles, patrolling the central 46 grounds or within the barracks.
providing security for foreign leaders. These are only a few Rank 2: Seated Officer
situations you will face.
Skill Proficiencies: Insight, Perception Prerequisites: Renown 5 or higher in this division
Equipment: A black Kosode with your division insignia As an established member you are sent out on missions for
embroidered on the inside, your branch. These missions are usually not dangerous and
routine.
Feature: Guardian Between adventures, you earn a salary that supports you at
As a 9th division member you must ensure safety to your a modest lifestyle, you are also provided a private room
client, even risking your life if necessary. Your training has within the barracks.
provided you the following benefits.
Advantage on saving throws against poison

32
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a aristocratic lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

33
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The social classes of the applicants range from nobles and
10th Division residents of the more hospitable districts of Rukongai to its
more barbaric outer regions. The results of the entrance
The 10th division is one of the most welcoming divisions exam are used to divide up the successful applicants into
among the Gotei 13. Those who wish to constantly refine different classes, with those who obtain the highest grades
their skills and learn will find that opportunity here. being placed in the first class.
Previously, Naruki City was under the jurisdiction of the At the start of the academic year, there is a welcoming
10th division, but after the war many roles, and duties were ceremony for the new students.
shuffled rearranged or consolidated. That city was
consolidated under the 5th divisions duties. Curriculum
With Central 46 focusing more on governing Soul Society The Academy's curriculum is taught over six years, though
less focused was placed on the Academy. The Captain- exceptionally gifted students have been known to graduate
Commander then nominated the 10th division to assist with from the academy in less time than this. In addition to a more
managing the school. general education, the pupils are taught how to control and
make use of their Reiatsu, as well as the four major
Duties of the 10th Division Shinigami combat forms: Hakuda, Hohō, Kidō, and Zanjutsu.
The primary duty of the 10th division is to govern the Shin'ō Students also learn how to perform Soul Burials, how to
Academy. The 10th division ensures the academy is communicate with the spirit of their Zanpakutō, and are
responsive to the values, beliefs and priorities of the Central prepared for the general duties of a Shinigami. Upon
46 and Soul Society. They are responsible for staffing the completing the Academy's curriculum, a student will then
academy, protecting it, providing support for students and apply to join a division of the Gotei 13.
setting the curriculum.
An additional role of the 10th division is to scout out and 10th Division Characters
recruit souls to take the Shinigami Aptitude Test and You might enjoy playing a character who belongs to the 10th
increase the numbers of the Gotei 13. Division if one or more of the following statements are true:
Shin'ō Academy You want to foster the new generation of Shinigami.
The Shinōreijutsuin (Spiritual Arts Academy), now just called You're interested in school life shenanigans.
the Shinigami Academy, was an institution founded by You're interested in a heavy RP character.
Genryūsai Shigekuni Yamamoto over 2,000 years ago.
The Academy is a sprawling, multiple story building with Joining the 10th Division
architecture similar to that of Seireitei. It has an open During your time at the Shin'ō Academy you could've been
courtyard, many classrooms, dormitories and practice areas drawn to this division for many reasons. Maybe you aspire to
for Zanjutsu, Hakuda, Hohō, and Kidō. The commandment be a professor or instructor, you want to be part of the faculty
all Shinigami are taught at the Academy is "Do not seek as you think you can make the Academy better, or you're good
beauty in battle. Do not seek virtue in death. Do not make the with children and people.
mistake of considering only your own life. If you wish to
protect that which you must protect, slice the enemy you Background: 10th Division Member
must defeat from behind."
The Academy does not teach students to fight for the sake Wrangling unruly youth, teaching students valuable lessons,
of their superiors or family. Instead they're taught that a constructing lesson plans or attending faculty meetings.
Shinigami should give their life to protect their friends and These are a few challenges a 10th division member must
humanity. face.
Skill Proficiencies: Two skills of your choice.
Uniform Equipment: A black Kosode with your division insignia
The uniform of the Academy is similar to the standard embroidered on the inside,
Shinigami shihakushō uniform, but with a different color
scheme. The women's style consists of a red shitagi (under Feature: Faculty
shirt), a white kosode (shirt) with red stripes, red hakama As a faculty member you have a specific field of study, gain
(trousers), white socks and sandals. the Prodigy feat.
For the male version of the uniform, the red is replaced Additionally, you have almost unrestricted access to the
with blue. There is a circular symbol on both breasts of the Academy.
outer shirt. This appears to be the emblem of the Academy.
Contacts
Admission The 10th Division is a division of professors, instructors, and
Applicants to the academy must pass an entrance exam in other faculty. When choosing an ally and rival, you can roll
order to be admitted, and must demonstrate that they have once on each of the 10th Division Ally and Rival tables; or
some Reiatsu. The entrance exam is open to any and all who choose one from each.
wish to apply, resulting in a wide range of individuals of all
ages joining.

34
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Between adventures, you earn a salary that supports you at
10th Division Ally a comfortable lifestyle, you also gain access to the private
d4 Contact lieutenant suite within the barracks.
1 An office administrator owes you a favor Rank 5: Captain
2 The lunch lady loves gossiping with you Prerequisites: Renown 25 or higher in this division; you also
3 A family member is a counselor
must have passed the Captain Proficiency test
As the Captain you oversee the division.
4 Your childhood friend became a Zankensoki instructor Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
10th Division Rival quarters, which is a private villa within the barracks.
d4 Contact
During your time as a student you gave a History
1
professor a hard time, they haven't forgotten
2 You owe a counselor a huge favor
3 The nurse knows an embarrassing secret about you
A scorned ex-lover became a Language & writing
4
professor

Rank and Renown


By gaining renown as a member of this division, you can
advance. Promotion through the ranks requires the approval
of a superior officer. Advancement is a reward for services
rendered to the division, rather than an automatic
consequence of increased renown.
Rank 1: Division Member
Prerequisite: Renown 1 or higher
Your specific duties vary at this rank and are very minor.
You have decided on your branch and are introduced to the
various duties and jobs of that branch.
Between adventures, you earn a salary that supports you at
a poor lifestyle, you are also provided room and board within
the barracks.
Rank 2: Seated Officer
Prerequisites: Renown 5 or higher in this division
As an established member you are sent out on missions for
your branch. These missions are usually not dangerous and
routine.
Between adventures, you earn a salary that supports you at
a modest lifestyle, you are also provided a private room
within the barracks.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.

35
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Joining the 11th Division
11th Division During your time at the Shin'ō Academy you were drawn to
The 11th Division is a direct-combat Division with a the division either because you enjoy the thrill of combat,
specialization in swords-only combat, forgoing the other your Zanjutsu skills were above and beyond your peers and
Shinigami arts and thereby being one of the most specialized were recruited, or you want to take on an active combat role
divisions in the Gotei 13. As such, it is common practice for within the Gotei 13.
members to be carry their Zanpakutō at all times. Since the
rise to captain status of the current Kenpachi, an unofficial Background: 11th Division Member
rule has been added that says to be a true member of the
Eleventh Division, one's Zanpakutō must be a melee-type. Sharpening your swordsmanship skills daily, taking on the
The division's doctrine of dominating in battle is what toughest foes, deploying behind enemy lines and conducting
appeals to its members; they believe that fighting is what some of the most dangerous missions. These are a few
makes life worth living. This is what separates the 11th examples of what an 11th division member can expect to
Division from the others and makes them the strongest face.
division. Everyone in the 11th Division are highly skilled in Skill Proficiencies: Athletics and Intimidation
fighting. They believe if they are going to die anyway, they Equipment: A black Kosode with your division insignia
have to go down fighting gloriously. embroidered on the inside,
The division is also set up so that to become the captain of Feature: The Way of the Sword
the Eleventh, the candidate must do so through the third
method of becoming a captain, killing the previous captain in After intense training with some of the toughest and meanest
front of 200 members of the Division. instructors, you have sharpened your Zanjutsu skills.
Choose one of the following feats: Crusher, Piercer or
Duties of the 11th Division Slasher. You may benefit from the chosen feat only when
using your Zanpakutō.
After the war, Zaraki expressed his disappointment and
irritation on the amount of casualties the Gotei 13 suffered. Contacts
He took it upon himself to "properly" teach Zanjutsu to the When it comes to the 11th division, each member is not only
Gotei 13 members. Though his methods are severe and your comrade, but your rival as well.
intense, the results have allowed him to continue. Although
after a certain incident with a cocky student losing a limb,
Zaraki was only allowed to personally instruct "Advanced Additional Contacts
Prodigy Pupils;" almost nobody has achieved this pseudo If you wish to ignore this flavor, feel free to roll for
rank, for their own good. contacts on any other divisions tables.
Their first role is conducting weekly Zanjutsu drills for all
Gotei members seated 5 and below to keep their
swordsmanship sharp at all times. Rank and Renown
Their second role is providing all of the Zanjutsu
instructors and the Zanjutsu portion of the curriculum for the By gaining renown as a member of this division, you can
academy. advance. Promotion through the ranks requires the approval
of a superior officer. Advancement is a reward for services
Zaraki Corps rendered to the division, rather than an automatic
The Zaraki Corps is a special operations force of the Gotei consequence of increased renown.
13. This group consists of the Captain, lieutenant and seats Rank 1: Division Member
three and four. Prerequisite: Renown 1 or higher
Additionally, they host a grand tournament once a year for Seus deveres específicos variam neste posto e são muito
all Gotei 13 members and non-shinigami to test their might menores. Você decidiu seu ramo e é apresentado aos vários
and skills. With the finalist winning some grand prize, usually deveres e trabalhos desse ramo.
money, or the chance to take on the Captain to take his role Entre as aventuras, você ganha um salário que o sustenta
and the title of Kenpachi. Everyone so far has taken the em um estilo de vida pobre, e também recebe hospedagem e
money. However, Byakuya did enter the tournament once just alimentação dentro do quartel.
to challenge Kenpachi, though the Captain-Commander
suggested he take the money, for the safety of the attendants Posto 2: Oficial Sentado
and frankly, Soul Society. Pré-requisitos: Renome 5 ou superior nesta divisão
Como um membro estabelecido, você é enviado em
11th Division Characters missões para o seu ramo. Essas missões geralmente não são
You might enjoy playing a character who belongs to the 11th perigosas e rotineiras.
Division if one or more of the following statements are true: Entre as aventuras, você ganha um salário que o sustenta
em um estilo de vida modesto e também recebe um quarto
You love combat. privado dentro do quartel.
You want to become the next Kenpachi.
You believe might equals right.

36
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Posto 3: Oficial Sênior
Pré-requisitos: Renome 10 ou superior nesta divisão
Como membro sênior, você recebe rotineiramente missões
muito perigosas ou importantes. Alternativamente, como um
oficial superior, você pode ser encarregado de um dos ramos.
Entre as aventuras, você ganha um salário que o sustenta
em um estilo de vida modesto. Você também recebe uma sala
privada mais luxuosa dentro do quartel.
Posto 4: Tenente
Pré-requisitos: Renome 15 ou superior nesta divisão
Como tenente, você é a sombra, os olhos e os ouvidos de
seu capitão. Você geralmente está sempre ao lado deles.
Entre as aventuras, você ganha um salário que o sustenta
em um estilo de vida confortável e também ganha acesso à
suíte de tenente particular dentro do quartel.
Rank 5: Capitão
Pré-requisitos: Renome 25 ou superior nesta divisão; você
também deve ter passado no teste de proficiência do capitão
Como capitão, você supervisiona a divisão.
Entre as aventuras, você ganha um salário que o sustenta
em um estilo de vida rico. Você também ganha acesso aos
aposentos do capitão, que é uma vila particular dentro do
quartel.

37
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Equipment: A black Kosode with your division insignia As
12ª Divisão embroidered on the inside, your
routin
A 12ª Divisão é mais que uma divisão, é uma instituição de Feature: Researcher
pesquisa científica, tecnologia e inovação. A 12ª divisão e o When you attempt to learn or recall a piece of lore, if you do
SRDI contribuíram com muitas tecnologias de mudança de not know that information, you often know where and from
vida que melhor auxiliam o Gotei 13 em seus deveres e whom you can obtain it. Usually, this information comes from
melhoram a qualidade de vida de todos os cidadãos da Soul another lab, library, another division, or a sage or other
Society. learned person or faction. Your DM might rule that the
knowledge you seek is secreted away in an almost
Funções da 12ª Divisão inaccessible place, or that it simply cannot be found.
A 12ª divisão funciona como um local para aprendizado e Unearthing the deepest secrets of the multiverse can require
pesquisa de ensino superior de vários campos. Esses campos an adventure or even a whole campaign.
incluem matemática, física, biologia, química, zoologia, reishi
e cosmologia. Contacts
The 12th Division is a division of assistants, subjects,
Instituto de Pesquisa e researchers, scientists, and directors. When choosing an ally
and rival, you can roll once on each of the 12th Division Ally
Desenvolvimento Shinigami and Rival tables; or choose one from each.
The SRDI is behind the development of many of the 12th Division Ally
technologies that aid the Shinigami, and is currently headed
by Mayuri Kurotsuchi. It was founded by Kisuke Urahara d4 Contact
over 100 years ago. The main function of the SRDI is more You know an assistant who carries important messages
specialized in it's duties than thee rest of the division. They 1
among the laboratories
research and develop new technology and spiritual tools
within the Reinō Spiritual Ability Research Facility. 2 You had a romance with a chemist
The second function of the SRDI. is to measure spiritual You're in regular communication with an instructor
waves and oversee communications. The Spiritual Wave 3
who inspired you to join the division
Measurement Lab closely monitors the world of the living to
ensure spiritual stability. This lab has a team of members 4 A family member is the lead researcher for a lab
with highly specialized equipment called the Reishi
Inspection Squad that are sent out into the field to analyze 12th Division Rival
Reishi concentrations. d4 Contact
The Communications Research Section oversees 1 Your childhood rival beat you to a promotion
transmissions between the Human world and Soul Society. If
an incident occurs, things become pretty hectic, but 2
You and another researcher are vying for funding on a
otherwise, it is usually slow.[ research project
Your miscalculations on a dangerous experiment
12th Division Characters 3
resulting in the death of a lead researchers friend
You might enjoy playing a character who belongs to the 12th 4
A lead researchers miscalculations on a dangerous
Division if one or more of the following statements are true: experiment resulting in the death of your friend

You're drawn to wild magic and dangerous explosions.


You want to be an innovative genius. Rank and Renown
You believe in brains over brawn. By gaining renown as a member of this division, you can
advance. Promotion through the ranks requires the approval
Joining the 12th Division of a superior officer. Advancement is a reward for services
During your time at the Shin'ō Academy you could've been rendered to the division, rather than an automatic
drawn to the 12th division to further your studies in a field, consequence of increased renown.
maybe you're on the verge of a breakthrough and needed Rank 1: Division Member
funding, or your genius intellect was noticed and you were
recruited. Prerequisite: Renown 1 or higher
Your specific duties vary at this rank and are very minor.
Background: 12th Division Member You have decided on your branch and are introduced to the
various duties and jobs of that branch.
From taking precises notes, long hours in the lab, conducting Between adventures, you earn a salary that supports you at
mundane experiments, and performing dangerous trials. a poor lifestyle, you are also provided room and board within
These are just a few scenarios you will face as a 12th division the barracks.
member.
Skill Proficiencies: Choose two from the following: Rank 2: Seated Officer
Arcana, History, Investigation, Nature, or Religion. Prerequisites: Renown 5 or higher in this division

38
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Between adventures, you earn a salary that supports you at a
modest lifestyle, you are also provided a private room within
the barracks.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

39
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
13th Division Joining the 13th Division
The 13th division like the 2nd division, 10th division and During your time at the Shin'ō Academy you were drawn to
12th division has had separate entities merged together. The the division because you love kidō, maybe you were recruited
Kidō Corps became part of the 13th division and it's duties because of your talents, or you have close ties with the
broadened and strengthened. The division now regulates division during your time in the Rukongai.
anything Kidō within Soul Society. Background: 13th Division Member
Duties of the 13th Division Conducting experiments with unstable kidō, investigating
The 13th division is the primary source for kidō instructors kidō crimes, protecting the senkaimon or inspiring the next
and kidō curriculum for the academy. They're also where one generation to pursue kidō. These are only a few examples of
would go to further study and research kidō. Would be tasks you will face as a 13th division member.
students aspiring to become kidō masters or create new kidō Skill Proficiencies: Arcana, History
will find the resources and guidance to do so here. Equipment: A black Kosode with your division insignia
Their second duty is regulating the usage of kidō. They embroidered on the inside,
dictate which kidō should be taught, studied, researched, Feature: Arcane Scholar
restricted, or forbidden. You gain one of the following feats: Elemental Adept,
Kidō Corps Metamagic Adept, or Spell Sniper.
The Kidō Corps is a group of specialists presiding over Contacts
spiritual law. Much like the 2nd division its operations are The 13th Division is a division of mages, attendants,
executed in absolute secrecy. researchers, and investigators. When choosing an ally and
The Kidō Corps have three main known functions. The rival, you can roll once on each of the 13th Division Ally and
first is investigating and prosecuting kidō related crimes, and Rival tables; or choose one from each.
establishing laws regarding kidō.
The second is releasing the Sōkyoku seal during 13th Division Ally
executions. d4 Contact
The third is opening the Senkaimon. The Senkaimon is the 1 An arcane attendant owes you a favor
gate used to travel between Soul Society and the Human
Realm, and is the only official and safe way to enter and leave 2 A former mentor was promoted to the Kidō Corps
Soul Society. Soul Society has only one permanent A childhood friend is now on the Kidō Curriculum
Senkaimon, which takes the form of a giant gate situated 3
Advisory Group
within a large courtyard atop a large tower. Travel through the
Senkaimon is heavily regulated, and can only officially be 4
You were once summoned by the Captain, who
opened by the members of the Kidō Corps. A black winged complimented you on your work
insect, the Jigokuchō, which only Shinigami are permitted to
carry, is needed to pass through it. 13th Division Rival
Upon arriving and leaving from the Human World, the d4 Contact
Senkaimon can appear almost anywhere. When it appears in 1 You owe a researcher a favor
this fashion, the Senkaimon takes the form of a traditional
Japanese waiting room entered through a Shōji. It can be 2
An investigator is convinced you're linked to a closed
opened by using a Zanpakutō as a key. The method requires unsolved crime
simply placing the Zanpakutō in front of the user and 3 A scorned ex-lover just became a seated officer
inserting it into the spacial area one wants the Senkaimon to
appear before turning the sword like a key while declaring 4
A researcher took credit for your work and got
"Kaijō!" (unlocking). Intruders can pass through the promoted to lead researcher
Senkaimon, but the lack of a Jigokuchō forces intruders to
pass through the Dangai. Rank and Renown
13th Division Characters By gaining renown as a member of this division, you can
advance. Promotion through the ranks requires the approval
You might enjoy playing a character who belongs to the 12th of a superior officer. Advancement is a reward for services
Division if one or more of the following statements are true: rendered to the division, rather than an automatic
consequence of increased renown.
You love casters.
You're interested in unlocking the secrets of Kidō.
You believe Kidō is the future.

40
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rank 1: Division Member
Prerequisite: Renown 1 or higher
Your specific duties vary at this rank and are very minor.
You have decided on your branch and are introduced to the
various duties and jobs of that branch.
Between adventures, you earn a salary that supports you at
a poor lifestyle, you are also provided room and board within
the barracks.
Rank 2: Seated Officer
Prerequisites: Renown 5 or higher in this division
As an established member you are sent out on missions for
your branch. These missions are usually not dangerous and
routine.
Additionally, starting at level 11 your Max Spell Level is
considered one level higher for learning Hadō.
Between adventures, you earn a salary that supports you at
a modest lifestyle, you are also provided a private room
within the barracks.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Additionally, starting at level 15 your Max Spell Level is
considered one level higher for learning Hadō.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

41
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Royal Guard

T
he Royal Guard, also known as the Zero Membros Notáveis ​e Contribuições
Division, is dedicated to the protection of the
Soul King, the Royal Family, and the Soul King Ichibē Hyōsube: Líder da Divisão Zero, conhecido como o
Palace. The Royal Guard is a special Monge que Chama o Nome Real , sua contribuição foi ter sido
organization that performs services for the o primeiro a escolher os nomes para tudo na Soul Society,
Royal Family. It has a considerable amount of incluindo Zanpakutō, Shikai e Bankai. Ele também se tornou
fighting, organizational, and executive power o primeiro Shinigami cuja Zanpakutō ganhou uma forma
compared to other divisions. evoluída, conhecida como Shinuchi.
Since serving the royal family is the primary purpose of the Tenjirō Kirinji: General Divino do Leste e 1º oficial,
Royal Guard, they do not interfere in Gotei 13's affairs and conhecido como Demônio da Fonte Termal , sua contribuição
the defense of Soul Society, even against major threats like foi a criação da maioria dos Kaidō e várias fontes de cura.
Aizen and his Arrancar. They are known to do whatever is Kirio Hikifune: Divine General of the South and 2nd
required by order of the Soul King. officer, known as the Ruler of Grain, her contribution was the
The Royal Guard's authority supersedes the authority of all creation of the Artificial Soul.
within Soul Society. Each member of the Royal Guard have Ō etsu Nimaiya: Divine General of the West and 3rd
had the power of the Ōken imparted onto their bones by the officer, known as the God of the Sword, his contribution was
Soul King. They also each have a city of their own at the Soul the creation of the Zanpakutō.
King Palace. Senjumaru Shutara: Divine General of the North and 4th
The Royal Guard commonly stays within the Soul King officer, known as the Great Weave Guard, her contribution
Palace, but when they do travel, their preferred method of was the Shutara Scale as well as the clothing the Gotei 13
transportation is a huge pillar called the Tenchūren (Heavenly use.
Pillar-Palanquin). This pillar enters from the inner dimension
and lands with significant force upon its arrival. The Divine General
Tenchūren, however, does not have the ability to return to the Prerequisites: Rank 5, Renown 25 or higher and must have
palace on its own, and relies on Kūkaku Shiba's cannon to provided a great contribution to Soul Society
launch it back. Additionally, there is the Chōkaimon (Super Como membro da Guarda Real, você recebe o Oken, que
World Gate), but it can only be opened by syncing the arrival permite o acesso de e para o Palácio Real. Uma vez por
and departure times. The final and least used form of descanso longo, você pode lançar Plane Shift sem
transportation is the interdimensional stairs that lead to the componentes materiais. Você pode gastar dois dados de vida
Seireitei, though it will take anywhere from half a day to a para lançar este feitiço mais uma vez.
week of travel to get there. Além disso, você recebe sua própria cidade dentro do
Como as divisões do Gotei 13, a Guarda Real tem um Reino Real para presidir como achar melhor.
símbolo único que representa o papel principal da divisão,
que é baseado no Winter Daphne (Jinchōge). Este símbolo é
colocado dentro do símbolo Gotei 13 de um losango para
formar a insígnia completa da divisão, que é exibida no haori
de cada membro.
História
Devido ao seu status de organização secreta, a história e a
própria existência da Guarda Real não são comumente
conhecidas.
Muitos acreditavam que eles eram um mito até chegarem
quando os Quincy invadiram.
Estrutura
A Guarda Real é conhecida por promover ex-capitães do
Gotei 13 para suas fileiras. A Guarda Real não tem soldados
e tem apenas 5 membros, todos ex-capitães. Seu poder total
supera em muito o poder de todas as 13 Divisões juntas.
Todos os membros da Guarda Real eram Shinigami
reconhecidos pelo Soul King por terem feito contribuições
significativas para a história da Soul Society.

42
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
O Wandenreich

D
epois de perder a guerra com os Shinigami Rank 1: Soldat (Soldado)
1.000 anos atrás, os Quincy escaparam do Pré-requisito: Renome 1 ou superior
Mundo Humano para o Seireitei, o lugar que Neste posto, você faz parte de um pelotão de soldados.
eles acreditavam ser o mais desprotegido. Ao Você embarca em missões de rotina e missões de baixa
fazer isso, eles usaram Reishi para criar espaço ameaça.
nas "sombras". Isso é o que foi chamado de Seu salário permite que você mantenha um estilo de vida
Wandenreich, o "Império Invisível". O plano modesto.
deles era usar o abundante Reishi que só era encontrado na
Soul Society como fonte de seu poder, então eles se Rank 2: Feldwebel (sargento)
esconderam e esperaram por 1.000 anos enquanto reuniam Pré-requisito: Renome 3 ou superior
seu poder. Nesta classificação, você ganha alguma autoridade sobre
Algum tempo depois da derrota de Sōsuke Aizen, o alguns Soldat. Quando você realiza uma missão em nome da
Wandenreich conquistou Hueco Mundo, capturando Tier facção que requer força militar, um esquadrão de 1d4
Harribel no processo. Além disso, eles recrutaram muitos soldados (seu Mestre tem as estatísticas) acompanha e
Arrancar para seu serviço e mataram muitos Hollows. Com a auxilia você durante a missão.
derrota de Ywach e a maior parte de sua força de combate, o
Wandenreich ficou em desordem. Jäger (Caçador) [Papel Especial]
Estrutura Pré-requisito: Posto 1, Renome 3 ou superior e 5º nível
superior
Muito parecido com o Gotei 13, o Wandenreich tem uma Se você atender aos pré-requisitos, poderá se inscrever
hierarquia rígida e definida. para ingressar no grupo de elite conhecido como Hunting
Corps. Esta ordem especial serve como uma combinação de
Imperador polícia militar e inteligência militar, dando-lhe um bom grau
O líder e governante indiscutível do Wandenreich que tem de independência dentro da facção. Seus membros
controle absoluto e dizer. examinam as atividades de outras facções para avaliar sua
força militar, prever ameaças potenciais, capturar e
Sternritter interrogar indivíduos e, às vezes, ativar esquadrões para
Os Star Knights são um grupo de combatentes de elite neutralizar ameaças antes que elas se tornem mais sérias. Os
Quincy liderados pelo Sternritter Grandmaster. Vários Jägers também ajudam os Wandenreich a erradicar espiões e
Sternritter são apontados como os guardas de elite do vazamentos dentro da facção. Secundariamente, o Jäger é
imperador, conhecidos como Schutzstaffel (Guardas responsável pelo policiamento das fileiras do exército.
Imperiais), liderados pelo Grande Mestre Schutzstaffel. Quando os membros se deixam levar por seu zelo e
infringem a lei ou abusam de sua autoridade, os Jäger
Jagdarmee assumem as tarefas de investigar, prender e punir os
O Hunting Corps é uma unidade de caça que, após a malfeitores. De forma similar,
conquista do Hueco Mundo pelo Wandenreich, é encarregada
de capturar Arrancar para servir ao império. O Jagdarmee é Rank 3: Brigadeiro
separado em grupos numerados. O Capitão Executivo de Pré-requisito: Posto 2 e Renome 5 ou superior
Caça sendo o líder do primeiro Jagdarmee. Como brigadeiro, você é responsável por missões e
estratégias que não pode executar inteiramente sozinho ou
soldado com a ajuda de um punhado de soldat. Depois de receber as
Os soldados do Wandenreich que compõem a maior parte do metas do capitão acima de você, é seu trabalho descobrir as
exército. Eles podem derrotar Shinigami de baixo escalão táticas necessárias para atingir essas metas.
com facilidade. Você lidera uma brigada composta por seis esquadrões,
cada um composto por quatro soldats comandados por um
Posição e Renome Feldwebel (use o bloco de estatísticas do soldado). Você pode
Ao ganhar renome como membro do Wandenreich, você designar esses esquadrões para tarefas de sua escolha
pode ascender através de uma série ordenada de níveis dentro da área que você tem autoridade. Você também pode
dentro da facção. A promoção sempre requer a aprovação de liderar esses soldados na batalha sozinho, ou trazer um
um oficial superior. É uma recompensa pelos serviços esquadrão e seu sargento com você em uma missão
prestados à organização, e não uma consequência automática sancionada.
de aumento de notoriedade. Você continua recebendo um salário suficiente para manter
Além disso, certas posições ficam disponíveis para você um estilo de vida modesto, mas seus aposentos na guarnição
quando seu renome e seu nível de personagem atingem são mais espaçosos.
certos limites.

43
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Silbern Guard (Papel Especial)
Pré-requisito: Renome 5 ou superior e 7º nível ou superior
Os membros da Guarda Silbern são responsáveis ​pela
defesa de Silbern, o quartel-general de Wandenreich.
Somente aqueles que provaram seu valor em combate são
selecionados para se juntar a esta força. Se você for aceito na
Guarda Silbern, suas missões serão principalmente de
natureza defensiva. Você pode receber ordens para encontrar
novas maneiras de fortalecer a fortaleza ou detectar
toupeiras e outros espiões que tentam obter acesso. Claro,
devido a esses tempos caóticos, você pode acabar
defendendo Silbern de um ataque total de alguma outra força
inimiga.
Rank 4: Oberst (Coronel)
Pré-requisito: Posto 3 e Renome 10 ou superior
As a Oberst in the Wandenreich, you gain command of a
small garrison and the responsibility for maintaining order
and protecting people in part of a city district. You have four
brigades under your command. As described for rank 3, each
brigade has six squads of five soldat (including a Feldwebel)
reporting to them. One additional squad of 2d4 soldat is your
personal retinue.
You regularly receive communications from the Sternritter
who coordinate the efforts of the smaller garrisons. They
keep you informed of the goals and concerns of the Emperor
and can help you address them. You are then responsible for
giving orders to your brigadiers, and you must answer to your
Sternritter for the troops’ success or failure in achieving the
army's strategic goals.
As a Oberst, your salary allows you to maintain a
comfortable lifestyle between adventures.
Sternritter (Special Role)
Prerequisite: Rank 3, Renown 15 or higher and 10th level or
higher
As a Sternritter you're the emporer's elite guards. In this
role, you are advised - and ordered around - by the Sternritter
Grandmaster. You are in regular communication with the
Emperor, who places you in charge of a major faction
initiative. You might be tasked with improving recruitment,
developing a plan for dealing with another faction, or
collaborating with one, as well as leading an invasion.
At this rank, you gain a Sternritter Medallion (described in
chapter X) at the start of each mission you undertake on the
faction’s behalf. You draw a salary sufficient to maintain a
wealthy lifestyle.
Thronfolger (Heir to the Throne)
[Special Role]
Prerequisite: Rank 4, Renown 25 or higher and 15th level or
higher
This position can only be bestowed by the Emperor. Your
power, skillset, or mind has been acknowledged by the
Emperor and they decided on you as their successor in the
event of their death, or when they step down.
At this rank you are under the wing of the Emperor as they
familiarize you with their duties, from managing the
Sternritter, to running the country.

44
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Xcution

X
cution is a secret society initially The Sectorum also patrols the Human realm warding off
assembled under the founder and former Hollow and being the eyes and ears for the faction.
Substitute Shinigami Kūgo Ginjō. This
faction is a haven for those persecuted or Sectorum Obscura
wronged in one way or another due to This sectorum provides covert operation services, as well as
their Fullbring powers and to master assisting clients in protection against such operations. The
their abilities. sectorum licenses spies, assassins, locksmiths, security
History specialists, and more.
They also compile many dossiers on individuals, groups, or
Kūgo initially formed the group to rob Ichigo Kurosaki of his other factions to blackmail or as a deterrent to maintain
latent Shinigami powers and share it amongst the group. Xcutions secrecy, safety and power.
Once his plan utterly failed most of the group was slain by the
Shinigami. The surviving members disbanding and Sectorum Cerebra
scattering. This sectorum focuses on science and research on reishi,
After some time the members regrouped and decided to hollow, other races as well as the mechanics and potential of
reform Xcution and keep its initial mission. For funding they fullbringers. They also research, craft and sell Kidō infused
also perform mercenary work. They quickly grew in power items.
and became a much more structured faction mirroring the Additionally, this is the sectorum new recruits go to to
Gotei 13. train, develop, and discover their Fullbring powers.
Through the years Xcution and the Gotei 13 would For income, this sectorum also consists of many artisans
sometimes work together, but their relationship, due to their which provides a variety of goods and services to clients.
history together, has been tenuous at best. More often they
would clash, as Xcution has made the existence of Hollow's, Sectorum Vitamora
Shinigami and other factions more known. Xcution believes
that the more people know of Hollows, the easier it would be This sectorum manages various establishments that provide
to monitor and protect the Human Realm. The Gotei 13 healing and medicinal goods and services, both mundane and
would see the dismantling of the Xcution, but the additional magical. Additionally they're also mystics that can help clients
help they provide with protecting the Human Realm as well commune with the recent dead as well as perform Konsō
as the other realms, they more often turn a blind eye. This rituals. These mystics also find spirits and assist them in
however, doesn't reassure Xcution and ensure they not only passing over.
have the numbers to combat them if necessary, but
technology to match them. Rank 1: Xcution Affiliate
Prerequisite: Renown 1 or higher
Structure You're currently a member not officially apart of any
The entire faction is led by a council of 5 Magistrates, known sectorum. You are assigned various minor assignments, or
as the Senatorum. All Magistrates were previously a Primaris are free to take on assignments from any sectorum.
who were elected as a Magistrate by the Senatorum. You are also provided room and board within the factions
Unlike the Gotei 13, the diferrent sectorums of Xcution headquarters or available safe houses.
work tightly and coherently together. They freely share Rank 2: Sectorum Inceptor
information, contacts and other assets for the benefit of each Prerequisites: Renown 5 or higher in this division
other and the faction. You have officially joined a sectorum and pledged yourself
Sectorum Munitorum to the faction. At this rank you are assigned or can take on
more dangerous missions. The sectorum also provides you
This sectorum is one of the largest of the faction. They with supplies you need to complete those missions (within
handle the administrative and bureaucratic duties of the reason). Additionally, you no longer need to pay membership
faction. Additionally, they also perform many other important fees.
maintenance duties for the factions facilities and assets. Between adventures, you earn a salary that supports you at
The Sectorum also trains and licenses scribes, notaries, a modest lifestyle.
interpreters, cartographers, barristers, heralds, bookbinders
to it's clients. Rank 3: Sectorum Legatus
Prerequisites: Renown 5 or higher in this division
Sectorum Custodia As a Legatus you are eligible to oversee your own projects,
This sectorum brokers the services of bodyguards, directing the efforts of other inceptors toward the solution of
mercenaries, and bounty hunters. They specialize in risk some problem facing the sectorum or faction. The Primaris
assessment and management, protecting clients from gives you a personal work place if needed and you have a
physical threats. staff of 2d6 sectorum members.

45
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You can have this staff work on projects, run errands or
perform other tasks related to your sectorum.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you are also provided a private room
within the barracks.
Rank 4: Sectorum Primaris
Prerequisites: Renown 5 or higher in this division
As a Primaris you are placed in charge on a Sectorum.
New sectorums rarely form, so you must wait for your
sectorum primaris to retire (one way or another) before a
position exists for you to fill, except in truly exceptional
circumstances. Similar to a Sectorum Legatus, you are
responsible for directing the efforts of exploring a wide
variety of projects related to the focus of your sectorum.
Unless an experiment turns out to be especially interesting,
these efforts can carry on without your supervision. If you
need to, you can enlist the aid of 5d12 sectorum members.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you are also provided a private room
within the barracks.
Rank 5: Senatorum Magistrate
Prerequisites: Renown 5 or higher in this division
You have been elected as a magistrate by the Senatorum.
This was in due because a previous member retired, died, or
a position became vacant. As a Magistrate you and the others
manage and lead the faction. Additionally, as one of the
strongest members of the faction, you are also tasked with
the protection and defense of the faction. All the resources of
the faction are at your disposal.
Between adventures, you earn a salary that supports you at
a aristocratic lifestyle.

46
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
El Reino Hueco

S
panish for The Kingdom of Hollows. This This elite fighting force assisted him in leading his armies
Kingdom was initially united and formed by and conquered all of Hueco Mundo and established Las
Baraggan Louisenbairn. Through his might he Noches as his palace.
was able to unite every arrancar in Hueco Mundo The Espada are the ten top-ranked and most powerful
under his rule, and for those that would not bow Arrancar in Heuco Mundo controlled by the King of Hueco
to him, would be destroyed. After some time he Mundo. Members of the Espada are given a number from 0-9.
became the undisputed King of Hueco Mundo The lower the number, the more powerful the Espada. Each
and the original ruler of Las Noches. However, after some Espada has a tattoo with their number somewhere on them.
time he became bored as a result of nothing to do, nothing to Only Vasto Lorde's can become an Espada, they're either
conquer, and no one to defeat, thus rendering his army nearly added to the ranks by the current ruler, or they can challenge
useless: its only purpose had become awaiting the invasion of a current Espada to take their spot. If an Espada would be
another force. demoted they become a Privaron Espada and their number
After Aizen's defection, he made his way to Hueco Mundo increases by 100.
and sought out Baraggan and quickly usurped him as King. Their immense power and leadership status among the
Aizen kept Baraggan alive under the condition he served him. Arrancar also grants each Espada the authority to exert
After Aizen's defeat and baraggan's passing, Tier Harribel, command over the King's other forces within Las Noches: the
previously the third Espada, took over as the new King of Números, the Exequias, and their own Fracción, chosen by
Hueco Mundo and ensured the continued unification of all them from the Números.
the arrancar.
Rank 1: Número
Structure Prerequisite: Renown 1 or higher
Unlike the Gotei 13, the Espada, and the rest of the forces of As a Número you perform menial tasks by whichever
Hueco Mundo are a collective of individuals and groups only higher ranking arrancar demands of you. You have a room
organized together by the might of the current ruler of Hueco within the large barracks in Las Noches.
Mundo. Each Esapada member has their own quarters Rank 2: Exequias
within Las Noches. They're also left to their own devices to Prerequisite: Renown 3 or higher
do as they want as long as it doesn't disrupt the king's plans You have proven yourself as a useful Número and have
or cost harm any other Espada or Números. been promoted to the Exequias. No longer performing menial
Números tasks, and fulfilling the tasks of the Exequias you are given
Spanish for numbers. The moment a hollow is "reborn" into greater responsibility, but you are still subordinate to any
an arrancar, they are conscripted into the King of Hueco higher ranking member.
Mundos army. Each one is assigned a two-digit number, Rank 3: Fracción
starting with 11. This number indicates not the order of the Prerequisite: Renown 5 or higher
Números' strength, but of their birth. Thus, the higher an
Arrancar's number, the younger they are. You have further proven yourself and have been recruited
by an Espada to be a part of their Fracción. Your duties now
The Exequias consist of whatever your Espada assigns you too.
Spanish for Funeral Rites. This group cleans up after each Rank 4: Espada
battle, performs reconnaissance and data collection, and
terminates any rebels or intruders in Las Noches, hence their Prerequisite: Renown 5 or higher
name. You have become an Espada, from either defeating an
This group was founded and lead by Rudbornn Chelute, Espada member to take their place, or from a vacancy
the 61st arrancar. For most of it's existence, he was also it's opening up and being promoted by the King. As an Espada
only member, as all of his subordinates were created by his there is no greater authority than the King of Hueco Mundo.
abilities. You are free to do as you'd like, so long as you follow any laws
& rules of your King and you obey and protect the King as
Fracción well.
Spanish for fraction, are Arrancar that serve a specific You're also allowed to recruit from the Números to create
Espada. As proof of their status, the Espada have the right to your own Fracción. You're Fracción maximum size is 1 + your
select subordinates from among the Números to supervise Charisma modifier and your Fracción total combined CR is
directly. They can choose one or many Fracción, or even none equal to your level/HD + 1 and no Fracción member can be of
at all. equal level, HD or CR as you.
Espada Rank 4: King of Hueco Mundo
Spanish for sword, the original Espada was formed by Prerequisite: Renown 5 or higher
Baraggan Louisenbairn, the previous King of Hueco Mundo. As the King of Hueco Mundo you are free to rule as you see
fit. You control all Espada and Las Noches.

47
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 3: The Planes of Bleach

W
ithin this chapter you'll find information on the
various planes (or realms) of Bleach. Each one
unique with it's own rules, denizens and
dangers.
The Garganta
Spanish for "Throat", it is the space between realms. It is a
featureless black void of turbulent and unstable Reishi. To
move through it, travelers must create footholds using the
Reishi or fall into the void and be lost forever.
The Valley of Screams
Valleys of Screams are pockets of space, varying in size, that
reside within the Garganta. These demiplanes form from
souls ejected from the reincarnation cycle and coalesce into a
small realm. How and why these form is currently unknown.
The Living Realm
Otherwise known as the Human realm, it is the material
plane of that as we knew it, Earth during the 2000's.
Dangai
Também conhecido como Precipice World, é um semiplano
semelhante a um corredor na Garganta que conecta a Soul
Society e o Human Realm. Originalmente, o Dangai não era
apenas uma passagem para o reino humano, mas uma
colônia penal. Este reino é um espaço isolado que é cercado
por numerosas camadas empilhadas da corrente do tempo,
tornando-o um reino temporalmente denso quando
comparado a outros. É aproximadamente 2.000 vezes mais
denso, o que significa que quando uma hora passa nos
mundos externos, cerca de 2.000 horas se passam dentro do
Dangai.
O Kōryū e o Kōtotsu são resquícios de seu tempo como
colônia penal e também atuam como um mecanismo de
defesa contra intrusos indesejados. Enquanto o Dangai pode
ser usado para viajar de e para a Soul Society, aqueles que
têm um Jigokuchō ignoram completamente esse reino.
O Kōryū (Wresting Flow) é a corrente que flui
constantemente através do Dangai, a fim de evitar que os
inimigos o usem. Esta corrente assume a forma de uma lama
espessa. A corrente impede que eles se movam, mesmo que
um pé fique preso nela, a fuga é quase impossível. A corrente
abrange o piso, as paredes e o teto.
O Kōtotsu (Wresting-surge) é o equivalente do Dangai a um
varredor de rua. É feito do mesmo material que o Dangai e
parece semelhante a um trem-bala com um olho dourado
brilhante na parte superior central de seu corpo. O Kōtotsu
aparece a cada sete dias para limpar a área - matando
qualquer um e tudo que entra em contato com ele. Isso
garante que ninguém permaneça no reino e tire proveito da
distorção do tempo.

48
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Soul Society Outra parte do governo são as Casas Nobres,
especialmente as Quatro Famílias Nobres que são
Também conhecido como o Reino Espiritual, este plano é consideradas as mais altas de todas.
uma vida após a morte para onde a maioria das almas vai e Todas as casas nobres inferiores servem a um dos quatro.
habita até reencarnar no Reino Humano. Enquanto os Os militares não têm autoridade para agir contra uma família
habitantes se referem a ela como Soul Society, esta área é na nobre sem evidências de que suas ações são traiçoeiras.
verdade o Ramo Leste de uma Soul Society maior. O modo A Central 46 é uma organização que serve como
de vida na Soul Society se assemelha ao do Japão feudal. autoridade judiciária da Soul Society. Operando sob um
Quando as pessoas morrem, elas recebem um número mandato do Soul King, a influência do Central 46 vai muito
para uma parte da Soul Society de acordo com a data em que além dos limites de uma autoridade judiciária e nas de
morreram. Habitantes nunca passam fome aqui (a menos autoridades legislativas e operativas. A Central 46 é
que tenham poderes espirituais) e tempos de vida de 2.000 composta por quarenta homens sábios, reunidos de toda a
anos ou mais não são inéditos. Embora alguns o descrevam Soul Society, e seis juízes. Esses homens estão encarregados
como um paraíso, está longe de ser sublime. A vida aqui é de julgar todos os crimes de Shinigami, sejam eles cometidos
muito parecida com a do mundo dos vivos. As crianças na Soul Society ou não. A Central 46 também está sob sua
podem nascer da mesma forma que no Reino Humano. As jurisdição para ordenar o uso de força letal pelos militares.
pessoas também podem ser mortas como humanos normais,
embora sejam capazes de sobreviver a ferimentos que Seireitei
normalmente seriam considerados fatais. Uma alma que The Court of Pure Souls, is in the center of Soul Society.
morre na Soul Society é reencarnada na Terra como um novo Seireitei is a circular shiro with four main entrances, ten days
humano sem memórias do passado. walk apart, each guarded by one of the Gatekeepers, elite
Shinigami enter and leave Soul Society by unlocking the members of incredible size. These gates are collectively
Senkaimon and using a Jigokuchō. Pluses can also enter called the Four Great Pure Soul Gates: these gates are made
Soul Society through Konsō. Intruders can pass through the up of the Northern Black Ridge Gate, the Eastern Blue
Senkaimon in the same manner, but only in soul form. This Stream Gate, the Southern Red Hollow Gate, and the
allows spiritual beings, such as Ichigo in his Shinigami form, Western White Road Gate. The gates are so heavy that it
to enter without permission. Humans can also use such a takes the full might of a gatekeeper to lift one. There are,
gate through the use of Reishihenkanki (Spirit Exchangers), however, doors within the gates, to allow passage of
which convert solid matter into Reishi. Finally, Hollows can individuals when needed.
also directly rip a hole to Soul Society from Hueco Mundo, or The walls of the Seireitei, known as the Seireiheki (Pure
in the case of Arrancar, using Garganta. Soul Wall), are made of Sekkiseki (Spirit Reducing Stone), a
One of the more unusual aspects of Soul Society is its rare type of stone known to negate all Reiryoku. The stone
technology level. While the lifestyle and culture of Soul also forms a spherical barrier around the city, extending
Society is comparable to feudal Japan, they possess above and below, stopping anything spiritual from breaching
technology of a level exceeding that time period. The it from ground level, from the sky or from underground. The
Shinigami Research Institute has developed amazing wall that surrounds the Seireitei is commonly held up, only
technology to their credit, mixing technology with organic closing down when there is an emergency. When it is not
components. Allowing for the creation of creatures that do down protecting the Seireitei, the wall protects the Soul King
everything from detecting spiritual energy signatures to Palace.
allowing Humans to see a spirit without the use of a Gigai. The majority of the residents of Seireitei, nobility and
They possess touch-screens and databases which are in use Shinigami alike, do not interact with the citizens of Rukongai.
for files and historical documentation storage found The Central 46 chambers, the Shini'o Academy and all Gotei
extensively in the Daireishokairo (Great Spirit Book Archive), 13 divisions are located within the Seireitei.
which contains all the knowledge and history of Soul Society.
View screen technology that is capable of sending signals to Rukongai
the Human World and Dangai, allowing for face to face Drifing Spirit town, is the largest portion of Soul Society and
conferencing. All manner of portable hand-held devices for the most populated. It is divided into 320 districts (80 in
tracking and communication purposes. Blending old North Rukongai, 80 in West Rukongai, etc.), each numbered
traditions and ideas with new innovation, Soul Society is an in descending order on how far they are from the center; this
enigma in this comparison. results in the higher-numbered (and farther) districts
decaying into slums. Thus, while District 1 is peaceful and
Governo lawful, much like the antiseptic lifestyle of early-Edo Era
A Soul Society é mantida pelo Soul King, cuja existência é Kyoto, District 80 is a hardscrabble, violent, crime-infested
fundamental para o equilíbrio do mundo, pois regula o fluxo area that more depicts Heian era Kyoto. The duties of the
de almas para dentro e para fora da Soul Society, deixando a Gotei 13 Divisions include defending allocated districts of
administração para as 46 Câmaras e Nobres Centrais. O Soul Rukongai.
King vive no Palácio Real em um semiplano separado da The living standards in Rukongai decline sharply beyond
própria Soul Society e protegido pela Guarda Real. O the fiftieth district, with an increase in people wearing rags
semiplano só pode ser acessado com um Ōken (Chave do and no footwear. According to statistics from the last 550
Rei). A suposta localização deste Ōken é transmitida years, no Rukongai resident wears sandals beyond District
verbalmente de um Capitão-Comandante do Gotei 13 para o 59. Rukongai is full of families that are not related by blood.
próximo. People die at different times and places, and it is rare for a
person to find their real family in the vast Rukongai.
49
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Schatten Bereich Many members sport white hats with black peaks and a
crest emblazoned on its front, which is reminiscent of the
German for Shadow Realm, after losing the war with the five-pointed variant of the Quincy cross. This insignia is
Shinigami 1,000 years ago, the Quincy escaped from the reflected by the buttons of their other apparel. Some higher-
Human World into the Seireitei, the place they believed to be ranking members pair this uniform with other additional
the most unguarded. In doing so, they used Reishi to create a pieces of clothing, such as capes or cloaks, to distinguish
demiplane in the "shadows". Their plan was to use the themselves.[43] The Sternritter wear a distinctive white,
abundant Reishi that was only to be found in Soul Society as ankle-length cloak over their uniform which features the
the source of their power, so they hid and waited for 1,000 Wandenreich insignia emblazoned on its back and often a
years while gathering their power. This is what was called the hood attached to the cloak's collar. Apart from the standard
Wandenreich, the "Invisible Empire". uniform, a Soldat's attire consists of a military beret, black
Over 1,000 years ago, Yhwach had formed a Kingdom of goggles with white lenses, a gas mask which obscures their
Quincy named the Lichtreich (Empire of Light) which entire face, and a short, collared cloak.
extended to all the nearby countries. In the 200 years since
Yhwach's birth, the Lichtreich had conquered the nearby
villages and lands.
Headquarters
The Wandenreich is currently based out of a building known
as Silbern (Silver), known as the Silver Cross Castle, a large,
ice-covered structure surrounded by a vast city roughly the
size of the Seireitei. The Wandenreich uses metal plates,
known as Gates of the Sun, to move around the large palace
quickly. The headquarters is made purely out of Reishi
particles from the Seireitei.
Silbern itself is a wide, two-tiered building. The bottom tier
is supported by six thick columns, while the upper tier is
roughly half as wide and long, instead being held up by
pillars; it also features windows consisting of two thin slats in
the wall on either side. The ground below it has a set of stairs
leading up to the lower tier, and the entire complex is
surrounded by an angular barrier with octagonal joints.
Silbern is framed by two gutted, curving, tusk-like structures
arching toward each other in front of it, and is dwarfed by a
large, rectangular tower with a cross on each side rising up
behind it.
Government
The Wandenreich is ruled by their emperor, previously
Ywach, and is assisted by their advisor. The emperor chooses
a crowned prince to replace them should they pass away or
step down. The emperor has an elite group of quincy called
the Sternritter (Star Knights), each as powerful, if not more
powerful than a Captain from the Gotei 13 and led by the
Sternritter Grandmaster. Several of these Sternritter that
have proven to be the best serve as the emperors personal
guard known as the Schutzstaffel. Then there is the
Jagdarmee (Hunting Army) a hunting unit which, in the wake
of Hueco Mundo's conquest by the Wandenreich, is entrusted
with capturing Arrancar to serve the empire. Finally, there is
the bulk of the army, the Soldat (Soldier) which can defeat
low-ranked Shinigami with ease.
Military Attire
The typical attire of most Wandenreich personnel consists of
a long, white, double-breasted trench coat with shoulder
straps and a white, button-down bib. This coat is bound at the
waist with a black belt, which is further adorned with a
decorative buckle, and is worn over both white trousers and
trench boots.

50
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Royal Palace There is a much more powerful version of these soldiers
known as a "Second-Class Divine Soldier", which Senjumaru
The Royal Palace is a demiplane kept suspended above Soul refers to as the "Shield of the Soul King". They resemble an
Society that serves as the official residence of the Soul King ordinary soldier, but are extremely large and wear a circular
and its Royal Guard. The Soul King Palace consists of several black hat on their head. The backs of their wrists each have
layers, with one layer suspended above the other. The lowest one-half of a large, black, circular shield on them.
level is comprised from many buildings of the same style to
that of Seireitei. From this, a large stairway leads upwards to The Royal City
a wide and flat expanse, with both areas at the base and top The main Royal city is ran by the Royal Family. This
of these stairs being lined by rows of huge, circular pillars. sprawling city about the same size of Seireitei is shrouded in
This area is known as the Royal Palace Approach. Floating mystery. Only thing known of its denizens is that when a
above are five discs, Known as the zero estates, with a town captain is promoted to the Royal Guard, they are allowed to
on each disc, each one ruled over by one of the Royal Guard bring their family with them as well.
members. Suspended higher still is a large cylindrical
structure that has a conical top and bottom, this is the Royal The Zero Estates
Palace proper. Each Royal Guard member is awarded a town for them to
oversee. The Royal Guard are free to shape and govern these
Entry towns however they wish. Some model it like any other town,
The route to the inner dimension in which the palace resides others shape it for a single function and few make it so it's
can only be opened with "a key", fittingly named the Ōken not uninhabited and use it for their own machinations.
(Royal Key), the location of which is kept secret, only being
passed down verbally from one Gotei 13 Captain-
Commander to the next. There are only two ways to enter the
Spirit King Palace:
1. With the permission of the Royal Guard. They don't have
to be there physically, they only need to want the person to
enter.
2. Using an Ōken.
A Royal Guard can also open up a Chōkaimon (Super
World Gate) to send someone directly to the Human World,
and use the same gate to send said "someone" back, but to do
so requires syncing the arrival and departure times. when the
Royal Guard do need to travel, their preferred method of
transportation takes the form of a huge pillar called the
Tenchūren (Heavenly-Pillar Palanquin). While this pillar is
able to freely exit the demiplane, it is unable to return to the
palace on its own and is instead entirely reliant on outside
assistance to do so, such as Kūkaku Shiba's Kakaku Hō
(Flower Crane Cannon).
Defenses
The sekkiseki walls that surround Seireitei are ordinarily
intended to protect the Soul King Palace, instead meant only
to fall down to Seireitei in times of emergency. However, if
emergencies occur in succession, they remain in place
around Seireitei indefinitely until things are returned to
normal.
The Soul King Palace is further protected by 72 barriers
between it and the Seireitei. Should these barriers be forced
open via clothing constructed from an Ōken, they cannot be
closed off for 1 hour and 40 minutes due to the sheer
defensive power of the clothing.
There exist a group of elite guards known as "Divine
Soldiers" which are led by Senjumaru Shutara, who refers to
them as the "Blade of the Soul King". Each guard wears a
black hakama with a purple sash tied around their waist and
a black mask with four light-colored lines tracing over their
heads, and their hair is tied into a long spike at the back of
their head before being left to hang free about halfway
through the length. They are all armed with swords.

51
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hell The Kushanāda are the only known natural inhabitants of
Hell, these gargantuan beings guard and punish the
Is an afterlife where Souls are sent if they were wicked when imprisoned Togabito for their crimes they committed while
they were Human. For example, the Zanpakutō of a they were alive. They have elongated skull-like heads and a
Shinigami can only cleanse Souls of the sins they committed large piece of armor on their right shoulders. If they catch a
as Hollows. If the spirit committed heinous crimes as a Togabito, they will eat it, only for it to revive itself sometime
Human, it will be sent through the Gates of Hell instead of later.
Soul Society. Hell uniquely affects any Arrancar cast into it after their
The Gates of Hell are chained shut and adorned with the death by moving their Hollow hole outside of their body and
bandaged head and torso of a skeleton on each door. The allowing them to gain new powers
arms of both skeletons are positioned at an angle to pull the Jigoku no Gaki (Beasts of Hell) are massive Hollows
gates open when it is summoned. On the inside, the Gates uniquely originating from Hell. While their appearances vary
appear to be prevented from opening fully by two thick ropes wildly, common visual motifs between them include large
with charms attached to them. The face and left arm of a rings protruding from or comprising parts of their bodies and
large demonic creature can be seen behind the Gates. It has thick chain patterns on their skin. In addition to possessing
armor plating on its upper arm and it wields a blade. Its left great strength befitting their size, they do not emit any
arm and face are covered in tattoos resembling tribal Reiatsu, allowing them to sneak up on even spiritually-aware
markings. The demon skewers the souls entering Hell with Shinigami.
its blade, and pulls it through the Gates, while laughing. The
Gates then close and the entire structure cracks and
crumbles into nothing.
Aside from being an afterlife for sinners, Hell's other
primary function is to hold deceased captains of the Gotei 13,
due to the Reishi comprising their bodies being too dense
with Reiatsu to be reabsorbed by Soul Society and such
powerful Reishi being too risky to allow to remain intact in
the realm; this is accomplished by the performance of Konsō
Reisai twelve years after a captain's death, though until the
usage of this ceremony for Jūshirō Ukitake, the captains and
lieutenants of the Gotei 13 had no idea it would result in their
former comrades being cast into Hell.
Similar to the balance of Souls between the Human World
and Soul Society, Hell's integrity is maintained by a balance
of Reiatsu between it and the combined realms of the Human
World and Soul Society. When that balance is disrupted
those within Hell can wrench open the gates and enter the
Human World. During such an imbalance, performance of the
Konsō Reisai is accompanied by the appearance of Jigoku no
Rinki (Hellish Phosphoplasm), black blobs of a non-Reishi
substance that float through the air of Soul Society around
the grave of the deceased captain that the ceremony is being
performed for as well as in the air of the Human World where
a denizen of Hell has entered the realm; this substance is
harmless when touched normally, but if a globule is cut in
two by a Zanpakutō, its contents become acidic. Individuals
who enter the Human World from Hell by taking advantage of
this imbalance do so using a portal resembling a circular
Garganta lined with teeth, though they can also be pulled
back into Hell through the usual Gates.
Government
Hell has no known government or rulers, and is stated to fall
outside of the jurisdiction of the Gotei 13..
Denizens
Those who have been cast down to Hell are transformed into
Togabito (Sinners), they gain a white garb with thin black
stripes and are bound by indestructible chains. Whilst in Hell,
the Togabito are tormented in a constant cycle of rebirth,
death and regeneration. Their tormentors being the
Kushanāda.

52
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hueco Mundo Negal Ruins
These ancient ruins are all that remains of what Hueco
Spanish for Hollow World, is the plane in which Hollows and Mundo used to be, before it became an endless desert. Not
Arrancar usually reside. It lies in between the Human World much is known and minimal efforts have been made to
and Soul Society. Though it is separated from the bordering uncover more of the ruins and study them.
dimension known as the Dangai. It can be accessed by
traversing the Garganta, a void between the worlds which Laws
can be crossed by Hollows, allowing them to travel to any When operating underneath Sōsuke Aizen, certain laws were
other dimension at will. in place that were meant to be followed, the following laws
An unchanging night covers the sky, an endless white were continued by the current King of Hueco Mundo:
desert covers the ground. The tree-like objects are not plants,
but rather quartz-like minerals. The landscape of Hueco It is an offense to invade the World of the Living without
Mundo is a seemingly never-ending white desert, with a permission.
multitude of dunes, littered with boulders. In Hueco Mundo, It is an offense for Espada members to mobilize their
the moon is on the opposite lunar phase of that in the Human Fracción without authorization.
World. The vast desert seems to lack any bodies of water and It is an offense for Espada members to utilize the
contains rocky formations. Like in Soul Society, the Exequias without authorization.
atmosphere is filled with a high concentration of Reishi, thus It is forbidden for Espada ranked four and above from
allowing smaller Hollows to gain nourishment despite the releasing their Zanpakutō within Las Noches.
lack of Human souls. It is forbidden for any Espada to use a Gran Rey Cero
Similar to the case of Human World deserts, active life in inside Las Noches.
Hueco Mundo appears to be few and far between. Hollows
generally dwell below the surface or in other areas until
something provokes them to leave their shelter, like the
intrusion of a foreign entity. All Hollows dwell in Hueco
Mundo regardless of their shape, size, or power. When a
hollow would be destroyed, and it wasn't slain by a
Zanpakutō, or annihilated by Quincy's Heilig Bogen, they will
reform in Hueco Mundo some time later.
Government
Hueco Mundo has an informal government, the strongest
being wields power and is known as the King of Hueco
Mundo. They reside within the palace known as Las Noches
and controls the Espada and other "military" branches.
Las Noches
Spanish for "The Nights", is a massive fortress which can be
seen for miles. It consists of a main building with a domed
center surrounded by several large towers and smaller
buildings. Atop the dome are five smaller towers, which
appear to contain areas such as the King's throne room and
the Espada meeting hall.
The Espada reside there with their army of Arrancar
complete with medical facilities and detention wings. Las
Noches is an exceedingly large structure, as large as the
Seireitei in Soul Society, taking about three days to move
from one area to a gate.
The inside of Las Noches' dome simulates the blue sky of
the Human World. The position of the halls within the palace
can also be adjusted, allowing the one operating them to
direct the movements of intruders.
The Forest of Menos
is an area below the surface of Hueco Mundo's desert where
the average Hollow hide from the Arrancar. The forest is
filled with large trees made of a silvery quartz substance.
These trees extend to the surface and dot the landscape of
the desert in Hueco Mundo. Countless Gillian class Hollow
live here and follow the commands of the Guardian of the
Forest of Menos and his followers. The Adjuchas in charge of
the Forest of Menos are under the command of the King.

53
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Beast Realm The longer you stay in the Beast realm, the more likely that
you will begin to start taking on the characteristics of beasts.
An afterlife of boundless wilderness, nature and fauna. When A mighty warrior might begin growing tufts of fur like that of
Humans or hollows commit heinous crimes, they're sent to a bear, or a perceptive mage might grow the crooked beak of
Hell. However, when a Soul from Soul Society, or Schatten a hawk. These characteristics can be slow to take hold, those
Bereich commit heinous crimes, they're reincarnated as a who value law are the slowest for these characteristics to
beast in the Beast Realm. start appearing, but they always do. For those closest to the
Those who have died and are reincarnated in the beast wilderness, they take only a few hours while those who come
realm are referred to as Petitioners. When a petitioner is from more civilized backgrounds might take a few days.
brought to the Beastlands, they take on the form of a beast These animal characteristics are only temporary and will
that represents their crimes and live out as the animal as disappear after a few days outside of the Beast realm.
punishment. For example, if a murderer who preyed upon
others would be sent here, they would take on the form of a Denizens
mouse or rabbit, to be hunted upon. The petitioners have Most denizens are the petitioners and native inhabitants,
vague memories of their life before the Beastlands, mostly taking on various bestial forms, the beastfolk and the Beast
emotions around certain people, objects or creatures. Lords. The beast folk are those who have survived long
The Beast realm has a layer for every biome. Each layer enough and through one way or another regained their
has weather that is regionally distributed and provides all humanity. They take on an anthropomorphic version of the
manner of conditions for the habitats of all creatures. beast they are, one such individual is the previous Captain
Weather in one region doesn't affect adjacent regions, so an Sajin Komamura. The Beast Lords are powerful creatures
arid desert could exist next to a snowy winter region for that are as powerful if not more powerful than Captains. They
example. These layers also interact and intersect other layers hunt across the plane, protecting their lands and provide
in various places as well. direction and power in the chaotic wilderness
Travel Government
Until recently, travel to the Beast realm was unknown and O reino das bestas não tem governo oficial com todas as
thought impossible. There were only two known methods, bestas precisando se defender. No entanto, cada Lorde das
each closely guarded secrets. The first was a cave in the Soul Feras tem seu próprio clã. Esses "clãs" são apenas oficiais no
Society guarded by the Werewolf clan, with the location only nome, com a natureza bestial, esses clãs se assemelham mais
known by the Sajin clan. The second was a ritualistic hunt, a matilhas ou bandos que alguém veria no deserto no reino
where one would embark into the wilderness and attempt to humano.
hunt a powerful beast. At the end of the hunt when one would
take the kill and prove successful, they'd find themselves in
the beast realm. This ritual was guarded by the Shihōin clan.
However, after the imbalance from Hell, travel to the Beast
realm through the Garganta was made possible. Currently
the Gotei 13's 12th division is rigorously studying the Beast
realm and on how it plays in part with the balance of souls.
Traveling across the plane is relatively straightforward and
just requires you to walk to your destination. Walking
between the layers of the Beast realm can happen erratically
and when you least expect it. Ducking beneath a branch, you
might find the tranquil forest replaced with the scorching
heat of a desert. On the other hand, you might be being
chased between two trees when all of a sudden you're
catching yourself from falling off a cliff. These portals are
common and it is quite easy to accidentally stumble upon
them and make your way back to another layer.
Traits
This plane creates a hunger to eat, a yearning to hunt and to
become more bestial in nature. This hunger is not a painful
hunger, but rather a singular focus to fulfill the needs of
hunting and to take part in eating a meal you hunted for.
Though, visitors should be very careful because the beasts
you hunt in the Beast realm may appear to be like the typical
beasts in the Material Plane, but these beasts are cunning
and intelligent. They can speak and form plans among other
members of their packs, and they often end up becoming the
hunter instead of the hunted.

54
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Capítulo 4: Opções de personagem

A
s raças dentro deste cenário são principalmente Você pode transformar essa atenção em acesso a pessoas e Car
humanas. Você não encontrará anões, elfos ou lugares que de outra forma não teria, para você e seus Algum
outras raças comuns que normalmente companheiros de viagem. Nobres senhores, estudiosos e enqu
encontraria em um cenário de alta fantasia. príncipes mercadores, para citar alguns, podem estar Quer
interessados ​em ouvir sobre sua pátria distante e seu povo. banim
Fundo resse
Abaixo estão as novas opções de plano de fundo para anos
selecionar para o seu personagem. Cada um permitindo que d4 Tr
você realize suas fantasias de RPG de Bleach.
Es
1
Exílio p
Você, por qualquer motivo, foi banido de sua terra natal. Isso 2 S
pode ter sido de sua própria escolha, rejeitando sua A
sociedade. Talvez você tenha cometido um crime ou tenha 3
am
sido acusado de um crime. Talvez você tivesse ideais
heréticos perigosos. Independentemente do motivo, você não 4
Es
é mais bem-vindo na casa em que cresceu e enfrentaria sérias ad
consequências se voltasse.
Proficiências em Perícias: Sobrevivência, sua escolha de d4 Id
Adestrar Animais, Religião, Arcanismo ou Prestidigitação V
Proficiência em ferramentas: Um tipo de ferramenta 1
q
artesanal ou kit de falsificação
Equipamento: Uma lembrança de sua vida passada, um A
conjunto de ferramentas de artesão com as quais você é 2 q
proficiente ou um kit de falsificação, um cobertor de inverno, (L
um conjunto de roupas comuns e um ai contendo 5 moedas
de ouro. 3
Q
ab
Motivo do Banimento So
Qual foi o motivo do seu banimento e o que mudou para 4
m
permitir o fim do seu banimento? Você pode trabalhar com
seu mestre para determinar a natureza exata de seu d6 Li
banimento ou pode rolar na tabela abaixo para determinar o
motivo. 1
E
eu
d6 Motivo do Banimento
2 V
1 Divergente
3 Te
2 Refugiado
4 T
3 Herege
So
4 Emoldurado 5
re
5 infrator Te
6
6 Revolucionário lo

Recurso: Todos os olhos em você d4 Im


Seu sotaque, maneirismos, figuras de linguagem ou talvez G
até mesmo sua aparência o marcam como estrangeiro. 1
n
Olhares curiosos são direcionados para onde quer que você
vá, o que pode ser um incômodo, mas você também ganha o 2 M
interesse amigável de estudiosos e outros intrigados por 3 Ia
terras distantes, para não falar das pessoas comuns que estão
ansiosas para ouvir histórias de sua terra natal. 4
A
ki

55
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Races & Lineages
Artificial Souls Artificial Soul Traits
Translated from Gikon in Japanese, Artificial souls and the Your Artificial Soul character has the following traits.
means to insert them into a body were created by Kirio Soul Candy. While not within a body, an artificial soul is a
Hikifune and her team of scientists. Before she came along, tiny pill with 10 Armor Class, 5 hit points, immune to poison
the thought of making artificial souls was a foreign one. She and psychic damage, and vulnerable to bludgeoning damage.
built upon the idea of Gikon and created the Gikongan Ability Score Increase. As an artificial soul you were initially
(artificial pill). According to the core theory behind the created to battle Hollows, as such your physical attributes
artificial soul is to take the Reiatsu from one source and were enhanced. Choose two different physical ability scores
inject it into a different body, with the intention of turning the and one mental ability score, they each increase by 1.
introduced power into that body's own. For this great Age. Artificial souls have not been observed to have a
achievement and contribution to Soul Society, Kirio was maximum lifespan; they have not shown any signs of
promoted to the Royal Guard. deterioration due to age.
Some time later more research was made into this Alignment. Each Artificial Soul is designed with a specific
technology. In an attempt to even the gap between Shinigami alignment, though generally are lawful and/or neutral.
and Hollows, as Hollows generally outnumber Shinigami, Size. The artificial soul takes on the size of the body they
project spearchead was initiated. This project seeked to inhabit, though it usually is Medium as that is the standard
create Modified Souls, more commonly referred to as Mod- size of Gigai and Humans/Souls.
Souls, are artificial souls designed to enhance regular Speed. While the artificial soul inhabits a body, its base
Human physiology, making them capable of battling Hollows walking speed becomes 40 feet.
equally. Sentry's Rest. When you take a long rest, you must spend at
The Mod-Souls created varied in their abilities and can be least six hours in an inactive, motionless state, rather than
defined by different types. For example, one Mod-Soul may sleeping. In this state, you appear inert, but it doesn’t render
be able to run many times faster than a regular Human while you unconscious, and you can see and hear as normal.
another may be many times stronger than normal. The Mod- Specialized Design. You gain one skill proficiency and one
Souls, just like regular artificial souls, are condensed into tool proficiency of your choice.
tiny, candy-like orbs. However, their originally intended Languages. You can speak, read, and write Common and one
purpose was to be placed into corpses to achieve their other language of your choice.
function as soldiers to combat Hollows. To fit with this Spiritual Awareness. Artificial Souls can see into and
purpose, they are also more independent than regular interact with the ethereal plane.
artificial souls.
The Mod-Souls were exterminated after the experiment
was halted due to ethical reasons, since they were intended
to be used to reanimate Human corpses to be used as
weapons against Hollows. Most were exterminated, though
few escaped, some were hidden, and few were mixed in with
regular Gikongan.
Now the pills are mainly used by Shinigami when they're
operating in the Human Realm when they have a gigai. By
ingesting a Gikongan the pill forces the soul out of the body
and allows the artificial soul to take control of it, operating in
a pre-programmed manner until removed by the Shinigami.
They can be used on a body which has no soul, such as a
corpse, or even an inanimate object, such as a stuffed animal.
These artificial souls possess their own personalities, which
can be specially designed to fit one's specifications.
Currently, gikongan are commonly called Soul Candy,
because the Shinigami Women's Association complained that
its name was not cute and had it changed. To fit with the
more informal name, Soul Candy is contained in toy
dispensers, which have the heads of cartoon characters on
them. These dispensers come in many varieties, with some
being more popular than others. Artificial souls tend to have
personalities which reflect traits of their corresponding
dispenser's character.

56
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The soul can move about freely if the chain is broken, but
Humans this also causes the chain to slowly corrode. Normally, pluses
are sent to Soul Society by Shinigami in a ritual called Konsō
A living being who resides in the Human Realm. Most, if not before this corrosion becomes significant. If the Chain of
all, beings who live in the Human World are Humans. Fate is corroded entirely, the Plus will become a Hollow.
The majority of Humans are completely oblivious to the Jibakurei (earch-bound spirit) are souls who are bound to a
dangers they are exposed to from Hollow and other evil place and refuse to pass on. A Jibakurei is more vulnerable to
spirits. It is unknown how many Hollow attacks against a Hollow, as being bound to a certain area prevents them
Humans occur under normal circumstances, but Hollows from fleeing as far as a normal Plus. This means that the
make their former loved ones into their first victims before Hollow would only need to search in a small area to find
they begin preying on Pluses and Humans with spiritual them. It can take months or even years for a Jibakurei to
powers. A severe enough attack from a Hollow, or a become a Hollow.
Shinigami, on a living Human would not only result in bodily A Tsukirei (Possessive Spirit) is a soul very similar to a
harm, but in the removal of the Human's Soul from the body. Jibakurei as it is also unable to leave the Human World
The damage can be easily repaired through Kidō if the Chain because of something they regret leaving behind. The
of Fate is not broken. difference is that a Tsukirei is bound to a person, with the
Shinigami are forbidden by law from attacking Humans Chain of Fate being wrapped around said person.
unless ordered to. They generally ignore Humans, but a part A Blank is a soul with no memory that has become lost in
of their duties is protecting the Humans in jeopardy from the space between the Soul Society and the Human World,
Hollows. Some Shinigami have a tendency to view Humans called the Valley of Screams.
as inferior, despite the majority of Souls, including most A Soul would have the same statistics and traits as it did
Shinigami, being of Human origins. when it was alive.
A very small percentage of the Human population develops Augmented Spiritual Pressure. You retain your creature
a high amount of Spiritual Power; they are known as "High- type as Humanoid, yet you register as an Undead to spells
Spec" Humans. These Humans can see and interact with and other effects that detect the presence of the Undead
Reishi-made objects, such as Souls, to varying degrees and creature type.
for various reasons.
High-Spec Human
Creature Type: Humanoid
Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet
tall), chosen when you select this race
Speed: 30 feet
Life Span: 90 years on average
Resourceful. You gain Inspiration whenever you finish a long
rest.
Skillful. You gain Proficiency in one Skill of your choice.
Versatile. You gain a Feat of your choice
Spiritual Awareness. You can see into and interact with the
ethereal plane.
Human Lineages
The following are lineages you chan choose to be part of. You
gain the lineages traits. A character might also gain a Lineage
through a remarkable or tragic event. Work with your DM to
establish if you’re amenable to such a development and how
such stories unfold. Lineages marked with an asterisk (*) are
suggested to not be chosen at character creation.
Soul
The spiritual beings that reside within Soul Society, and the
spirits of dead Humans in the Human Realm are Souls.
While many Souls are deceased Humans from the Human
World, it is known that they can be born within Soul Society
as well. There are a few different type of souls as described
below.
Pluses are the benign souls in the Human World. They are
the spirit of a person who has died. A chain, known as the
Chain of Fate, protrudes from the chest and connects the
soul to its living body. When this chain is severed, the soul
can no longer return to its body and live.

57
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fullbringer
Fullbringers are spiritually-aware Humans born with the
ability to manipulate the souls that reside in all physical
matter. These powers originate from Hollow reiryoku. Like
all spiritually aware Humans, Fullbringers can sense the
Reiryoku of other spiritual beings, such as Hollows,
Shinigami, and other Fullbringers. However, they differ in
that they each have a parent who survived a Hollow attack
before they were born. As a result, traces of the Hollows’
power remained in their parents bodies, which were then
passed onto them at the moment of their birth. Therefore,
their powers more closely resemble a Hollow’s than those of
a Shinigami.
Their ability, called Fullbring, enables them to manipulate
the souls contained within matter. Everything, even
rudimentary objects such as lampposts and chairs possess a
soul, however small. By using their power to “pull” on this
soul, Fullbringers can manipulate the object's movement or
even alter its physical characteristics. For example,
Fullbringers could have a beverage assist them in drinking it
by pulling on its soul, drawing it into their mouth. Likewise,
by pulling on the soul of water, Fullbringers can walk across
its surface without falling through. Many more feats are
possible, making the technique highly versatile. Unlike other
spiritual beings, Fullbringers use their power with their
physical bodies. Because of this, they must train extensively
to build up their stamina so they can use it properly. While all
Fullbringers are born with this power, the age at which they
come to realize it varies. When Fullbringers die, all traces of
their abilities disappear from the world. However, they do
carry their abilities into the afterlife.
Ability Score Increase. One ability score of your choice
increases by 1.

58
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Quincy Ability Score Increase. Your Dexterity score increases by
Japanese for Monk of Destruction, Quincy are spiritually 1, and your Wisdom score increases by 1.
aware Humans able to absorb and manipulate Spirit Hollow vulnerability. Hollow attacks, abilities and spells
Particles into spiritual weapons. The Quincy were a clan deals an additional 2d6 damage to you.
scattered all over the world dedicated to fighting Hollows. It Acute Reiatsu Perception. You have advantage on reiatsu
is currently unknown when the Quincy first came into being. checks.
Some state that Yhwach began the Quincy and his blood
flows in every Quincy. However, according to the Quincy
themselves, there were Quincy before Yhwach.
While they are trained to confront Hollows in order to
defeat them just as Shinigami do, the biggest difference
between the Quincy and Shinigami, since ancient times, is
whether or not to kill Hollows. The Shinigami purify Hollows
with their Zanpakutō and send them to Soul Society, while
the Quincy killed the Hollows. The idea can be seen as
comparing justice and vengeance: "Hollows devour souls of
Humans, so why must it be that those who harm and kill
friends and relatives get sent peacefully to Soul Society?"
Captain Mayuri Kurotsuchi surmises Quincy are not hostile
to Hollows because of a difference in ideology, because
Hollow have no ideology, and theorizes there is only one
reason for them to maintain such a grudge for so long: the
Quincy fear the Hollows who endanger their lives. This view
is corroborated by Kisuke Urahara, who reveals that Quincy
have no "anti-bodies" to defend from Hollows; Hollows are
poisonous to Quincy. If a Quincy is infected by a Hollow, not
only does their Reiryoku weaken leading to death, but their
soul itself is destroyed; they cannot even undergo
Hollowfication like a Shinigami. This is why Quincy must
eradicate Hollows.
Shinigami govern the souls between the Human World and
Soul Society, which maintains a balance that if not kept
would result in the mutual destruction of both worlds. All
souls, including Hollows, are subject to the Shinigami
governance of maintaining the balance. Quincy completely
extinguish Hollows, thus the souls that come to the Human
World do not return to Soul Society and therefore the souls
would increase only on the side of the Human World. As a
result, the Human World becomes heavy in souls, causing
Soul Society to spill over into it, mixing life and death
together.
With the potential destruction of both worlds, Soul Society
tried to appeal to the Quincy that the handling of Hollows
should be left to the Shinigami. The Quincy refused to accept
the situation. As time went on, the number of Quincy
increased and the cycle of souls became more unstable,
forcing the Shinigami to reluctantly wipe out the Quincy in
order to maintain the balance of the world. Few escaped into
the Schatten Bereich and some into the other realms,
primarily the Human realm.
The Quincy line was closely monitored over the decades,
as their numbers continued to dwindle. Later the Quincy
advanced the idea that since they were already among the
living and still more numerous at the time, they could act as
"first responders" to Hollow attacks: protecting Humans until
the less-numerous Shinigami could send a representative to
finish the Hollow off. Embittered by the recent war, the
Shinigami refused to participate, opting instead to allocate
their limited resources to reacting to the most dangerous
Hollows and current Hollow attacks.

59
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Visored* You have advantage on Strength checks and Strength
The Visored are a group of Shinigami that have acquired saving throws.
Hollow powers through experimentation, usually not of their You have resistance to bludgeoning, piercing, and slashing
own free will. When a Hollow is inserted into the soul of a damage from non-magical sources.
Shinigami it merges with them and their Zanpakutō. This Your mask lasts for 1 minute increments, for a total
process is very dangerous as the Shinigami must battle this number of minutes equal to your proficiency bonus. You may
Hollow within them. Losing this battle results in the Hollow dismiss your mask at will and you regain all expended
taking of their body, however if the Shinigami wins they gain minutes on a long rest.
the ability to don a Hollow mask, and have access to Hollow Whenever you would gain a level, you can select a new
powers. This process is known as Hollowfication. Hollow ability or armament ability.
The Visored appear entirely Human and, barring when Augmented Spiritual Pressure. You retain your creature
they use their powers, are indistinguishable from ordinary type, yet you register as a Hollow to spells and other effects
Shinigami. To gain access to their Hollow powers, a Visored that detect the presence of the Hollow creature type.
dons a Hollow mask. Their spiritual pressure likewise
changes into a mix of Hollow and Shinigami.
The transition from a Shinigami into a Visored is usually
met with swift exile from Soul Society. The Visored and any
other parties involved will be considered criminals by the
Soul Society for breaking the law of acquiring Hollow
powers. Their status or rank of any kind are stripped and if
apprehended would spend the rest of their days in the
deepest level of the Central Great Underground Prison.
Supernatural Gift: Visored
The Dungeon Master has the option to allow a character
created in a Bleach campaign to be Visored. Alternatively, a
character who undergoes Hollowfication in the course of a
campaign might become a Visored.
Becoming a Visored is a supernatural gift (see
"Supernatural Gifts" in chapter 7 of the Dungeon Master's
Guide) that bestows upon you the following traits.
Inner Battle. To first gain access to the the rest of the
traits you must first defeat the Hollow merging with your
soul.
You must spend 1 minute meditating to enter your Inner
World. Once their you immediately battle the Hollow. You
have access to all your armament and abilities as you
normally would, but no other equipment. The Hollow takes
on the appearance of you, but a dark, twisted and evil version.
It uses the same statistics as your character but with the
Hollow template applied.
While battling with your Hollow, your actual body starts to
spill white material from its eyes and mouth and
transforming into a Hollow and goes on a rampage attacking
anyone in sight trying to devour any souls. For each soul your
Hollow possessed body devours, it gains a cumulative +1
bonus on all ability checks, skill checks and damage rolls
within the Inner Battle.
If you would lose the Inner Battle, you are slain, the Hollow
takes over your body and transforms into an Arrancar and is
controlled by the DM. If your actual body would be slain, you
are slain as well.
However, if you would defeat the Hollow, you emerge
victorious, donning your Hollow mask. You gain four Hollow
abilities.
Hollow Mask. On your turn, as a bonus action you don
your Hollow mask, gaining the following benefits.
You gain access to your Hollow abilities.
All forms of movement you have are increased by 20 feet.

60
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Menos Classification
Hollow Though most Hollows are simply transformed Human souls,
Are former Pluses who lose their hearts to despair or regret, a sub-group of Hollows known as Menos Grande, or simply
or they remain in the Human World for too long. These Menos, exist. Menos are created when the void within an
corrupt spirits with supernatural powers devour the souls of ordinary Hollow's heart becomes so substantial Human souls
both living and deceased Humans. Hollows settle in Hueco are incapable of sustaining it, at which point it begins
Mundo, but can traverse the Garganta into the Human World, devouring fellow Hollows. These cannibal Hollows are
Soul Society and other realms. attracted to one another, and a mass inter-devouring follows,
The majority of souls peacefully move on to the Soul resulting in a Gillian. This is the first of the three categories
Society after their death. However, some stay in the living of Menos, the three being: Gillian, Adjuchas and Vasto Lorde.
world to fulfill certain goals, such as looking after a loved one, Menos evolution is not only contingent upon the Menos
protecting a particular location, or pursuing a grudge from eating other Hollows, but also upon the Menos' ability to
beyond the grave. However, with only limited abilities to avoid being eaten. If another Hollow succeeds in devouring
interact with the living, and by definition tied to their goals, even a part of their body, evolution becomes impossible for
many souls find they are unable to cope when their loved the one who was wounded this way. Menos-class Hollows are
ones move on or old enemies forget them. At this point, some considered so dangerous Soul Society sends only highly
will become dangerously obsessed with fulfilling those goals, trained Shinigami teams to handle them.
even if the means to fulfill them renders the soul empty: for
example, killing anyone who comes near a loved one in order Gillian
to keep them from hurting that person. In doing so, the ghost Are the first and weakest of all Menos. There are many of
warps into a Hollow and, ironically, often makes the focus of them, and they all look alike. In Soul Society, they are the
their obsession into their first victim. "Menos" who are generally referred to in textbooks. Gillians
The process by which a soul becomes a Hollow is reflected are huge, but they are slow and have beast-like intellect that
by the length of the soul's Chain of Fate, which usually commonly attack in a group.
resides in the center of their chest, and connects to their Gillians are gargantuan Hollows at least 2-6 stories tall,
bodies, if present. The Chain of Fate slowly corrodes over easily dwarfing even the largest standard Hollow. They all
time, coinciding with the degradation of the soul's ties to the have a white mask with an elongated nose. Their bodies are
living world. The process can be accelerated under certain covered from their head to their feet with a black covering
conditions, such as being attacked by a Hollow, giving into reminiscent of a cloak. Around their neck is a row of thin
extreme despair, or using certain spiritual powers. When the white spikes. They have large, pointed feet wrapped in white
chain completely decays, they become a Hollow when a hole bandages. They have large white hands with long, sharp,
opens up on their chest where the chain was attached, white nails, but they are commonly hidden within their cloak,
signifying they have lost their heart. rarely revealed even in combat. They have long tongues
Once a soul becomes a Hollow, it is driven by an eternal capable of breaking a fellow Hollow's mask.
and insatiable hunger to devour other souls, living or dead, to Though Gillians usually have no personality to speak of,
fill the void caused by its descent. Hollows are usually which makes them dangerous since they have no mind of
mindless creatures concerned only with finding the most their own, one of the many Hollows which comprise it might
potent souls to devour. Stronger and more evil Hollows are gain control over the newly formed entity, reflected in the
often able to retain some of their intelligence in Hollow form, unique mask it wears in comparison to a normal Gillian. Only
making them more dangerous than the average Hollow. these Gillian variants have the potential to evolve into
All Hollows wear masks, which are formed from the hearts Adjuchas-class Menos. The evolution is facilitated by the
they had lost as Humans. This mask protects the naked continued cannibalization of fellow Hollows, even other
instinct which is left in a being after the loss of its heart, and Gillians.
obscures the original identity of the Hollow. The masks of
different Hollows can differ greatly in shape and form, but are Adjuchas
always white and skull-like. The mask can be shattered, Are the second classification of Menos. They are smaller than
temporarily allowing the Hollow to regain its original identity, Gillians as they get more powerful they're able to more
but it will regenerate after a short period once the Hollow precisely control their reiryoku. They are much smarter and
takes over again. When a Hollow's heart is carved out by the stronger than Gillians, and are often the ones who lead
hole in their chests, the lost heart becomes its mask. The Gillians into battle. Adjuchas are commonly solitary
powers a Hollow wields are manifestations of its heart. creatures, rarely joining into groups. Adjuchas can vary
When a Hollow is slain by a Shinigami's Zanpakutō, the radically in appearance, anywhere from bulky humanoids to
Hollow is not truly killed; its spirit is purified of the sins it beast-like characteristics.
committed as a Hollow. This allows the spirit within to enter Adjuchas-class Menos are much smaller in population
the Soul Society as a Plus. In cases where a Hollow compared to the Gillian class, due to the rarity of any one
committed great sins as a mortal, its purification will Hollow being capable of overwhelming the many other
summon the gates of Hell, through which the soul is dragged Hollows which comprise the body of a Gillian. Furthermore,
to its punishment. When a Hollow is killed by a Quincy, it is the Adjuchas must continue to devour Hollows, or its mind
destroyed, soul and all. When dispatched by other spiritual will be absorbed by the other Hollows comprising its form,
powers, the Hollow will reform back in Hueco Mundo some and it will revert into a Gillian. The subsequent lack of an
time later. individual will prevent the reverted Gillian from becoming an
Adjuchas again.
61
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Vasto Lorde
Are the third classification of Menos. They are extremely rare
in number, and it is said that their entire number within Tabela de Progressão HD Oca
Hueco Mundo can be counted with the fingers on one's
hands. The combat capabilities of a Vasto Lorde are said to HD Classificação
be above those of the captains of the Gotei 13. 1-10 Oco
The process for the creation of a Vasto Lorde is not fully
understood. An adjuchas can devour over three thousand 11-15 Gillian
hollows and still not evolve into a Vasto Lorde. Some hollow 16-20 Adjuchas
speculate that a Vasto Lorde is determined upon an
individual's birth as a Hollow, or perhaps before that. The 25+ Vasto Lorde
only known method to become a Vasto Lorde is for an
Adjuchas to devour the souls of powerful non-hollows, such
as a vice captain.
Arrancar Personagens ocos
Is a powerful hollow that has removed its mask, gaining
Shinigami-like powers. A Menos usually takes on a Human To build a Hollow PC you first choose a Beast from the
shape when it becomes an Arrancar. The only ones that will Monster Manual with a CR no higher than 1/2 (approved by
definitely get a 100% Humanoid form are Vasto Lorde-class your DM) and apply the Hollow template to it. You may
Menos. For the remaining two levels, there are many who choose monsters from a different source and/or from a
don't get a completely Humanoid form, despite becoming higher CR if allowed by your DM.
Arrancar. Therefore, the closer one looks to a Hollow, the
lower its power of reasoning. There have been Arrancar who Hollow Template
have claimed that they gave up their Humanoid forms in When a creature becomes a Hollow, it retains its statistics
order to obtain enormous power. except as described below. The hollow might retain or lose
All Arrancar retain a hole in them somewhere, as well as any or all of its lair actions, abilities or actions as the DM sees
fragments of their Hollow mask known as an estigma. A fit.
number of Arrancar have tried to conceal the remnants of Hole & Mask. The Hollows chain of fate corroded away
their past whilst others choose to hide their faces completely leaving behind a hole signifying their heart fading away, and
to escape unwanted attention. Most also have a colored becoming their Hollow mask.
marking of some sort on their face, although some only gain Damage Resistances. Bludgeoning, piercing, and slashing
these markings upon the release of their Zanpakutō. from nonmagical attacks.
The Arrancar seal their abilities within the form of a sword. Slam. If the creature has no attacks, it gains the Slam attack.
It is entirely different from what Shinigami use. When they Use the following statistics.
release their Zanpakutō's seal, they unleash their true power Ataque corpo a corpo com arma: proficiência + força,
and their true form. Therefore, an Arrancar's release of their alcance 1,5 m, um alvo. Acerte 1d6 + força de concussão.
Zanpakutō is merely a temporary restoration to their former Kumon. Ganha a habilidade Kūmon, independentemente
selves, granting them any powers their Hollow form de os requisitos serem atendidos ou não.
possesses. The act of release is called Resurrección (Spanish Habilidades únicas. Ganha três habilidades Hollow.
for "Resurrection"), which is activated with a command Evolução Oca. Um Hollow deve comer almas para seu
phrase followed by the name of the sword. sustento. No mínimo, eles devem comer um número de
almas igual ao seu HD por dia.
Hollow Traits Uma vez que eles comeram um número de Almas igual ao
When a Soul becomes a Hollow choose a creature type and dobro de seu HD, e essas Almas tinham HD igual ou maior
apply the Hollow Template to it. When a Hollow achieves it's que o seu, seu valor de HD aumenta permanentemente em
next stage of evolution it will automatically gain the following um.
Hollow abilities: Conjunto de Pontos de Feitiço. O Hollow ganha um pool
de Spell Points igual ao total de seu HD mais seu bônus de
Gillian. Tamanho base alterado para colosso (qualquer proficiência.
habilidade oca que afete o tamanho pode ser substituída),
Cero, Kūmon, Negación e Swallow Whole
Adjuchas. Tamanho base alterado para sua escolha de
Enorme e Médio (qualquer habilidade relacionada ao
tamanho pode ser substituída), a habilidade Negación é
substituída por qualquer outra habilidade Hollow, as
pontuações básicas de Inteligência e Sabedoria são
aumentadas em 2 e Sonído,
Vasto Lorde. O tamanho base muda para Médio
(quaisquer habilidades relacionadas ao tamanho podem ser
substituídas) e quatro habilidades Hollow.

62
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Classes e subclasses
Esta seção inclui as duas novas classes, Shinigami e Quincy.

63
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Saving Throws: Charisma
Shinigami Skills: None
A group of Shinigami are ambushed by an Espada and it's Equipment
Fraccion. Akihiko engages the Espada, both clash swords and You start with the following equipment, in addition to the
trade swings back and forth, a brilliant display of steel and equipment granted by your background:
skill.
Izuna releases here Shikai, her sword manifesting into a A set of Shinigami robes
set of heavy armor and surprises one of the Fraccion member
with heavy blows, showing off her hand-to-hand expertise.
Akatsuya keeps the final Fraccion member at bay with
Shunpo clones and fast attacks, dashing in and out of range,
overwhelming her opponent with deadly speed.
Ikuto stands in the back casting Kidō. He casts Bakudō #9
Hōrin to stop the advance of a fraccion giving Izuna an
opening, he follows that up with Kaido #26 Enlarge to grow
Akihiko twice his size, finally after Akatsuya distracts her
opponent and gives Ikuto enought time, he finishes off the
fraccion member with Hadō #33 Sōkatsui and reduces it to
dust.
All of these heroes are Shinigami, specialized in one type
of combat learned from the academy.
Duties
As a Shinigami you are the guardian of souls, protecting
them from Hollows, souls that have been corrupted. These
Hollow devour souls and disrupt the balance of reincarnation
between Soul Society and the Living Realm. By slaying
Hollows with your Zanpakutō, you purify them and send
them off into the afterlife, back into the reincarnation cycle.
Shin'ō Academy
As a Shinigami you're a graduate of the Shinōreijutsuin
(Spiritual Arts Academy), or more commonly known as the
Shinigami Academy. Through their six year curriculum you
learned all four major Shinigami combat forms: Hakuda,
Hohō, Kidō and Zanjutsu.
During this time you excelled and specialized in one of
these combat forms.
Creating a Shinigami
As you build your Shinigami, think about two related
elements of your character's background: Which combat
form will you specialize in? When and how did you discover
your high reiryoku? What motivated you to join the academy
and become a Shinigami?
Class Features
As a Shinigami, you gain the following class features
Hit Points
Hit Dice: 1d8 per Shinigami level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Consitution
modifier per Shinigami level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None

64
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Proficiency Spell Max Spell
Level Bonus Features Hakuda Shunpo Points Level
Shinigami Specialization, Hakuda, Shunpo, Spellcasting,
1st +2 1d4 10 ft. 4 1
Unarmed Defense, Zanpakutō
2nd +2 - 1d4 10 ft. 6 1
3rd +2 Shinigami Specialization Feature 1d4 10 ft. 7 1
4th +2 Ability Score Improvement 1d4 10 ft. 9 1
5th +3 Extra Attack 1d4 15 ft. 10 2
6th +3 - 1d6 15 ft. 12 2
7th +3 Shinigami Specialization Feature 1d6 15 ft. 15 2
8th +3 Ability Score Improvement 1d6 15 ft. 18 2
9th +4 Indomitable 1d6 20 ft. 21 3
10th +4 - 1d6 20 ft. 24 3
11th +4 Shinigami Specialization Feature 1d8 20 ft. 27 3
12th +4 Ability Score Improvement 1d8 20 ft. 30 3
13th +5 Enhanced Durability 1d8 25 ft. 33 4
14th +5 - 1d8 25 ft. 36 4
15th +5 Shinigami Specialization Feature 1d8 25 ft. 39 4
16th +5 Ability Score Improvement 1d10 25 ft. 42 4
17th +6 Timeless Body 1d10 30 ft. 45 5
18th +6 - 1d10 30 ft. 48 5
19th +6 Ability Score Improvement 1d10 30 ft. 51 5
20th +6 Shinigami Master 1d10 30 ft. 54 5

Spellcasting For example, to create a spell slot of 1st level, you would
need to expend two spell points.
After completing your training at the academy you have Spells of 3rd level and higher are particularly taxing to
learned to manipulate spirit particles to create devastating cast. Once per long rest, you can create one spell slot of each
effects. See chapter 10 of the PHB for the general rules of level of 3rd or higher a number of times, equal to half your
spellcasting and chapter X of this book for the Shinigami proficiency modifier, rounded down.
spell list.
Spells Known of 1st Level and Higher
Cantrips At 1st level, you know two 1st-level spells of your choice from
At 1st level, you know two cantrips of your choice from the the Shinigami spell list.
Shinigami spell list. Each time you gain a Shinigami level, you can learn one
new spell of your choice for free. A spell you choose must be
Spell Points of a level no higher than what’s shown in the table’s Max
The Shinigami table shows how many spell points you have Spell Level column for your level. Additionally, when you gain
to cast spells at each level. Your level also determines the a level in this class, you can choose one of the spells you
maximum-level spell slot you can create. Even though you know and replace it with another spell from the Shinigami
might have enough points to create a slot above this spell list, which also must be no higher than what's shown in
maximum, you can't do so. the table's Max Spell Level column for your level.
To cast one of your spells of 1st level or higher, you must
expend a number of spell points to create a spell slot of a Spellcasting Ability
given level, and then use that slot to cast a spell. You can't Charisma is your spellcasting ability for your Kidō. You can
reduce your spell point total to less than 0, and you regain all use your Charisma whenever a spell refers to your
spent spell points when you finish a long rest. spellcasting ability.

65
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
In addition, you use your Charisma modifier when setting the Extra Attack
saving throw DC for Kidō you cast and when making an
attack roll with one. Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier modifier
Indomitable
Beginning at 9th level, you can reroll a saving throw that you
Spell attack modifier = your proficiency bonus + fail. If you do so, you must use the new roll, and you can’t use
your Charisma modifier this feature again until you finish a long rest.
You can use this feature twice between long rests starting
Unarmored Defense at 13th level and three times between long rests starting at
While you are not wearing any armor or using a shield, your 17th level.
Armor Class equals 10 + your Dexterity modifier + your Enhanced Durability
Proficiency bonus.
Beginning at 13th level, when you are reduced to 0 HP and
Hakuda are not killed outright, you can choose to drop to 1 hit point
Japanese for Hand-to-Hand Combat, Hakuda is a close instead. Once you use this ability, you can't use it again until
combat style of fighting, in which one is unarmed and uses you finish a long rest.
only one's body. Timeless Body
You can roll a d4 in place of the normal damage of your
unarmed strike. This die increases as you gain levels, as Starting at 17th level, your Spiritual Power causes you to age
shown in the Hakuda column of the Shinigami table. more slowly. For every 10 years that pass, your body ages
only 1 year.
Shunpo
Japanese for Flash Step, Shunpo is a special type of Shinigami Master
movement technique which allows the user to move faster Through intense training and experience, you have mastered
than the eye can follow. a single aspect of your Zankensoki training.
When you would use your normal movement, you can You gain one of the following options based on the same
instead use Shunpo. You expend a number of Shunpo feet in choice for your Shinigami Specialization.
increments of 5 feet to teleport that same amount to an
unoccupied space you can see. You regain expended Shunpo Zan
on a short or long rest. Your Shunpo distance increases as Your Strength and Constitution scores increase by 4. Your
you gain levels, as shown in the Shunpo column. maximum for those scores is now 24.
Additionally, your base Zanpakuto damage dice is doubled.
Zanpakutō
Ken
Japanese for Soul Slayer, a Zanpakutō is the main weapon of Your Strength and Dexterity scores increase by 4. Your
the Shinigami. The art of weilding one is called Zanjutsu; maximum for those scores is now 24.
Japanese for Swordsmanship. Additionally, your base Hakuda dice is doubled.
When students are accepted into the academy they are
given an Asauchi (Shallow Hit). These are nameless So
Zanpakutō in which the Shinigami has not yet connected too Your Dexterity and Intelligence scores increase by 4. Your
and have no "identity." Over time while the Shinigami wields maximum for those scores is now 24.
this weapon, they slowly pour their Spiritual Power into the Additionally, when you are targeted by a spell that you can
weapon. see, or an attack is made against you, as a reaction you can
In doing so the Zanpakutō develops it's own independent use Shunpo possibly dodging the attack or spell. When using
personality. This spirit is a reflection of the owner's soul, as Shunpo this way, you must expend double the amount of feet.
well as it's shape and abilities. Once a Shinigami learns their
Zanpakutō's name and release command, they can Ki
communicate with one another and grow stronger together. Your spellcasting ability score, and another mental ability
Ability Score Improvement
score of your choice increase by 4. Your maximum for those
scores is now 24.
When you reach 4th level, and again at 8th, 12th, 16th, and Additionally, your base spell points amount are doubled.
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 Shinigami Specialization
using this feature. During you're time at the academy you specialized in one
Using the optional feats rule, you can forgo taking this form of the Zankensoki training.
feature to take a feat of your choice instead.

66
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Zan Specialization Ken Specialization
Zan, short for Zanjutsu, refers to sword fighting techniques. Ken, or otherwise referred to as Hakuda, refers to unarmed
fighting.
Zanjutsu Practitioner
Beginning at 1st level you gain the following: Hakuda Practitioner
Beginning at 1st level you gain the following:
You gain proficiency in Strength and Constitution saving
throws. You gain proficiency in Strength and Dexterity saving
Choose two skills from the following, you're now throws.
proficient in them: Athletics, Acrobatics, History, Animal Choose two skills from the following, you're now
Handling, Insight, Perception, Survival, Intimidation proficient in them: Acrobatics, Athletics, History, Insight,
Your base Zanpakutō damage dice size is increased by Perception, Religion, and Stealth.
one step. Your Hakuda dice size is increased by two steps.
You gain a +1 on attack rolls made with your Zanpakutō. You gain a number of bonus spell points equal to your
proficiency bonus.
Zanjutsu Prodigy
At 3rd level, You adopt a particular style of fighting as your Hakuda Prodigy
specialty. Choose one of the following options. You can’t take Beginning at 3rd level, your unarmed strikes count as magical
a Fighting Style option more than once, even if you later get for the purpose of overcoming resistance and immunity to
to choose again. nonmagical attacks and damage.
Blind fighting
You have blindsight with a range of 10 feet. Within that Hakuda Adept
range, you can effectively see anything that isn’t behind total At 7th level, you gain a Hakuda feat of your choice.
cover, even if you’re blinded or in darkness. Moreover, you can
see an invisible creature within that range, unless the Hakuda Specialist
creature successfully hides from you. Starting from 11th level, immediately after you take the
Dueling Attack action on your turn, you can expend 2 spell points to
When you are wielding a melee weapon in one hand and make two unarmed strikes as a bonus action.
no other weapons, you gain a +2 bonus to damage rolls with Hakuda Expert
that weapon. When you reach 15th level, your unarmed strikes score a
Great Weapon Fighting critical hit on a roll of 19 or 20.
you roll a 1 or 2 on a damage die for an attack you make
with a melee weapon that you are wielding with two hands, So Specialization
you can reroll the die and must use the new roll, even if the
new roll is a 1 or a 2. The weapon must have the two-handed So, or otherwise referred to as Hohō (Agility) is a defensive
or versatile property for you to gain this benefit. style of fighting which relations to footwork. Shunpo is part
Interception of this style.
When a creature you can see hits a target, other than you,
within 5 feet of you with an attack, you can use your reaction Hohō Practitioner
to reduce the damage the target takes by 1d10 + your Beginning at 1st level you gain the following:
proficiency bonus (to a minimum of 0 damage). You must be You gain proficiency in Dexterity and Intelligence saving
wielding a shield or a simple or martial weapon to use this throws.
reaction. Choose two skills from the following, you're now
Two-weapon Fighting proficient in them: Acrobatics, Athletics, Deception,
When you engage in two-weapon fighting, you can add your Insight, Intimidation, Investigation, Perception,
ability modifier to the damage of the second attack. Performance, Persuasion, Sleight of Hand, and Stealth
Zanjutsu Adept Your base shunpo is doubled.
At 7th level you gain a Zanjutsu feat of your choice. When you Shunpo at least 20 feet or more and at the end
of the movement an enemy is adjacent to you, you have
Zanjutsu Specialist advantage on the next attack roll against them.
Beginning at 11th level you can attack three times, instead of Hohō Prodigy
twice, whenever you take the Attack action on your turn. Starting from 3rd level, when an attacker that you can see
Zanjutsu Expert hits you with an attack, you can use your reaction to expend
When you reach 15th level, whenever you make a melee 10 feet of Shunpo to halve the attack’s damage against you.
weapon attack using your Zanpakuto, you gain a bonus to the Hohō Adept
damage roll equal to your proficiency bonus At 7th level you gain a Hohō feat of your choice.

67
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hohō Specialist
Beginning at 11th level, when you are subjected to an effect
that allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
Hohō Expert
When you reach 15th level, Whenever you roll for initiative,
you can expend 10 Shunpo to gain advantage on the roll.
Ki Specialization
Ki, or otherwise referred to as Kidō (Spirit Arts), is focused
on combat using magic.
Kidō Practitioner
Beginning at 1st level you gain the following:
You gain proficiency in Wisdom and Intelligence saving
throws.
Choose two skills from the following, you're now
proficient in them: Arcana, History, Insight, Investigation,
Persuasion, Medicine, and Religion*
Your base spell points are doubled.
Whenever you finish a short rest, you regain a number of
spell points equal to your proficiency bonus.
You learn two additional Cantrips and two additional
Level 1 spells from the Shinigami spell list.
Kidō Prodigy
At 3rd level, your Max Spell Level is increased by one. Your
max spell level increases by one again at 7th level to a max
spell level of 7th starting at level 17th.
Additionally, you learn one spell of your choice from the
Shinigami spell list and learn an additional Shinigami spell
each time you gain a Shinigami level.
Kidō Adept
At 7th level you gain a Kidō feat of your choice.
Kidō Specialist
Starting from 11th level, you can now use spell points to
create one slot of each level of 5th or higher a number of
times per long rest, equal to half your proficiency modifier,
rounded down.
Kidō Expert
At 15th level, the spell save DC for your spells increases by 1.

68
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Quincy Class Features
After dodging a cero, the Quincy draws her bow and lets As a Quincy, you gain the following class features
loose a barrage of arrows at the Hollow. Stilling her mind and Hit Points
maintaining concentration on her bow, she sends one arrow
after another to pierce the hollows thick hierro. Hit Dice: 1d8 per Quincy level
Within the urban jungle of the city Hollow can lurk within Hit Points at 1st Level: 8 + your Constitution modifier
dark alleyways, perched atop a high building, or stalking its Hit Points at Higher Levels: 1d8 (or 5) + your Consitution
prey from the shadows. However, the vigilant Quincy awaits modifier per Quincy level after 1st
to eliminate any Hollow that dares to show it's face. Proficiencies
Armor: None
Deadly Hunters Weapons: All bows and crossbows
Quincy specialize in hunting Hollow that threaten Tools: One artisan tool of your choice
humankind. From they're ancestors they've learned to Saving Throws: Dexterity, Wisdom
traverse the wilderness, to the current Quincy which have Skills: Choose three from Acrobatics, Sleight of Hand,
adapted and now hunt within the urban jungle. Quincy learn Arcana, History, Investigation, Religion, Insight, Medicine,
to track their foes as a predator does, moving through the Perception, Performance
brush and rubble, or maze like street blocks.
Equipment
Creating a Quincy You start with the following equipment, in addition to the
As you create your Quincy character, consider where you equipment granted by your background:
come from. Are you a Quincy that escaped the Shinigami's (a) a item1 or (b) item2
Quincy purge? Are you a Quincy that was born and raised A set of Quincy robes
within the Invisible realm? Or are you a Quincy from abroad?

Level Proficiency Bonus Features Hirenkyaku Spell Points Max Spell level
1st +2 Quincy Cross, Quincy Archetype, Unarmored Defense 40 ft. 5 -
2nd +2 Reishi Manipulation, Gintō Proficiency 40 ft. 10 1st
3rd +2 Point-blank Shot 40 ft. 13 1st
4th +2 Ability Score Improvement 40 ft. 15 1st
5th +3 Extra Attack 60 ft. 18 2nd
6th +3 Blut 60 ft. 20 2nd
7th +3 Quincy Archetype feature 60 ft. 23 3rd
8th +3 Ability Score Improvement 60 ft. 25 3rd
9th +4 Sharpshooter 80 ft. 28 3rd
10th +4 Vollständig 80 ft. 30 4th
11th +4 Quincy Archetype feature 80 ft. 33 4th
12th +4 Ability Score Improvement 80 ft. 35 5th
13th +5 Spirit Tap 100 ft. 38 5th
14th +5 Expanded Spirit 100 ft. 40 5th
15th +5 Quincy Archetype feature 100 ft. 43 6th
16th +5 Ability Score Improvement 100 ft. 45 6th
17th +6 Schatten 120 ft. 48 7th
18th +6 Master Archer 120 ft. 52 7th
19th +6 Ability Score Improvement 120 ft. 56 8th
20th +6 Epic Boon 120 ft. 60 8th

69
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Quincy Cross If a spell you choose requires a target or to choose a point
or area, it would be the subject of the target and centered on
A cross in the shape of the Quincy symbol that only those them.
who have inherited Quincy abilities and techniques are Gintō can be used as a ranged weapon with a range of 10 ft
allowed to possess. This cross is your sealed armament, your + 5 ft x your Dex bonus. If used this way, the target doesn't
Heilig Bogen (Holy Bow). take damage and instead is subject to the effects of the Gintō.
While sealed your cross usually takes the form of a
necklace or pendant, but you may choose another form it Point-Blank Shot
takes. Beginning at 3rd level, If you would make a ranged weapon
Quincy Archetype attack with your Heilge Bogen when you are within 5 feet of
your target, you don't suffer disadvantage.
At 1st level, you choose an archetype that you follow. Additionally, if you would be able to make an opportunity
Your choice grants you features at 1st level and again at attack, you can now make a single ranged weapon attack with
7th, 11th and 15th level. your Heilge Bogen.
Unarmored Defense Ability score improvement
While you are not wearing any armor or using a shield, your When you reach 4th level, and again at 8th, 12th, 16th and
Armor Class equals 10 + your Dexterity modifier + your 19th level, you can increase one ability score of your choice
Proficiency bonus. by 2, or you can increase two ability scores of your choice by
1.
Reishi Manipulation Using the optional feats rule, you can forgo taking this
Reishi is Japanese for spirit particles, it is the main material feature to take a feat of your choice instead.
component of Souls and all spiritual matter. A Quincy uses Extra Attack
the Reishi in the atmosphere, and combines it with their own
Reiryoku. Beginning at 5th level, you can attack twice, instead of once,
Spell Points. The Quincy table shows how many spell whenever you take the Attack action on your turn.
points you have to fuel various abilities. You can't reduce your
spell point total to less than 0, and you regain all spent spell Blut
points when you finish a long rest. Starting from 6th level you have learned to channel reishi
Hirenkyaku. (Flying Screen Step) It is special movement through your blood vessels, increasing your attack or defense.
technique, allowing the user to move at high speed by riding You can only have one instance of blut activate at a time.
on the flow of Reishi created below their feet. Blut Vene. When you make an attack, but before any rolls
When you would use your normal movement, you can are made, as a reaction you may expend any number of your
instead use Hirenkyaku. You expend a number of your SP points. You gain a +1 bonus on attack rolls for each SP
Hirenkyaku feet to teleport that same amount to an point expended until the end of the turn.
unoccupied space you can see. You regain expended Blut Arterie. When you are dealt damage, but before
Hirenkyaku on a short or long rest. Your Hirenkyaku feet damage is rolled, as a reaction you can expend any number of
increases as you gain Quincy levels, as shown in the your SP points. You gain two temporary hit points for each
Hirenkyaku column. SP point expended. These temporary hit points last until the
Spellcasting Ability. Wisdom is your spellcasting ability end of the turn.
for your Quincy spells. You use your Wisdom whenever a
Quincy spell refers to your spellcasting ability. In addition, Sharpshooter
you use your Wisdom modifier when setting the saving throw
DC for a Quincy spell you cast and when making an attack Beginning at 9th level, you gain the following benefits.
roll with one. Attacking at long range doesn't impose disadvantage on
your ranged weapon attack rolls.
Spell Save DC = 8 + your proficiency bonus + Your ranged weapon attacks ignore half cover and three-
your Wisdom modifier quarters cover.
Before you make an attack with a ranged weapon that you
Spell attack modifier = your proficiency bonus + are proficient with, you can choose to take a -5 penalty to
your Wisdom modifier the attack roll. If the attack hits, you add +10 to the
attack's damage.
Gintō Proficiency
Gintō are small containers approximately 5 centimeters in Vollständig
size. You can craft these magic potions by condensing your Starting from 10th level, through your rigorous training you
Reiryoku into a liquid state. have obtained an ascended form, the Vollständig (Holy Form).
To craft a Gintō, choose a spell from the Quincy spell list of As an action you become ascended, which lasts 1 minute x
a level no higher than your max spell level and you must your proficiency bonus; this form ends earlier if you die or
spend 1 hour, 100 gp and 2 SP per spell level. dismiss it as a bonus action.
While in this form you gain the following benefits:
70
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You gain 2 temporary hit points for each Quincy level you Fighting Style
have. At 1st level you adopt a particular style of fighting as your
You gain a fly speed equal to your walking speed. specialty. Choose one of the following options. You can’t take
At the beginning of each of your turns you regain 1 spell a Fighting Style option more than once, even if you later get
point. to choose again.
Bow attributes cost 1 SP less, minimum 1 SP. Blind Fighting. You have blindsight with a range of 10 feet.
When Vollständig ends, you gain one level of exhaustion. Within that range, you can effectively see anything that isn’t
This level of exhaustion cannot be removed by any means behind total cover, even if you’re blinded or in darkness.
other than a long rest. Moreover, you can see an invisible creature within that range,
unless the creature successfully hides from you.
Spirit Tap Dueling. When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to damage
At 13th level, you regain 2 SP anytime an enemy within 60 rolls with that weapon.
feet of you that you can see is slain, casts a spell, or uses an Protection. When a creature you can see attacks a target
armament ability. other than you that is within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll. You must
Expanded Spirit be wielding a shield.
Beginning at 14th level, whenever you make a saving throw Two-Weapon Fighting. When you engage in two-weapon
and fail, you can spend 2 SP point to reroll it and take the fighting, you can add your ability modifier to the damage of
second result. the second attack.
Unarmed Fighting. Your unarmed strikes can deal
Schatten bludgeoning damage equal to 1d4 + your Strength or
Dexterity modifier on a hit. If you aren’t wielding any
German for Shadow. weapons or a shield when you make the attack roll, the d4
Starting at 17th level when you are in dim light or darkness becomes a d6.
you can expend 10 spell points and cast Plane Shift without
material components, except you can only transport yourself Whirlwind Attack
and one other person. Beginning at 7th level, You can use your action to make a
melee attack against any number of creatures within 5 feet of
Master Archer you, with a separate attack roll for each target.
At 18th level, you gain the following benefits. Evasion
Your Heilge Bogen's damage dice is increased by one dice. Starting at 11th level, your instinctive agility lets you dodge
You only need one hand to wield and use your Heilge out of the way of certain area effects, such as a Hollow's cero
Bogen. or a Shakkahō spell. When you are subjected to an effect that
You always have advantage on ranged weapon attack rolls allows you to make a Dexterity saving throw to take only half
with your Heilge Bogen. damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Epic Boon
Extra Attack
At 20th level you gain an Epic Boon of your choice. At 15th level, you can attack three times, instead of twice
whenever you take the Attack action on your turn.
Quincy Archetypes
Each Quincy has unique skill sets that serve the Jäger
Wandenreich. You learned specialized techniques to hunt down your foes.
Starting at 1st level, you are now proficient in Constitution
Krieger saving throws.
You focused on melee training over archery. Favored Foe
Starting at 1st level, you are now proficient in Strength At 1st level, when you hit a creature with an attack roll, you
saving throws. can mark the target as your favored enemy for 1 minute.
Martial Training The first time on each of your turns that you deal damage
At 1st level you gain the following benefits. to your favored enemy, you can increase that damage by 1d4.
The extra damage increases when you reach certain levels in
Proficiency with shields this class: to 1d6 at 6th level, and 1d8 at 10th level.
Proficiency with one melee weapon of your choice. You have advantage on Wisdom (Survival) checks to track
Proficiency with the Seele Schneider your favored enemies.
Your Heilig Bogen deals an additional 1d8 damage of its You can use this feature to mark a favored enemy a number
type of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
When you summon your Heilig Bogen, you may have it
take on the form of the chosen melee weapon.

71
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Natural Explorer Expanded Gintō
At 1st level, you become a master of navigating the natural Beginning at 7th level and at later levels, you may cast a
world, and you react with swift and decisive action when number of chosen Quincy spells at will, without using spell
attacked. This grants you the following benefits. components and without the use of Gintō as shown below:
You ignore difficult terrain. 7th level, four Cantrips of your choice.
You have advantage on initiative rolls. 11th level, three 1st level spells of your choice.
On your first turn during combat, you have advantage on 15th level, two 2nd level spells of your choice.
attack rolls against creatures that have not yet acted. 19th level, one 3rd level spell of your choice.
In addition, you are skilled at navigating the wilderness. Additionally, you can use Gintō as a bonus action.
You gain the following benefits when traveling for an hour or
more. Gintō Expert
Starting at 11th level, creatures subjected to your Gintō
Difficult terrain doesn't slow your group's travel. effects have disadvantage on the saving throw, if any.
Your group can't become lost except by magical means.
Even when you are engaged in antoher activity while Gintō Master
travelling (such as foraging, nagivating, or tracking), you When you reach 15th level, you have become an expert on
remain alert to danger. reishi manipulation and can duplicate the effects of other
If you are traveling alone, you can move stealthily at a spells. You may prepare Gintō using spells from any spell list.
normal pace. If you craft a Gintō using a spell not on the Quincy Spell list,
When you forage, you find twice as much food as your the SP and gold cost is doubled.
normally would.
While tracking other creatures, you also learn their exact
number, their sizes, and now long ago they passed
through the area.
Supernatural Defense
At 7th level, you gain extra resilience against your foe’s
assaults on your mind and body. Whenever the target of your
Favored Foe forces you to make a saving throw and whenever
you make an ability check to escape that target’s grapple, add
1d6 to your roll.
Vanish
Starting at 11th level, you can use the Hide action as a bonus
action on your turn. Also, you can't be tracked by nonmagical
means, unless you choose to leave a trail.
Foe Slayer
At 15th level, you become an unparalleled hunter. Once on
each of your turns, you can add your Wisdom modifier to an
attack roll you make against your favored enemy and deal
bonus damage equal to your Wisdom modifier.
Zauberer
You begin to focus on spellcasting instead of archery.
Starting at 1st level, you are now proficient in Intelligence
or Charisma saving throws, your choice.
Improved Spellcasting
Starting from 1st level your max spell level known increases
by one and your base Spell Points are doubled.
Additionally the time to create Gintō using the Quincy spell
list is reduced by half, rounded down.
Tactical Wit
At 1st level, your keen ability to assess tactical situations
allows you to act quickly in battle. You can give yourself a
bonus to your initiative rolls equal to your Wisdom modifier.

72
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Equipment
Arrancar You start with the following equipment, in addition to the
Spanish for "tear off", these group of Hollows gained similar equipment granted by your background:
powers to Shinigami by removing their masks. The ritual (a) a item1 or (b) item2
needed for a Hollow to remove their mask and gain these A set of Arrancar zōri
powers is not fully known.
Arrancar are assigned a number from numbers 11 and
above indicating the order of their birth.
Arrancar
Creating an Arrancar
Proficiency
To create a PC Arrancar you must first choose a Beast from Level Bonus Features
the Monster Manual (approved by your DM) as your base (any
racial abilities or actions are sealed). 1st +2
Arrancar Specialization,
Secondly, apply the Hollow template to that creature, this Resurrección
is your starting race and ability scores. 2nd +2 Hollow Ability
Third, continue building your character as you normally
would; background, class levels (Arrancar), etc. 3rd +2 Arrancar Specialization Feature
Finally, your and your GM must decide whether to play 4th +2 Ability Score Improvement
from that starting point and work your way up to the 16 HD 5th +3 Multi-Attack
requirement to take Arrancar levels, or your GM provides you
with enough HD to start right away as a 1st level Arrancar. 6th +3 Hollow Ability
7th +3 Arrancar Specialization Feature
Arrancar Physiology
8th +3 Ability Score Improvement
Arrancar not only share similar powers to the Shinigami, but
their anatomy as well. When a menos becomes an Arrancar it 9th +4 Indomitable
usually takes on a Human shape. This is nonly defintely true 10th +4 Hollow Ability
when a Vasto-Lorde class Menos becomes an Arrancar.
Estigma. Each hollow has a pattern on their face that is 11th +4 Arrancar Specialization Feature
unique to them. it is potentially the remaining part of a mask. 12th +4 Ability Score Improvement
Example, Ulquiorra Cifer has tear like markings on his face.
Some might only appear during Resurrección. 13th +5 Enhanced Durability
Hollow Hole. THe most distinctive characterists of a 14th +5 Hollow Ability
Hollow is the hole in their body. It is said to represent the
lack of a heart that is difficult to fill. This can be located on 15th +5 Arrancar Specialization Feature
many areas of a Hollow's body. 16th +5 Ability Score Improvement
Mask Fragment. Finally, the Hollow has some remnant of
their mask that they tore off, somewhere on their head. 17th +6 Timeless Body
Zanpakutō. An arrancar's Zanpakutō is entirely different 18th +6 Hollow Ability
from what Shinigami use. A Hollow's true power and their 19th +6 Ability Score Improvement
true form is sealed within their Zanpakutō. Therefore, when
they release, it is a temporary restoration to their former 20th +6 Epic Boon
selves, granting them any powers their Hollow form has.
Requirements: Hollow, 16 Hit Die
Class Features Resurrección
As a Arrancar, you gain the following class features You gain a Zanpakutō which seals your Hollow abilities. It
functions as the Shinigami's Zanpakutō except it only has the
Hit Points Magic Weapon Feature. Your Zanpakutō gains one armament
Hit Dice: 1d10 per Arrancar level type of your choice, and at 2nd level and every even level after
Hit Points at 1st Level: 10 + your Constitution modifier that you gain an Armament ability.
Hit Points at Higher Levels: 1d10 (or 6) + your Consitution As an action, you can release your Zanpakutō and gain the
modifier per Arrancar level after 1st following benefits:
Proficiencies You gain 2 temporary hit points per Hit Die.
Armor: None You unarmed strikes or natural weapons function as your
Weapons: Simple weapons Zanpakutō
Saving Throws: Constitution You gain 2 hollow abilities, these are only available during
Skills: Choose four skills of your choice Resurrección
You gain access to your base racial abilities and features

73
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You gain 4 non-hollow armament abilities, these are only Fighting Style
available during Resurrección At 3rd level, You adopt a particular style of fighting as your
You can stay in this form a number of rounds equal to your specialty. Choose one of the following options. You can’t take
HD + 1. You can exit this form as an action. When you exit a Fighting Style option more than once, even if you later get
this form you gain a level of exhaustion. to choose again.
Blind Fighting. You have blindsight with a range of 10 feet.
Hollow Ability Within that range, you can effectively see anything that isn’t
behind total cover, even if you’re blinded or in darkness.
Starting at 2nd level you gain a Hollow Ability, and again at Moreover, you can see an invisible creature within that range,
10th, 14th and 18th level. unless the creature successfully hides from you.
Dueling. When you are wielding a melee weapon in one
Ability Score Improvement hand and no other weapons, you gain a +2 bonus to damage
When you reach 4th level, and again at 8th, 12th, 16th, and rolls with that weapon.
19th level, you can increase one ability score of your choice Great Weapon Fighting. You roll a 1 or 2 on a damage die
by 2, or you can increase two ability scores of your choice by for an attack you make with a melee weapon that you are
1. You can’t increase an ability score above 22 using this wielding with two hands, you can reroll the die and must use
feature. the new roll, even if the new roll is a 1 or a 2. The weapon
Using the optional feats rule, you can forgo taking this must have the two-handed or versatile property for you to
feature to take a feat of your choice instead. gain this benefit.
Natural Weapon. When you are wielding no weapons, you
Multi-Attack add your proficiency bonus to unarmed strikes or natural
At 5th level, you gain the Multi-Attack Hollow ability. weapon damage rolls.
Two-weapon Fighting. When you engage in two-weapon
Indomitable fighting, you can add your ability modifier to the damage of
the second attack.
Beginning at 9th level, you can reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can’t use Feral Instinct
this feature again until you finish a long rest. By 7th level, your instincts are so honed that you have
You can use this feature twice between long rests starting advantage on initiative rolls.
at 13th level and three times between long rests starting at Additionally, if you are surprised at the beginning of
17th level. combat and aren’t incapacitated, you can act normally on your
first turn, but only if you enter your rage before doing
Enhanced Durability anything else on that turn.
Beginning at 13th level, when you are reduced to 0 HP and Extra Attack
are not killed outright, you can choose to drop to 1 hit point
instead. Once you use this ability, you can't use it again until Beginning at 11th level, you can attack three times, instead of
you finish a long rest. twice, whenever you take the Attack action on your turn.
Timeless Body Might of the Strongest
You gain a Zanjutsu feat of your choice.
Starting at 17th level, your Spiritual Power causes you to age Additionally, your Strength score increases by 2.
more slowly. For every 10 years that pass, your body ages
only 1 year. Defensa Specialization
Epic Boon Beginning at 1st level, you gain the following benefits:
At 20th level you gain an Epic Boon of your choice. You gain proficiency in Wisdom saving throws
Choose two skills from the following, you're now
Arrancar Specialization proficient in them: Athletics, Insight, Intimidation,
Medicine, Persuasion, and Survival
During your time roaming the dunes of Hueco Mundo, you You gain the Tough feat
specialized in a specific set of abilities to survive. You are immune to the stunned condition
Ofensa Specialization Armadura
At 3rd level you gain the Armadura hollow ability.
Beginning at 1st level, you gain the following benefits
Evasion
You gain proficiency in Strength saving throws Starting at 7th level when you are subjected to an effect that
Choose two skills from the following, you're now allows you to make a Dexterity saving throw to take only half
proficient in them: Acrobatics, Animal Handling, Athletics, damage, you instead take no damage if you succeed on the
History, Insight, Intimidation, Perception, and Survival saving throw, and only half damage if you fail.
Your base Zanpakutō damage dice size is increased by
one step.
Your are immune to the frightened condition
74
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Retaliation
Beginning at 11th level, when you take damage from a
creature that is within 5 feet of you, you can use your reaction
to make a melee weapon attack against that creature.
Might of the Indomitable
Starting at 15th level you are resistant to bludgeoning,
piercing and slashing damage.
Magia Specialization
Beginning at 1st level, you gain the following benefits
You gain proficiency in Intelligent or Wisdom saving
throws
Choose two skills from the following, you’re now
proficient in them: Arcana, History, Insight, Investigation,
Medicine, and Religion
Seus pontos básicos de feitiço são dobrados ou você
ganha a habilidade Bruj(o/a) hollow
Você é imune à condição enfeitiçada
Ataque Mágico
Quando você realiza a ação de ataque, você pode substituir
um de seus ataques por uma magia que tenha o tempo de
conjuração de uma ação bônus ou 1 ação.
Aumento da Conjuração
No 7º nível você ganha um talento Kidō de sua escolha.
Mago
A partir do 11º nível, você agora pode usar pontos de magia
para criar um espaço de cada nível de 5º ou superior várias
vezes por descanso longo, igual à metade do seu modificador
de proficiência, arredondado para baixo.
Poder do Arcanista
No 15º nível, você ganha vantagem em testes de resistência
contra magias e outros efeitos mágicos.

75
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Portador pleno
São humanos espiritualmente conscientes nascidos com a
habilidade homônima Fullbring, que lhes permite manipular
as almas que residem em toda a matéria física. Seus poderes
são constituídos por Hollow Reiryoku
Fullbring
Essa habilidade permite que eles manipulem as almas
contidas na matéria. Tudo, mesmo objetos rudimentares
como postes de luz e cadeiras possuem uma alma, por
menor que seja. Usando seu poder de “puxar” essa alma, os
Fullbringers podem manipular o movimento do objeto ou até
mesmo alterar suas características físicas. Por exemplo,
puxando a alma da água, os Fullbringers podem caminhar
por sua superfície sem cair. Muitos outros feitos são
possíveis, tornando a técnica altamente versátil. Ao contrário
de outros seres espirituais, os Fullbringers usam seu poder
com seus corpos físicos. Por causa disso, eles devem treinar
extensivamente para aumentar sua resistência para que
possam usá-la adequadamente. Embora todos os Fullbringers
tenham nascido com esse poder, a idade em que eles
percebem isso varia. Quando os Fullbringers morrem, todos
os vestígios de suas habilidades desaparecem do mundo.
Criando um Fullbringer
Ao construir seu Fullbringer, pense no histórico do
personagem em relação aos seus poderes Fullbringer:
Quando seus poderes se manifestaram? Isso causou algum
problema? Onde seus pais também são Fullbringers? Você
treinou sozinho ou outro Fullbringer te ajudou?
Recursos de classe
Como Fullbringer, você ganha as seguintes características de
classe
Pontos de Vida
Dado de Vida: 1d8 por nível Fullbringer
Pontos de Vida no 1º Nível: 8 + seu modificador de
Constituição
Pontos de Vida em Níveis Superiores: 1d8 (ou 5) + seu
modificador de Constituição por nível de Fullbringer após o

proficiências
Armadura: Nenhuma
Armas: Armas simples
Ferramentas: Escolha um conjunto de jogos ou um
instrumento musical
Jogadas de Resistência: Constituição
Skills: Choose two skills from Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, and
Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a item1 or (b) item2

76
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Class Name
Level Proficiency Bonus Features Bringer Light Spell Points Max Spell Level
1st +2 Fullbring, Object Affinity — 4 —
2nd +2 Fullbringer Archetype 10 6 1
3rd +2 — 15 7 1
4th +2 Ability Score Improvement 15 9 2
5th +3 Extra Attack 15 10 2
6th +3 Fullbringer Archetype 20 12 3
7th +3 — 20 15 3
8th +3 Ability Score Improvement 20 18 4
9th +4 Swift Action 25 21 4
10th +4 Fullbringer Archetype 25 24 5
11th +4 — 25 27 5
12th +4 Ability Score Improvement 30 30 6
13th +5 Bonus Feat 30 33 6
14th +5 Fullbringer Archetype 30 36 7
15th +5 — 35 39 7
16th +5 Ability Score Improvement 35 42 8
17th +6 Boon 35 45 8
18th +6 Fullbringer Archetype 40 48 9
19th +6 Ability Score Improvement 40 51 9
20th +6 Epic Boon 40 54 9

Fullbring Step of the Wind


Starting at 1st level, your training allows you to harness your You can spend 1 SP to increase your movement by 10 feet,
reiryoku. This is represented by a number of Spell Points. and your jump distance is doubled for the turn.
Your Fullbringer level determines the number of points you
have, as shown in the Spell Points column. Object Afinnity
When you spend SP, it is unavailable until you finish a long By developing an affinity for a particular object, a Fullbringer
rest, at the end of which you regain all expended SP back can alter its form, granting powers that vary greatly among
into yourself. individuals. This affinity can be defined by one’s love for the
Additionally, you know three Fullbring Arts: Accelerated object in question, or simply by an overall fondness for it. As
Strike, Slow Fall, Step of the Wind. such, this power is usually awakened through a strong
Accelerated Strike emotion associated with the object. Using this affinity,
Fullbringers pull out the object’s soul and boost it with their
By spending 2 Sp you can use a Bonus action to empower own, transforming it in the process.
your next attack. The next unarmed strike you make this turn Choose a mundane non-weapon object to be your sealed
gets a +2 bonus on the attack roll. armament.
Slow Fall
By spending 1 SP you can use your reaction when you fall to
reduce any falling damage you take by an amount equal to
five times your Fullbringer level.

77
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ability Score Improvement Some of your Martial Techniques require your target to
make a saving throw to resist the techniques effects. The
When you reach 4th level, and again at 8th, 12th, 16th, and saving throw DC is calculated as follows:
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by Martial Save DC = Your Strength modifier +
1. As normal, you can’t increase an ability score above 20 your Proficiency bonus + The number of successful martial
using this feature.
Using the optional feats rule, you can forgo taking this techniques this turn
feature to take a feat of your choice instead.
Jab (0 SP) On a hit you deal an extra 1d4 bludgeoning
Extra Attack damage.
Cross (1 SP) On a hit, roll 1d4 (minimum 1), you deal
Beginning at 5th level, you can attack twice, instead of once, extra bludgeoning damage equal to the result and regain the
whenever you take the Attack action on your turn. same amount of SP.
Swift Action Hook (1 SP) On a hit, you deal an extra 1d6 bludgeoning
damage and your next non-hook martial technique has
Starting at 9th level, your quick thinking and agility allow you advantage on the attack roll.
to move and act quickly. You can spend 1 SP to take the Uppercut (2 SP) On a hit, you deal an extra 1d10
Dash, Disengage, or Help action as a Bonus action on your bludgeoning damage.
turn. Roundhouse (3 SP) On a hit, you deal an extra 1d4
Bonus Feat bludgeoning damage. The target makes a Constitution
saving throw on a failure they are stunned. This ends your
At 13th level, you gain a generic or Fullbringer feat of your Combination this turn.
choice. Haymaker (3 SP) On a hit, you deal an extra 1d4
bludgeoning damage for each martial technique you've
Boon succeeded on this turn. This ends your Combination this
At 17th level, you gain a Fullbringer boon of your choice. turn

Epic Boon Combination


At 20th level, you gain an Epic boon of your choice. Starting at 6th level you lose the Extra Attack feature if you
have it and cannot gain that feature.
Fullbringer Archetype On your turn, if you use the Attack action with a Martial
Technique and succeed, you can spend 2 SP to begin a
At 2nd level, you choose an archetype that you follow. Your Combination. You make an additional Martial Technique, if
archetype choice grants you features at 2nd level and then successful you repeat this process until you do not succeed
again at 6th, 10th, 14th, and 18th level. on an attack roll, which ends the Combination.

Brawler Iron Fist


As a Brawler you have trained extensively in hand-to-hand Beinning at 10th level, your unarmed strikes count as
combat. magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Living Weapon
At 2nd level you gain the following benefits: Critical Blows
Starting at 14th level, your unarmed strikes score a critical
You are proficient in Strength saving throws hit on a roll of 19 or 20.
Your unarmed strike uses a d4 for damage
When you use the Attack action with an unarmed strike Expanded Technique
on your turn, you can make one unarmed strike as a At 18th level, the following spells and armament abilities
bonus action are added to the list of Martial Techniques you can choose
Whenever you score a critical with an unarmed strike, you from:
regain 1 SP Spirit Blast, Primal Savagery, Shocking Grasp, and Inflict
Martial Techniques Wounds.
Starting at 2nd level and again at 6th, 10th, 14th and 18th
you learn one martial technique. Whenever you would make
an unarmed strike, you can replace it with a martial
technique. These are still considered unarmed strikes.
Additionally, if you would use the same martial technique
consecutively in the same turn, you gain a cumulative -2
penalty on the attack roll for each consecutive time you've
used it.

78
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Pyschomancer Telekinetic Singularity
At 18th level, as an action you can spend 10 SP to create a
Your Fullbring abilities allow you to physically manipulate
20-foot-radius sphere of crushing force at a point you can
the souls of matter to move them at your will.
see within 60 feet and tugs at the creatures there. Each
You gain proficiency in Intelligence saving throws.
creature in the sphere must make a Strength saving throw.
Psychokinesis On a failed save, the creature takes 5d12 force damage and
Starting at 2nd level, you can cast the Catapult spell and is pulled in a straight line toward the center of the sphere,
Mage Hand spell at will. You can cast both spells without ending in an unoccupied space as close to the center as
verbal or somatic components, and you can make the possible (even if that space is in the air). On a successful
spectral hand invisible. Additionally, the Mage Hand can save, the creature takes half as much damage and isn’t
carry an additional 5 pounds per your Intelligence modifier. pulled.

Telekinetic Spells Templar


You learn spells when you reach certain levels in this class, While most Fullbringer are wrought with tragedy and strife.
as shown on the Telekinetic Spells table. Each of these You are a beacon for your kind. You use your Fullbring to
spells counts as a Fullbringer spell for you. inspire your allies and fear into your enemies.
You gain proficiency in Charisma saving throws.
Telekinetic Spells
Fullbringer Level Spells Spellcasting
2 Hold Person, Levitate, Shield Through intense training you are able to manipulate your
3 Tiny Hut, Water Walk Reiryoku to produce spells. See chapter 10 of the PHB for
the general rules of spellcasting and chapter 6 of this book
7 Private Sanctum, Resilient Sphere
for the Human spell list.
11 Arcane Hand, Wall of Force
15 Blade Barrier, Glove of Invulnerability
Cantrips
At 1st level, you know two cantrips of your choice from the
18 Forcecage, Magnificent Mansion Human spell list.

Spellcasting Ability Spell Points


Intelligence is your spellcasting ability for your Fullbringer Your Fullbringer level determines the maximum-level spell
spells. You use your Intelligence whenever a spell refers to slot you can create. Even though you might have enough
your spellcasting ability. In addition, you use your points to create a slot above this maximum, you can't do so.
Intelligence modifier when setting the saving throw DC for a To cast one of your spells of 1st level or higher, you must
sorcerer spell you cast and when making an attack roll with expend a number of spell points to create a spell slot of a
one. given level, and then use that slot to cast a spell. You can't
Spell save DC = 8 + your proficiency bonus + your reduce your spell point total to less than 0, and you regain
Intelligence modifier all spent spell points when you finish a long rest.
Spell attack modifier = your proficiency bonus + your For example, to create a spell slot of 1st level, you would
Intelligence modifier need to expend two spell points.
Spellcasting Focus Spells of 3rd level and higher are particularly taxing to
You can use an arcane focus (see the Adventuring Gear cast. Once per long rest, you can create one spell slot of
section) as a spellcasting focus for your Fullbringer spells. each level of 3rd or higher a number of times, equal to half
your proficiency modifier, rounded down.
Telekinesis
At 6th level, you can cast the telekinesis spell at will and Spells Known of 1st Level and Higher
without verbal or somatic components. At 2nd level, you know two 1st-level spells of your choice
from the Human spell list.
Telekinetic Defense Each time you gain a Fullbringer level, you can learn one
At 10th level, you can cast any of your telekinetic spells, new spell of your choice for free. A spell you choose must
that don't deal damage, as a Reaction when you are targeted be of a level no higher than what’s shown in the table’s Max
by a spell or attack. Spell Level column for your level. Additionally, when you
gain a level in this class, you can choose one of the spells
Telekinetic Flight you know and replace it with another spell from the Human
At 14th level, you gain a Fly speed equal to your walking
spell list, which also must be no higher than what's shown
speed.
in the table's Max Spell Level column for your level.

79
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellcasting Ability The frightened creature can repeat this saving throw at
Charisma is your spellcasting ability for your Kidō. You can the end of each of its turns, ending the effect on itself on a
use your Charisma whenever a spell refers to your success.
spellcasting ability. Beguile. Once per turn, when an enemy begins their turn
In addition, you use your Charisma modifier when setting in your aura they must make a Wisdom saving throw. On a
the saving throw DC for Kidō you cast and when making an failed save, they are charmed by you for 1 minute. The
attack roll with one. charmed creature can repeat this saving throw at the end of
each of its turns, ending the effect on itself on a success.
Enervate. Oncer per turn, when an enemy deals damage
Spell Save DC = 8 + your proficiency bonus +
with a weapon attack, it is reduced by half.
your Charisma modifier modifier At 10th level you choose another debuff and again at
14th, and 18th level.
Spell attack modifier = your proficiency bonus +
your Charisma modifier Dual Aura
Starting at 10th level, when you activate your Soul Aura, you
Soul Aura can choose two buffs or debuffs or one of each your aura
At 2nd level you can create an Aura by manipulating your
provides at the same time.
own soul and extending a fraction of it out of your body.
As an action you can spend 4 SP to create your Soul Aura Persistent Aura
which is a 10-foot radius sphere emanating out from you Starting at 14th level, the effects of your Soul Aura are
that moves with you. The Aura is active until you are activate at all times instead of once per turn.
unconscious, or dismiss it (no action).
Choose one of the following Buffs, when you activate Improved Dual Aura
your Soul Aura, you can choose one of the selected buffs At 18th level, when you choose buffs or debuffs for your
your Soul Aura provides. Soul Aura, you can choose two buffs and two debuffs your
Embolden. Once per turn, when you or a friendly creature Soul Aura provides at the same time.
makes a saving throw, gain a bonus to the roll equal to your
Charisma modifier.
Enhance. Once per turn, when you or a friendly creature
makes an attack roll, gain a bonus to the roll equal to your
Charisma modifier.
Protect. Once per turn, when you or a friendly creature
are subjected to an attack, gain a bonus to AC equal to your
Charisma modifier.
Courage. You and friendly creatures can't be frightened.
Devotion. You and friendly creatures can't be charmed.
Empower. When you or friendly creatures roll a 1 on a
damage die for an attack made with a melee weapon, reroll
the die and take the new roll, even if the new roll is a 1.
At 6th level you choose another buff and again at 10th,
14th and 18th level.

Improved Soul Aura


Starting at 6th level, your Soul Aura affects enemies as well.
Choose one of the following Debuffs, you can choose a
Debuff instead of a buff for your Aura to provide when you
activate it.
Enfeeble. Once per turn, when an enemy makes a saving
throw, they reduce the result equal to your Charisma
modifier.
Drain. Once per turn, when an enemy makes an attack
roll, they reduce the result equal to your Charisma modifier.
Jinx. Once per turn, when an enemy is subjected to an
attack, their AC is reduced equal to your Charisma modifier
for that attack.
Horrify. Oncer per turn, when an enemy begins their turn
in your aura they must make a Wisdom saving throw. On a
failed save, they become frightened of you for 1 minute.

80
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Armaments
Armaments are powerful weapons used within the world of
bleach. Each not only unique from one another, but unique
as well from user to user. They are as follows:
Zanpakutō: Used by the Shinigami to cleanse Hollows
and restore balance.
Heilig Bogen: Used by the Quincy to utterly destroy
Hollows and rid them from this world
Fullbring: Used by the Fullbringers, they draw out the
soul from an object of great importance to them to defend
themselves and those they love.
A character can only ever be attuned to one Armament at
a time.

81
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Zanpakutō
weapon (Katana, Nodachi, Tanto), Legendary (requires attunement by a Shinigami)
The trademark weapon of the Shinigami, used to battle hollows. These unique weapons of infinite potential are tempered by the
soul of it's wielder.

Level Features Tanto Katana Nodachi


Base Properties - Finesse, Light, Thrown 20/60 - Two-handed
1st Konso, Sublimation 1d4, Thrown 20/60 1d6 1d8
2nd Kengen 1d4, Thrown 20/60 1d6 1d8
3rd - 1d4, Thrown 20/60 1d6 1d8
4th Shikai ability 1d4, Thrown 20/60 1d6 1d8
5th Magic Weapon +1 1d4, Thrown 20/60 1d6 1d8
6th Shikai ability 1d6, Thrown 40/80 1d8 1d10
7th - 1d6, Thrown 40/80 1d8 1d10
8th Final Shikai 1d6, Thrown 40/80 1d8 1d10
9th Magic Weapon +2 1d6, Thrown 40/80 1d8 1d10
10th Bankai 1d6, Thrown 40/80 1d8 1d10
11th - 1d8, Thrown 60/100 1d10 1d12
12th Shikai ability 1d8, Thrown 60/100 1d10 1d12
13th Magic Weapon +3 1d8, Thrown 60/100 1d10 1d12
14th Shikai ability 1d8, Thrown 60/100 1d10 1d12
15th - 1d8, Thrown 60/100 1d10 1d12
16th Shikai ability 1d10, Thrown 80/120 1d12 2d6
17th Magic Weapon +4 1d10, Thrown 80/120 1d12 2d6
18th Shikai ability 1d10, Thrown 80/120 1d12 2d6
19th - 1d10, Thrown 80/120 1d12 2d6
20th Final Bankai 1d10, Thrown 80/120 1d12 2d6

Choose one of the Zanpakutō forms, Tanto, Katana or As an action you make a melee attack on a Plus. To resist
Nodachi, this choice is permanent. As well as one the Konsō's effect if must make a Constitution saving throw,
Armament type, you can only choose Shikai abililites from DC 10 + your level. A Plus is willing and automatically fails
that type. it's saving throw if you've completed it's Quest.
Your Zanpakutō level is the same level as your Shinigami
level. Sublimation
When a Hollow is slain with a Zanpakutō, it is cleansed of
Konsō the sins it committed as a Hollow, and passes into the
Soul Burial is the process by which Shinigami send Pluses to afterlife. This is called sublimation.
Soul Society from the Human World, which is known as Souls who pass into Soul Society will be reborn again into
"crossing over". To achieve this, they tap the hilt of their the Human World once their "life" in Soul Society comes to
Zanpakutō against a Plus's forehead, leaving an emblem at an end. However, if the Hollow committed heinous crimes,
the point of impact which begins to shine brightly. The Plus it will be sent through the Gates of Hell instead of Soul
proceeds to sink into the ground in a pool of blue light as Society.
they are sent to Soul Society, and a hell butterfly flies away
from their point of departure.

82
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Kengen To activate Bankai you must first be in Shikai. As an action
Your Zanpakutō has developed it's own personality. Your you spend 4 SP and become ascended. You can stay in this
Zanpakutō takes on a more unique appearance. It's form a number of rounds equal to your level plus one. These
scabbard, tsuba, handle or other aesthetics have changed. rounds need not to be consecutive and you can dismiss
You learn the name of your Zanpakutō and obtain it's initial Bankai as an action, reverting you back to Shikai if you wish.
release form, also known as Shikai. You gain two armament You gain the following benefits while in bankai.
abilities. Your maximum and current hit points are doubled.
You don't simply pick a name, for the living spirit of the You gain an additional armament type and two armament
Zanpakutō already has its own name. The Shinigami must be abilities of your choice in the selected armament type.
able to communicate and harmonize with their Zanpakutō You gain two additional armament abilities, you only
effectively, which requires being able to speak to the spirit have access to these abilities while in Bankai.
within its world. Gaining access to one's Shikai and releasing You gain one Bankai ability.
it for the first time is known as Kengen (Manifestation).
To activate this form you must chant a Kaigo (Release Once your Bankai ends, you gain a level of exhaustion.
Call). Using the Kaigo, followed by the name of the At 15th level and again at 20th level, you gain a Bankai
Zanpakutō, activates Shikai. It is crucial to memorize each ability and two armament abilities, these additional
phrase, as every Zanpakutō has a different Kaigo. armament abilities are only available during Bankai.
As an action you spend 1 SP to activate Shikai. This form
lasts for a number of minutes equal to your proficiency Final Bankai
bonus, which you can dismiss as an action. This technique is not one that is easily revealed to you by
If your Shikai would be broken or destroyed, as long as your Zanpakutō. This technique is of tremendous power, but
their is some part of it remaining, you may restore it. Your at a great cost. By using this technique, you merge with your
Zanpakutō has a number of hit points equal to five times Zanpakutō, but afterwards you lose all of your Shinigami
your proficiency bonus. While on you, it uses your AC, powers.
otherwise it's 11.

Shikai Ability
At 4th level, you gain two armament abilities, and again at
6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level.

Magic Weapon
Starting at 5th level your Zanpakutō counts as magical for
the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
You have a +1 bonus to attack and damage rolls made
with this magic weapon, this bonus increases at levels 9th,
13th and 17th.

Final Shikai
A powerful attack that requires sacrificing your weapon.
You gain an Ultimate ability of your choice. Once the
chosen ability is used, your Zanpakutō is destroyed. You
cannot benefit from any armament abilities while your
Zanpakutō is destroyed and cannot activate Shikai or Bankai.
Your Zanpakutō takes a number of days to regenerate equal
to 10 - your proficiency bonus.

Bankai
Japanese for final release, it's the final form of a Zanpakutō.
To achieve Bankai, one must be able to subjugate their
Zanpakutō spirit. Once per day you may enter your "inner
world" and attempt to subjugate your Zanpakutō spirit. Your
Zanpakutō spirit has the same statistics, Zanpakutō and
armament abilities as you.
Once your defeat your Zanpakutō, you gain access to
Bankai.

83
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Heilig Bogen
Legendary (requires attunement by a Quincy)
The trademark weapon of the Quincy.

Level Features Long Bow Short Bow Crossbow Web Bow


Base Properties - Heavy, Two-handed Two-handed Loading, Two-handed Heavy, Two-handed
1st - Range 120/240 Range 50/100 Range 30/60 Range 25/50
2nd Bow Attribute Range 120/240 Range 50/100 Range 30/60 Range 25/50
3rd - Range 120/240 Range 50/100 Range 30/60 Range 25/50
4th Magic Weapon +1 Range 120/240 Range 50/100 Range 30/60 Range 25/50
5th - Range 120/240 Range 50/100 Range 30/60 Range 25/50
6th Bow Attribute Range 130/260 Range 60/120 Range 40/80 Range 30/60
7th - Range 130/260 Range 60/120 Range 40/80 Range 30/60
8th Magic Weapon +2 Range 130/260 Range 60/120 Range 40/80 Range 30/60
9th - Range 130/260 Range 60/120 Range 40/80 Range 30/60
10th Master Shot Range 130/260 Range 60/120 Range 40/80 Range 30/60
11th - Range 140/280 Range 70/140 Range 50/100 Range 35/70
12th Magic Weapon +3 Range 140/280 Range 70/140 Range 50/100 Range 35/70
13th - Range 140/280 Range 70/140 Range 50/100 Range 35/70
14th Bow Attribute Range 140/280 Range 70/140 Range 50/100 Range 35/70
15th - Range 140/280 Range 70/140 Range 50/100 Range 35/70
16th Magic Weapon +4 Range 150/300 Range 80/160 Range 60/120 Range 40/80
17th - Range 150/300 Range 80/160 Range 60/120 Range 40/80
18th Bow Attribute Range 150/300 Range 80/160 Range 60/120 Range 40/80
19th - Range 150/300 Range 80/160 Range 60/120 Range 40/80
20th Magic Weapon +5 Range 150/300 Range 80/160 Range 60/120 Range 40/80

Choose one of the Heilig Bogen forms: Long Bow, Short If your Heilig Bogen would be destroyed while youre
Bow, Crossbow or Web Bow and a bow material: spiritual or holding it, or disarmed and you have not lost
physical. Your Heilig Bogen level is the same level as your concentration, as a reaction you can expend 1 SP point
Quincy level. to reform it in your hand.
If your Heilig Bogen would leave your hands it
Spiritual Bow disappears.
A spirutual bow as the following traits.
Physical Bow
You must expend 1 SP point to conjure your Heilig A physical bow gains different traits based on the material
Bogen. it's made of.
Your Bow Attributes cost 1 less SP point to use,
minimum 1 SP point.
Your Heilig Bogen requires concentration. This form of
concentration does not prevent you from concentrating
on other tasks, such as spells.

84
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Magical Weapon
Type Features Beginning at 4th level, your Heilig Bogen counts as magical
Wood - for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Silver Your Bow ignores piercing resistance
You have a +1 bonus to attack and damage rolls made
Darkwood Max SP increased by 4 if you're in a forest with this magic weapon, this bonus increases at levels 8th,
Infernal Iron Deal an additional 1d4 fire damage 12th and 16th.
Mithral Can be wielded with one hand Master Shot
Adamantine Critical Range increased by 1 Starting at level 10, you learn more advanced effects you
can unleash with your Heilig Bogen.
You may select Master Shots whenever you would gain a
Bow Attribute. You can only use Master Shots while
ascended.
Long Bow
Your Long Bow deals 1d10 piercing damage.
When you would use your Blut Vene, you gain the same
bonus on damage rolls.

Short Bow
Your Short Bow deals 1d6 piercing damage.
As a bonus action you can spend 1 SP point to make a
ranged weapon attack with your Heilig Bogen.
Additionally, if you would be able to make an opportunity
attack, you can now make a single ranged weapon attack
with your Heilge Bogen.

Crossbow
Your Crossbow deals 1d8 piercing damage.
Your Heilig Bogen deals an additional 1d4 piercing
damage.

Web Bow
Your Web Bow deals 1d6 piercing damage.
Immediately after you take the Attack action on your turn,
you can spend 2 SP points to make two ranged weapon
attacks with your Heilig Bogen as a bonus action.

Bow Attribute
At 2nd level, you learn to unleash special magical effects
with some of your arrows. When you gain this feature, you
learn two Bow Attributes of your choice (see Bow Attributes
in the Armament Abilities chapter).
Once per turn when you take the Attack action with your
hielig bogen, you can apply one of your Bow Attributes to
that attack (unless otherwise specified). You must decide to
use a bow attribute before you make the attack roll, unless
the option doesn’t involve an attack roll. You must expend
the listed SP under the Bow Attribute to use it.
You learn two additional Bow Attributes at 6th, 10th,
14th and 18th level.
If a bow attribute requires a saving throw, the save DC
equals 8 + your proficiency bonus + your Dexterity modifier.

85
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fullbring Fullbring Ability
You gain three armament abilities beginning at 1st level and
Object (any), Legendary (requires
two additional armament abilities at each odd level.
attunement by a Fullbringer)
By forming an affinity for an object, you can alter it's form, Magic Weapon
pullings its soul out.
Beginning at 4th level, your Fullbring counts as magical for
the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
You have a +1 bonus to attack and damage rolls made
Class Name
with this magic weapon, this bonus increases at levels 8th,
Level Features Damage 12th, 16th and 20th.
1st Fullbring ability 1d4
Ultimus
2nd - 1d4
At 6th level, you gain an Ultimate ability of your choice. At
3rd Fullbring ability 1d4 14th and 18th level you gain another Ultimate ability of
4th Magic weapon +1 1d4 your choice. Once you use an ultimate, you can't do so
again until you finish a long rest.
5th Fullbring ability 1d6
6th - 1d6 Inevectus
7th Fullbring ability 1d6 Starting from level 10, when you would select an armament
8th Magic weapon +2 1d6 ability, you can choose ascended abilities. While released,
you're considered Ascended.
9th Fullbring ability 1d8 You can only choose one ascended ability per level.
10th Inevectus 1d8
11th Fullbring ability 1d8
12th Magic weapon +3 1d8
13th Fullbring ability 1d10
14th - 1d10
15th Fullbring ability 1d10
16th Magic weapon +4 1d10
17th Fullbring ability 1d12
18th - 1d12
19th Fullbring ability 1d12
20th Magic Weapon +5 1d12

When selecting armament abilities, you can select from any


armament type except Bow attributes and Hollow abilities.
Your Fullbring level is the same as your character level.

Object Affinity
Choose a weapon, if any, from the weapons listed in the
Player's Handbook (or any other resource approved by your
DM) that your Fullbring manifests as when you release it. It
takes on the same properties of the chosen weapon and you
are considered proficient with it.
It is an action to release your Fullbring.

86
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Instead of the normal Blut Vene, when you make an
Feats attack, but before any rolls are made, as a reaction you
expend 1 SP points up to five times.
Within this book there are new feats, as well feats found
within other sources updated to better fit the theme of this You deal an additional 1d4 damage for each time you
setting. It is highly recommended to use the versions in this spent 1 SP this way until the end of the next turn.
book. All feats are presented here in alphabetical order.
For the following feats: Artificer Initiate, Eldritch Adept, Instead of the normal Blut Arterie, when an attack is
Magic Initiate, Ritual Caster and Spell Sniper, it is made against you, but before any rolls are made, as a
recommended the spell options be limited to the spell lists reaction you expend 1 SP point up to five times. You
allowed by a character's classes. gain a +1 bonus to AC for each time you spend 1 SP this
The following feats have also been categorized: way until the end of the next turn.

Zanjutsu Blut Vene Anhaben [Quincy]


Crusher, Defensive Duelist, Duel Wielder, Fighting Style, Prerequisite: Quincy, Blut Reines, level 16
Great Weapon Master, Mage Slayer, Martial Adept, Piercer, A technique that allows you to extend your Blut Vene
Polearm Master, Savage Attacker, Sentinel, Slasher, outside of your body to create a forcefield that blocks
incoming attacks.
Hakuda
As a reaction you spend 5 SP, which you take when you
Charger, Crusher, Grappler, Martial Adept, Ritual Caster,
Sentinel, Tavern Brawler, are subjected to an attack or spell, but before any attack
rolls or damage rolls are made a 20-foot radius sphere
Hohō centered on you springs out.
Mobile, Second Chance, Skulker, If an attack roll is the trigger, the attack misses and any
creatures are pushed away from you as the sphere forms.
Kidō If a spell is the trigger, the sphere absorbs any spell of 6th
Artificer Initiate, Eldritch Adept, Elemental Adept, Magic level or lower, the spell fails and has no effect.
Initiate, Metamagic Adept, Spell Sniper, War Caster,
Dual Type [Zanjutsu]
Additional Armament Prerequisite: Shinigami
You gain an armament ability you qualify for. You gain an additional Armament type. At 2nd level, when
You may choose this feat multiple times. you would gain your first armament abilities, you instead
gain one armament ability in your main type and another in
Agitowari [Zanjutsu] your secondary type.
Prerequisite: Strength 14 and level 6
As an action you unleash a powerful downward vertical
Dual Weapon [Zanjutsu]
melee weapon attack on a single creature within range. If Prerequisite: Zanpakutō (Katana or Tanto)
this attack is made against a creature that is one size Your armament manifests as two separate weapons, they
category or more larger than you, you make the attack roll are considered one armanent for the purposes of
with advantage. If this attack is successful you double your attunement.
weapon damage dice. Once you use this feat, you can't do You gain a second Zanpakutō in the form of a Tanto or
so again until you finish a long rest. Katana, your choice.

Alternate Demon Path [Kidō] Eishōhaki [Kidō]


Prerequisite: Shinigami Prerequisite: Spellcasting
You may choose Wisdom or Intelligence to be your Whenevere you cast a spell, you may spend 1SP and
spellcasting modifier instead of Charisma, this choice is forgo the spoken incantation and drastically decrease the
permanent. Whenever anything refers to your spellcasting spells casting time (as described by the table below), but
score or modifier, it uses the new chosen ability. weaken the spell and making it unstable. If the spell requires
a saving throw, any targets have advantage on the saving
Blut Reines [Quincy] throw, if the spell requires an attack roll, it is done so at
Prerequisite: Quincy, level 8 disadvantage.
You have become an expert with Blut and can use any of Additionally, when you cast the spell you must make a
the following effects: concentration check, DC 10 + the spell level. If you fail, the
spell fails and detonates in a 20-foot radius sphere centered
When using your normal Blut Vene or Arterie, the effects on you dealing 1d6 force damage per level of the spell.
instead last until the beginning of your next turn.

87
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Casting Time New Casting Time
Kazaguruma [Hakuda]
1 hour 10 minutes
Prerequisite: Strength 14 or Dexterity 14
10 minutes 5 minutes As an action you make a devastating kick that sends your
1 minute 1 action target flying away. You spend 3 SP and make a single melee
unarmed strike against a creature within range. If this attack
1 action Bonus action
is successful the creature makes a Strength saving throw
(DC 10 + your STR modifier), if they fail you push them
Hirenkyaku Master [Quincy] back up to 10 feet per your proficiency bonus. If the
Prerequisite: Dexterity 16 and level 8 creature is pushed back into a barrier or other solid object,
You gain the following benefits: they take 1d6 damage per your proficiency bonus. This
damage is reduced by 1d6 damage for each 10 feet the
Your Hirenkyaku is increased by 10 feet creature has traveled.
You can use Hirenkyaku as a bonus action
You regain 20 feet of Hirenkyaku on a short rest Kōjutsu Eishō [Kidō]
Hitotsume: Nadegiri [Zanjutsu] Prerequisite: Spellcasting and level 7
As a bonus action you spend 3 SP to power up the next
Prerequisite: Strength 15, Dexterity 15 and level 10 spell you cast by reciting the incantation of the spell after
As an action you make a swift precision cut with extreme you cast it. The next spell you cast is empowered in one of
force and speed. You spend 10 SP and make a single melee the following ways, your choice:
weapon attack against a creature within range. If this attack
is successful you deal an additional 50 damage ignoring any If the spell requires an attack roll, its rolled with
resistances. Once you use this feat, you can't do so again advantage.
until you finish a long rest. If the spell requires a saving throw, the saving throw DC
is increased by 2.
Improved Gintō Proficiency If the spell deals damage, you reroll any 1's rolled on the
damage dice. You must keep the second result.
[Quincy]
Prerequisite: Quincy, Level 5 Mute Zanpakutō [Zanjutsu]
You gain the following benefits:
Prerequisite: Shinigami and Level 1
You can use Gintō as a bonus action To you a Zanpakutō is nothing more but a tool. You form
When using Gintō as a ranged weapon, the range is no connection with you Zanpakutō. You are not able to gain
doubled any Shikai abilities, you cannot learn Bankai. You gain the
The time it takes to craft Gintō is reduced by half following benefits:

Your Zanpakutō Magic Weapon bonus is doubled.


Oni Dekopin [Hakuda]
Your Zanpakutō base damage dice size is increased by
Prerequisite: Strength 15 and Dexterity 15 one step.
As a bonus action you spend 2 SP any number of times When you take the Attack action, if you used your
and pull a finger back against your thumb and generate Zanpakutō for all of your attacks, you can make an
reiatsu. The next time you would shove a creature, you can additional attack as part of the same action.
do so at a range of 20 feet and you may use a Dexterity
(Acrobatics) check instead. If a creature is successfully Nijū Eishō [Kidō]
shoved and you push them away from you, the range is
Prerequisite: Spellcasting
increased by 5 feet for each time you spend 2 SP for this
As an action you spend 2 Sp and choose two spells you
feat.
can cast that are no higher than 4th level. Both spells must
have a casting time of 1 action. You expend a number of SP
Ikkotsu [Hakuda] to cast both spells. Both spells take effect in the order you
Prerequisite: Strength 18 and level 10 choose, as if you had cast them one after the other. If either
As an action you spend 8 SP and make a single melee spell requires a material component, or special cost, these
unarmed strike against a creature within range. If successful must be used or paid as part of the casting.
you deal an additional 1d6 constitution damage and the Once you've used this feat, you cant do so again until you
creature must make a Strength saving throw (DC 10 + your finish a long rest.
STR modifier), if they fail you push them back up to 10 feet
per your proficiency bonus. Once you use this feat, you
can't do so again until you finish a long rest.

88
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Quando você desfere um ataque desarmado, você ganha
Raiōken [Hakuda] um bônus na jogada de ataque igual ao nível do espaço
Prerequisite: Strength 14 or Dexterity 14 de magia gasto
You perform a series of ultra-high-speed punches with Seus ataques desarmados causam 1d4 de dano adicional
both arms. As an action you spend 3 SP and you make four por nível de espaço de magia gasto. O tipo de dano é o
unarmed strikes. You can't use this feat again until you finish tipo escolhido quando você selecionou este talento
a long rest or 2 ki points. A duração dessa habilidade é de 2 rodadas por espaço
de magia gasto, o que requer concentração. Se você for
Ransōtengai [Quincy] gastar um espaço de magia de 5º nível ou superior, esta
Prerequisite: Quincy level 8, Intelligence 14 habilidade não requer concentração
A high level technique which allows the user to control
their body using strings of Reiryoku controlled by their
Sklaverei [Quincy]
brain. Pré-requisito: Quincy, Inteligência 16, nível 12
If an effect would prevent you from moving (except from Enquanto ascendido, como uma ação você gasta 10 SP e
being grappled or restrained) or performing actions or começa a se concentrar. Enquanto se concentra, você
reactions, you can spend a number of SP, as listed below, to começa a escravizar todos os reishi a até 18 metros de
ignore the effect and perform the barred action or você.
movement.
Structures made of reishi begin to have their max HP
Action SP Cost reduced by 6d6 at the beginning of your turn while
Movement 1 SP concentrating.
Spells and spell-like effects of 5th level or lower end. For
Hirenkyaku 2 SP each spell of 5th level or higher, make an ability check
Action 4 SP using your spellcasting ability. The DC equals 10 + the
Bonus Action 2 SP spell's level. On a successful check, the effect ends and
you gain 3 SP per effect ended.
Reaction 3 SP When this feat is first used and whenever a spiritual
being begins their turn within range they must make a
Ryōdan [Zanjutsu] Consitution saving throw. A target takes 6d6 necrotic
damage on a failed save and has all their movement
You've learned kendo, granting the following benefits:
reduced by half until the end of their next turn. When a
Increase your Strength or Dexterity by 1, to a maximum creature is slain by this ability, you assimilate some of its
of 20. abilities. Choose one of the creature traits, feats, actions,
Armas de corte corpo a corpo não versáteis com as or armament abilities. You now gain the chosen ability
quais você é proficiente têm a propriedade versátil for the next hour.
quando você as empunha. Os dados de dano são
aumentados em um passo ao empunhá-los com as duas Soukotsu [Hakuda]
mãos. Pré-requisito: Ikkotsu, nível 15, Força 20
Como uma ação, você faz um único ataque corpo a Você desfere um poderoso soco com os dois punhos.
corpo contra uma criatura dentro do alcance. Você tem Como uma ação, você gasta 12 SP e faz um único ataque
vantagem neste ataque. Se você usar esse talento dessa corpo a corpo desarmado contra uma criatura dentro do
maneira, não poderá fazê-lo novamente até terminar um alcance. Se for bem-sucedido, o alvo deve fazer um teste de
descanso curto ou longo. resistência de Constituição (CD 10 + seu modificador de
FOR), em caso de sucesso, ele recebe 100 de dano de
Senmaioroshi [Zanjutsu] concussão adicional. Em caso de falha, o alvo recebe 20 de
Pré-requisito: Destreza 15 dano de constituição.
Quando você realiza a ação de ataque usando uma arma
de corte sutil com a qual você é proficiente, como uma Taketonbo [Hakuda]
ação bônus, você pode gastar 4 SP e fazer duas jogadas de Pré-requisito: Força 13 ou Destreza 13 superior
ataque corpo a corpo com a mesma arma. Você ganha os seguintes benefícios:

Shunkō [Hakuda] Quando uma criatura tenta agarrar você e falha no teste
de agarrar, como uma reação, você pode agarrá-la.
Pré-requisito: Nível 7, Destreza 16, outro talento Hakuda
Ao escapar de um agarrão, você tem vantagem no teste.
Escolha um tipo de dano: Frio, Fogo, Raio ou Cortante.
Quando você escapa de um agarrão, como uma ação
Como uma ação, você gasta um espaço de magia e ganha os
bônus, você pode tentar empurrar uma criatura para
seguintes benefícios pela duração, com base no espaço de
derrubá-la.
magia gasto:

89
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Tiro Duplo [Quincy]
Pré-requisito: Quincy, nível 8
Quando você realizar a ação de Ataque no seu turno e
aplicar um atributo de arco a um ataque, você pode aplicar
outro, desde que ambos não exijam uma ação. Você pode
fazer isso um número de vezes por descanso longo igual ao
seu modificador de Inteligência.

Espírito Versátil [Quincy]


Pré-requisito: Quincy, Arco Espiritual
Como uma ação bônus, você pode gastar 5 SP para
mudar sua forma heilig bogen até seu próximo descanso
longo ou curto.

Caminho de Onmitsu, 1º do Shihō:


Shunpo Dodge [Hohō]
Pré-requisito: Shunpo e Destreza 15
Quando você falhar em um teste de resistência de
Destreza, como uma Reação você pode gastar 20 Shunpo e
rolar novamente o dado. Você deve usar o novo rolo.

Caminho de Onmitsu, 2º do Shihō:


Speed ​Clone [Hohō]
Pré-requisito: Shunpo Dodge e Destreza 16
As an action you can expend any amount of Shunpo in
increments of 10. Each time you do, you create a clone of
yourself that is indistinguishable from you in an unoccupied
square within 40 feet of you. These clones do not do
damage, these clones do not do damage, but they mimic
you and your movements. They have an AC equal to yours
and 1 Hit point. These clones last for a number of rounds
equal to your proficiency bonus.

Way of Onmitsu, 3rd of the Shihō:


Utsusemi [Hohō]
Prerequisite: Speed Clone and Dexterity 17
Whenever an attack roll is made against you, you can
expend 20 Shunpo to use Shunpo as a Reaction, potentially
dodging and negating the attack.

Way of Onmitsu, 4th of the Shihō:


Senka [Hohō]
Prerequisite: Utsusemi, Dexterity 20 and level 16
As an action you spend 20 SP and Shunpo behind a target
within 40 feet attempting to sever their Saketsu and
Hakusui in two quick attacks. As part of the same action,
you make two melee weapon attacks.
If only one attack succeeds you deal 1d10 Constitution
damage. If both attacks succeed, and the targets Hit Die or
level is half or lower than your own, they take the same
damage and lose access to any class levels and cannot gain
new class levels indefinitely.

90
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Boons Hollow Boons
Within this book there are new boons, as well boons found These boons can only be selected by Hollow.
within other sources updated to better fit the theme of this
setting. It is highly recommended to use the versions in this
Boon of the blank
book.
Fullbringer Boons
Generic Boons These boons can only be selected by charactesr with at least
1 level in the Fullbringer class.
These boons have no requirements and are accessible to
anyone that receives a boon. Boon of the blank
The following boons from the Dungeon Master's Guide
are considered Generic Boons: Combat prowess, Fate,
Foritude, Immortality, Invincibility, Luck, Peerless Aim,
Epic Boons
Perfect Health, Recover, Resilience, Skill Proficiency, Speed, The following boons from the Dungeon Master's Guide are
Spell Mastery, Spell Recall, Fire Soul, Stormborn, and considered Epic Boons: High Magic, Irresistible Offense,
Unfettered. Planar Travel, Quick Casting, Night Spirit, Truesight and
Undetectability.
Shinigami Boons
These boons can only be selected by characters with at least
1 level in the Shinigami class.

Boon of the Kenpachi


There is only ever one instance of this boon, and for a
creature to obtain it, they must slay the current holder in
battle. Once a person slays the current Kenpachi they obtain
the title and this boon gaining access to the following
benefits:

Your Zanpakutō base damage dice size is increased by


one step.
Once per long rest, on your turn you can take an
additional action. This action can only be used to take
the Attack action.
When you make your first attack on your turn, you can
decide to attack recklessly. Doing so gives you
advantage on melee weapon attack rolls using Strength
during this turn, but attack rolls against you have
advantage until your next turn.

Boon of the Substitute Shinigami


You have been bestowed the powers of a Shinigami from
another. You are considered a Soul for meeting the
requirements to gain Shinigami class levels. Additionally,
you gain a level in the Shinigami class.

Quincy Boons
These boons can only be selected by characters with at least
1 level in the Quincy class.

Boon of the Schrift


You have been bestowed a powerful ability by Yhwach. You
gain a Schrift not possessed by another in the Schrifts
section of this book.

91
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
C - The Compulsory
Schrifts As an action you expend 10 SP, and shoot out nearly
Canonically, these are powerful abilities granted to a invisible threads of reishi at a creature or object you can see
Sternritter by Yhwach. These abilities have a letter given that within 100 feet. The target must make a constiution saving
corresponds to the an appropriate epithet reflecting the throw. On a failed save, they are sujbected to the effects of
nature of the person's ability. The quincy would need to your Schrift:
perform the Initial-In-Soul Writing Ritual and drink a cup of If a creature is subjected to your Schrift, you can choose
Yhwachs blood. Through this ritual Yhwach writes the initial one of the following:
of the power he wishes to bestow on the selected quincy's
The creature moves as you direct and takes one of the
soul.
following actions on its turn: The attack action (you
A - The Antithesis choose the targets), Dash, Use Object, or Cast a spell (It
As an action you expend 10 SP and target two creatures can only cast a spell of one you know the creature can,
within 100 feet that you can see. You can choose one of the and if it has the SP or spell slots to do so).
following effects. You can also choose one of the creatures limbs (except
the head) and have it be destroyed. Once you do so, the
The two creatures swap current HP totals creature is no longer subjected to your Schrift until your
The two creatures swap active spell effects next turn.
The two creatures swap cumulative equipment
damage/penalties D - The Deathdealing
You can make any substance "lethal" to creatures around
If the two creatures that were selected as targets did not you if you ingest a great amount of that substance (one
deal any damage to each other or target each other with a pound for solid substances, one liter for liquids, and for
spell or effect. The creatures are allowed a Consititution gases you must have been breathing it for at least 1
saving throw. minute).
Once you use this feature, you can't do so again until you Once you've ingested the apppropriate amount of a
finish a short or long rest. While in Vollständig, you can substance to make it lethal, you are also immune to it. You
expend 1 minute of its duration to use this schrift an can only consume a number of units per long rest, equal to
additional time. your Con modifier + 1. 2 units = one pound of substance
and 1 unit = one liter of liquid.
B - The Balance
As an action you expend 6 SP and choose a creature you
As an action you expend 10 SP and create a 40-foot radius
can see within 60 feet. If that creature has consumed a
sphere with you at the center. This sphere moves with you.
substance that you have consumed, or has that substance in
Any creatures and objects within this sphere are subjected
their body, since your last long rest. That substance poisons
to your Schrift.
them; they gain the "poisoned" condition and begin to die.
As an action, or Reaction you expend 4 SP and choose
At the beginning of the affected creatures turn, they gain
one of the following effects:
two levels of exhaustion.
Fortune
Whenever you are dealt damage by a non-physical attack
If a creature made a saving throw to negate or prevent an or spell, as a Reaction you can make a Consitution saving
effect or reduce damage, and failed the saving throw. throw, DC equal to the damage dealt. if you succeed, you are
They make another save and automatically succeed, then immune to that attack or spell. If you succeed the DC by 5
the effect ends, or damage they would've taken is or more, you regain a number of hit points equal to the
reduced. damage dealt. Additionally, if you are immune to that attack
If a creature or object you can see within your sphere, or spell, and take damage from it, instead, you regain a
takes damage from an attack, ability or spell it is negated. number of hit points equal to the damage dealt.
As an action you expend 5 SP and can create a magical
Misfortune stationary 40-foot radius circle centered on you. Any
If a creature made a saving throw to negate or prevent an creature that steps foot into the circle for the first time they
effect or reduce damage, and succeded the saving throw. either lose a Resistance they have, or they become
They make another save and automatically fail, then the vulnerable to a source of your choice.
effect takes place, or they take the damage they wouldve
reduced.
If you would prevent damage from an attack, ability or
spell. A creature or object you can see within range, is
dealt damage equal to the amount prevented.

92
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
E - The Explode G - The Glutton
You can use your schrift in the following ways: As an action you spend 4 SP and shift your mouth outward
into an extended form, allowing it to become a gaping maw
As an action you spend SP and send your reishi into an of jagged teeth. You make a melee bite attack against a
inanimate object you can see within 120 feet. You can target within 30 feet. The damage is equal to your heilig
have the object instantly explode, or for the next hour bogen plus an additional 2d6 piercing damage.
you can use a bonus action to cause the object to If the target would be slain by this ability, you assimilate
explode. The SP cost, explosion radius and damage some of its abilities. Choose one of the creature traits, feats,
differs by the size of the object as per the table below. actions, armament abilities, or schrifts. You now gain the
If you would make a ranged attack you can have your chosen ability.
schrift apply to the projectle (most arrows are small Additionally, you can go without food for a number of
size). days equal to 1 + your Constitution modifier (minimum 1)
As an action you spend 2 SP any number of times. A 10- instead, and you require two pounds of food per day instead
foot radius sphere explodes out from you. Each creature as well.
within it must make a Dex saving throw. On a failure If you start your turn with fewer hit points than half your
taking 2d6 force damage. For each time you spent 2 SP hit point maximum, you must succeed on a DC 10 Wisdom
the radius increases by 5 feet and the damage increases saving throw or move directly toward the nearest creature
by 1d6. and use your Schrift against that creature if able, otherwise
As an action you spend 3 SP and send out an orb of you use your attack action against that creature.
reishi to a point you choose within 120 feet and then
explodes. Each creature in a 10-foot-radius sphere
centered on that point must make a Dexterity saving
throw. A target takes 6d6 force damage on a failed save,
or half as much damage on a successful one. The
explosion spreads around corners.

The Explode Cost Table


Size SP Radius Damage
Tiny or small 4 15-ft radius sphere 2d6 force
Medium 8 30-ft radius sphere 6d6 force
Large 12 50-ft radius sphere 12d6 force
Huge 16 80-ft radius sphere 16d6 force
Gargantuan 20 120-ft radius sphere 20d6 force

F - The Fear
Whenever you fire an arrow with your Heilig Bogen you can
spend 5 SP to empower the arrow with your scrift.
Whenever a creature is dealt damage by the arrow, they are
subjected to your schrifts effects. If your arrow doesn't deal
damage, when it strikes the next solid object "the Fear"
begins to spread out from that point in a 10-foot radius.
Any creature in contact with the area that "the fear" has
spread to, is subjected to your shcrift.
Any creature affected by your schrift is subjected to
different effects based on their HD.

12 HD or more: The creature gains the frightened


condition.
9-11 HD: They roll on the short-term madness table.
6-8 HD: They roll on the long-term madness table.
5 HD or less: They roll on the indefinte madness table.

93
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 5: Armament Abilities

E
ach Armament (Zanpakutō, Heilge Spell Point Cost
Bogen, or Fullbring) has an armament
type, usually listed on the items Armament abilities have an SP point cost needed to
description. activate. Each armament ability will list the amount needed.
Armament abilities are spell-like
abilities and effects are considered
Ascended & Ultimate Abilities
magical, unless otherwise stated. Ultimate abilities are special armament abilities that are
usually used as a last ditch effort to win, or turn the tides of
Armament Types a battle. Using one greatly drains your reiryoku and comes at
The following armament types are as follows: a great cost; usually stated by your class or armament.
Acid, Barrier, Blood, Dark, Earth, Fire, Generic, Gravity, Additionally, there are even more powerful abilities. These
Healing, Ice, Illusion, Kidō, Light, Lightning, Oppression, Ascended abilities can only be selected when stated by your
Poison, Projectile, Sound, Summon, Water, Weapon and class and can only be used while in an Ascended form. Each
Wind. Ascended ability can only be used once per Long Rest,
There are a few armament types that not all characters unless the ability states otherwise.
have access too. Bow Attributes are only available to Quincy
and Hollow abilities can only be selected by Hollow.
The Generic weapon armament type can be selected by
anyone, and you don't need to have it selected as one of
your armament ability types to pick abilities from this
category.

Abilities beyond
The listed abilities in this book are by no means the only
abilities a character can learn. If you desire an ability that is
not listed within the book, feel free to speak with your DM
on how to incorporate it.
The best section to gain guidance for this would be the
Creating a Spell section in Chapter 9 of the Dungeon
Master's Guide.

Saving Throws & Requirements


The saving throws for an armament ability slightly differ
from the normal saving throw calculation that spells use.
The DC to resist one of your armament abilities equals 8
+ your proficiency bonus + the number of armament
abilities you have that are the same type of the armament
ability requiring a saving throw + any special modifiers.
For example, Rukia is using her Cone of Ice weapon
ability, her other ice abilities are Cold Form, Ice Weapon,
and Freezing weapon, therefore the DC would be 8 + 4 (for
her proficiency bonus) + 4 (she has a total of 4 ice abilities)
total to a DC 16.
Even if you have selected the same ability multiple times,
it is only counted once for the saving throw calculation and
for the number of abilities needed to meet the requirements
of other weapon abilities.

Components
Just like spells, armament abilities require components.
Most abilities require a new component marked with a "W".
This notates that to use the armament ability you must have
your armament released, unless otherwise stated.

94
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Acid
Acid Form Create Acid
SP Cost: 1 Requirements: One acid ability
Casting Time: 1 action SP Cost: 1
Range: Self Casting Time: 1 action
Components: V, S, W Range: 30 feet
Duration: Until sealed Components: V, S, W
Your armament becomes pure acid. While this ability is Duration: 1 minute
active, your armaments damage type is changed to acid Acid covers the ground in a 10-foot radius centered on a
damage. point within range and turns it into difficult terrain for the
If you have a Summon, you may have this ability apply to duration.
it's weapons as well. You may dismiss this ability as as a When the acid appears, each creature standing in it's area
bonus action. must succeed on a Dexterity saving throw or take 1d4 acid
You may reselect this ability multiple times, each time damage. A creature that enters the area or ends it's turn
choosing one of the following options: there takes 1d4 acid damage. Each time you reselect this
ability, the damage is increases by 1d4, to a maximum of
You may activate this ability as a bonus action and
dismiss it at will. 5d4.
You may reselect this ability multiple times, each time
This ability no longer requires V or S components.
choosing one of the following options:
Acidic Weapon Increase the range by 10 feet, the radius by 10 feet and
SP Cost: 2 the duration by one minute.
Casting Time: 1 action
This ability no longer requires V or S components.
Range: Self A creature that fails it's Dexterity saving throw also falls
Components: V, S, W
prone.
Duration: Concentration, until sealed
Your armament glistens with acid, dealing an additional 1d4 Acid Shield
acid damage. You may dismiss this ability as a bonus action. Requirements: Two acid abilities
You may reselect this ability multiple times, each time SP Cost: 1
choosing one of the following options: Casting Time: 1 action
Range: Self
You may activate this ability as a bonus action and Components: V, S, W
dismiss it at will. Duration: Concentration, until sealed
This ability no longer requires V or S components.
Increase the damage dice by one step, to a maximum of Your body secretes a protective layer of acid for the
a 1d12. duration. The acid does not harm you. Until the ability ends,
you gain the following benefits:
Caustic Weapon
Requirements: One acid ability You have resistance to acid and poison damage.
You reduce any non-acid and non-poison damage you
When you score a critical hit with your armament, the target take by 2. This damage reduction increases by 2 each
takes an additional 1d4 acid damage, and has residual acid time you reselect this ability.
on them, taking 1d4 acid damage at the start of each of it's A creature that touches you or hits you with a melee
turns. attack, takes 1d4 acid damage. Every time you reselect
On each of it's turns, the target can use an action to make this ability, the damage die size increased by one step to
a Dexterity saving throw. On a success, the target removes a maximum of a 1d10.
the residual acid, ending this effect.
You may reselect this ability multiple times, each time You may reselect this ability multiple times, each time
choosing one of the following options: choosing one of the following options:

Increase the save DC by 1. This ability no longer requires V or S components.


Increase the damage dice size by one step, to a This ability no longer requires Concentration.
maximum of a 1d10. You are now immune to acid damage.

95
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Orb of Acid You may reselect this ability multiple times, each time
Requirements: Three acid abilities choosing one of the following options:

SP Cost: 2 Increase the length by 5 feet.


Casting Time: 1 action For each subject that failed the saving throw, acid
Range: 80 feet splashes off of them in a 10-foot radius, any creatures
Components: V, S, W within the radius must make a Dexterity saving,
Duration: Instantaneous excluding creatures in the line. Creatures that failed the
saving throw take the same damage, or half as much on a
You hurl a 4-inch-diameter sphere of acid at a creature that
successful one.
you can see within range. Make a ranged attack against the
The damage die size is increased to a d8. You must have
target. On a hit, the target takes 3d8 acid damage.
selected this ability three times before you can choose
Additionally, on the impact the orb explodes spraying
this option.
acid in a 15-foot radius, any creature within the radius,
excluding the initial target, makes a Dexterity saving throw, Corrosive Attack (Ultimate)
on a failure taking 3d8 acid damage. Requirements: Five acid abilities
You may reselect this ability multiple times, each time
SP Cost: 3
choosing one of the following options:
Casting Time: 1 round
This ability no longer requires V or S components. Range: 100 feet
Increase the range and splash radius by 5 feet. Components: V, S, W
Increase the damage die size to a d10. You must have Duration: Concentration
select this ability three times before you can choose this
You choose an area within range and unleash a deadly
option. corrosive acid in a 40-foot cube. Each creature in the area
Acid Rain takes 7d8 acid damage on a failed save and half as much on
a successful one.
Requirements: Four acid abilities
Additionally, any creatures that failed their saving throw
SP Cost: 2 continue to take 7d8 acid damage at the beginning of their
Casting Time: 1 action turns as long as you maintain concentration. if these
Range: 60 feet creatures were wielding any non-stone, non-magical
Components: V, S, W weapons, their weapons take a permanent and cumulative
Duration: Concentration, until sealed -1 penalty to damage rolls each time they take damage from
You create a 20-foot-radius, 40-foot-high cylinder centered this ability. If it's penalty drops to -5, the weapon is
on a point within range where acid begins to rain down. destroyed. If they are wielding any non-stone, non-magical
Each creature in the cylinder must make a Dexterity saving armor or shields, it takes a permanent and cumulative -1
throw. A creature takes 4d6 acid damage on a failed save, or penalty to the AC it offers. Armor os shields reduced to an
half as much damage on a successful one. Each time you AC of 10 or a shield that drops to a +0 bonus is destroyed.
reselect this ability, the damage is increased by 1d6. If any of the affects weapons, armor or shields are magical,
You may reselect this ability multiple times, each time they are allowed a saving throw each time they take damage,
choosing one of the following options: on a success not receiving a penalty.
Magical objects and fauna within the area that are not
Increase the radius and height of the cylinder by 10 feet. attended are allowed a saving throw. on a failed saving
This ability no longer requires V or S components. throw they suffer the same effects as a creature that failed
This ability no longer requires Concentration. the saving throw. Mundane fauna and non-stone objects
decay and corrodes away.
Acid Spit You may reselect this ability a second time, if you do the
Requirements: Five acid abilities
range is doubled, the cube size is doubled, and the damage
SP Cost: 2 die size is increased to a d10.
Casting Time: 1 action
Range: Self (70-foot line) Corrosive Form (Ascended)
Components: V, S, W Requirements: Corrosive Attack and Six acid abilities
Duration: Instantaneous SP Cost: 4
You spew a line of acid thats 70 feet long and 5 feet wide Casting Time: Bonus action
out from you in a direction you choose. Each creature in the Range: Self
line must make a Dexterity saving throw. A creature takes Components: V, S, W
8d6 acid damage on a failed save, or half as much damage Duration: Concentration
on a successful one.

96
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
While in Bankai, you may have your Acid abilities and spells
that deal acid damage, gain the effects of Corrosive Attack;
except it doesn't deal the damage Corrosive Attack would.

Superacid (Ascended)
Requirements: Six acid abilities

Your Acid abilities are increased in power.


Your armament abilities or Kido that deal acid damage
ignore acid resistance. If a creature would be immune to
acid damage, it instead takes half damage.

97
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Barrier
Armor Your shield is treated as your armament for the purposes
of benefiting from any bonuses, features, spells, or
SP Cost: 2
armament abilities your armament would. You must have
Casting Time: 1 action
selected this ability twice before choosing this option.
Range: Self
Components: V, S, W Defensive Surge
Duration: Until sealed Requirements: One barrier ability
When released, your armament transforms into a suit of SP Cost: 3
armor around you. This armor takes the form of any light Casting Time: Reaction
armor from the Player's Handbook (or any other source Range: Self
approved by your DM). You are considered proficient with Components: V, S, W
this armor. Duration: 1 round
If you have a Summon when you activate this ability, you
may have your Summon gain the armor instead. When you are hit by an attack you create a barrier. For the
You may reselect this ability multiple times, each time duration you gain 4 temporary hit points.
choosing one of the following options: You may reselect this ability multiple times, each time
choosing one of the following options:
This ability no longer requires V or S components.
You retain your weapon when you use this ability. This ability no longer requires V or S components.
You may select medium armor with this ability. If you Increase the temporary hit points by +2.
select this option a second time you may select heavy Greater Saving Throw
armor.
Requirements: Two barrier abilities
If your armament would gain a Magic Weapon bonus, as
a bonus action you may instead apply that bonus to your SP Cost: 3
AC. You must have selected four Armor abilities before Casting Time: Reaction
you can choose this option. Range: Self
Components: V, S, W
Shield Duration: Instantaneous
SP Cost: 2 When you would make a saving throw, as a reaction you
Casting Time: Bonus action gain a +1 bonus on that saving throw.
Range: Self You may reselect this ability multiple times, each time
Components: V, S, W choosing one of the following options:
Duration: Until sealed
This ability no longer requires V or S components.
You manifest a shield in your off-hand. If you have a
Increase the bonus this ability provides by 1, to a
Summon when you activate this ability, you may have your
maximum of +5.
Summon gain the shield instead.
You may reselect this ability a second time, if you do, Iron Body
while wielding your shield, your off-hand is considered Requirements: Three barrier abilities
open.
You have a Damage Threshold of 3 (A source with a damage
Shield Bash threshold has immunity to all damage unless it takes an
Requirements: Shield amount of damage from a single attack or effect equal to or
SP Cost: 2 greater than its damage threshold, in which case it takes
Casting Time: Bonus action damage as normal).
Range: 5 feet You may reselect this ability multiple times, each time
Components: V, S, W increasing the damage threshold by 1.
Duration: Instantaneous
Thornmail
Your shield is considered a melee weapon that deals 1d4 Requirements: Four barrier abilities
bludgeoning damage; you are considered proficient with it.
You may reselect this ability multiple times, each time Whenever you are dealt damage by a melee attack, the
choosing one of the following options: attacker takes 1d4 damage. This ability can work in
conjunction with abilities such as "Fire Form".
Increase the damage dice size by one step, to a
maximum of 1d12.

98
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You may reselect this ability multiple times, each time
increasing the damage by an additional 1d4 to a maximum
5d4.

Spell Resistance
Requirements: Five barrier abilities

While wearing your Armor, you have advantage on saving


throws against spells. If your Summon is wearing the Armor,
it benefits from this ability instead.

Quick Defense
Requirements: Six barrier abilities

You gain an additional reaction, additional reactions from


this ability can only be used on barrier abilities and require
you to spend 2 SP.
You may reselect this ability multiple times, each time
gaining an additional reaction.

Protector
Requirements: Seven barrier abilities
SP Cost: 4
Casting Time: Reaction
Range: 60 feet
Components: V, S, W
Duration: Instantaneous
If a creature within range would be subjected to a spell or
ability, and that spell or ability would trigger an Armor ability
if you were the subject to it, you may activate the Armor
ability but your ally would benefit from the ability instead.
You may reselect this ability a second time, if you do,
whenever you active your Armor ability, you may have a
willing creature within 60 feet gain the Armor and benefit it
from it.

Greater Spell Resistance (Ascended)


Requirements: Seven barrier abilities, Spell Resistance and
Bankai

While Ascended, you have resistance against damage from


spells.

99
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Blood
Blade of Blood Blood Shield
SP Cost: 1 Requirements: One Blood ability
Casting Time: 1 action SP Cost: 1
Range: Self Casting Time: Reaction
Components: V, S, W Range: Self
Duration: Concentration, until sealed Components: V, S, W
Duration: Instantaneous
You empower your armament with your blood. When you
activate this ability, you lose 1d3 hit points and your When an attack roll is made against you, as a reaction you
armament deals an additional 1d6 damage. You may dismiss create a shield of your own blood. You lose 1d4 hit points
this ability as a bonus action. Each time you reselect this and gain the same amount as a bonus to your armor class
ability the dice size of the hit points you lose increases by against that attack. Each time you reselect this ability the
one step to a maximum of 1d10 and the additional damage dice size is increased by one step to a maximum of a 1d12.
dice size this ability deals increases by one step to a You may reselect this ability multiple times, each time
maximum of 1d12. choosing one of the following options:
You may reselect this ability multiple times, each time
choosing one of the following options: This ability no longer requires V or S components. You
may select this option a second time, no longer
You may activate this ability as a bonus action and requiring the W component.
dismiss it at will. The duration of this ability is changed to "Concentration,
This ability no longer requires concentration, V or S until your next turn."
components.
Reduce the dice size of the hit points you lose from this Bloodcraft
ability by one step, minimum 1d3. Requirements: One Blood ability
SP Cost: 2
Bleeding Strike Casting Time: 1 action
SP Cost: 2 Range: Touch
Casting Time: Bonus action Components: V, S, M, W
Range: Self Duration: Instantaneous
Components: V, S, W
Duration: 1 round You can affect or extract information from blood in various
methods. The blood must be unattended, such as puddles
The next time you hit a creature with your armament before of blood within a 5-foot cube or a vial blood. You may also
this ability ends, the weapon opens a grievous wound on the touch a willing creature and they lose 1d4 hit points.
target. At the start of each of its turns the target must make
a Constitution saving throw. On a failed save, it takes 1d4 You know the type of creature who shed the blood.
damage. On a successful save, the effect ends. If the target Additionally, for the next 24 hours you can change the
or a creature within 5 feet of it uses an action to patch the blood and when the creature or blood is identified, it
wound, or if some other effect heals the wound, the effect registers as another creature type of your choice.
ends. Each time you reselect this ability, the duration You know if the blood carries any diseases or poisons.
increased by 1 round. Additionally, you know the type of disease or poison if
You may reselect this ability multiple times, each time you've encountered it before.
choosing one of the following options: You know how old the blood is or the age of the
creature.
This ability no longer requires V or S components. You turn a puddle of blood into a trap. For the next 8
Increase the damage dice size by one step; maximum hours, when a creature enters the same space as the
1d10. blood they take 1d6 piercing damage.
Increase the save DC by 1; you can only select this You fortify a creatures blood. For the next hour the
option a total of 5 times. target has advantage on Constitution saving throws
against poisons and diseases.
Wounding Blade
Requirements: Blade of Blood (3)

When you score a critical hit on a creature with your


armament, the target is dealt 2 points of Constitution
damage.

100
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Vampiric Strike This ability no longer requires V components.
Requirements: One Blood ability The range of this ability is increased by 10 feet.
Increase the damage dice size to a d8. You must have
SP Cost: 2 selected this ability four times before you can select this
Casting Time: Bonus action option.
Range: Self
Components: V, S, W Blood Magic
Duration: Concentration, up to 1 round Requirements: Three blood abilities
For the duration when you make a successful melee weapon You use your own life force to fuel your Kidō. If you would
attack with your armament against a creature, you reap the enhance your Kidō with metamagic, instead of expending
life energy from them. You regain hit points equal to the Sorcery Points, you instead lose 1d8 hit points for each
base damage dealt by your armament. Sorcery Point that would be spent. You can only do this a
You may reselect this ability multiple times, each time number of times equal to your proficiency bonus. On a long
choosing one of the following options: rest you regain any spent uses.
This ability no longer requires V or S components. When casting Kidō, instead of spending SP or Spell Slots,
This ability no longer requires Concentration. you roll your hit die a number of times equal to the spells
Increase the duration by 1 round. level. You lose a number of hit points equal to the total
amount rolled.
Drain Reiatsu
Requirements: Vampiric Strike and one other Blood ability Blood Burst
Requirements: Three Blood abilities
SP Cost: 2
Casting Time: 1 action SP Cost: 2
Range: Self Casting Time: 1 action
Components: V, S, W Range: Self
Duration: Instantaneous Components: V, S, W
Duration: instantaneous
You make a melee weapon attack with your armament
against a creature. On a success you rend the targets reiatsu. You create an explosion of blood from you. Each creature
The target loses 1d6 spell points. If the target has spell within 30 feet of you must succeed on a Dexterity saving
slots, they loses 1d3 spell slots of their choice. throw or take 6d6 bludgeoning, piercing or slashing damage
This ability has no affect on creatures that can't cast (your choice when you activate this ability). A creature that
spells. succeeds on its saving throw takes half as much damage.
You may reselect this ability multiple times, each time You may reselect this ability multiple times, each time
choosing one of the following options: choosing one of the following options:

Increase the damage by one step, maximum 1d12. This ability no longer requires V or S components.
You regain SP equal to the SP the target lost. If you have Increase the area by 10 feet.
spell slots you regain a number of spell slots they lost. Increase the save DC by 2.
If a creature critically fails on their saving throw, they
Blood Shot take 1 point of Constitution damage. You must have
Requirements: Two Blood abilities selected this ability three times before you can select
SP Cost: 2 this option.
Casting Time: 1 action
Range: 60 feet
Components: V, S, W
Duration: Instantaneous
Your fire a projectile of blood toward a creature within
range. Make a ranged weapon attack against the target. On a
hit, the target takes 3d6 piercing, bludgeoning or slashing
damage (your choice when you activate this ability). Each
time you reselect this ability, you gain an additional
projectile to a maximum of four. You can direct the
additional projectiles at the same target or a different one,
you must make a separate attack roll for any additional
projectiles.
You may reselect this ability multiple times, each time
choosing one of the following options:

101
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bow Attributes
Anticipating Shot Enquanto ascendido, você obtém um acerto crítico em seta
SP Cost: 4 uma rolagem de 17 a 20. Custo

Sempre que uma criatura hostil usar um movimento Você


especial, no final do movimento se ela estiver dentro do seu novo
alcance de Heilig Bogen, como reação você pode fazer um usar
único ataque de arma contra aquela criatura. açã
Enquanto estiver ascendido, você faz dois ataques com alvo d
arma contra aquela criatura em vez de um. um a
do alv
Flecha de banimento (tiro mestre) En
Custo SP: 5 rolag
Você usa magia de abjuração para banir temporariamente Daz
seu alvo para um local inofensivo no vale dos gritos. A Custo
criatura atingida não sofre dano e, em vez disso, deve ser
bem-sucedida em um teste de resistência de Carisma ou A cria
será banida. Enquanto banido dessa forma, a velocidade do Cons
alvo é 0 e ele fica incapacitado. Ao final de seu próximo de se
turno, o alvo reaparece no espaço que desocupado ou no En
espaço desocupado mais próximo se esse espaço estiver resist
ocupado. nos t
Enquanto estiver ascendido, o alvo também recebe 2d6
de dano de força. Flec
Custo
Flecha Sedutora
Custo SP: 4 Você
arma
Sua magia de encantamento faz com que esta flecha seduza quan
temporariamente seu alvo. Quando a criatura for atingida, do at
em vez de causar dano, escolha um de seus aliados a até 9 modi
metros do alvo. O alvo deve ser bem sucedido em um teste En
de resistência de Sabedoria, ou será enfeitiçado pelo aliado base
escolhido até o início do seu próximo turno. Este efeito de se
termina mais cedo se o alvo enfeitiçado for atacado, sofrer
dano ou for forçado a fazer um teste de resistência. Flec
Enquanto ascendido, esse efeito termina mais cedo se o Custo
aliado escolhido atacar o alvo enfeitiçado, causar dano a ele
Você
ou forçá-lo a fazer um teste de resistência.
temp
Flecha Explosiva efeito
Custo SP: 2 qualq
cada
Você imbui seu Heilig Bogen com energia de força extraída habil
da escola de evocação. A energia detona após seu ataque. igual
Imediatamente após você atingir a criatura, o alvo e todas as feitiç
outras criaturas a até 9 metros dele sofrem 2d6 de dano de En
força. inferi
Enquanto ascendido, o dano é aumentado para 2d10.
Flec
Seta Crítica Custo
Custo SP: 3
Uma
Você obtém um acerto crítico em uma rolagem de 18 ou radia
20. Sabed
ela é

102
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Para sua ação, ele pode usar apenas a ação Correr ou tentar Quando este ataque atinge seu alvo, a magia de conjuração Kla
escapar de um efeito que o impeça de se mover. Se não cria amarras etéreas envolventes, que envolvem o alvo. A
Custo
houver para onde se mover, a criatura pode usar a ação criatura atingida sofre 2d6 de dano de força extra, sua
Temp
Esquivar. velocidade é reduzida em 3 metros e sofre 2d6 de dano de
Alcan
Enquanto ascendido, o dano é aumentado para 3d6 e o ​ concussão na primeira vez em cada turno em que se move
Com
alvo tem desvantagem em seu teste de resistência de 30 centímetros ou mais. O alvo ou qualquer criatura que
Dura
Sabedoria. possa alcançá-lo pode usar sua ação para remover as
amarras com um teste bem-sucedido de Força (Atletismo) Você
Flecha Distante contra sua CD de resistência. Caso contrário, as amarras ataqu
Custo SP: 3 duram 1 minuto ou até que esta habilidade seja usada dentr
novamente. dano
Atacar a longa distância não impõe desvantagem ao seu En
ataque. Se a criatura atingida estiver em seu longo alcance,
2d6.
ela sofrerá 2d6 de dano de força adicional.
Enquanto ascendido, a criatura recebe 2d8 de dano de Lich
força adicional. Custo
Temp
Flecha de Distração Alcan
Custo SP: 3
Com
You distract your foe giving your allies an opening. The hit Dura
creature takes an additional 1d6 force damage and the next After
attack roll against the target by an attacker other than you innum
has advantage if the attack is made before the start of your you i
next turn. 30-fo
While ascended, the damage is increased to 2d6. savin
save,
Elemental Arrow
SP Cost: 4 Pier
SP C
You imbue your arrow with Elemental power. Choose one of
the following damage types: acid, cold, fire, lightning, You u
necrotic, poison, radiant or thunder. When you hit the qualit
creature, the damage you deal is changed to the chosen roll fo
damage type and the target takes an additional 1d6 damage line, w
of the chosen type. disap
While ascended, the additional damage is increased to ignor
2d6. Dexte
dama
Enfeebling Arrow (Master Shot) pierc
SP Cost: 5 much
Você tece magia necromântica em seu ataque. A criatura Wh
atingida recebe 2d8 de dano necrótico extra. O alvo 2d10
também deve ter sucesso em um teste de resistência de
Constituição, ou o dano causado por seus ataques com
Pinn
SP C
arma é reduzido pela metade até o início do seu próximo
turno. When
attem
Agarrando Flecha (Master Shot) small
Custo SP: 5
save,
of yo
Wh
than

Pre
SP C

You g
you a

103
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
While ascended, you deal an additional 2d6 force damage. Tripping Arrow
SP Cost: 2
Pushing Arrow
SP Cost: 2 When you hit a creature, instead of dealing damage you
attempt to knock the target down. If the target is large or
When you hit a creature instead of dealing damage, you smaller, it must make a Strength saving throw. On a failed
attempt to drive the target back. If the target is large or save, you knock the target prone.
smaller, it must make a Strength saving throw. On a failed While ascended, targets that are a greater size category
save, you push the target up to 15 feet away from you. than large are affected.
While ascended, targets that are a greater size category
than large are affected. Wounding Arrow (Master Shot)
SP Cost: 5
Seeking Arrow
SP Cost: 3 When you hit a creature, you wound the target. At the start
Casting Time: 1 action of each of the wounded creatures turns, it takes 2d6
Range: 120 feet necrotic damage for each time you've wounded it, and it can
Components: S then make a Constitution saving throw, ending the effect of
Duration: 1 hour all such wounds on it on a success. Alternatively, the
wounded creature, or a creature within 5 feet of it, can use
Using divination magic, you create an arrow with the ability
an action to make a Wisdom (Medicine) check, ending the
to seek out a target. Choose one creature you have seen in
effect of such wounds on it on a success.
the past minute. The arrow flies toward that creature,
moving around corners if necessary and ignoring three-
quarters cover and half cover. If the target is within range
and there is a path large enough for the arrow to travel to
the target, the target must make a Dexterity saving throw,
on a failed save taking damage as if they were hit by the
attack, or half as much on a successful one. Otherwise, the
arrow disappears after travelling as far as it can.
On a failed save, you also always know the target’s
location for the duration, but only while the two of you are
on the same plane of existence. While you have this
knowledge, the target can’t become hidden from you, and if
it’s invisible, it gains no benefit from that condition against
you.
While ascended, the duration increased to 24 hours.

Shadow Arrow (Master Shot)


SP Cost: 5

You weave illusion magic into your attack, causing it to


occlude your foe's vision with shadows. The creature hit
takes an extra 2d6 psychic damage, and it must succeed on
a Wisdom saving throw or be unable to see anything farther
than 10 feet away until the start of your next turn.

Soul Arrow (Master Shot)


SP Cost: 5

When you hit a creature, instead of dealing damage, the


target temporarily loses it's magic prowess. If the target has
any spell slots, they lose 2d4 spell slots of their choice, as if
they were expended. If the target has Spell Points, they lose
2d8 SP as if they were expended.

Stepping Shot
SP Cost: 3

When you hit a creature with your heilig bogen, you can
immediately use Hirenkyaku.

104
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dark
Necrotic Form Range: Self
Components: V, S, W
SP Cost: 1
Duration: Concentration, until sealed
Casting Time: 1 action
Range: Self Your body emanates with deadly darkness for the ability's
Components: V, S, W duration. The darkness doesn't harm you. Until the ability
Duration: Until sealed ends, you gain the following benefits:
Your armament becomes pure dark energy. While this ability You have resistance to Necrotic and Radiant damage.
is active, your armaments damage type is changed to You shed magical darkness around you in a 10-foot-
necrotic damage. radius sphere. Each time you reselect this ability, the
If you have a Summon, you may have this ability apply to sphere is increased by 10 feet.
it's weapons as well. You may dismiss this ability as as a Any creature that moves inside the sphere for the first
bonus action. time on a turn or ends its turn there, takes 1d4 necrotic
You may reselect this ability multiple times, each time damage. Each time you reselect this ability, the damage
choosing one of the following options: dice size is increased by one step to a maximum of
1d10.
You may activate this ability as a bonus action and
dismiss it at will. You may reselect this ability multiple times, each time
This ability no longer requires V or S components. choosing one of the following options:

Dark Weapon This ability no longer requires V or S components.


SP Cost: 2 While this ability is active you are instead immune to
Casting Time: 1 action necrotic damage.
Range: Self
Components: V, S, W Darkness
Duration: Concentration, until sealed Requirements: One Dark ability
SP Cost: 1
Darkness spreads across your armament, dealing an
additional 1d4 necrotic damage. You may dismiss this Casting Time: 1 action
ability as a bonus action. Range: 30 feet
You may reselect this ability multiple times, each time Components: V, S, W
Duration: Concentration, up to 1 minute
choosing one of the following options:
Magical darkness spreads from a point you choose within
You may activate this ability as a bonus action and
range to fill a 15-foot radius sphere for the duration.
dismiss it at will.
The darkness spreads around corners. Nonmagical light
This ability no longer requires V or S components.
can't illuminate the area. if the point you choose is on an
Increase the damage dice size by one step, to a
object you are holding or one that isn't being worn or
maximum of a 1d12.
carried, the darkness emanates from the object and moves
Umbral Weapon with it. Completely covering the source of the darkness with
Requirements: One Dark ability a opaque object, such as a bowl or a helm, blocks the
darkness.
When you score a critical hit with your armament, the target If any of this ability's area overlaps with an area of light
takes an additional 1d4 Nectrotic damage, and is blinded. created by Kido of 2nd level or lower, the spell that created
On each of its turns, the target can use an action to make a the light is dispelled. Each time you reselect this ability, the
Charisma saving throw. On a success, this effect ends. level of kido this ability dispels increases by one.
You may reselect this ability multiple times, each time If any of this ability's area overlaps with an area of light
choosing one of the following options: created by a armament, you make a Reiatsu check, if
successful, the light is dispelled. Each time you reselect this
Increase the save DC by 1. ability, you gain a +1 bonus on this Reiatus check.
Increase the damage die size by one step, to a maximum You may reselect this ability multiple times, each time
of 1d10. choosing one of the following options:
Aura of Dark Increase the range and radius of this ability by 10 feet.
Requirements: Two Dark abilities Increase the duration by 1 minute.
SP Cost: 1 This ability no longer requires V or S components.
Casting Time: 1 action This ability no longer requires concentration.

105
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Darkvision The wall blocks line of sight, but creatures and objects
Requirements: Darkness can pass through it.
When the wall appears, each creature in its area must
SP Cost: 1 make a Constitution saving throw. On a failed save, a
Casting Time: 1 action creature takes 4d6 necrotic damage, and it is blinded for 1
Range: Touch minute. On a successful save, it takes half as much damage
Components: V, S and isn't blinded. A blinded creature can make a
Duration: 1 minute Constitution saving
You touch a willing creature giving it's eyes an umbral glow. throw at the end of each of its turns, ending the effect on
For the duration, that creature has darkvision out to a range itself on a success.
of 60 feet. Each time you reselect this ability, the range is A creature that ends its turn in the walls area takes 4d6
increased by 10 feet. necrotic damage. Until the spell ends, you can use an action
You may reselect this ability multiple times, each time to launch a beam of darkness from the wall at one creature
choosing one of the following options: you can see within 40 feet of it. Make a ranged attack. On a
hit, the target takes 4d6 necrotic damage. Whether you hit
Increase the duration of this ability by 1 minute. or miss, reduce the length of the wall by 10 feet. If the walls
This ability no longer requires V components. length drops to 0 feet, the ability ends.
Affected creatures may see into magical darkness, and Each time you reelect this ability, increase the damage by
while this ability is active, the affected creatures are 1d6.
immune to being Blinded. You may reselect this ability multiple times, each time
choosing one of the following options:
Umbral Blast
Requirements: Two Dark abilities Increase the range, height, and length of this ability by
SP Cost: 2 10 feet.
Casting Time: 1 action This ability no longer requires V or S components.
Range: 80 feet This ability no longer requires concentration.
Components: V, S, W The blind duration is increased by 1 minute.
Duration: Instantaneous
Burst of Dark (Ultimate)
A beam of darkness streaks toward a creature within range. Requirements: Four Dark abilities
Make a ranged attack against the target. On a hit, the target
SP Cost: 3
takes 3d8 necrotic damage.
Casting Time: 1 round
Each time you reselect this ability, you gain an additional
Range: Self
beam to a maximum of four beams. You can direct the
Components: V, S, W
additional beams at the same target or a different one, you
Duration: Instantaneous
must make a separate attack roll for any additional beams.
You may reselect this ability multiple times, each time Darkness erupts outwards from you in a 60-foot-radius-
choosing one of the following options: sphere centered on you. Each creature within the area must
make a Constitution saving throw. On a failed save, a
This ability no longer requires V components. creatures takes 7d8 necrotic damage and is blinded for 1
The range is increased by 10 feet. minute. On a successful save, it takes half as much damage
Increase the damage die size to a d10. You must have and isn't blinded.
select this ability four times before you can select this A creature blinded by this spell makes another
option. Constitution saving throw at the end of each of its turns. On
a successful save, it is no longer blinded.
Wall of Dark
This ability dispels any light in its area that was created by
Requirements: Three Dark abilities
Kido. Each time you reselect this ability, increase the
SP Cost: 2 damage by 1d8.
Casting Time: 1 action You may reselect this ability multiple times, each time
Range: 60 feet choosing one of the following options:
Components: V, S, W
Duration: Concentration, until sealed This ability no longer requires V or S components.
Increase the radius sphere by 10 feet.
A glowing wall of inky blackness appears at a point you Increase the save DC 2.
choose within range. The wall appears in any orientation you
choose: horizontally, vertically, or diagonally. It can be free
floating, or it can rest on a solid surface. The wall can be up
to 60 feet long, 10 feet high, and 5 feet thick.

106
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Black Hole (Ascended)
Requirements: Five Dark abilities
SP Cost: 4
Casting Time: 1 round
Range: 100 feet
Components: V, S, W
Duration: Instantaneous
Pitch darkness erupts in a 60-foot-radius-sphere centered
on a point you choose within range. Each creature in that
darkness must make a Constitution saving throw. On a
failed save, a creature takes 20d6 necrotic damage and is
blinded for 1 minute. On a successful save, it takes half as
much damage and isn't blinded by this ability. A creature
blinded by this spell makes another Constitution saving
throw at the end of each of its turns.
On a successful save, it is no longer blinded. This ability
dispels any light in its area that was created by Kido.
If a creature is slain by this ability they are sucked in the
center, gone, and utterly destroyed. Only the direct
intervention of a deity can restore an annihilated creature.
Você pode selecionar novamente esta habilidade uma
segunda vez, se você fizer isso, o raio da esfera é dobrado,
as criaturas ficam cegas independentemente de terem
sucesso no teste de resistência ou não, e o tamanho do
dado de dano é aumentado para d10.

Escuridão Profana (Ascendido)


Requisitos: Seis habilidades das Trevas

Suas habilidades das Trevas são aumentadas em poder.


Suas habilidades de armamento ou Kido que causam dano
necrótico ignoram as resistências. Se uma criatura for imune
a dano necrótico, ela recebe metade do dano.

107
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Terra
Forma de Terra Tempo de conjuração: 1 ação Se
Alcance: 30 pés ter um
Custo SP: 1
Componentes: V, S seu b
Tempo de conjuração: 1 ação
Duração: Concentração, até 1 hora desca
Alcance: Próprio
selec
Componentes: V, S, W Você escolhe ou toca uma porção de sujeira, lama, pedra ou
afeta
Duração: Até selado material similar que você possa ver dentro do alcance e que
afeta
se encaixe dentro
Seu armamento se torna terra pura. Enquanto esta Vo
um cubo de 10 pés. Você o manipula de uma das
habilidade estiver ativa, o tipo de dano do seu armamento é vez s
seguintes maneiras:
alterado para dano de concussão.
Se você tiver uma Invocação, essa habilidade também au
Você pode remodelar o material na área da maneira que
pode ser aplicada às suas armas. Você pode descartar esta Es
quiser durante a duração. Você pode aumentar ou
habilidade como uma ação bônus. A
diminuir a elevação da área, criar ou preencher uma
Você pode selecionar novamente esta habilidade várias Es
trincheira, erguer ou nivelar uma parede ou formar um
vezes, cada vez escolhendo uma das seguintes opções: pilar. A extensão de tais mudanças não pode exceder a
metade da maior dimensão da área.
Você pode ativar esta habilidade com uma ação bônus e
dispensá-la à vontade. Você faz com que formas, cores ou ambas apareçam no
Essa habilidade não requer mais componentes V ou S. material, soletrando palavras, criando imagens ou
modelando padrões. As mudanças duram pela duração.
arma de pedra
Custo SP: 2 Se o material que você alvejar estiver no chão, você fará
Tempo de conjuração: 1 ação com que ele se torne um terreno difícil. Como
Alcance: Próprio alternativa, você pode fazer com que o solo se torne um
Componentes: V, S, W terreno normal se já for um terreno difícil. Esta mudança
Duração: Concentração, até selar dura pela duração.
Seu armamento é infundido com grandes pedaços de pedra Você toca um objeto de pedra de tamanho Médio ou
e terra, causando 1d4 de dano de concussão adicional. menor ou uma seção de pedra de não mais que 1,5
Você pode selecionar novamente esta habilidade várias metro em qualquer dimensão e o molda em qualquer
vezes, cada vez escolhendo uma das seguintes opções: formato que se adapte ao seu propósito. Assim, por
exemplo, você pode moldar uma grande rocha em uma
Você pode ativar esta habilidade com uma ação bônus e
arma, ídolo ou cofre, ou fazer uma pequena passagem
dispensá-la à vontade.
através de uma parede, desde que a parede tenha menos
Essa habilidade não requer mais componentes V ou S.
de 1,5 metro de espessura. Você também pode moldar
Aumente o tamanho do dado de dano em um passo, até
uma porta de pedra ou sua moldura para selar a porta. O
um máximo de 1d12.
objeto que você cria pode ter até duas dobradiças e uma
arma de granito trava, mas detalhes mecânicos mais finos não são
Requisitos: Uma arma da Terra possíveis.

Quando você acerta um acerto crítico com seu armamento, Você transmuta rocha em lama ou vice-versa. Se você
o alvo recebe 1d4 de dano de concussão adicional e é transmutar rocha em lama enquanto uma criatura estiver
atingido com tanta força que fica incapacitado. No final de dentro da área, ela deve passar em um teste de
cada um de seus turnos, o alvo pode fazer um teste de resistência de força ou a área será considerada um
resistência de Constituição. Em um sucesso, esta habilidade terreno difícil. Se você transmutar lama em rocha, as
termina no alvo. criaturas na área devem passar em um teste de
Você pode selecionar novamente esta habilidade várias resistência de Destreza ou serão impedidas pela
vezes, cada vez escolhendo uma das seguintes opções: duração. Uma criatura impedida pode usar sua ação para
fazer um teste de resistência de Força adicional para se
Aumente a CD de salvamento em 1. libertar da rocha solidificada.
Aumente o tamanho do dado de dano em um passo, até
um máximo de 1d10.

Terra Moldada
Requisitos: Uma habilidade da Terra
Custo SP: 1

108
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Escudo de Terra A parede pode ter qualquer forma que você desejar, Com
Requisitos: Duas habilidades da Terra embora não possa ocupar o mesmo espaço que uma Dura
criatura ou objeto. a parede não precisa ser vertical ou
Custo SP: 1 Você
apoiada em qualquer base firme. Deve, no entanto, fundir-se
Tempo de conjuração: 1 ação de vo
e ser solidamente suportado pela pedra existente. Assim,
Alcance: Próprio alcan
você pode usar esse feitiço para construir uma ponte sobre
Componentes: V, S, W de De
um abismo ou criar uma rampa.
Duração: Concentração, Até selado no ch
Se você criar um vão maior que 20 pés de comprimento,
resist
Até que a habilidade termine, pedaços de rocha se espalham deverá reduzir pela metade o tamanho de cada painel para
pelo seu corpo e você ganha os seguintes benefícios: criar suportes. Você pode moldar grosseiramente a parede
para criar ameias, ameias e assim por diante.
Você reduz qualquer dano físico recebido em 3. A parede é um objeto feito de pedra que pode ser
Isso aumenta em um cada vez que você seleciona essa danificado e, portanto, violado. Cada painel tem CA 15 e 10
habilidade. pontos de vida por polegada de espessura. Reduzir um
Você pode se mover por terreno difícil feito de terra, painel a 0 pontos de vida o destrói e pode causar o colapso
pedra ou material similar sem gastar movimento extra. dos painéis conectados a critério do Mestre. Se você
Você pode dispersar o escudo, atirando rocha e pedra mantiver sua concentração nessa habilidade por toda a
em uma esfera de 6 metros de raio centrada em você. As duração, a parede se tornará permanente e não poderá ser
criaturas dentro da esfera devem fazer um teste de dissipada. Caso contrário, a parede desaparece quando a
resistência de destreza ou sofrerão 2d6 de dano de habilidade termina.
concussão. Em um teste de resistência bem-sucedido, Você pode selecionar novamente esta habilidade várias
eles sofrem metade do dano. Toda vez que você vezes, cada vez escolhendo uma das seguintes opções:
selecionar esta habilidade, aumente o raio da esfera em
1,5 metro. Aumente o alcance em 3 metros.
Essa habilidade não requer mais componentes V ou S.
Você pode selecionar novamente esta habilidade várias Esta habilidade não requer mais Concentração.
vezes, cada vez escolhendo uma das seguintes opções: Você pode criar um painel adicional.
Essa habilidade não requer mais componentes V ou S.
explosão de terra
Esta habilidade não requer mais Concentração.
Requisitos: Três habilidades da Terra
Aumente o dano em 1d6, até um máximo de 7d6.
Custo SP: 2
Muro de Pedra Tempo de conjuração: 1 ação
Requisitos: Moldar a terra e uma outra habilidade da Terra Alcance: 100 pés
Custo SP: 2 Componentes: V, S, W
Tempo de conjuração: 1 ação Duração: Instantâneo
Alcance: 60 pés Escolha uma única criatura que você possa ver dentro do
Componentes: V, S, W alcance. Um projétil de terra batida é lançado no alvo. Faça
Duração: Concentração, até 5 minutos um ataque à distância contra o alvo. Se acertar, o alvo
recebe 3d8 de dano de concussão. Cada vez que você
Uma parede não mágica de pedra sólida surge em um ponto
que você escolhe dentro do alcance. A parede tem 3 selecionar novamente esta habilidade, você ganha um
projétil adicional até um máximo de quatro. Você pode
polegadas de espessura e é composta por até cinco painéis
de 3 metros por 3 metros. Cada painel deve ser contínuo direcionar os projéteis adicionais para o mesmo alvo ou
para um diferente, você deve fazer uma jogada de ataque
com pelo menos outro painel. Cada vez que você seleciona
novamente esta habilidade, a espessura é aumentada em 1 separada para quaisquer projéteis adicionais.
polegada. Você pode selecionar novamente esta habilidade várias
Se a parede atravessar o espaço de uma criatura quando vezes, cada vez escolhendo uma das seguintes opções:
ela aparecer, a criatura será empurrada para um lado da Essa habilidade não requer mais componentes V.
parede (você escolhe). Se uma criatura for cercada por O alcance é aumentado em 3 metros.
todos os lados pela parede (ou pela parede e outra Aumente o tamanho do dado de dano para um d10.
superfície sólida), essa criatura pode fazer um teste de Você deve ter selecionado esta habilidade quatro vezes
resistência de Destreza. Em caso de sucesso, ele pode usar antes de poder selecionar esta opção.
sua reação para aumentar sua velocidade de modo que não
fique mais fechado pela parede. Tremor
Requisitos: Quatro habilidades da Terra
Custo SP: 2
Tempo de conjuração: 1 ação
Alcance: Próprio

109
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Cada vez que você seleciona novamente esta habilidade, o Duration: Concentration, up to 1 minute
raio aumenta em 3 metros.
You create a seismic disturbance at a point on the ground
Você pode selecionar novamente esta habilidade várias
that you can see within range. For the duration, an intense
vezes, cada vez escolhendo uma das seguintes opções:
tremor rips through the ground in a 100-foot- radius circle
Essa habilidade não requer mais componentes V. centered on that point and shakes creatures and structures
Aumente a CD de salvamento em 1. in contact with the ground in that area. The ground in the
Aumente o dano em 1d10. area becomes difficult terrain. Each creature on the ground
that is concentrating must make a Constitution saving
Pilares de Pedra (Ultimate) throw. On a failed save, the creature’s concentration is
Requirements: Five Earth abilities broken.
SP Cost: 3 When you use this ability and at the end of each turn you
Casting Time: 1 round spend concentrating on it, each creature on the ground in
Range: 120 feet the area must make a Dexterity saving throw. On a failed
Components: V, S, W save, the creature is knocked prone and takes 10d6
Duration: Concentration, up to 1 minute bludgeoning damage. This ability can have additional effects
depending on the terrain in the area, as determined by the
For the duration of this ability you can cause columns of DM.
stone to erupt from the earth. As an action, you cause Fissures.
column of stone to burst from places on the ground that Fissures open throughout the ability's area at the start of
you can see within range. Each pillar is a cylinder that has a your next turn after you cast the spell. A total of 1d6 such
diameter of 5 feet and a height of up to 30 feet; each time fissures open in locations chosen by the DM. Each is 1d10
you reselect this ability the diameter and height is increased x 10 feet deep, 10 feet wide, and extends from one edge of
by 5 feet. The ground where a pillar appears must be wide the spell’s area to the opposite side. A creature standing on
enough for its diameter, and you can target ground under a a spot where a fissure opens must succeed on a Dexterity
creature if that creature is Medium or smaller. Each pillar saving throw or fall in. A creature that successfully saves
has AC 5 and 30 moves with the fissure’s edge as it opens. A fissure that
hit points. When reduced to 0 hit points, a pillar crumbles opens beneath a structure causes it to automatically
into rubble, which creates an area of difficult terrain with a collapse (see below).
10-foot radius. The rubble lasts until cleared. Structures.
If a pillar is created under a creature, that creature must The tremor deals 50 bludgeoning damage to any
succeed on a Dexterity saving throw or take 5d8 structure in contact with the ground in the area when you
bludgeoning damage and be lifted by the pillar. A creature cast the spell and at the start of each of your turns until the
can choose to fail the save. If a pillar is prevented from spell ends. If a structure drops to 0 hit points, it collapses
reaching its full height because of a ceiling or other and potentially damages nearby creatures. A creature within
obstacle, a creature on the pillar takes 5d8 bludgeoning half the distance of a structure’s height must make a
damage and is restrained, pinched between the pillar and Dexterity saving throw. On a failed save, the creature takes
the obstacle. 20d6 bludgeoning damage, is knocked prone, and is buried
The restrained creature can use an action to make a in the rubble, requiring a DC 20 Strength (Athletics) check
Strength or Dexterity check (the creature’s choice) against as an action to escape. The DM can adjust the DC higher or
the ability's saving throw DC. On a success, the creature is lower, depending on the nature of the rubble. On a
no longer restrained and must either move off the pillar or successful save, the creature takes half as much damage and
fall off it. Each time you reselect this ability, increase the doesn’t fall prone or become buried.
damage by 1d8.. You may select this ability a second time, if you do, the
You may reselect this ability multiple times, each time number of fissues is doubled, the size of the fissures are
choosing one of the following options: doubled and the damage this ability does to structures is
Increase the range by 20 feet. doubled.
This ability no longer requires V components.
Bedrock (Ascended)
As an action, you instead cause two columns of earth to
Requirements: Six Earth abilities
burst from the ground from two different points instead
of one. Your Earth abilities are increased in power. Your armament
abilities or Kido that deal bludgeoning damage ignore
Earthquake (Ascended) resistances. If a creature would be immune to bludgeoning
Requirements: Six Earth abilities damage, it instead takes half damage.
SP Cost: 4
Casting Time: 1 round
Range: 500 feet
Components: V, S, W

110
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fire
Fire Form Duration: Instantaneous or 1 hour
SP Cost: 1 You chose a nonmagical flame that you can see within range
Casting Time: 1 action and that fits within a 5-foot cube. You affect it in one of the
Range: Self following ways:
Components: V, S, W
Duration: Until sealed You instantaneously extinguish the flames within the
cube.
Your armament becomes pure fire. While this ability is You double or halve the are of bright light and dim light
active, your armaments damage type is changed to fire cast by the flame, change its color, or both. You choose
damage. the duration.
If you have a Summon, you may have this ability apply to You cause simple shapes - such as the vague form of a
it's weapons as well. You may dismiss this ability as as a creature, an inanimate object, or a location - to appear
bonus action. within the flames and animate as you lie. You choose the
You may reselect this ability multiple times, each time duration.
choosing one of the following options: You may also have a flickering flame appear in your hand.
The flame remains there for the duration and harms
You may activate this ability as a bonus action and
neither you nor your equipment. The flame sheds bright
dismiss it at will.
light in a 10-foot radius and dim light for an additional
This ability no longer requires V or S components.
10 feet. You can dismiss this effect as an action.
Flaming Weapon Each time you reselect this ability, the cube is increased
SP Cost: 2 by 5 feet.
Casting Time: 1 action You may reselect this ability multiple times, each time
Range: Self choosing one of the following options:
Components: V, S, W
Duration: Concentration, until sealed You may now affect magical fire.
The flame you can produce with this ability creates no
Your armament ignites on fire, dealing an additional 1d4 fire
heat and doesn't use oxygen if you so choose; this flame
damage. You may dismiss this ability as a bonus action.
can be covered or hidden, but not smothered or
You may reselect this ability multiple times, each time
quenched.
choosing one of the following options:
Increase the duration of this ability by 1 hour.
You may activate this ability as a bonus action and
dismiss it at will. Fire Shield
This ability no longer requires V or S components. Requirements: Two Fire abilities
Increase the damage dice size by one step, to a SP Cost: 1
maximum of a 1d12. Casting Time: 1 action
Range: Self
Scorching Weapon Components: V, S, W
Requirements: One Fire ability Duration: Concentration, until sealed
When you score a critical hit with your armament, the target Flames race across your body for the ability's duration. The
an additional 1d6 fire damage at the start of each of its flames don't harm you or your equipment. Until the ability
turns. On each of its turns the target can use an action to ends, you gain the following benefits:
put out the fire, ending the effect.
You have resistance to fire and cold damage.
You may reselect this ability multiple times, each time
choosing one of the following options: You shed bright light in a 5-foot radius and dim light for
an additional 5 feet.
Increase the damage die size by one step, to a maximum Any creature that moves within 5 feet of you for the first
of a 1d10. time on a turn or ends its turn there, takes 1d4 fire
damage. Each time you reselect this ability, the damage
Control Flames dice size is increased by one step, to a maximum of a
Requirements: One Fire ability 1d10.
SP Cost: 1
You may reselect this ability multiple times, each time
Casting Time: 1 action
choosing one of the following options:
Range: 60 feet
Components: S

111
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This ability no longer requires V or S components. You may choose both sides of the wall to deal damage.
This ability no longer requires Concentration.
The range of bright and dim light you shed is doubled. Pillar of Flame
You are immune to fire damage instead. Requirements: Four Fire abilities
You may choose if this ability's damage affects creatures SP Cost: 2
or not. Casting Time: 1 action
Range: 60 feet
Cone of Fire Components: V, S, W
Requirements: Three Fire abilities Duration: Instantaneous or 1 hour
SP Cost: 2
A vertical column of fire roars to life on a point you choose
Casting Time: 1 action
within range. This column is 40 feet high with a 10-foot
Range: Self (30-foot cone)
radius. Each creature within the pillar must make a
Components: V, S, W
Dexterity saving throw.
Duration: Instantaneous
A creatures takes 6d6 fire damage on a failed save, or half
A roaring cone of fire erupts from you. as much damage on a successful one. You may have this
Each creature in a 30-foot cone must make a Dexterity ability be instantaneous or persist for an hour. Each time
saving throw. A creature takes 3d8 fire damage on a filed you reselect this ability, increase the damage by 1d6.
ave, or half as much damage on a successful one. You may reselect this ability multiple times, each time
You may reselect this ability multiple times, each time choosing one of the following options:
choosing one of the following options:
Increase the range by 10 feet.
This ability no longer requires V or S components. This ability no longer requires V or S components.
Increase the cone size by 5 feet. Increase the radius and height of the cylinder by 5 feet.
Increase the damage by 1d6.
Fire Storm (Ultimate)
Wall of Fire Requirements: Five Fire abilities
Requirements: Four Fire abilities SP Cost: 3
SP Cost: 2 Casting Time: 1 round
Casting Time: 1 action Range: 100 feet
Range: 60 feet Components: V, S, W
Components: V, S, W Duration: Instantaneous
Duration: Concentration, until sealed
A storm made up of sheets of roaring flame appears in a
You create a wall of fire on a solid surface within range. You location you choose within range.
can make the wall up to 60 feet long, 20 feet high, and 1 The area of the storm consists of up to ten 10-foot
foot thick, or a ringed wall up to 20 feet in diameter, 20 feet cubes, which you can arrange as you wish. Each cube msut
high, and 1 foot thick. The wall is opaque and lasts for the have a least one face adjacent to the face of another cube.
duration. Each creature in the area takes 7d8 fire damage.
When the wall appears, each creature within its area must The fire damages plants, objects in the area, and ignites
make a Dexterity saving throw. On a failed save, a creatures flammable objects that aren't being worn or carried.
takes 4d6 fire damage, or half as much damage on a Each time you reselect this ability, increase the damage
successful save. by 1d8.
One side of the wall, selected by you when you cast this You may reselect this ability multiple times, each time
spell, deals 4d6 dire damage to each creature that ends its choosing one of the following options:
turn within 10 feet of that side or inside the wall. A
creatures takes the same damage when it enters the wall for This ability no longer requires V or S components.
the first time on a turn or ends its turn there. The other side Increase the size of the cubes by 5 feet.
of the wall deals no damage.
Meteor Swarm (Ascended)
Each time you reselect this ability, increase the damage
Requirements: Six Fire abilities
by 1d6.
You may reselect this ability multiple times, each time SP Cost: 4
choosing one of the following options: Casting Time: 1 round
Range: 1 mile
Increase the range, height, length, and diameter of this Components: V, S, W
ability by 10 feet. Duration: Instantaneous
This ability no longer requires V or S components.
Blazing orbs of fire plummet to the ground at four different
This ability no longer requires Concentration.
points you can see within range.
Increase the save DC by 1.

112
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Each creature in a 20-foot-radius sphere centered on each
point you choose must make a Dexterity saving throw. The
sphere spreads around corners. A creatures takes 10d6 fire
damage and 10d6 bludgeoning damage on a failed save, or
half as much damage on a successful one. A creature in the
area of more than one fiery burst is affected only once.
This ability damages plants, objects in the area and ignites
flammable objects that aren't being worn or carried.
You may reselect this ability a second time, if you do,
creatures can be affected more than once from the fiery
bursts.

Hellfire (Ascended)
Requirements: Six Fire abilities

Your armament abilities and Kido that deals fire damage,


ignore resistances. If a creature would be immune to fire
damage, they instead take half damage.

113
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Generic
Increased Strength Choose a skill you are not proficient in, while your
Duration: Until sealed armament is active, you are considered proficient in the
chosen skill.
While your armament is active, your Strength score is You may reselect this ability multiple times, each time
increased by 2. selecting another skill you are not proficient in.
You may reselect this ability multiple times, each time
increasing your Strength score by 1. Increased Speed
Duration: Until sealed
Increased Dexterity
Duration: Until sealed While your armament is active, all your forms of movement
are increased by 5 feet.
While your armament is active, your Dexterity score is You may reselect this ability multiple times, each time
increased by 2. increasing this bonus by 5 feet.
You may reselect this ability multiple times, each time
increasing your Dexterity score by 1. Quick Release
You may release your armament as Bonus action.
Increased Constitution
Duration: Until sealed Quick Release Greater
Requirements: An Ascended form
While your armament is active, your Constitution score is
increased by 2. You may activate your Ascended form as a Bonus action if
You may reselect this ability multiple times, each time you're armament is released. If not, you can activate your
increasing your Constitution score by 1. ascended form as an action.

Increased Intelligence Increased Talent


Duration: Until sealed Gain a feat you qualify for.
While your armament is active, your Intelligence score is You may reselect this ability multiple times, to a total of
increased by 2. three times.
You may reselect this ability multiple times, each time
increasing your Intelligence score by 1.
Increased Concentration
Requirements: One armament ability
Increased Wisdom Duration: Until sealed
Duration: Until sealed
While your armament is released, you have advantage on
While your armament is active, your Wisdom score is checks to maintain concentration on armament abilities.
increased by 2.
You may reselect this ability multiple times, each time Spirit Blast
increasing your Wisdom score by 1. Requirements: One armament ability
SP Cost: 2
Increased Charisma Casting Time: 1 action
Duration: Until sealed Range: 40 feet
While your armament is active, your Charisma score is Components: V, S, W
increased by 2. Duration: Instantaneous
You may reselect this ability multiple times, each time A blast of reiatsu hurdles toward a creature within range
increasing your Charisma score by 1. from you.
Make a ranged attack against the target. On a hit, the
Increased Saving Throw target takes 2d8 force damage. Each time you reselect this
Requirements: Three armament abilities
ability, you gain an additional beam to a maximum of four
Duration: Until sealed beams. You can direct the additional beams at the same
While your armament is active you gain a +1 bonus to target or a different one, you must make a separate attack
saving throws. roll for any additional beams.
You may reselect this ability up to three times, each time Você pode selecionar novamente esta habilidade várias
increasing this bonus by 1, for a maximum of +4. vezes, cada vez escolhendo uma das seguintes opções:

Increased Skill
Duration: Until sealed

114
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Essa habilidade não requer mais componentes V ou S.
Aumente o alcance em 3 metros.
Aumente o tamanho do dado de dano em um passo;
máximo d12.

Conscientização Aumentada
Requisitos: Quatro habilidades de armamento

Você ganha os seguintes benefícios:

Você adiciona seu bônus de proficiência às suas jogadas


de iniciativa.
Você tem um bônus de +2 em seu valor passivo de
Sabedoria (Percepção).
Você tem visão às cegas com alcance de 1,5 metro. Isso
se acumula com outras fontes de visão cega.

Vôo
Requisitos: Seis habilidades de armamento
Custo SP: 3
Tempo de conjuração: 1 ação
Alcance: Próprio
Componentes: V, S, W
Duração: Concentração, até selar
Você ganha uma velocidade de vôo de 60 pés pela duração.
Quando esta habilidade termina, você começa a cair se
ainda estiver no ar, a menos que possa impedir a queda.
Você pode selecionar novamente esta habilidade várias
vezes, cada vez escolhendo uma das seguintes opções:

Essa habilidade não requer mais componentes V ou S.


Esta habilidade não requer mais Concentração.
Aumente a velocidade de voo em 3 metros.

Ascensão Aprimorada (Ascendido)


Requisitos: Uma forma ascendida

Escolha duas habilidades de armamento, você só tem


acesso a essas habilidades enquanto estiver ascendido.
Você pode selecionar esta habilidade várias vezes.

115
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Gravidade
Gravity Blade Lock gravity: You touch an object that weighs no more
than 10 pounds and cause it to become magically fixed in
Custo SP: 2
place. If the object is fixed in the air, it can hold up to 2,000
Tempo de conjuração: 1 ação
pounds of weight. More weight causes the object to fall.
Alcance: Próprio
Otherwise, a creature can use an action to make a Strength
Componentes: V, S, W
check against your armament save DC. On a success, the
Duração: Concentração, até selar
creature can move the object up to 10 feet.
Your armament pulses with gravitational forces, when you You must have selected this ability three times before you
deal damage with your armament the target is pushed 5 ft can use this effect.
away from you in a direction they choose. You may reselect this ability multiple times,each time
You may reselect this ability multiple times,each time choosing one of the following options:
choosing one of the following options:
You may activate this ability as a bonus action
You may activate this ability as a bonus action The duration is increased by 1 minute
This ability no longer requires concentration. You must The area is increased by 10 feet
have selected this ability twice before selecting this Increase the initiative this ability acts on by 2
option. For Lock Gravity, the object weight you can affect is
The weapon will deal an additional 1d4 force damage. increased by 5 lbs and the weight the object can hold is
Each time you reselect this option, the damage die size increased by 500 lbs.
increases by one step, maximum 1d12.
The amount of feet the target is pushed is increased by Graviton Weapon
5ft, maximum 60 ft. Requirements: One Gravity ability

Control Gravity When you score a critical hit with your armament, the target
SP Cost: 2 and each creature within 5 feet of them take 1d4 force
Casting Time: 1 action damage.
Range: 60 feet You may select this ability multiple times, each time
Components: V, S choosing one of the following options:
Duration: Concentration, up to 1 minute
Increase the range by 5 feet
You manipulate gravity in a 10-foot cube that you can see Increase the damage die size by one step, maximum
within range. Choose one of the following effects when you 1d10
activate this ability. The effect lasts for the duration, unless
you use your action on a later turn to switch to a different Repulsion
effect. You can also use your action to temporarily halt the Requirements: Control Gravity
effect or to restart one you’ve halted. SP Cost: 4
Any creature can ignore the effects of this ability with a Casting Time: Reaction, which you take when you take
successful Strength saving throw. damage from a source you can see
The duration increases by 1 minute for each other Gravity Range: Self
ability you have. Components: V, S, W
Magnify gravity: All objects and creatures within the area Duration: Instantaneous
have their weight doubled and each creature must spend 1
With incredible speed you create a sphere of gravity around
extra foot of movement for every foot they move using their
you to repel projectiles and attackers. A powerful force
Speed.
emanates out from you in a 10-foot radius sphere centered
Reduce gravity: All objects and creatures within the area
on you pushing away all physical items, creatures and spells.
have their weight halved and each creature that moves 1
This also potentially negates any damage you would take
foot, moves an additional 1 foot.
from the triggered source.
Repel gravity: On initiative of 10, each creature within
Using this ability breaks Concentration.
30 feet of the area is pushed back 5 feet away from the
You may reselect this ability multiple times, each time
center in a direction they choose.
choosing one of the following options:
Attract gravity: On initiative of 10, each creature within
30 feet of the area is pulled 5 feet towards the center in a This ability no longer requires V or S components
direction they choose. Increase the sphere size by 5 feet, maximum 30 feet

116
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
A creature caught in the save makes a Dexterity saving You open up a hole in space by a target and yourself to swap
throw, on a failure they 2d6 force damage. Each time places. The target can make a Strength saving throw, on a
you reselect this option, the damage die size increases success, this spell fails.
by one step, maximum 2d12. You may reselect this ability multiple times, each time
choosing one of the following options:
Gravitas
Requirements: Two Gravity abilities You may use this ability as a bonus action.
The range increases by 5 feet
SP Cost: 3
You may select any two targets instead of one target and
Casting Time: 1 action
yourself.
Range: 60 feet
Components: V, S, W Gravitational Pocket
Duration: Instantaneous Requirements: Three Gravity abilities
You violently manipulate gravity to forcefully move a SP Cost: 3
creature you can see within range. The target makes a STR Casting Time: 1 action
saving throw. On a failed save, you may push or pull the Range: Touch
target up to 15 feet in any single direction, if you move the Components: V, S, W
target into a solid surface, the target takes 1d8 bludgeoning Duration: 1 round
for every 5 ft they moved this way.
You may reselect this ability multiple times, each time Make a melee attack against a creature you can reach. On a
choosing one of the following options: hit, the target takes 1d10 force damage and collapses into
an impossibly tiny point in space where it stood, vanishing
Increase the amount of ft you can move a target by 5ft. and then reappearing at the end of the turn within the same
This ability no longer requires V components. space they left. If there is any object or creature occupying
You may select an additional target for this ability. You the space, they are shunted away to the nearest unoccupied
must have selected this ability three times before you space of their choice. A creature affected by this ability is
can select this option. immune to it for 1 round.
You may reselect this ability multiple times, each time
Gravity Wave choosing one of the following options:
Requirements: Two Gravity abilities
Increase the damage by an additional 1d10
SP Cost: 3
Increase the number of rounds the target vanishes by 1
Casting Time: 1 action
Range: Self Entropy
Components: V, S, W Requirements: Three Gravity abilities
Duration: Instantaneous
SP Cost: 3
You unleash an intense gravitational pressure to push or pull Casting Time: 1 action
creatures and objects. Each creature in a 60-foot cone must Range: 60 feet
make a Strength saving throw. A creature takes 4d6 force Components: V, S, W
damage and is pulled toward you or pushed 15 feet from Duration: Concentration, up to 1 minute
you, you must choose which before using this ability. On a
successful save, a creature takes half damage and isn’t You create a destabilized field of gravity around a target you
moved. can see within range. Make a ranged attack against the
You may reselect this ability multiple times, each time target. On a hit, the target takes 1d6 force damage and, for
choosing one of the following options: the duration, at the beginning of each of the target's turns it
is shunted 20 feet in a random direction between forward,
increase the cone size by 5 feet backward, left or right. The target can resist the forced
increase the amount of feet pushed or pulled by 5 feet movement in increments of 5 feet, but for every 5 feet it
Creatures that fail the saving throw are also knocked doesn’t move it takes 1d6 force damage.
prone. You must have chosen this ability twice before You may reselect this ability multiple times, each time
you can select this option. choosing one of the following options:

Displacer This ability no longer requires concentration


Requirements: Three Gravity abilities Increase the duration by 1 minute
Increase the amount a creature is shunted by 5 feet
SP Cost: 3
Casting Time: 1 action
Range: 60 feet
Components: V, S, W
Duration: Instantaneous

117
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Gravity Unbound You create 10 one-inch diameter spheres of collapsing
Requirements: Four Gravity abilities space that orbit around you. For the duration whenever a
creature is subjected to another one of your gravity abilities
SP Cost: 2 or spells that forcefully moves a creature, you may launch up
Casting Time: 1 action to 3 spheres at the creature. Each sphere deals 3d8 force
Range: Self damage. Additionally, when a creature is hit with a sphere it
Components: V, S, W explodes and sends out gravitational energy out from the
Duration: Concentration, up to 1 minute creature in a 20-foot radius sphere. Each other creature
You disrupt the gravity around you in a 20 foot sphere within the sphere must make a dexterity saving throw. A
centered on you, that moves with you. For the duration the creature takes 2d6 force damage for each meteor on a failed
field has the following effects: saving throw or half as much on a successful one.

Each other creature in the field has their speed reduced Falling Star (Ascended)
to 0. Requirements: Six Gravity abilities
Each other creature have disadvantage on weapon SP Cost: 6
attacks Casting Time: 1 action
Your other gravity abilities pull or push creatures an Range: Self
additional 10 feet if they do so. Components: V, S, W
Duration: Instantaneous
Singularity (Ultimate)
Requirements: Five Gravity abilities You create a bsphere of unstable gravity around you. As part
SP Cost: 5 of this action, you gain a fly speed of 600 feet and you can
Casting Time: 1 action move up to 600 feet. During this movement, if you impact
Range: 100 feet any surface or creature the sphere is discharged with
Components: V, S, W massive force. The impacted object or creature, and each
Duration: Concentration, up to 1 minute other creature within 80 feet of it must make a Strength
saving throw. An affected creature or object takes 30d6
You create a 2-foot-diameter black sphere on a point that force damage on a failed saving throw and is pushed back
you can see within range, it hovers in that space. 30 feet in a direction you choose. Objects and creatures
The sphere obliterates all matter that passes through it. take half as much on a successful one and aren’t moved.
Artifacts are the exception. Anything that touches the
sphere but isn't wholly engulfed and obliterated by it takes
10d6 force damage.
On initiative of 30, each creature within 60 feet of the
sphere must make a Strength saving throw, on a failure they
are pulled 35 feet towards its center.
If the sphere comes into contact with a planar portal,
such as that created by the gate spell, or an
extradimensional space, such as that within a portable hole,
the GM determines what catastrophic event happens.
You may reselect this ability multiple times, each time
choosing one of the following options:

Increase the amount of singularities you create by 1 to a


max of 3
The sphere deals 10d8 damage instead

Gravitational Bombardment (Ascended)


Requirements: Five Gravity abilities
SP Cost: 6
Casting Time: 1 action
Range: Varies
Components: V, S, W
Duration: Until sealed

118
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Healing
Expanded Kaido Duração: Especial Es
Requisitos: Feitiço ou recurso de Pacto Mágico A
Como parte dessa habilidade, você lança um feitiço Kaido
A
ou qualquer outro feitiço que recupere pontos de vida ou
Você aprende dois novos feitiços Kaido de sua escolha da de
conceda pontos de vida temporários de 1º nível ou inferior
lista de feitiços Shinigami ou dois feitiços de qualquer outra se
que você conheça, sem gastar SP
lista de feitiços que recuperam pontos de vida ou se
e sem exigir componentes materiais.
concedem pontos de vida temporários. Você pode selecionar novamente esta habilidade várias
Você pode selecionar novamente esta habilidade várias
vezes, cada vez aumentando o nível do feitiço em um, nível
vezes. máximo 7.
Lâmina de Cura Fator de Cura
Custo SP: 2 Requisitos: Duas habilidades de cura
Tempo de conjuração: 1 ação
Alcance: Próprio Enquanto estiver consciente, você recupera 1 ponto de vida
Componentes: V, S, W no início do seu turno.
Duração: Concentração, até 2 rodadas Você ganha benefícios adicionais dependendo do
número de vezes que você selecionou esta habilidade:
Seu armamento não causa mais dano letal.
2 - Quando você for bem-sucedido em um teste de
Sempre que seu armamento for causar dano a uma
resistência contra a morte, você ganha um sucesso
criatura, ela recupera pontos de vida iguais ao dano causado.
adicional.
Você pode dispensar esta habilidade como uma ação bônus.
3 - Você tem vantagem em testes de resistência contra
Você pode selecionar novamente esta habilidade várias
envenenamento.
vezes, cada vez escolhendo uma das seguintes opções:
4 - Você é imune a doenças.
Você pode ativar esta habilidade com uma ação bônus e Você pode selecionar novamente esta habilidade várias
dispensá-la à vontade. vezes, cada vez escolhendo uma das seguintes opções:
Essa habilidade não requer mais componentes V ou S.
Aumente a quantidade de pontos de vida recuperados
Aumente a duração desta habilidade em 1 rodada.
em 1, até um máximo de 8.
Cura Aprimorada Além disso, no início do seu turno, você cura um ponto
Requisitos: Feitiço ou recurso de Pacto Mágico de dano de valor de habilidade.
Além disso, no início do seu turno, você recupera um
Custo SP: 1
apêndice cortado, além da cabeça. Você deve ter
Tempo de conjuração: ação bônus
selecionado esta habilidade três vezes antes de poder
Alcance: Próprio
selecionar esta opção.
Componentes: V, S, W
Além disso, no início do seu turno, você pode encerrar
Duração: Concentração, até 1 rodada
uma das seguintes condições: cego, surdo, paralisado ou
Enquanto esta habilidade estiver ativa, quando você lança envenenado. Você deve ter selecionado esta habilidade
uma magia que restaura pontos de vida ou concede pontos três vezes antes de poder selecionar esta opção.
de vida temporários, a criatura recupera 1d4 pontos de vida
adicionais ou ganha 1d4 pontos de vida temporários Panóplia de Cura
adicionais. Requisitos: Três habilidades de cura
Você pode selecionar novamente esta habilidade várias Custo SP: 1
vezes, cada vez escolhendo uma das seguintes opções: Tempo de conjuração: 1 ação
Alcance: 60 pés
Essa habilidade não requer mais componentes V ou S.
Componentes: V, S, W
Aumente o tamanho do dado em um passo, até um
Duração: Concentração, até 1 minuto
máximo de 1d12.
Aumente a duração desta habilidade em 1 rodada. Você concede a até três criaturas dentro do alcance um
número de pontos de vida temporários igual ao seu nível +
Toque de cura o número de habilidades de Cura que você possui.
Requisitos: Curar Ferimentos e uma habilidade de Cura Cada vez que você seleciona novamente esta habilidade,
Custo SP: 2 o alcance aumenta em 3 metros.
Tempo de conjuração: 1 ação Você pode selecionar novamente esta habilidade várias
Alcance: Especial vezes, cada vez escolhendo uma das seguintes opções:
Componentes: V, S, W
Essa habilidade não requer mais componentes V ou S.

119
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Liberação de dor Duração: Concentração, até 1 minuto
Requisitos: Quatro habilidades de cura Uma esfera de energia positiva ondula em uma esfera de 60
Custo SP: 3 pés de raio de um ponto que você escolher dentro do
Tempo de conjuração: 1 ação alcance. Se uma criatura for reduzida a 0 pontos de vida ou
Alcance: Próprio menos, ela será reduzida a 1 ponto de vida. Você pode
Componentes: V, S, W dispensar esta habilidade à vontade.
Duração: Instantâneo Cada vez que você seleciona novamente esta habilidade,
o alcance aumenta em 3 metros e o raio aumenta em 3
Você faz um único ataque corpo a corpo ou uma única arma metros.
à distância, com alcance normal de 25 metros e alcance Você pode selecionar novamente esta habilidade várias
longo de 36 metros, com seu armamento. Se for bem- vezes, cada vez escolhendo uma das seguintes opções:
sucedido, você causa dano igual à quantidade de pontos de
vida que as criaturas recuperaram por meio de seu Kido ou Essa habilidade não requer mais componentes V ou S.
habilidades de armamento desde o amanhecer anterior. Esta habilidade não requer mais Concentração.
Você pode selecionar novamente esta habilidade várias Você pode conjurar essa habilidade como uma reação,
vezes, cada vez escolhendo uma das seguintes opções: sendo o gatilho um aliado que você pode ver dentro do
alcance recebendo dano.
Se você escolher fazer um ataque corpo a corpo, você Além disso, quando esta habilidade termina com a
tem vantagem na jogada de ataque. duração expirando ou você descartando a habilidade,
Se você escolher fazer um ataque à distância, o alcance qualquer criatura dentro da esfera recupera 8d4 pontos
normal e longo é dobrado. de vida.
Ressurreição (Ultimate) Cura Suprema (Ascendido)
Requisitos: Cinco habilidades de cura Requisitos: Seis habilidades de cura
Custo SP: 4
Tempo de conjuração: 1 hora Quando você normalmente rola um ou mais dados para
Alcance: Toque restaurar pontos de vida com Kido ou uma habilidade de
Componentes: V, S, W armamento, você usa o maior número possível para cada
Duração: Instantâneo dado. Por exemplo, em vez de restaurar 2d6 pontos de vida
para uma criatura, você restaura 12.
Você toca uma criatura morta que está morta há não mais
de um século, que não morreu de velhice e que não é um
morto-vivo. Se sua alma estiver livre, disposta e não tiver
reencarnado, o alvo volta à vida com todos os seus pontos
de vida.
Este feitiço neutraliza quaisquer venenos e cura doenças
normais que afligem a criatura quando ela morre. No
entanto, não remove doenças mágicas, maldições e a vida;
se tais efeitos não forem removidos antes de lançar o
feitiço, eles afligem o alvo em seu retorno à vida.
Este feitiço fecha todas as feridas mortais e restaura
todas as partes do corpo que faltam.
Voltar dos mortos é uma provação. O alvo recebe uma
penalidade de -4 em todas as jogadas de D20. Cada vez que
o alvo termina um descanso longo, a penalidade é reduzida
em 1 até que desapareça.
Restaurar a vida de uma criatura que não está morta há
um ano ou mais é muito desgastante. Enquanto seu
armamento está sendo reformado, você tem desvantagem
em todas as jogadas de ataque, testes de habilidade e testes
de resistência.

Círculo da Vida (Ascendido)


Requisitos: Seis habilidades de cura
Custo SP: 4
Tempo de conjuração: 1 ação
Alcance: 60 pés
Componentes: V, S, W

120
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Habilidades ocas
Agressivo Se o Hollow for submetido a um efeito que lhe permita Semp
Requisitos: 6 HD fazer um teste de resistência para receber apenas metade vida o
do dano, ele não sofrerá dano se for bem-sucedido no teste enlou
Custo SP: 4 de resistência e apenas metade do dano se falhar. furios
Como uma ação bônus, o Hollow pode se mover até sua ver. S
velocidade em direção a uma criatura hostil que possa ver. Mente Desperta* move
Requisitos: 6 HD, Inteligência 16 por u
Emboscador* enlou
O Hollow pode falar telepaticamente com qualquer criatura
Requisitos: 4 HD recup
que possa ver a até 9 metros dele, desde que a criatura
Na primeira rodada de um combate, o Hollow tem possa entender pelo menos um idioma.
vantagem nas jogadas de ataque contra qualquer criatura
que surpreendeu. bala
Requisitos: 4 HD
Anfíbio* Custo SP: 2
Requisitos: 2 HDs Tempo de conjuração: ação bônus
Alcance: 60 pés
O Hollow pode respirar ar e água.
Componentes: S
Armadura* Duração: Instantâneo
Requisitos: 1 HD, Arrancar (Defensa) O Hollow faz um ataque à distância contra um alvo que
possa ver dentro do alcance. Se acertar, o alvo sofre 2d4 de
Enquanto você não estiver usando armadura e não estiver
dano de força. Se o Hollow tiver multiattck, ele pode
empunhando um escudo, sua CA é igual a 10 + seu
substituir um ou mais de seus ataques por um Bala.
modificador de Constituição.
Para cada 2 DV acima de 4 DV, o alcance aumenta em 3
Proteção Arcana metros.
Requisitos: Brujo/Bruja Esta habilidade pode ser selecionada várias vezes, cada
vez escolhendo uma das seguintes opções:
Custo SP: 4
Tempo de Conjuração: Reação Aumente o dano em 1d4 adicional, máximo de 6d4.
Alcance: 60 pés Aumente o alcance em 20 pés.
Componentes: S O Hollow ganha um bônus de +1 na jogada de ataque
Duração: Instantâneo usando esta habilidade; máximo +4.
Recarga: 1—6
Comando de Batalha
Quando o Hollow recebe dano, ele cria uma barreira mágica Requisitos: Carisma 15, 12 HD
ao seu redor. A barreira reduz o dano em 1d10, para um
mínimo de 0, e então desaparece. Custo SP: 2
Recarga: 1/dia
Esta habilidade pode ser selecionada várias vezes, cada
vez escolhendo uma das seguintes opções: Como uma ação bônus, o Hollow escolhe uma criatura a até
9 metros dele que possa ver. Se a criatura escolhida puder
Aumente o dano reduzido em 1d10 adicionais; máximo
ver ou ouvir o Hollow, essa criatura pode usar sua reação
4d10.
para fazer um ataque corpo a corpo ou realizar a ação
Escolha um número não escolhido: 2, 3, 4, 5. Essa
Esquivar ou Esconder. Para cada 4 DV acima de 12 DV, o
habilidade também recarrega nesse resultado.
Hollow ganha um uso adicional dessa habilidade, máximo
Assassinar* de 6/dia.
Requisitos: 10 HD, Abusador
Furioso*
Durante seu primeiro turno, o Hollow tem vantagem nas Requisitos: 10 HD, 40 Pontos de Vida, Força 14
jogadas de ataque contra qualquer criatura que não tenha
jogado. Qualquer acerto que o Hollow pontua contra uma
criatura surpresa é um acerto crítico.

Evitação*
Requisitos: 10 HD, Destreza 16

121
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Morder* Charge*
Requirements: 3 HD, Mouth Requirements: 4 HD

You gain the Bite natural melee weapon. Its range is 5 feet If the Hollow moves at least 15 feet straight toward a target
and the damage is equal to your unarmed strike damage. and then hits it with a natural weapon on the same turn, the
If you already have a Bite attack, then it deals an additional target takes an extra 2d6 damage.
damage dice.
Cero
Breath Weapon* Requirements: Bala, 6 HD
Requirements: 4 HD SP Cost: 6
SP Cost: 4 Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: Self Components: V, S
Components: V, S Duration: Instantaneous
Duration: Instantaneous Recharge: 1—6
Recharge: 6 The Hollow fies a powerful blast of concentrated spiritual
The Hollow gains a breathe weapon taking the form of energy. A beam forming a line 100 feet long and 5 feet wide
either a 15-foot cone or 30-foot line, this choice is blasts from the Hollow in a direction they choose. Each
permanent. The Hollow also chooses an energy type from creature in the line must make a Dexterity saving throw. A
the following, this is the damage type the Breath weapon creatures takes 6d6 force damage on a failed save, or half as
deals; Acid, Cold, Fire, Lightning or Poison. much damage on a successful one.
Each creature in that area must make a Dexterity saving For each 2 HD above 6 HD, the length of the line
throw, taking 4d6 damage on a failed save, or half as much increases by 10 feet.
damage on a successful one. This ability may be selected multiple times, each time
choosing one of the following options:
Brujo/Bruja*
Requirements: Wisdom, Intelligence or Charisma 12, 5 HD Increase the damage by an additional 1d6; maximum
10d6.
The Hollow gains the ability to cast spells. They cast spells Choose a number not chosen: 2, 3, 4, 5. This ability also
from the Shinigami spell list. recharges on that result.
The hollow learns 4 cantrips and two 1st level spells. Increase the save DC by +1; maximum +4.
Starting when the Hollow gains 6 HD, and at each 2 HD If the Hollow has Multiattack, it can replace one of its
above 6 HD, the Hollow learns an additional spell. attacks with a Cero. This ability must have been selected
The Hollows Max Spell Level is their HD divided by 5, three times before this option can be selected.
rounded down.
The Hollows spellcasting Ability Score is Charisma. Cero Oscuras
This ability can be selected multiple times, each time Requirements: Cero, Gran Rey Cero, 18 HD
choosing one of the following: SP Cost: 10
Casting Time: 1 action
The spellcasting Ability Score is changed to Wisdom or Range: Self
Intelligence Components: V, S, W
Learn 2 Cantrips Duration: Instantaneous
Learn 2 spells Recharge: 6
Burrow The Hollow fies a powerful dark blast of concentrated
Requirements: 4 HD spiritual energy. A beam forming a line 500 feet long and 5
feet wide blasts from the Hollow in a direction they choose.
The Hollow has a Burrow speed of 30 feet. For each 4 HD Each creature in the line must make a Dexterity saving
above 4 HD it the burrow speed increases by 5 feet; throw. A creatures takes 6d12 force damage on a failed
maximum 60 feet. save, or half as much damage on a successful one.
For each 4 HD above 18 HD, the damage increased by
Chameleon Carapace*
1d12.
Requirements: 10 HD, Dexterity 14

The Hollow can change the color & texture of it's exterior Claws*
to match the color and texture of its surroundings. As a Requirements: 3 HD, Arms & Hands
result, it has advantage on Dexterity (Stealth) checks made You gain the Claws natural melee weapon. Its range is 5 feet
to hide. and the damage is equal to your unarmed strike damage.

122
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you already have a Claws attack, then they deal an Descorrer
additional damage dice. Requirements: Kūmon, 23 HD

Cognition Synchronization SP Cost: 6


Requirements: Pesquisa, 24 HD, Wisdom 16 Casting Time: 1 action
Range: 5 feet
SP Cost: 4 Components: S
Casting Time: Bonus action Duration: Instantaneous
Range: Self Recharge: Short or Long Rest
Components: S
Duration: Concentration The Hollow opens a pathway into the garganta, and up to
four willing creatures can follow inside. Descorrer is a much
THe Hollow chooses up to 11 creatures it is familiar with. If more stable form of travel and always provides a safe and
those creatures are on the same plane, while the Hollow short walk to any location familiar to the Hollow on a
concentrates on this ability, it can broadcast information of different plane of existence.
whatever it is currently seeing or experiencing to the
chosen creatures. Displacement*
Requirements: 10 HD
Crushing Leap*
Requirements: Large, 12 HD The Hollow beast projects a magical illusion that makes it
appear to be standing near its actual location, causing attack
If the Hollow jumps at least 20 feet as part of its movement, rolls against it to have disadvantage.
it can then use this action to land on its feet in a space that If it is hit by an attack, this trait is disrupted until the end
contains one or more other creatures. Each of those of its next turn. This trait is also disrupted while the Hollow
creatures is pushed to an unoccupied space within 5 feet of is incapacitated or has a speed of 0.
the Hollow and must make a Dexterity saving throw. On a
failed save, a creature takes 4d12 bludgeoning damage and Earth Glide*
is knocked prone. On a successful save, a creature takes half Requirements: 15 HD
as much damage and isn’t knocked prone.
The Hollow can traverse through nonmagical, unworked
Curse* earth and stone. While doing so, the Hollow doesn’t disturb
Requirements: 14 HD the material it moves through.
SP Cost: 4
Recharge: Short or Long Rest
Eat Memories*
Requirements: 18 HD
As an action the Hollow targets one creature that it can see
SP Cost: 6
within 30 feet. The target must succeed on a Charisma
saving throw or be cursed. While cursed, the target has As an action the Hollow targets one creature it can see
vulnerability to one type of damage of Hollows choice. The within 5 feet of it. The target must succeed on a Wisdom
curse lasts until ended with a greater restoration spell, a saving throw or take 4d8 psychic damage and become
remove curse spell, or similar magic. memory drained until it finishes a short or long rest or until
it benefits from the greater restoration or heal spell.
Deflect Attack* Constructs, Oozes, Plants, and Undead succeed on the save
Requirements: 14 HD automatically.
SP Cost: 4 While memory drained, the target must roll a d4 and
subtract the number rolled from its ability checks and attack
As a Reaction the Hollow adds 5 to its AC against one rolls. Each time the target is memory drained beyond the
weapon attack that would hit it. To do so, the Hollow must first, the die size increases by one; maximum d12, at which
see the attacker and be wielding a melee weapon. point the target becomes unconscious for 1 hour. The
effect then ends.
Deflect Missiles*
The Hollow learns all the languages a memory-drained
Requirements: 14 HD
target knows and gains all its skill proficiencies.
SP Cost: 4
As a Reaction, in response to being hit by a ranged weapon
Elemental Absorption*
Requirements: Elemental resistance, 15 HD
attack, the Hollow deflects the missile. The damage it takes
from the attack is reduced by 1d10. If the damage is The Hollow chooses a damage type they are resistant too.
reduced to 0, it catches the missile if it’s small enough to Whenever the Hollow is subjected to the chosen damage, it
hold in one hand and it has a hand free. For each 4 HD takes no damage and instead regains a number of hit points
above 14 HD, the damage is reduced by 1d10; maximum equal to the damage dealt.
4d10.

123
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Elemental Resistance* Save Modifier Connection
Requirements: 8 HD -2 Likeness or pictures

The Hollow chooses a damage type from the following they -4 Possession or garment
are not vulnerable to: Acid, Cold, Fire, Lightning, Necrotic, -10 Body part, lock of hair, bit of nail, or the like
Poison, Radiant and Thunder. The Hollow has resistance to
the chosen damage type. On a successful save, the target isn't affected, and the
Additionally, the Hollow must choose an element type Hollow can't use this ability against it again for 24 hours.
they're not vulnerable or resistant to, they are now On a failed save, the ability creates an invisible sensor
vulnerable to the chosen damage type. within 10 feet of the target. The Hollow can see and hear
through the sensor as it they were there. The sensor moves
Elusive* with the target, remaining within 10 feet of it for the
Requirements: Dexterity 18, 24 HD duration. A creatures that can see invisible objects sees the
sensor as a small luminous orb.
No attack roll has advantage against the Hollow unless it's
Instead of targeting a creature, the Hollow can choose a
incapacitated.
location they have seen before as the target of the spell.
Enigmatic Mind* When it does, the sensor appears at the location and
Requirements: Intelligence 18, 14 HD doesn't move.

The Hollow's mind can't be read, creatures can Gemelos Sonido


communicate telepathically with the Hollow only if it allows Requirements: Dexterity 14, Sonido, 16 HD
and magic can't determine whether the Hollow is lying.
Instead of using Sonido, the Hollow can create afterimages
Fear Frenzy* of itself that lasts for 1 minute, or until it loses
Requirements: Charisma 14, 8 HD concentration (as if it were concentrating on a spell). It can
create an afterimage for each 10 feet of Sonido; maximum
The Hollow has advantage on attack rolls against frightened five. The afterimages appear in an unoccupied space that
creatures. the hollow can see within 20 feet of it. As a bonus action on
it's turn, it can move the illusions up to 30 feet to a space it
Fey Ancestry* can see, but it must remain within 100 feet of it.
The Hollow has advantage on saving throws against being The afterimages AC equals 10 + the Hollows Dexterity
charmed, and magic can't put the Hollow to sleep. modifier or natural armor bonus, whichever is higher. If the
duplicate would take damage it is destroyed, and duplicates
Garganta Broadcast automatically fail any saving throw.
Requirements: Pesquisa, 26 HD, Wisdom 16 or
Intelligence 16 Gonzui
SP Cost: 5 Requirements: Constitution 16, 14 HD
Casting Time: 10 minutes SP Cost: 10
Range: Self Casting Time: 1 round
Components: V, S, Range: Self
Duration: 10 minutes Components: S
The Hollow can see and hear a particular creature they Duration: Instantaneous
choose that is on the same plane of existence as them. The Recharge: Long Rest
target must make a Wisdom saving throw, which is The Hollow inhales and attempts to suck out the souls of all
modified by how well the hollow knows the target and the beings within range and be devoured.
sort of physical connection they have to it. If a target knows Each creature within 20 feet of the Hollow is affected. If
they're using this ability, it can fail the saving throw the Hollow has double or more HD of the creatures within
voluntarily if it wants to be observed. range, they are slain and their souls devoured. Otherwise,
they must make a Constitution saving throw. Any creatures
Save Modifier Knowledge
with the Spiritual Awareness trait are allowed a saving throw
+5 Secondhand (They've heard of the target) regardless.
0 Firsthand (Hollow has met the target) For each 2 HD above 14 HD, the range is increased by 10
feet.
-5 Familiar (Hollow knows the target well)

124
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Gran Rey Cero Innate Spellcasting
Requirements: Cero, 18 HD Requirements: Brujo/Bruja, 6 HD
Casting Time: 1 round The Hollow chooses a spell it knows of 5th level or lower. It
Range: Self
can innately cast the chosen spell twice per day requiring no
Components: V, S material components.
Duration: Instantaneous
Recharge: Short or Long Rest Indice Radar
By mixing their own blood with a Cero, a Hollow can fire a Requirements: Pesquisa (3), Intelligence 13, 24 HD
Cero with much greater attack power and speed. Casting Time: 1 action
To activate this ability the Hollow loses hit points equal Range: 60 feet
to the number of hit die they have. Components: S
Each creature in a 60-foot cone must make a Dexterity Duration: Instantaneous
saving throw. A creature takes 6d10 force damage on a
Thrusting their index finger into the ground, a luminous trail
failed save, or half as much damage on a successful one.
rapidly extends outwards from the Hollow in the direction
For each 4 HD above 18 HD, the size of the cone
of the target within range and gauging their Reiryoku.
increases by 10 feet.
The Hollow chooses one creature within range, the
This ability may be selected multiple times, each time
Hollow gains the knowledge of the creature HD amount,
choosing one of the following options:
how many armament abilities they possess if any, and the
The ability also has a Recharge 6. highest spell they can cast.
Increase the save DC by +1; maximum +4. Whenever the Hollows hit die increases by one, the range
is increased by 10 feet.
Hierro
Requirements: 4 HD Inscrutable*
Requirements: Widom or Intelligence 16, 20 HD
The Hollows Reiryoku condenses, creating steel-hard skin.
Bludgeoning, piercing and slashing damage the Hollow The Hollow is immune to any effect that would sense its
takes is reduced by 2. emotions or read its thorughts, as well as any divination
This ability may be selected multiple times, each time the spell that it refuses. Wisdom (Insight) checks made to
damage is further reduced by 1, but the requirement ascertain its intentions or sincerity have disadvantage.
increases by 2 HD as well.
Hold Breath*
High-Speed Regeneration Requirements: 4 HD
Requirements: 8 HD
The Hollow can hold its breath for 10 minutes. For each 2
The Hollow regains 3 hit points at the start of its turn. The HD above 4 HD the hollow has, it can hold its breathe for
Hollow dies only if it starts its turn with 0 hit points and an additional minute.
doesn't use High-Speed Regeneration.
Whenever the Hollow would gain another 5 hit die, the
Immutable Form*
amount of hit points regained is increased by 1. Requirements: 8 HD
This ability may be selected multiple times, each time The Hollow is immune to any spell or effect that would alter
choosing one of the following options: its form.
Instead of regaining hit points, the Hollow may regrow a
Keen Hearing*
severed limb. The Hollow must have 10 HD before
Requirements: 4 HD
selecting this option.
Instead of regaining hit points, the Hollow can regrow an The Hollow has advantage on Wisdom (Perception) checks
organ. The Hollow must have 15 HD before selecting that rely on hearing.
this option.
Keen Sight*
Ice Walk* Requirements: 4 HD
Requirements: 4 HD
The Hollow has advantage on Wisdom (Perception) checks
The Hollow can move across and climb icy surfaces without that rely on sight.
needing to make an ability check, and difficult terrain
composed of ice or snow doesn't cost the Hollow extra
movement.

125
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Keen Smell* Multi-Attack
Requirements: 4 HD Requirements: 5 HD

The Hollow has advantage on Wisdom (Perception) checks The Hollow can make two attacks instead of one when it
that rely on smell. takes the attack action. For each 5 HD above 5 HD, it gains
an additional attack.
Kūmon
Requirements: 4 HD Negación
SP Cost: 6 Requirements: Gillian class Hollow
Casting Time: 1 round SP Cost: 4
Range: 10 feet Casting Time: 1 action
Components: S Range: 1 mile
Duration: 1 minute Components: S
Recharge: Long Rest Duration: Instantaneous
Recharge: Long Rest
Hollows have an innate ability to tear the barriers between
planes. A square beam of light engulfs a target in a beam of light,
The Hollow chooses a point it can see and opens a completely isolating them from the plane they're currently
circular portal, 10 feet in diameter, to a different plane of in.
existence. On the other plane, another portal opens up. The When the Gillian has a Kūmon active, it can use this
Hollow can specify a target destination in general terms; ability to draw a non-hostile creature into the Kūmon. The
although most Hollow lack the intelligence for such affected creature is immune to damage and cannot be
decisions. targeted by attacks, abilities or spells.
Any creature or object entering the portal exits from the When a Hollow is no longer a Gillian, it loses this ability
other portal as if the two were adjacent to each other. and replaces it with another Hollow ability it meets the
requirements for.
Labyrinthine Recall*
Requirements: 6 HD Nimble Escape*
Requirements: Dexterity 13, 4 HD
The Hollow can perfectly recall any path it has traveled.
The Hollow can take the Disengage or Hid action as a bonus
Locus of the Mind action on each of its turns.
Requirements: Brujo/Bruja, 14 HD
Pack Tactics
The Hollow can maintain concentration on two different Requirements: 3 HD
spells at the same time. In addition, it has advantage on
saving throws to maintain concentration spells. The Hollow has advantage on an attack roll against a
creature if at least one of the Hollows allies is within 5 feet
Magic Resistance of the creature and the ally isn't incapacitated.
Requirements: 12 HD
Palma Plancha
The Hollow has advantage saving throws against spells and Requirements: 10 HD
other magical effects.
Once per turn, when a Hollow deals damage with one of
Mask of the Wild* their natural weapons or unarmed strike, they can spend 2
Requirements: Skill proficiency (Stealth), 10 HD SP and deal additional damage equal to their natural armor
bonus.
The Hollow can attempt to hide even when it is only lightly
obscured by foliage, heavy rain, falling snow, mist and other Pesquisa
natural phenomena. Requirements: 23 HD
Mimicry* Casting Time: 4
Requirements: 4 HD Casting Time: 1 action
Range: Self
The Hollow can mimic any sounds it has heard, including Components: S
voices. A creature that hears the sounds can tell they are Duration: 10 minutes
imitations with a successful Wisdom (Insight) check.
The Hollow sends out a radiating pulse in the form of a 30-
foot-radius sphere which reacts to sources of Reiatsu,
allowing it to determine the location of any sensed
individuals and gauge how powerful they are.

126
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At each minute the Hollow gains the following knowledge: Duration: 1 minute

1. Number of sensed individuals. The Hollow must be in Resurrección to activate this ability.
2. Distance of the senses individuals. When the Hollow enters this form it gains the following
3. Creature type of the sensed individuals. benefits for the duration:
4. If the sensed individuals, have more or less HD.
30 temporary hit points, these stack with any existing
For each 2 HD above 23 HD, the radius is increased by temporary hit points.
10 feet. Walking speed and Sonido increases by 30 feet
This ability may be selected multiple times, each time Gain 2 Armament abilities, these are only available in this
reducing the amount of time requires to gain the knowledge form.
by one minute. Gain 2 Bankai abilities, these are only available in this
form.
Petrifying Gaze* Gain 2 Hollow abilities, these are only available in this
Requirements: Eyes, 12 HD form.
SP Cost: 4 All natural weapons, armament and unarmed strike
Recharge: 6 damage dice is increased by one step

As an action, the Hollow fixes its gaze on one creature This ability may be selected multiple times, each time
within 60 feet that it can see and that can see its eyes. The choosing one of the following options:
target must make a Constitution saving throw. If the saving
Increase the duration by 1 minute
throw fails by 5 or more, the creature is instantly petrified.
You gain an additional armament and hollow ability or a
Otherwise, a creature that fails the save begins to turn to
Bankai ability in this form
stone and is retrained. The restrained creature must repeat
the saving throw at the end of its next turn, becoming Shadow Stealth*
petrified on a failure or ending the effect on a success. The Requirements: Dexterity 13, 8 HD
petrification last until the creature is freed by a greater
restoration spell or similar magic. While in dim light or darkness, the Hollow can take the Hide
action as a bonus action.
Pounce*
Requirements: Quadrapedal, Claws, Bite, 5 HD Silbido
Requirements: Charisma 13, 12 HD
If the Hollow moves at least 15 feet straight toward a
creature and then hits it with a claw attack on the same turn, SP Cost: 10
that target must succeed on a Strength saving throw or be Casting Time: 1 action
knocked prone. If the target is prone, the Hollow can make Range: 20 feet
one bite attack against it as a bonus action. Components: V, S, W
Duration: Concentration, up to 1 minute
Rampage* Recharge: Short or Long Rest
Requirements: Bite, 10 HD Once per day, the Holow can summon Menos that appear in
When the Hollow reduced a creature to 0 hit points with a unoccupied spaces that they can see within range. Choose
one of the following options for what appears:
melee attack on its turn, the Hollow can take a bonus action
to move up to half its speed and make a bite attack. One Menos of challenge rating 2 or lower.
Two menos of challenge rating 1 or lower.
Relentless* Four Menos of challenge rating 1/2 or lower.
Requirements: 8 HD
Eight Menos of challenge rating 1/4 or lower.
Recharge: Short or Long Rest
The Menos dissapear when it drops to 0 hit points.
If the Hollow takes 20 damage or less that would reduce it The summoned creatures are friendly to the Hollow and
to 0 hit points, it is reduced to 1 hit point instead. For each it's companions. They act on the same turn as the Hollow.
4 HD above 8 HD, the damage needed to take is reduced by They obey any verbal commands that are issued to them (no
2, minimum 10 damage. action required by the Hollow). If the Hollow doesn't issue
any commands to them, they attack any hostile creatures.
Resurrección: Segunda Etapa
The DM has the creatures' statistics.
Requirements: Arrancar, 25 HD, All ability scores 16
SP Cost: 10 Size Increase*
Casting Time: 1 action Requirements: 4 HD
Range: Self
Components: W The Hollow size increases by one category. Increasing its
Strength score by 1 (maximum 18) and decreasing its

127
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dexterity by 1 (minimum 8). Surprise Attack
This ability may be selected multiple times, each time Requirements: 8 HD
increasing the size to a maximum of gargantuan.
If the Hollow surprises a creature and hits it with an attack
Slippery* during the first round of combat, the target takes an extra
Requirements: 4 HD 1d6 damage from the attack. For each 4 HD above 8 HD,
the damage increases by 1d6; maximum 4d6.
The Hollow has advantage on ability checks and saving
throws made to escape a grapple. Swallow Whole*
Requirements: Bite, Large, 10 HD
Sneak Attack
Requirements: Dexterity 15, Proficiency (Stealth), 4 HD When the Hollow succeeds on it's Bite attack, If the target
Recharge: 1/Day is at least one size smaller, it must succeed on a Dexterity
saving throw or be swallowed by the Hollow. A swallowed
The Hollow deals an extra 1d4 damage when it hits a target creature is blinded and restrained, has total cover against
with a weapon attack and has advantage on the attack roll, attacks and other effects outside the Hollow, and takes 3d4
or when the target is within 5 feet of an ally of the Hollow acid damage at the start of each of the Hollows turns.
that isn't incapacitated and the Hollow doesn't have If the Hollow takes 10 damage or more on a single turn
disadvantage on the attack roll. For each 4 HD above 4 HD, from a creature inside it, the Hollow must succeed on a DC
the uses per day is increased by one; maximum 6\Day. For 20 Constitution saving throw at the end of that turn or
each 2 HD above 4 HD, the damage is increased by 1d4; regurgitate all swallowed creatures, which fall prone in a
maximum 6d4. space within 10 feet of the Hollow.
Solita Vista Tail*
Requirements: Pesquisa, 24 HD, Wisdom 13 or Requirements: 3 HD
Intelligence 13
Casting Time: 1 action You gain a tail. You can grasp things with your tail. It has a
Range: 60 feet reach of 5 feet, and it can lift a number of pounds equal
Components: V, S, M (one of the casters eyeballs, which your Strength score. You can use it to do the following
the ability consumes) simple tasks: lift, drop, hold, push, or pull an object or a
Duration: Instantaneous creature; open or close a door or a container. Your DM
might allow other simple tasks to be added to that list of
The Hollow removes one of its eyes and crushes it, which options.
turns into dust and flows around up to 12 willing creatures. Your tail can’t wield weapons or shields or do anything
Affected creatures experience events that the Hollow has that requires manual precision, such as using tools or magic
experienced that it chooses as far back as one week. The items or performing the somatic components of a spell.
affected creatures experience the events as the Hollow did, This ability may be selected multiple times, each time
the sight, sounds, emotions, etc. The amount of time the choosing one of the following options:
Hollow can relay is 1 minute for each two HD it possesses,
these minutes need not be consecutive of the same day or Your tail is considered a melee weapon; using Dexterity.
event. It can be one minute of one day, and another minute You can use your tail to grapple someone. You must
of another day. have a Strength 16 to select this option.

Sonido Tentacle*
Requirements: 6 HD Requirements: 4 HD

The Hollow gains a Shunpo of 40 feet. For each 4 HD above You gain a tentacle. You can grasp things with your tentacle.
6 HD, the Shunpo is increased by 10 feet. It has a reach of 5 feet, and it can lift a number of pounds
equal your Strength score. You can use it to do the following
Spider Climb* simple tasks: lift, drop, hold, push, or pull an object or a
Requirements: 2 HD creature; open or close a door or a container. Your DM
might allow other simple tasks to be added to that list of
The Hollow can climb difficult surfaces, including upside
options.
down on ceilings, without needing to make an ability check. Your tentacle can’t wield weapons or shields or do
Sure-Footed* anything that requires manual precision, such as using tools
or magic items or performing the somatic components of a
Requirements: Strengh 13 or Dexterity 13, 4 HD
spell.
The Hollow has advantage on Strength and Dexterity saving This ability may be selected multiple times, each time
throws against effects that would knock it prone. choosing one of the following options:

128
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Your tentacle is considered a melee weapon, you must Wounded Fury*
choose if its Strength or Dexterity based. Requirements: 14 HD
You can use your tentacle to grapple someone. You must
have a Strength 16 to select this option. While the Hollow has 10 hit points or fewer, the Hollow has
You gain another tentacle. advantage on attack rolls. In addition, it deals an extra 1d6
damage to any target it hits with a melee attack. For each 4
Terrain Camouflage* HD above 14 HD, the Hollow deals an additional 1d6
Requirements: 3 HD damage; maximum 6d6.
Choose one of the following terrains: Arctic, Coastal, Desert,
Forest, Grassland, Hill, Mountain, Swamp, Underdark,
Underwater, or Urban. The Hollow has advantage on
Dexterity (Stealth) checks made to hide in the chosen
terrain.

Tunneler*
Requirements: Burrow, 10 HD

The Hollow can burrow through solid rock at half its


burrowing speed and leaves a 10-foot-diameter tunnel in its
wake.

Vengeful Tracker
Requirements: 12 HD

The Hollow knows the distance to and direction of any


creature against which it seeks revenge, even if the creature
and the Hollow are on different planes of existence. If the
creature being tracked by the Hollow dies, the Hollow
knows.

Water Walking*
Requirements: 8 HD

The Hollow can walk across water and other liquids as if


they were solid ground.

Web*
Requirements: 8 HD
SP Cost: 3
As an action, the Hollow spews out webbing at a creature it
can see within 30 feet. The target is restrained by webbing.
As an action, the restrained target can make a Strength
check, bursting the webbing on a success. The webbing can
also be attacked and destroyed (AC 10; HP 5; vulnerability
to fire damage; immunity to bludgeoning, poison, and
psychic damage).

Web Sense*
Requirements: 8 HD

While in contact with a web, the Hollow knows the exact


location of any other creature in contact with the same web.
Additionally, the Hollow ignores movement restrictions
caused by webbing.

129
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ice
Cold Form Components: S
Duration: Instantaneous or 1 hour
SP Cost: 1
Casting Time: 1 action You choose nonmagical ice, snow or water that you can see
Range: Self within range and that fits within a 5-foot cube. You affect it
Components: V, S, W in one of the follows ways:
Duration: Until sealed
You instantaneously freeze the water into ice or snow,
Your armament becomes pure ice. While this ability is you instantaneously melt ice or snow into water or can
active, your armaments damage type is changed to cold harden show into ice or soften ice to snow.
damage. You lower the temperature by two temperature bands
If you have a Summon, you may have this ability apply to This change lasts for the duration.
it's weapons as well. You may dismiss this ability as as a You cause simple shapes - such as vague form of a
bonus action. creature, an inanimate object or location - to appear
You may reselect this ability multiple times, each time within the ice or snow as you lie. The shapes last for the
choosing one of the following options: duration.
If you use this ability multiple times, you can only have a
You may activate this ability as a bonus action and
number of its non-instantaneous effects, equal to your
dismiss it at will.
proficiency bonus active at a time, and you can dismiss
This ability no longer requires V or S components.
such an effect as an action.
Ice Weapon Each time you reselect this ability, the cube is increased
SP Cost: 2 by 5 feet.
Casting Time: 1 action You may reselect this ability multiple times, each time
Range: Self choosing one of the following options:
Components: V, S, W
Duration: Concentration, until sealed You may now affect magical ice, snow or water.
The ice you can produce with this ability cannot be
Ice rimes your armament, dealing an additional 1d4 cold
thawed out magically or otherwise.
damage. You may dismiss this ability as a bonus action.
You can lower the temperature by an additional 2
You may reselect this ability multiple times, each time
temperature bands.
choosing one of the following options:

You may activate this ability as a bonus action and Ice Shield
dismiss it at will. Requirements: Two Ice abilities
This ability no longer requires V or s components. SP Cost: 1
Increase the damage dice size by one step, to a Casting Time: 1 action
maximum of a 1d12. Range: Self
Components: V, S, W
Freezing Weapon Duration: Concentration, until sealed
Requirements: One Ice ability
A coat of ice surrounds your body for the ability's duration.
When you score a critical hit with your armament, the target The ice doesn't harm you or your equipment. Until the
takes an additional 1d4 cold damage and is slowed. The ability ends, you gain the following benefits:
target can use an action to make a Strength or Constitution
saving throw. On a success, this effect ends. You have resistance to cold and fire damage.
You reduce the next physical damage you take by 4, one
You may reselect this ability multiple times, each time
choosing one of the following options: you've taken this amount of damage, this part of the
ability ends. Each time you reselect this ability, this
Increase the save DC by 1. increased by 1.
Increase the damage die size by one step, maximum of a Any creature that is within 5 feet of you is slowed. Each
1d10. time you reselect this ability, the range increases by 5
feet.
Control Ice & Snow
Requirements: One Ice ability You may reselect this ability multiple times, each time
choosing one of the following options:
SP Cost: 1
Casting Time: 1 action This ability no longer requires V or S components.
Range: 60 feet This ability no longer requires Concentration.

130
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You are immune to cold damage instead. This ability no longer requires Concentration.
You may choose if this ability's damage affects creatures You can create an additional panel.
or not.
Pillar of Ice
Cone of Ice Requirements: Four Ice abilities
Requirements: Three Ice abilities SP Cost: 2
SP Cost: 2 Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Self Components: V, S, W
Components: V, S, W Duration: Instantaneous or 1 hour
Duration: Instantaneous
A column of ice rises from the ground, lifting any object or
Incantaction:
creature (including you) standing in the area into the air.
A blast of cold air erupts from you. Each creature in a 60- Creatures succeeding on a Dexterity saving throw can
foot cone must make a Dexterity saving throw. A creatures choose to avoid the column, on failure taking 6d6 cold
takes 3d8 cold damage on a failed save, or half as much damage.
damage on a successful one. Moving or fighting atop the ice column requires an
You may reselect this ability multiple times, each time Acrobatics check. Those who fail fall prone and must
choosing one of the following options: immediately succeed on a Dexterity saving throw or slip off
the column, taking commensurate falling damage.
This ability no longer requires V or S components. Creatures atop the column as it rises may be smashed
Increase the cone size by 5 feet. against the ceiling or other overhead obstruction, which
Increase the damage by 1d6. deals 3d6 cold damage and 3d6 bludgeoning damage.
Wall of Ice You may reselect this ability multiple times, each time
choosing one of the following options:
Requirements: Four Ice abilities
SP Cost: 2 Increase the range by 10 feet.
Casting Time: 1 action This ability no longer requires V or S components.
Range: 60 feet Increase the radius and height or the cylinder by 5 feet.
Components: V, S, W Increase the damage by 1d6.
Duration: Concentration, until sealed
Ice Storm (Ultimate)
You create a wall of ice on a solid surface within range. You Requirements: Five Ice abilities
can form it into a hemispherical dome or a sphere with a
SP Cost: 3
radius of up to 10 feet, or you can shape a flat surface made
Casting Time: 1 round
up of up to ten 10-foot-square panels. Each panel must be
Range: 100 feet
continuous with another panel. In any form, the wall is 1
Components: V, S, W
foot thick and lasts for the duration. If the wall cuts through
Duration: Instantaneous
a creature's space when it appears, the creature within its
area is puched to one side of the wall and must make A hail of rock-hard ice pounds on five ares you choose
dexterity saving throw. On a failed save, the creatures takes within range.
4d6 cold damage, or half as much damage on a successful The area consists of 80-foot-radius, 40-foot-high cylinder.
save. Each creature in the area takes 7d8 cold damage.
The wall is an object that can be damaged and thus Hailstones causes the creatures within it's area to be
breached. Each panel has AC 12 and 10 hit points per inch slowed.
of thickness, and it is vulnerable to fire damage. Reducing a Each time you reselect this ability, increase the damage
panel of wall to 0 hit points destroys it and leaves behind a by 1d8.
sheet of frigid air in the space the wall occupied. A creature You may reselect this ability multiple times, each time
moving throw the sheet of frigid air for the first time on choosing one of the following options:
turn must make a Constitution saving throw. The creature
takes 4d6 cold damage on a failed save, or half as much This ability no longer requires V or S components.
damage on a successful one. Increase the radius and height by 10 feet.
Each time you reselect this ability, increase the damage
by 1d6.
You may reselect this ability multiple times, each time
choosing one of the following options:

Increase the range by 10 feet.


This ability no longer requires V or S components.

131
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ice Swarm (Ascended)
Requirements: Six Ice abilities
SP Cost: 4
Casting Time: 1 round
Range: 1 mile
Components: V, S, W
Duration: Instantaneous
Freezing orbs of ice plummet to the ground at four different
points you can see within range.
Each creature in a 20-foot-radius sphere centered on
each point you choose must make a Dexterity saving throw.
The sphere spreads around corners. A creatures takes 10d6
cold damage and 10d6 bludgeoning damage on a failed
save, or half as much damage on a successful one. A
creature in the area of more than one icy bursts is affected
only once.
This ability damages plants, objects in the area and
freezes water solid.
You may reselect this ability a second time, if you do,
creatures can be affected more than once from the icy
bursts.

Subzero (Ascended)
Requirements: Six Ice abilities

Your armament abilities or Kido that deal cold damage,


ignore resistances. If a creature would be immune to cold
damage, they instead take half damage.

132
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Illusion
Psychic Form Components: V, S, W
Duration: Concentration, up to 1 minute
SP Cost: 2
Casting Time: 1 action You create one image of an object that is no larger than a 5-
Range: Self foot cube. Each time you reselect this ability, the cube
Components: V, S, W increased by 5 feet and the number of images you can
Duration: Until sealed create increases by one.
The image appears at a spot that you can see within range
While this ability is active, your armaments damage type is
and lasts for the duration. The image is purely visual; it isn't
changed to psychic damage.
accompanied by sound, smell, or other sensory effects.
If you have a Summon, you may have this ability apply to
As long as you are within range of the illusion, you can
it's weapons as well. You may dismiss this ability as as a
use your action to alter its appearance. Each time you
bonus action.
reselect this ability, the range of this ability increases by 10
You may reselect this ability multiple times, each time
feet.
choosing one of the following options:
Physical interaction with the image reveals it to be an
You may activate this ability as a bonus action and illusion, because things can pass through it. A creature that
dismiss it at will. uses its action to examine the image can determine that it is
This ability no longer requires V or S components. an illusion with a successful Intelligence (Investigation)
check against the save DC. If a creature discerns the illusion
Mind Weapon for what it is, the creature can see through the image, and
SP Cost: 2 its other sensory qualities become faint to the creature.
Casting Time: 1 action You may reselect this ability multiple times, each time
Range: Self choosing one of the following options:
Components: V, S, W
Duration: Concentration, until sealed This ability no longer requires V or S components.
You can instead use a bonus action to alter the illusion.
Your armament deals an additional 1d4 psychic damage. You can create images of creatures.
You may dismiss this ability as a bonus action. You can also create and altar auditory sensations with
You may reselect this ability multiple times, each time the illusion.
choosing one of the following options: You can also create and alter olfactory sensations within
You may activate this ability as a bonus action and the illusion.
dismiss it at will. You can also create and altar temperatures appropriate
This ability no longer requires V or S components. to the illusion.
Increase the damage dice size by one step, to a You can spend an action to 'program' scripted events
maximum of a 1d12. your illusion follows, as well as specific conditions that
must be met to activate, or change the events. These
Psionic Weapon events continue to loop until the end of the duration, or
Requirements: One Illusion ability you program different events. You must have select this
ability four times before you can select this option.
When you score a critical hit with your armament, the target
takes an additional 1d4 psychic damage and is Disguise Self
incapacitated. At the end of each of its turns, the target can Requirements: One Illusion ability
make a intelligence saving throw. On a success, the effect SP Cost: 1
ends on the target. Casting Time: 1 action
You may reselect this ability multiple times, each time Range: Self
choosing one of the following options: Components: V, S, W
Increase the save DC by 1. Duration: Concentration, up to 1 minute
Increase the damage die size by one step, to a maximum You make yourself - including your clothing, armor, weapons
of a 1d10. and other belongs on your person - look different for the
duration, or until you use your action to dismiss it.
Illusion You can seem 1 foot shorter or taller and can appear thin,
Requirements: One Illusion ability fat, or in between. You can’t change your body type, so you
SP Cost: 2 must adopt a form that has the same basic arrangement of
Casting Time: 1 action limbs. Otherwise, the extent of the illusion is up to you.
Range: 60 feet

133
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The changes wrought by this ability fail to hold up to Duration: Concentration, up to 1 minute
physical inspection. For example, if you use this ability to
Choose a single creature you can see within range, you
add a hat to your outfit, objects pass through the hat, and
project a phantasmal image of that creature’s worst fears
anyone who touches it would feel nothing or would feel
that is only visible to that creature. Each time you reselect
your head and hair. If you use this ability to appear thinner
this ability the range increased by 10 feet.
than you are, the hand of someone who reaches out to
The target must make a Intelligence saving throw. On a
touch you would bump into you while it was seemingly still
failed save, the target becomes frightened for the duration.
in midair.
At the end of each of the target’s turns before the spell
To discern that you are disguised, a creature can use its
ends, the target must succeed on a Wisdom saving throw or
action to inspect your appearance and must succeed on an
take 2d8 psychic damage. On a successful save, the spell
Intelligence (Investigation) check against your save DC.
ends.
You may reselect this ability multiple times, each time
You may reselect this ability multiple times, each time
choosing one of the following options:
choosing one of the following options:
This ability no longer requires V or S components.
This ability no longer requires V or S components.
This ability no longer requires concentration.
This ability no longer requires concentration.
Increase the duration by 1 minute.
You can target an additional creature, maximum 5.
Mirror Image Increase the damage by 1d8 to a maximum of 6d8.
Requirements: Two Illusion ability
Phantasmal Killer
SP Cost: 1 Requirements: Four Illusion abilities
Casting Time: 1 action
SP Cost: 2
Range: Self
Casting Time: 1 action
Components: V, S, W
Range: 60 feet
Duration: 1 minute
Components: V, S, W
Three illusory duplicates of yourself appear in your space. Duration: Concentration, up to 1 minute
For the duration, the duplicates move with you and mimic
You craft an illusion that takes root in the mind of a creature
your actions, shifting position so it's impossible to track
that you can see within range. The target must make an
which images is real. You can use your action to dismiss the
Intelligence saving throw. On a failed save, you create a
illusory duplicates.
phantasmal object, creature, or other visible phenomenon
Each time a creature targets you with an attack during the
of your choice that is no larger than a 10-foot cube and that
ability's duration, roll a d20 to determine whether the attack
is perceivable only to the target for the duration. This ability
instead targets one of your duplicates.
has no effect on undead or constructs. Each time you
If the number rolled is equal to or greaterh than 20 - 8 -
reselect this ability the cube is increased by 5 feet.
the number of duplicates, you may change the attack's
The phantasm includes sound, temperature, and other
target to a duplicate.
stimuli, also evident only to the creature.
A duplicates AC equal 10 + your Dexterity modifier. If an
The target can use its action to examine the phantasm
attack hits a duplicate, teh duplicate is destroyed. A
with an Intelligence (Investigation) check against the save
duplicate can be destroyed only by an attack that hits it. It
DC. If the check succeeds, the target realizes that the
ignores all other damage and effects. The ability ends when
phantasm is an illusion, and the ability ends.
all duplicates are destroyed.
While a target is affected by the ability, the target treats
A creature is unaffected by this ability if it can't see, if it
the phantasm as if it were real. The target rationalizes any
relies on senses other than sight, such as blindsight, or if it
illogical outcomes from interacting with the phantasm. For
can perceive illusions as false, as with truesight.
example, a target attempting to walk across a phantasmal
You may reselect this ability multiple times, each time
bridge that spans a chasm falls once it steps onto the
choosing one of the following options:
bridge. If the target survives the fall, it still believes that the
This ability no longer requires V or S components. bridge exists and comes up with some other explanation for
Increase the duration by 1 minute. its fall it was pushed, it slipped, or a strong wind might have
Increase the amount of duplicates by one, maximum of knocked it off.
six duplicates. An affected target is so convinced of the phantasm’s
reality that it can even take damage from the illusion. A
Fear phantasm created to appear as a creature can attack the
Requirements: Three Illusion abilities target. Similarly, a phantasm created to appear as fire, a pool
SP Cost: 2 of acid, or lava can burn the target. Each round on your turn,
Casting Time: 1 action the phantasm can deal 4d6 psychic damage to the target if
Range: 30 feet it is in the phantasm's area of within 5 fee of the phantasm,
Components: V, S, W

134
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
provided that the illusion is of a creature or hazard that You place a magical command on a creature that you can
could logically deal damage, such as by attacking. The target see within range, forcing it to carry out some service or
perceives the damage as a type appropriate to the illusion. refrain from some action or course of activity as you decide.
You may reselect this ability multiple times, each time If the creature can understand you it becomes charmed by
choosing one of the following options: you for the duration. While the creature is charmed by you,
it takes 5d10 psychic damage each time it acts in a manner
Increase the range by 10 feet. directly counter to your instructions, but no more than once
this ability no longer requires V or S components. each day. A creature that can’t understand you is unaffected
This ability no longer requires concentration. by this ability.
Increase the damage by 1d6. Each time you reselect this ability the damage increases
Hallucinatory Terrain by 1d10.
You can issue any command you choose, short of an
Requirements: Four Illusion abilities
activity that would result in certain death. Should you issue a
SP Cost: 2 suicidal command, the ability ends. You can end the ability
Casting Time: 1 action early by using an action to dismiss it. A remove curse,
Range: 60 feet greater restoration, or similar magic or ability also ends it.
Components: V, S, W You may reselect this ability multiple times, each time
Duration: 1 minute choosing one of the following options:
You make terrain in an area up to 20-foot-cube look, sound,
Increase the range by 10 feet.
smell, and even feel like some other sort of terrain. each
This ability no longer requires V or S components.
time
Increase the duration by 1 day.
Each time you reselect this ability, the cube increases by
A creature may take damage more than once each day.
5 feet. The terrain’s general shape remains the same,
You must have selected this ability three times before
however. Open fields or a road could be made to resemble a
you can select this option.
swamp, hill, crevasse, or some other difficult or impassable
terrain. A pond can be made to seem like a grassy meadow, Mental Prison (Ascended)
a precipice like a gentle slope, or a rock-strewn gully like a Requirements: Six Illusion abilities
wide and smooth road.
SP Cost: 4
Similarly, you can alter the appearance of structures, or
Casting Time: 1 round
add them where none are present. The spell doesn’t
Range: 60 feet
disguise, conceal, or add creatures.
Components: S, W
The illusion includes audible, visual, tactile, and olfactory
Duration: 1 minute
elements, so it can turn clear ground into difficult terrain (or
vice versa) or otherwise impede movement through the You attempt to bind a creature within an illusory cell that
area. Any piece of the illusory terrain (such as a rock or only it perceives. One creature you can see within range
stick) that is removed from the spell’s area disappears must make an Intelligence saving throw
immediately. The target succeeds automatically if it is immune to being
A creature carefully examining the illusion can attempt an charmed.
Intelligence (Investigation) check against your spell save DC On a successful save, the target takes 10d10 psychic
to disbelieve it. A creature who discerns the illusion for damage, and the ability ends. On a failed save, the target
what it is, sees it as a vague image superimposed on the takes 10d10 psychic damage, and you make the area
terrain. immediately around the target’s space appear dangerous to
You may reselect this ability multiple times, each time it in some way. You might cause the target to perceive itself
choosing one of the following options: as being surrounded by fire, floating razors, or hideous
maws filled with dripping teeth. Whatever form the illusion
Increase the range by 10 feet. takes, the target can’t see or hear anything beyond it and is
This ability no longer requires V or S components. restrained for the ability's duration. If the target is moved
Increase the duration by 1 minute. out of the illusion, makes a melee attack through it, or
Geas (Ultimate) reaches any part of its body through it, the target takes
10d10 psychic damage, and the spell ends.
Requirements: Five Illusion abilities
You may select this ability a second time, if you do, this
SP Cost: 3 ability affects creatures even if they are immune to being
Casting Time: 1 round charmed and the damage is doubled.
Range: 20 feet
Components: V, S, W
Duration: 2 days

135
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Double Dream (Ascended)
Requirements: Six illusion abilities

Your armament abilities or Kido that deal psychic damage,


ignore resistances. If a creature would be immune to
psychic damage, they instead take half damage.
Additionally, when you target a creature with an Illusion
ability or spell, and they are currently under the effects of
another Illusion ability or spell used by you, they have
disadvantage on the saving throw.

136
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Kidō
Expanded Kidō Range: Self
Components: V, S, W
You learn two new spells of your choice from your class's
Duration: Concentration, until sealed
spell list, or one spell of your choice from any other spell
list. You create a magical ward on yourself that lasts for the
You may reselect this ability multiple times. duration. You can expend a spell slot, the ward has hit
points equal to the spell level + your proficiency bonus.
Spell Blade Whenever you take damage, the ward takes the damage
SP Cost: 2 instead. If this damage reduced the ward to 0 hit points, you
Casting Time: Bonus action take any remaining damage.
Range: Self You may reselect this ability multiple times, each time
Components: V, S, W choosing one of the following options:
Duration: Concentration, up to 1 round
This ability no longer require V or s components.
You channel Kidō into your weapon. This ability no longer requires concentration.
When you use this ability, you must spend a spell slot, for
the duration you gain a bonus to attack and damage rolls Arcane Channeling
made with your armament equal to the level of the spell slot Requirements: Three Kidō abilities and the ability to cast
expended for the duration. 3rd level spells
You may reselect this ability multiple times, each time
choosing one of the following options: Once during your turn when you take the attack action and
successfully land an attack with your armament, you may
This ability no longer requires V or S components. cast a spell as part of the same action. The spell must have a
This ability no longer requires concentration. casting time of one action, and either have a range of touch
Increase the duration by one round. or require an attack roll. The attack deals damage normally;
then the effect of the spell is resolved.
Arcane Blade You may reselect this ability multiple times, each time
Requirements: One Kidō ability
choosing one of the following options:
When you score a critical hit with your armament, the target The spell you cast no longer needs to have a range of
takes an additional 1d4 force damage and you regain an touch.
expended spell slot of your choice, maximum level two. The spell you cast no longer need needs to require an
You may reselect this ability multiple times, each time attack roll.
choosing one of the following options:
Counter Blade
Increase the damage dice size by one step, to a
Requirements: Four Kidō abilities
maximum of a 1d10.
Increase the max level of the spell slot you regain by one, SP Cost: Varys
to a maximum of 7th level. Casting Time: Reaction
Range: 40 feet
Metamagic Components: S, W
Requirements: One Kidō ability Duration: Instantaneous

You learn one Metamagic option of your choice. You also If a creature you can see within range activates an armament
gain 2 sorcery points to spend on Metamagic (these points ability you expend a number of SP points equal to that
are added to any sorcery points you have from another armaments SP cost and make a Reiatsu check apposed by
source, but can be used only on Metamagic). You regain all that creatures Reiatsu check. If your check is greater than
spend sorcery points when you finish a long rest. their roll, the creatures weapon ability fails and has no
You may reselect this ability multiple times, each time effect.
choosing one of the following options: This ability does not affect Final Shikai or Bankai abilities.
You may reselect this ability multiple times, each time
You gain another Metamagic option of your choice. choosing one of the following options:
You gain 1 additional sorcery point.
Increase the range by 10 feet.
Kidō Ward You can affect Bankai abilities. You must have Bankai
Requirements: Two Kidō abilities before you can select this option.
SP Cost: 1
Casting Time: Bonus action

137
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Omni Spell (Ultimate) Increase the duration by 2 minutes.
Requirements: Five Kidō abilities When you activate this ability, you roll 2d8's instead and
choose one result. You must have selected this ability
SP Cost: 4 two times before you can choose this option.
Casting Time: 1 round
Range: Special Critical Spell (Ascended)
Components: V, S, W Requirements: Six Kidō abilities
Duration: Special
Whenever you cast a spell that requires a saving throw, and
When you activate this ability you choose 3 spells you any affected creatures roll a 1 on their saving throw, you
know. As part of the same action you simultaneously cast may choose one of the following effects:
the chosen spells, choosing which order they resolve. You
still need any necessary components to cast the chosen If the spell deals damage, you double the damage dice.
spells. Additionally, these spells cannot be countered. If the spell would allow additional saving throws, the
You gain two levels of exhaustion. affected creature rolls them with disadvantage.
You may reselect this ability multiple times, each time If the spell has a duration, you double it.
choosing one of the following options: If the spell had a single target and requires
concentration, you do not need to concentrate.
This ability does not require V or S components.
You do not need the components for the chosen spells.
You can choose an additional spell with this ability.

Arcane Surge (Ascended)


Requirements: Six Kidō abilities
SP Cost: 4
Casting Time: 1 action
Range: Special
Components: V, S, W
Duration: 2 minutes
When you active this ability, roll a d8. As part of the same
action you may activate the rolled option, or on another turn
as an action during the duration.
d8 Effect
1 Roll on the Wild Magic table
For the duration, your movement is reduced by half
2
and you have resistance to all damage
You have advantage on ability checks and you reroll 1's
3
on attack and damage rolls for the duration
4 You cast Sleep with the 5d8's maximized
You instantaneously teleport yourself and any number
5 of other creatures within 5 feet of you, up to 100 feet.
Each creature appears in an unoccupied space
6 You cast Fireball
7 You regain 100 hit points
Your Kidō is drained to power a brilliant 60-foot radius
explosion centered on you. This ability expends all of
your Spell points and/or spell slots. This ability deals
8 1d8 force damage per spell slot expended or 2 points
of force damage per spell point expended. Each
creature within range must make a dexterity saving
throw. On a successful save they take half damage.

You may reselect this ability multiple times, each time


choosing one of the following options:

This ability no longer requires V or S components.

138
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Light
Radiant Form Range: Self
Components: V, S, W
SP Cost: 1
Duration: Concentration, until sealed
Casting Time: 1 action
Range: Self Your body glows with deadly light for the ability's duration.
Components: V, S, W The light doesn't harm you. Until the ability ends, you gain
Duration: Until sealed the following benefits:
Your armament becomes pure light. While this ability is You have resistance to Necrotic and Radiant damage.
active, your armaments damage type is changed to radiant You shed magical bright light in a 10-foot-radius sphere
damage. and dim light for an additional 10 feet. Each time you
If you have a Summon, you may have this ability apply to reselect this ability, the sphere is increased by 10 feet.
it's weapons as well. You may dismiss this ability as as a Any creature that moves inside the sphere for the first
bonus action. time on a turn or ends its turn there, takes 1d4 radiant
You may reselect this ability multiple times, each time damage. Each time you reselect this ability, the damage
choosing one of the following options: dice size is increased by one step to a maximum of
1d10.
You may activate this ability as a bonus action and
dismiss it at will. You may reselect this ability multiple times, each time
This ability no longer requires V or S components. choosing one of the following options:

Luminous Weapon This ability no longer requires V or S components.


SP Cost: 2 While this ability is active you are instead immune to
Casting Time: 1 action radiant damage.
Range: Self
Components: V, S, W Daylight
Duration: Concentration, until sealed Requirements: One Light ability
SP Cost: 1
Your armament illuminates with righteous energy, dealing
an additional 1d4 radiant damage. You may dismiss this Casting Time: 1 action
ability as a bonus action. Range: 30 feet
You may reselect this ability multiple times, each time Components: V, S, W
Duration: Concentration, up to 1 minute
choosing one of the following options:
A 20-foot-radius sphere of magical light spreads out from a
You may activate this ability as a bonus action and
point you choose within range. The sphere is bright light
dismiss it at will.
and sheds dim light for an additional 20 feet.
This ability no longer requires V or S components.
The blinding light causes enemies within the area to have
Increase the damage dice size by one step, to a
disadvantage on attack rolls.
maximum of a 1d12.
Nonmagical darkness can't darken the area. if the point
Incandescent Weapon you choose is on an object you are holding or one that isn't
Requirements: One Light ability being worn or carried, the light emanates from the object
and moves with it. Completely covering the source of the
When you score a critical hit with your armament, the target light with a opaque object, such as a bowl or a helm, blocks
takes an additional 1d4 radiant damage, and is blinded. On the light.
each of its turns, the target can use an action to make a If any of this ability's area overlaps with an area of
Constitution saving throw. On a success, this effect ends. darkness created by Kido of 2nd level or lower, the spell that
You may reselect this ability multiple times, each time created the darkness is dispelled. Each time you reselect
choosing one of the following options: this ability, the level of kido this ability dispels increases by
one.
Increase the save DC by 1. If any of this ability's area overlaps with an area of
Increase the damage die size by one step, to a maximum darkness created by a armament you make a Reiatsu check,
of 1d10. if successful, the darkness is dispelled. Each time you
reselect this ability, you gain a +1 bonus on this Reiatus
Aura of Light
check.
Requirements: Two Light abilities
You may reselect this ability multiple times, each time
SP Cost: 1 choosing one of the following options:
Casting Time: 1 action

139
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Increase the range and radius of this ability by 10 feet. A shimmering wall of bright light appears at a point you
Increase the duration by 1 minute. choose within range. The wall appears in any orientation you
This ability no longer requires V or S components. choose: horizontally, vertically, or diagonally. It can be free
This ability no longer requires concentration. floating, or it can rest on a solid surface.
The wall can be up to 60 feet long, 10 feet high, and 5
Lightvision feet thick. The wall blocks line of sight, but creatures and
Requirements: Daylight objects can pass through it. It emits bright light out to 60
SP Cost: 1 feet and
Casting Time: 1 action dim light for an additional 60 feet.
Range: Touch When the wall appears, each creature in its area must
Components: V, S make a Constitution saving throw. On a failed save, a
Duration: 1 minute creature takes 4d6 radiant damage, and it is blinded for 1
minute.
You touch a willing creature giving it's eyes a luminous
On a successful save, it takes half as much damage and
glow. For the duration, that creature has darkvision out to a
isn't blinded.
range of 60 feet. Additionally, the creature is unaffected by
A blinded creature can make a Constitution saving throw
bright light. Each time you reselect this ability, the range is
at the end of each of its turns, ending the effect on itself on
increased by 10 feet.
a success.
You may reselect this ability multiple times, each time
A creature that ends its turn in the walls area takes 4d6
choosing one of the following options:
radiant damage. Until the spell ends, you can use an action
Increase the duration of this ability by 1 minute. to launch a beam of light from the wall at one creature you
This ability no longer requires V components. can see within 40 feet of it.
Affected creatures may see into magical darkness, and Make a ranged attack. On a hit, the target takes 4d6
while this ability is active, the affected creatures are radiant damage. Whether you hit or miss, reduce the length
immune to being Blinded. You must have selected this of the wall by 10 feet. If the walls length drops to 0 feet, the
ability two times before you can select this option. ability ends.
Each time you reelect this ability, increase the damage by
Luminous Blast 1d6.
Requirements: Two Light abilities You may reselect this ability multiple times, each time
SP Cost: 2 choosing one of the following options:
Casting Time: 1 action
Increase the range, height, and length of this ability by
Range: 80 feet
10 feet.
Components: V, S, W
This ability no longer requires V or S components.
Duration: Instantaneous
This ability no longer requires concentration.
A beam of light streaks toward a creature within range. Make The blind duration is increased by 1 minute.
a ranged attack against the target. On a hit, the target takes
3d8 radiant damage. Burst of Light (Ultimate)
Each time you reselect this ability, you gain an additional Requirements: Four Light abilities
beam to a maximum of four beams. You can direct the SP Cost: 3
additional beams at the same target or a different one, you Casting Time: 1 round
must make a separate attack roll for any additional beams. Range: Self
You may reselect this ability multiple times, each time Components: V, S, W
choosing one of the following options: Duration: Instantaneous
This ability no longer requires V components. The light of dawn shines outward from you in a 60-foot-
The range is increased by 10 feet. radius-sphere centered on you. This light is sunlight. Each
Increase the damage die size to a d10. You must have creature within the area takes 7d8 radiant damage and is
select this ability four times before you can select this blinded for 1 minute.
option. A creature blinded by this spell makes another
Constitution saving throw at the end of each of its turns. On
Wall of Light a successful save, it is no longer blinded.
Requirements: Three Light abilities This ability dispels any darkness in its area that was
SP Cost: 2 created by Kido. Each time you reselect this ability, increase
Casting Time: 1 action the damage by 1d8.
Range: 60 feet You may reselect this ability multiple times, each time
Components: V, S, W choosing one of the following options:
Duration: Concentration, until sealed
This ability no longer requires V or S components.

140
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Increase the radius sphere by 10 feet.
Increase the save DC 2.

Supernova (Ascended)
Requirements: Five Light abilities
SP Cost: 4
Casting Time: 1 round
Range: 100 feet
Components: V, S, W
Duration: Instantaneous
Brilliant sunlight flashes in a 60-foot-radius-sphere centered
on a point you choose within range. Each creature in that
light must make a Constitution saving throw. On a failed
save, a creature takes 20d6 radiant damage and is blinded
for 1 minute. On a successful save, it takes half as much
damage and isn't blinded by this ability. A creature blinded
by this spell makes another Constitution saving throw at the
end of each of its turns. On a successful save, it is no longer
blinded. This ability dispels any darkness in its area that was
created by Kido.
If a creature is slain by this ability they are vaporized,
gone, and utterly destroyed. Only the direct intervention of a
deity can restore an annihilated character.
You may select this ability a second time, if you do the
radius sphere is doubled, creatures are blinded whether they
succeed the save or not, and the damage dice size is
increased to d10.

Holy Light (Ascended)


Requirements: Six Light abilities

Your Light abilities are increased in power.


Your armament abilities or Kido that deal radiant damage
ignore resistances. If a creature would be immune to radiant
damage, it instead takes half damage.

141
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lightning
Lightning Form Casting Time: Reaction
Range: Self
SP Cost: 1
Components: S, W
Casting Time: 1 action
Duration: Instantaneous
Range: Self
Components: V, S, W You are able to deflect lighting. If you would be subjected to
Duration: Until sealed a bolt of lightning or similar effect, and you succeed the
saving throw or if it's an attack that hits you, you reduce the
Your armament becomes pure electricity. While this ability
damage
is active, your armaments damage type is changed to
by 1d10 + Dexterity modifier + Proficiency bonus. If you
lightning damage.
would reduce the damage to zero you deflect the effect,
If you have a Summon, you may have this ability apply to
causing it to fail.
it's weapons as well. You may dismiss this ability as as a
You may reselect this ability multiple times, each time
bonus action.
choosing one of the following options:
You may reselect this ability multiple times, each time
choosing one of the following options: You may use this ability even if you fail the saving throw.
You further reduce the damage you take by an amount
You may activate this ability as a bonus action and
equal to your level.
dismiss it at will.
When you would successfully deflect an effect, you can
This ability no longer requires V or S components.
instead redirect it. As part of the reaction, you change
Electric Weapon the direction or targets of the effect. Any creatures
SP Cost: 2 within the new area must make the appropriate saving
Casting Time: 1 action throw and suffer any damage or effects as stated by the
Range: Self effect. If a ranged attack would need to be made, you do
Components: V, S, W so at proficiency with a range of 10 x proficiency bonus.
Duration: Concentration, until sealed
Lightning Shield
Your armament is charged with electricity, dealing an Requirements: Two Lightning abilities
additional 1d4 lightning damage. You may dismiss this SP Cost: 1
ability as a bonus action. Casting Time: 1 action
You may reselect this ability multiple times, each time Range: Self
choosing one of the following options: Components: V, S, W
You may activate this ability as a bonus action and Duration: Concentration, until sealed
dismiss it at will. Lightning sparks across your body for the duration. The
This ability no longer requires V or S components. lightning doesn't harm you. Until the ability ends, you gain
Increase the damage dice size by one step, to a the following benefits:
maximum of a 1d12.
You have resistance to lightning and thunder damage.
Shocking Weapon All forms of movement are increased by 10 feet. Each
Requirements: One lightning ability time you reselect this ability this bonus increases by 5
feet.
When you score a critical hit with your armament, the target Any creature that moves within 5 feet of you for the first
takes an additional 1d4 lightning damage, and is stunned. At time on a turn or ends its turn there takes 1d4 lightning
the beginning of each of its turns, the target can make damage. Each time you reselect this ability, the damage
another Constitution saving throw. On a success, this effect dice size is increased by one step, to a maximum of a
ends. 1d10.
You may reselect this ability multiple times, each time
choosing one of the following options: You may reselect this ability multiple times, each time
choosing one of the following options:
Increase the save DC by 1.
Increase the damage die size by one step, to a maximum This ability no longer requires V or S components.
of 1d10. This ability no longer requires Concentration.
You are immune to lightning damage instead.
Deflect Bolt You may choose if this ability's damage effects creatures
Requirements: One Lightning ability or not.
SP Cost: 1

142
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lightning Bolt Storm Step
Requirements: Three Lightning abilities Requirements: Four Lightning abilities
SP Cost: 2 SP Cost: 2
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 100 feet
Components: V, S, W Components: V, S, W
Duration: Instantaneous Duration: Instantaneous

A stroke of lightning forming a line 60 feet long and 5 feet You transform into a bolt of Lightning and transport yourself
wide blasts out from you in a direction you choose. to an area within range. Each time you reselect this ability
Each creature in the light must make a Dexterity saving the range increases by 10 feet.
throw. A creatures takes 6d6 lightning damage on a failed You must either have line of sight to your destination or
save, or half as much damage on a successful one. The you must specify a direction and distance within range.
lightning ignites flammable objects in the area that aren't Creatures and objects in the path of your passage take 5d8
being worn or carried. points of Lightning damage or half as much one successful
You may reselect this ability multiple times, each time save.
choosing one of the following options: If your path intersects with a solid object, you damage the
barrier accordingly. If the damage is enough to break
This ability no longer requires V components. through the barrier, you continue beyond the barrier as long
Increase the length by 5 feet. as the ability's range permits; otherwise, your movement
Increase the damage by 1d6. stops in the square adjacent to the barrier and the effect
For each creature that failed their saving throw, you have ends.
up to one bolt leap from that creature to a target within You may reselect this ability multiple times, each time
30 feet. A target can be a creature or an object and can choosing one of the following options:
only be targeted by one of the bolts. You must have
selected this ability twice before you can choose this This ability no longer requires V or S components.
option. Increase the damage by 1d8.
When you arrive at your destination, each creature within
Call Lightning 10 feet must make a Dexterity saving throw. Taking 3d6
Requirements: Four Lightning abilities lightning damage on failed save, or half as much on a
SP Cost: 2 success.
Casting Time: 1 action
Lightning Sphere (Ultimate)
Range: 80 feet
Requirements: Five Lightning abilities
Components: V, S, W
Duration: Concentration, up to 1 minute SP Cost: 2
Casting Time: 1 action
A storm cloud appears in the shape of a cylinder that is 10 Range: 200 feet
feet tall with a 20-foot radius, centered on a point you can Components: V, S, W
see within range directly above you. The ability fails if you Duration: Instantaneous
can’t see a point in the air where the storm cloud could
appear (for example, if you are in a room that can’t A crackling globe of electric energy streaks from your
accommodate the cloud). Each time you select this ability fingertips to a point of your choice within range, where it
increase the radius increases by 5 feet. explodes in a 60-foot-radius sphere. Each creature within
When you use this ability, choose a point you can see the area takes 7d8 Lightning damage.
within range. A bolt of lightning flashes down from the You may reselect this ability multiple times, each time
cloud to that point. Each creature within 5 feet of that point choosing one of the following options:
must make a Dexterity saving throw. A creature takes 4d6
Increase the range by 10 feet.
Lightning damage on a failed save, or half as much damage
Increase the radius by 10 feet.
on a successful one. On each of your turns until the ability
ends, you can use your action to call down lightning in this Supercharged (Ascended)
way again, targeting the same point or a different one. Requirements: Six Lighting abilities
You may reselect this ability multiple times, each time
SP Cost: 1
choosing one of the following options:
Casting Time: Reaction
Increase the range by 10 feet. Range: Self
This ability no longer requires V components. Components: -
This ability no longer requires Concentration. Duration: Concentration, up to 1 minute
Increase the damage by 1d6. While released, when you are subject to an ability or spell
that deals 15 points or more of Lightning damage,

143
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
as a reaction you are unaffected by that ability or spell and
you can enter your Ascended form and activate this ability at
the same time. While this ability is active you gain the
following benefits:

Increase all forms of movement by 30 feet.


You Dexterity score becomes 20.
You gain advantage on Dexterity saving throws and skill
checks.
You regain 5 hit points at the start of your turn as long as
you are conscious.
You are immune to Exhaustion and the Paralyzed
condition.
You may reselect this ability a second time, if you do you
gain the following benefits instead:

Increase all forms of movement by 60 feet.


You Dexterity score becomes 24.
You gain advantage on Dexterity saving throws and skill
checks. Additionally, you gain a bonus equal to your
level.
You regain 10 hit points at the start of your turn as long
as you are conscious.
You are immune to the Exhaustion, Paralyzed,
Incapacitated and Poisoned conditions.

Suberbolts (Ascended)
Requirements: Six Lightning abilities

Your Lighting abilities are increased in power.


Your armament abilities or Kido that deal lightning
damage ignore resistances. If a creature would be immune
to lightning damage, it instead takes half damage.

144
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Oppression
Oppressive Aura Suppress Ability
Requirements: Charisma 14, Proficiency in Intimidation Requirements: Oppressive Aura, and two other Oppression
abilities
SP Cost: 4
Casting Time: 1 action Choose an ability score, this choice is permanent. Creatures
Range: Self affected by your Oppressive Aura have the the chosen
Components: V, S, W ability score reduced by 2, to a minimum of 6.
Duration: Concentration, until sealed You may reselect this ability multiple times, each time
You unleash your reiatsu in a 30-foot-radius sphere choosing one of the following options:
centered on you. This sphere moves with you. Any creature Increase the penalty by 2.
within this sphere must make a Reaitsu check opposed by Choose an additional ability score this penalty applies
your Reiatsu check. On a failure, they are subjected to the too.
effects of your Oppressive Aura.
Affected creatures within the sphere roll a d4 and Suppress Magic
subtract the number rolled from any attack roll they make. Requirements: Oppressive Aura, and three other
You may also choose a number of creatures equal to your Oppression abilities
proficiency bonus + 1 to not be affected by your Oppressive
Aura. Creatures affected by your Oppressive Aura have one spell
The radius of the sphere is increased by 10 feet for every slot they are barred from using, starting from their highest.
other Oppression ability you possess. You may reselect this ability multiple times, each time
You may reselect this ability multiple times, each time affecting an additional spell slot.
choosing one of the following options:
Suppress Damage
Increase the radius of the sphere by 10 feet. Requirements: Oppressive Aura, and four other Oppression
This ability no longer requires V or S components. abilities
Increase the dice size by on step, to a maximum of a
1d8. The damage die size of any ability, attack or spell of a
Increase the number of creatures you can choose to not creature or object affected by your Oppressive Aura is
be affected by this ability by four. reduced by one step, to a minimum of 1d4.

Suppress Speed Suppress Saves


Requirements: Oppressive Aura Requirements: Oppressive Aura, and five other Oppression
abilities
Creatures affected by your Oppressive Aura have all their
forms of movement reduced by 5 feet, to a minimum of 5 Whenever a creature affected by your Oppressive Aura
feet. makes a saving throw, they must roll a d4 and subtract the
You may reselect this ability multiple times, each time number rolled from the saving throw.
reducing speed by 5 feet. You may reselect this ability multiple times, each time
increasing the die size by one step, to a maximum of a
Suppress Skill 1d12.
Requirements: Oppressive Aura
Suppress Vitality (Ultimate)
Whenever a creature affected by your Oppressive Aura Requirements: Oppressive Aura, and six other oppression
makes a skill check, they must roll a d4 and subtract the abilities
number rolled from it. SP Cost: 4
You may reselect this ability multiple times, each time Casting Time: 1 round
increase the die size by one step to a maximum of a 1d12. Range: -
Components: V, S, W
Suppress Armor
Duration: Concentration, up to 5 minutes
Requirements: Oppressive Aura
Your Reiatsu becomes overwhelming, making it difficult to
Creatures affected by your Oppressive Aura have their breathe. For the duration you are considered incapacitated.
Armor Class reduced by 2 to a minimum of 1. The air within your Oppressive Aura is no longer breathable
You may reselect this ability multiple times, each time except for you. You can concentrate on this ability and
reducing their Armor Class by 2. Oppressive Aura at the same time, however you have
disadvantage on concentration checks.

145
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You may reselect this ability multiple times, each time
choosing one of the following options:

This ability no longer requires V or S components.


Increase the duration by 1 minute.

Suppress Power (Ascended)


Requirements: Oppressive Aura and Six other Oppression
abilities

Creatures affected by your Oppressive Aura have a 20%


chance that any spell they cast fails.
You may reselect this ability multiple times, each time
choosing one of the following options:

Increase the percent chance of failure by 10%,


maximum 50%.
This ability also affects weapon abilities

146
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Poison
Poison Form Poison Sense
SP Cost: 1 Requirements: One Poison ability
Casting Time: 1 action
Range: Self While your armament is released you can sense the
Components: V, S, W presence and location of poisons, poisonous creatures, and
Duration: Until sealed diseases within 30 feet of you. You also identify the kind of
poison, poisonous creature, or disease in each case.
Your armament becomes pure poison. While this ability is This ability can penetrate most barriers, but it is blocked
active, your armaments damage type is changed to poison by 1 foot of stone, 1 inch of common metal, a thin sheet of
damage. lead, or 3 feet of wood or dirt.
If you have a Summon, you may have this ability apply to You may reselect this ability multiple times, each time
it's weapons as well. You may dismiss this ability as as a choosing one of the following options:
bonus action.
You may reselect this ability multiple times, each time Increase the range by 10 feet.
choosing one of the following options: This ability is no longer blocked by 1 foot of stone or 1
inch of common metal.
You may activate this ability as a bonus action and This ability is no longer blocked by a thin sheet of lead or
dismiss it at will. 3 feet of wood or dirt. You must have selected this
This ability no longer requires V or S components. ability twice before you can choose this option.
Venomous Weapon Poison Cloud
SP Cost: 2 Requirements: One Poison ability
Casting Time: 1 action
SP Cost: 2
Range: Self
Casting Time: 1 action
Components: V, S, W
Range: 30 feet
Duration: Concentration, until sealed
Components: V, S, W
Your armament secretes poison, dealing an additional 1d4 Duration: Concentration, up to 1 minute
poison damage. You may dismiss this ability as a bonus
You create a 20-foot-radius sphere of poisonous gas
action.
centered on a point within range. The sphere spreads
You may reselect this ability multiple times, each time
around corners, and its area is heavily obscured, It lasts for
choosing one of the following options: the duration or until a wind of moderate or greater speed (at
You may activate this ability as a bonus action and least 10 miles per hour) disperses it.
dismiss it at will. While within range, as an action you can move the cloud
This ability no longer requires V or S components. up to 20 feet and shape the gas in any way you choose so
Increase the damage dice size by one step, to a long as it a 5x5 portion of the cloud is adjacent to another.
maximum of a 1d12. Any creatures that begins or ends its turn within the cloud
must succeed on a Constitution saving throw or be
Toxic Weapon poisoned for the duration. At the end of each of its turns,
Requirements: One Poison ability the target can make another Constitution saving throw. On a
success, the ability ends on the target.
When you score a critical hit with your armament, the target Each time you reselect this ability the range increases by
takes an additional 1d4 poison damage, and is poisoned. On 20 feet.
each of its turns, the target can use an action to make a You may select this ability multiple times, each time
Constitution saving throw. On a success, this effect ends. choosing one of the following options:
You may reselect this ability multiple times, each time
choosing one of the following options: Increase the range by 10 feet.
This ability no longer requires V or S comonents.
Increase the save DC by 1. This ability no longer requires Concentration.
Increase the damage die size by one step, to a maximum Increase the duration b 1 minute.
of 1d10. Increase the save DC by 1.

147
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Poison Shield you may infect them with one of your diseases selected
Requirements: Two Poison abilities from below, your choice.
Cackle Fever: Symptoms manifest 1d6 hours after
SP Cost: 1 infection and include fever and disorientation. The infected
Casting Time: 1 action creature gains one level of exhaustion that can’t be removed
Range: Self until the disease is cured.
Components: V, S, W Any event that causes the infected creature great stress
Duration: Concentration, until sealed — including entering combat, taking damage, experiencing
Poisonous gas surrounds your body for the duration. The fear, or having a nightmare — forces the creature to make a
poison does not affect you. Until the ability ends, you gain Constitution saving throw. On a failed save, the creature
the following benefits: takes 1d6 psychic damage and becomes incapacitated with
mad laughter for 1 minute.
You have resistance to acid and poison damage. The creature can repeat the saving throw at the end of
A creature that touches you, hits you with a melee attack each of its turns, ending the mad laughter and the
or ends their within 5 feet of you, takes 1d4 poison incapacitated condition on a success.
damage. Every time you reselect this ability the damage At the end of each long rest, an infected creature can
dice size is increased by one step to a maximum of a make a Constitution saving throw. On a successful save, the
1d10. DC for this save and for the save to avoid an attack of mad
You can use your action to create a 15-foot cone of laughter drops by 1d6. When the saving throw DC drops to
poisonous gas extending out from you in a direction you 0, the creature recovers from the disease.
choose. Each creature in the cone must make a Sewer Plague: Symptoms manifest 1d6 days after
Constitution saving throw. A creature takes 2d6 poison infection and include fatigue and cramps. The infected
damage on failed save, and half as much damage on a creatures gains one level of exhaustion that can't be
successful one. Using this ends the ability. Each time you removed until the disease is cured or as stated below, and it
reselect this ability, the cone increases by 5 feet. regains only half the normal of hit points from spending Hit
You may reselect this ability multiple times, each time Dice and when taking a long rest, the creature must spend
choosing one of the following options: Hit Die to regain hit points; spent hit dice are then regained
as normal.
This ability no longer requires V or S components. At the end of each long rest, an infected creature must
This ability no longer requires Concentration. make a Constitution saving throw. On a failed save, the
You are instead immune to poison damage and the creature gains one level of exhaustion. On a successful save,
poisoned condition. the creatures exhaustion level decreases by one level. If a
Increase the damage of the cone by 1d6. successful saving throw reduces the infected creature’s
level of exhaustion to 0 or below, the creature recovers
Cone of Poison from the disease.
Requirements: Three Poison abilities Sight Rot: Symptoms manifest 1d6 minutes after
SP Cost: 2 infection and include bleeding from the eyes. The creature’s
Casting Time: 1 action vision starts to become blurry. The creature takes a −1
Range: Self penalty to attack rolls and ability checks that rely on sight.
Components: V, S, W At the end of each long rest after the symptoms appear, the
Duration: Instantaneous creature must make a Constitution saving throw, on a failure
the penalty worsens by 1. On a success, the penalty is
A puff of poisonous gas erupts from you. Each creature in a
reduced by 1. When it reaches −5, the victim is blinded until
60-foot cone must make a Constitution saving throw. A
its sight is restored by magic such as lesser restoration or
creatures takes 3d8 poison damage on a failed save, or half
heal. If a successful saving throw reduced the penalty to 0
as much damage on a successful one.
or below, the creature recovers from the disease.
You may reselect this ability multiple times, each time
Sight rot can be cured using a rare flower called
choosing one of the following options:
Eyebright, which grows in some swamps. Given an hour, a
This ability no longer requires V or S components. character who has proficiency with an herbalism kit can turn
Increase the cone size by 5 feet. the flower into one dose of ointment. Applied to the eyes
Increase the damage by 1d6. before a long rest, one dose of it prevents the disease from
worsening after that rest. After three doses, the ointment
Blighter cures the disease entirely.
Requirements: Four Poison abilities Mage Pox: Symptoms manifest 1d6 minutes after
infection and include vertigo and small blue dots across
You ravage your foes with a deadly disease. Whenever a their body. Whenever the creatures casts a spell there is a
creature is dealt poison damage or gains the poisoned 10% chance the spell fails. At the end of each long rest
condition from one of your armament abilities or spells,

148
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
the creature must make a Constitution saving throw, on a Increase the damage this ability does by 1d6.
failure the spell failure chance increases by 5%. On a Increase the save DC by 1.
success, its reduced by 5%. If a successful saving throw
reduced the spell failure to 0% or below, the creature Miasma (Ultimate)
recovers from the disease. Requirements: Five Poison abilities
You may reselect this ability multiple times, each time SP Cost: 3
choosing one of the following options: Casting Time: 1 round
Range: Self
Reduce the amount of time for symptoms to manifest
Components: V, S, W
from a d6 to a d4.
Duration: Concentration
Increase any damage from this ability by 1d6.
Increase the save DC by 1. You spew out a toxic deluge in a 30-foot cone out from you.
Each creature in the area takes 7d8 poison damage.
Venomancer Additionally, each creature dealt damage this way must
Requirements: Four Poison abilities make a Constitution saving throw gaining one level of
SP Cost: 2 exhaustion on a failure. As long as you maintain
Casting Time: 1 action concentration, each creature must make a Constitution
Range: Vary saving throw at the end of its turn. On a success a level of
Components: V, S, W exhaustion gained by this ability is removed, on a failure
Duration: 1 minute they gain a level of exhaustion.
Incantation: Words You may reselect this ability multiple times, each time
choosing one of the following options:
You ravage your foes with a lethal poison. As an action you
can conjure one dose of poison of your choice from the list This ability does not require V or S components.
below. One does created this way can be applied to one Increase the cone size by 20 feet.
weapon, or three pieces of Ammunition, or smeared on a
5x5 surface or three servings of food or water. If a dose is Pestilence (Ascended)
not applied or used within the duration, it expires and loses Requirements: Six Poison abilities
its potency. SP Cost: 4
Pygmy Poison (Contact): A creature subjected to this Casting Time: Casting Time
poison must succeed on a Constitution saving throw or be Range: Range
poisoned for the duration. The poisoned creature can't take Components: V, S, W
bonus actions or reactions. The creature can repeat the Duration: Concentration
saving throw at the end of each of its turns, ending the
You create a 40-foot-radius sphere of poisonous fog
effect on itself on a success.
centered on you that follows you. The sphere spreads
Oil of Paralysis (Ingested): A creature subjected to this
around corners, and its area is lightly obscured. It lasts for
poison must succeed on a Constitution saving throw or be
the duration or until a wind of strong or greater speed (at
poisoned for the duration. The poisoned creature is
least 21 miles per hour) disperses it.
paralyzed. The creature can repeat the saving throw at the
Each creature in the fog (except you) must make a
end of each of its turns, ending the effect on itself on a
Constitution saving throw. On a failed save, a creature takes
success.
20d6 poison damage and is poisoned for 1 minute. On a
Enmity Dust (Inhaled): A creature subjected to this
successful save, it takes half as much damage and isn't
poison must succeed on a Constitution saving throw or be
poisoned by this ability.
poisoned for the duration. The poisoned creature must
A creature poisoned by this ability has its ability scores
spend it's action on it's turn to take the Attack action
reduced by 1. A creature is allowed an additional saving
against the nearest creature.
throw at the end of each of its turns. On a successful save 1
The creature can repeat the saving throw at the end of
point of this reduction is removed, a failure, their ability
each of its turns, ending the effect on itself on a success.
scores are further reduced by 1. A creature within the fog
Serpent Venom (Injury): A creature subjected to this
has disadvantage on the saving throw.
poison must succeed on a Constitution saving throw or be
All non-magical flora and fauna within the cloud withers
poisoned for the duration. The poisoned creature takes 2d6
and dies.
poison damage at the beginning of each of its turns. The
You may reselect this ability a second time, if you do the
creature can repeat the saving throw at the end of each of
radius, duration of the poison is doubled and the damage is
its turns, ending the effect on itself on a success.
increased to a d10.
You may reselect this ability multiple times, each time
choosing one of the following options:

Increase the duration by 1 minute.


You conjure an additional dose.

149
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Putrid Poison (Ascended)
Requirements: Six Poison abilities

Your Poison abilities are increased in power.


Your armament abilities or Kido that deal poison damage
ignore resistances. If a creature would be immune to poison
damage, it instead takes half damage.

150
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Projectile
Projectile Form Cone Attack
SP Cost: 2 Requirements: Projectile Form
Casting Time: 1 action SP Cost: 4
Range: Self
Components: V, S, W While your armament is in Projectile Form, once on your
Duration: Until sealed turn when you make an attack, the attack can instead take
the form of a 15-foot cone centered on your target.
Your armament changes to it's "Projectile Form". As a You may reselect this ability multiple times, each time
bonus action you can revert your armament back to its choosing one of the following options:
original form.
While in this form your armament gains the following Increase the cone by 10 feet.
traits:
Sphere Attack
You cannot make attacks of opportunity with your Requirements: Projectile Form and one other Projectile
armament. ability
Your armament cannot gain or benefit from any weapon SP Cost: 4
properties.
This armament cannot be disarmed or targeted. While your armament is in Projectile Form, once on your
Your weapons damage type can be bludgeoning, piercing turn when you make an attack, the attack can instead take
or slashing. You must choose one before you make any the form of a 20-foot-radius sphere centered on your target.
attacks. You may reselect this ability multiple times, each time
You do not make "ranged" or "melee" attack rolls with choosing one of the following options:
this weapon. When you would make an attack with this
Increase the radius by 10 feet.
weapon, instead you choose a target within 60 feet you
can see. They make a Dexterity saving throw. On a failed Cylinder Attack
saving throw they take damage. Half as much damage on Requirements: Projectile Form and one other Projectile
a success. When a targeted creature would roll a 1 on ability
this saving throw, the attack is considered a critical hit.
SP Cost: 3
Each time you reselect this ability or another Projectile While your armament is in Projectile Form, once on your
ability, the range is increased by 10 feet. turn when you make an attack, the attack can instead take
You may reselect this ability multiple times, each time the form of a 10-foot-radius and 30-foot high cylinder
choosing one of the following options: centered on your target.
You may activate this ability as a bonus action. You may reselect this ability multiple times, each time
Increase the range by 10 feet. choosing one of the following options:
This ability no longer requires V or S components. Increase the radius and height by 10 feet.
While in this form, your armament deals an additional
1d4 damage. Emanation
You can make Opportunity attacks while in this form. Requirements: Projectile Form and two other Projectile
You must have selected this ability 3 times before you abilities
can select this option.
SP Cost: 5
Line Attack Casting Time: 1 action
Requirements: Projectile Form Range: Self
Components: V, S, W
SP Cost: 3 Duration: Concentration, up to 1 minute
While your armament is in Projectile Form, once on your While in projectile form, your armament begins to surround
turn when you make an attack, the attack can instead take you providing you an offensive defense. For the duration
the form of a line thats 50 feet long and 5 feet wide you cannot move.
originating from you and centered on your target. You are surrounded by a 10-foot radius, 20-foot high
You may reselect this ability multiple times, each time cylinder centered on the square yo occupy. Any creature
choosing one of the following options: that would begin its turn, end its turn, or come in contact
Increase the length of the line by 10 feet. with the cylinder must make a Dexterity saving throw. On a
failed save taking 4d6 bludgeoning, piercing or slashing
damage (your choice) or half as much on a successful save.

151
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You may reselect this ability multiple times, each time
choosing one of the following options:

This ability no longer requires V or S components.


Increase the radius and height by 5 feet.
Increase the duration by 1 minute.
Increase the damage by 1d6.

Shaping
Requirements: Projectile Form and three other Projectile
abilities

When you use a Projectile ability that forces other creatures


to make a saving throw, you can protect some of those
creatures from the ability. Choose two of those creatures,
the chosen creatures succeed on their saving throw and
take no damage from the ability.
You may reselect this ability multiple times, each time
choosing two additional creatures.

Increased Mass (Ascended)


Requirements: Projectile Form, three other Projectile
abilities

Evasion and similar abilities do not function against your


Projectile abilities.

Increased Velocity (Ascended)


Requirements: Projectile Form, three other Projectile
abilities

Creatures have disadvantage on Dexterity saving throws


against your Projectile abilities.

152
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sound
Sound Form Range: 60 feet
Components: S
SP Cost: 1
Duration: Instantaneous or 1 hour
Casting Time: 1 action
Range: Self You create sound or manipulate non-magical sound in an
Components: V, S, W area within range and that fits within a 5-foot cube. Choose
Duration: Until sealed one of the following effects:
Your armament becomes pure sound. While this ability is You create a sound that lasts for the duration. You can
active, your armaments damage type is changed to thunder dismiss it as an action. The volume can range from a
damage.
If you have a Summon, you may have this ability apply to whisper to a scream. The sound continues unabated
it's weapons as well. You may dismiss this ability as as a throughout the duration, or you can make discrete sounds
bonus action. at different times before the effect ends.
You may reselect this ability multiple times, each time
You can either increase or decrease the volume of any
choosing one of the following options:
and all sounds within the area. You can decrease the
You may activate this ability as a bonus action and volume of the area down to a whisper or increase it to
dismiss it at will. that of thunder.
This ability no longer requires V or S components. Within the area, you can change the current existing
sounds characteristics, such as pitch, texture, timbre, or
Sonic Weapon spatial location. For example, make someones voice
SP Cost: 2 sound an octave higher or lower, make a subject sound
Casting Time: 1 action like someone else, change the sound of of a
Range: Self conversation to the sound of a crowd, or make the
Components: V, S, W sounds sound further away or closer, or change the
Duration: Concentration, until sealed sound of an instrument to sound like another. Any non-
willing creature is allowed a Constitution saving throw to
Your armament reverberates, dealing an additional 1d4
resist the changes.
thunder damage. You may dismiss this ability as a bonus
action. If you use this ability multiple times, you can only have a
You may reselect this ability multiple times, each time number of its effects, equal to your proficiency bonus,
choosing one of the following options: active at a time.
Each time you reslect this ability, the cube is increased by
You may activate this ability as a bonus action and
5 feet.
dismiss it at will.
You may reselect this ability multiple times, each time
This ability no longer requires V or S components.
choosing one of the following options:
Increase the damage dice size by one step, to a
maximum of a 1d12. You may affect magical sound.
Incrase the range by 10 feet.
Deafening Weapon Increase the duration by 1 hour.
Requirements: One Sound ability
Sound Shield
When you score a critical hit with your armament, the target
Requirements: Two Sound abilities
takes an additional 1d4 thunder damage, and is deafened.
On each of its turns, the target can use an action to make a SP Cost: 1
Constitution saving throw. On a success, this effect ends. Casting Time: 1 action
You may reselect this ability multiple times, each time Range: Self
choosing one of the following options: Components: V, S, W
Duration: Concentration, until sealed
Increase the save DC by 1.
You manipulate sound waves to surround your body for the
Increase the damage die size by one step, to a maximum
duration. This sound does not harm you or your equipment.
of 1d10.
Until the ability ends, you gain the following benefits:
Sculpt Sound You have resistance to energy damage.
Requirements: One Sound ability
A creature that touches you, hits you with a melee attack
SP Cost: 1 or ends their turn adjacent to you, takes 1d4 thunder
Casting Time: 1 action damage. Every time you reselect this ability, the damage

153
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
die size increases by one step, to a maximum of a 1d10. Any creature that passes through the wall must make a
Constitution saving throw. On failed save, they take 4d6
As an action you can end this ability by dispersing the thunder damage and do not pass through, on success they
Sound Shield in a violent burst. Each creature within 30 take half damage and pass through.
feet of you must succeed a Constitution saving throw. Each time you reselect this ability, increase the damage
Take 2d6 thunder damage, or half as much on a by 1d6.
successful save. Each time you reselect this ability the You may reselect this ability multiple times, each time
range increases by 5 feet. choosing one of the following options:
You may reselect this ability multiple times, each time Increase the range, height, length and radius of this
choosing one of the following options: ability by 10 feet.
This ability no longer requires V or S components. This ability no longer requires V or S components.
This ability no longer requires concentration. This ability no longer requires concentration.
You are now immune to thunder damage. If you select Increase the save DC by 1.
this option a second time, you are immune to being
deafened.
Sonic Boom (Ultimate)
Requirements: Five Sound abilities
Increase the damage of the burst by 1d6.
SP Cost: 3
Cone of Sound Casting Time: 1 round
Requirements: Three Sound abilities Range: Self
SP Cost: 2 Components: V, S, W
Casting Time: 1 action Duration: Instantaneous
Range: Self A cacophonous boom erupts out from you in a 60-foot-
Components: V, S, W radius-sphere centered on you.
Duration: Instantaneous Each creature within the area takes 7d18 thunder damage
A boom cone of sound erupts from you. Each creature in a and must make a Constitution saving throw.
60-foot cone must make a Constitution saving throw. A On a failed save, a creature is deafened for 1 minute and
creature takes 6d6 thunder damage on a failed save, or half knocked back up to 10 feet away landing prone. On a
as much damage on a successful one. successful not being knocked back or becoming prone. A
You may reselect this ability multiple times, each time creature deafened by this ability makes another Constitution
choosing one of the following options: saving throw at the end of each of its turns. On a successful
save, it is no longer deafened.
This ability no longer requires V or S components. Each time you select this ability, increase the damage by
Increase the cone by 5 feet. 1d8.
Increase the damage by 1d6. You may reselect this ability multiple times, each time
choosing one of the following options:
Wall of Sound
Requirements: Four Sound abilities This ability no longer requires V or S components.
SP Cost: 2 Increase the radius sphere by 10 feet.
Casting Time: 1 action Increase the save DC by 2.
Range: 60 feet
Disruption Field (Ascended)
Components: V, S, W
Requirements: Six Sound abilities
Duration: Concentration, until sealed
SP Cost: 4
You create a semi-physical barrier of sound within range, it Casting Time: 1 round
can be free floating or on a surface. You can make the wall Range: Self
up to 60 feet long, 20 feet high, and 1 foot thick, a ringed Components: V, S, W
wall up to 20 feet in diameter, 20 feet high, and 1 foot thick Duration: Concentration, until sealed
or a hemispherical dome/sphere with a radius of 20 feet.
The wall is translucent and lasts for the duration. You create a barrier of sound that surrounds you. This
When the wall appears, each creature within its area must barrier is a 40-foot-sphere centered on you, this barrier
make a Constitution saving throw. On a failed save, a moves with you. While active you and allies gain the
creature takes 4d6 thunder damage, or half as much following benefits:
damage on a successful save. You may also designated if You and allies within the field gain advantage on saving
sound from within can pass outside of the wall, or if sound
throws against abilities and spells that would deal energy
from the outside can enter within or both. damage.
You and your allies have immunity to being deafened.

154
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Enemies that begin or end their turn within the field
must make a constitution saving throw taking 10d6
thunder damage and becoming deafened for 1 minute,
or half as much damage on a successful save.
Enemies within the field must make a Constitution
saving throw. On a failed save, as long as they are within
the field they have disadvantage on saving throws.

You may select this ability a second time, if you do the


radius sphere is doubled, and the damage dice size is
increased to d10.

Sonic Resonance (Ascended)


Requirements: Six Sound abilities

Your Sonic abilities are increased in power.


Your armament abilities or Kido that deal thunder damage
ignore resistances. If a creature would be immune to
thunder damage, it instead takes half damage.

155
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Summon
roll the Summons Hit Die (the type of die appears in the
You may select Hollow abilities marked with an asterisk * as
Summon abilities. The chosen abilities can only be used by your Summons stat block), and add its Constitution modifier.
Summon. You may reselect this ability multiple times.

Summon Speed Increase


SP Cost: 2 Requirements: Summon
Casting Time: 1 action
Range: 5 feet Select one of your Summons modes of movement, it
increases by 10 feet.
Components: V, S, W
Duration: 1 minute You may reselect this ability multiple times.

When you select this ability you must choose a Summon. To Learned Skill
do so, choose any type of creature with a stat block in the Requirements: Summon
Monster Manual or any other resource approved by your
DM, but the challenge rating in its stat block must be 1/2 or Select two skills your Summon is not proficient in, it is now
lower. Any additional Summon abilities gained will add to, proficient in those skills.
change or remove from your Summons stat block. You may reselect this ability multiple times.
You can't have more than one Summon active at a time.
Extra Sense
You armament transforms into your Summon in an
Requirements: Summon
unoccupied space you choose within range. As an action
you control what your Summon does. Your Summon has a Your Summon gains one of the following senses:
proficiency bonus equal to yours. Any abilities or attacks
that deal damage that your Summon possess is changed to Blindsight 30 feet.
your armament base damage. Darkvision 60 feet.
If your Summon is reduced to 0 hit points, it dies and Tremorsense 80 feet.
reverts back to a weapon.
You may reselect this ability multiple times, each time
For every other Summon ability you have, the duration of choosing a different sense.
this ability is increased by 1 minute.
You may reselect this ability a second time, if you do, you Extra Movement
retain your armament, if any, when you use this ability. Requirements: Summon, three other Summon abilities

Summons Blade Your Summon gains one of the following movements


Requirements: Summon modes and the appropriate appendages to allow the
movement.
Your Summon has a copy of your armament, if any. The
Burrow speed of 50 feet. Climb speed of 40 feet. Fly
weapon has the same statistics and weapon properties. speed of 30 feet. Swim speed of 60 feet.
However, it does not have access to any armament abilities.
You may reselect this ability multiple times, each time
Ability Score Increase choosing a different movement mode.
Requirements: Summon Truesight
Choose one of your Summons ability scores, it increases by Requirements: Summon, Extra Sense, two other Summon
2, or you can increase two ability scores of your Summon by abilities
1.
Your summon gains Truesight out to 30 feet.
You may reselect this ability multiple times.
Condition Immunity
Natural Armor Requirements: Summon, five other Summon abilities
Requirements: Summon
Choose one of the conditions listed below, your Summon is
Your Summon gains a natural armor bonus of 2. If it already immune to that condition.
has natural armor, it increases by 2. Blinded, Charmed, Deafened, Frightened, Paralyzed,
Hit Point Increase Petrified, or poisoned.
You may reselect this ability multiple times, each time
Requirements: Summon
choosing one of the following options:
Your summon gains two hit die, and its maximum hit points
Choose another condition your Summon is now immune
increases. To determine the amount of the increase,
too.

156
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Choose Restrained, Stunned or Exhaustion, your
Summon is now immune to that condition. You must
have selected this ability once, and have five other
Summon abilities before you can choose this option.

Share Senses
Requirements: Summon, six other Summon abilities

While your Summon is within 100 feet of you, you can


communicate with it telepathically. Additionally, as a bonus
action, you can see through your Summon's eyes and hear
what it hears until the start of your next turn, gaining the
benefits of any special senses that the Summon has. During
this time, you are deaf and blind with regard to your own
senses.

Regeneration
Requirements: Summon, eight other Summon abilities

Your Summon regains 10 hit points at the start of your turn.


Choose a damage type, if your Summon took damage of the
chosen type since your last turn, this ability doesn't function
at the start of your next turn.
You may reselect this ability multiple times, each time
increasing the amount of hit points regained by 2.

Share Spells
Requirements: Summon, ten other Summon abilities

when you cast a spell targeting yourself, you can also affect
your Summon with the spell if your Summon is within 30
feet of you.

Transmogrify
Requirements: Summon, four other Summon abilities,
Bankai

At the end of each long rest or when you enter Bankai, you
may reselect all your Summoning armament abilities,
choosing new ones if desired.

157
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Water
Water Form You choose an area of non-magical water (solid, liquid or
SP Cost: 1 gas) that you can see within range and that fits within a 5-
Casting Time: 1 action foot cube. You manipulate it in one of the following ways:
Range: Self You instantaneously move or otherwise change the flow
Components: V, S, W of the water as you direct, up to 5 feet in any direction.
Duration: Until sealed This movement doesn’t have enough force to cause
Your armament becomes pure water. While this ability is damage.
active, your armaments damage type is changed to cold You cause the water to form into simple shapes and
damage. animate at your direction. This change lasts for the
If you have a Summon, you may have this ability apply to duration.
it's weapons as well. You may dismiss this ability as as a You change the water’s color or opacity. The water must
bonus action. be changed in the same way throughout. This change
You may reselect this ability multiple times, each time lasts for the duration.
choosing one of the following options: You freeze the water, provided that there are no
creatures in it. This frozen water can and will melt over
You may activate this ability as a bonus action and time.
dismiss it at will. You melt the ice, you may have the water retain its shape
This ability no longer requires V or S components. if able.
vaporize the water or sublimate the ice, which expands
Aquatic Weapon to a 30-foot-radius sphere of vapor centered on the
SP Cost: 2 water or ice. This vapor is ambient temperature and does
Casting Time: 1 action not cause damage. The sphere spreads around corners,
Range: Self and its area is lightly obscured. It falls to the ground as
Components: V, S, W water after 1 hour or until a wind of moderate or greater
Duration: Concentration, until sealed speed (at least 10 miles per hour) disperses it. If the
Your armament drips with magical water, dealing an environment is Extreme Cold, the vapor turns to snow at
additional 1d4 cold damage. You may dismiss this ability as the the end of the round and falls to the ground. If the
a bonus action. environment is Extreme Heat, the vapor disperses at the
You may reselect this ability multiple times, each time end of the round.
choosing one of the following options: You condense the vapor, causing it to fall to the ground
as water and form a puddle on the ground.
You may activate this ability as a bonus action and You depose the vapor, causing it to fall to the ground as
dismiss it at will. snow and form a patch on the ground.
This ability no longer requires V or S components.
Increase the damage dice size by one step, to a If you activate this ability multiple times, you can only
maximum of a 1d12. have a number of its non-instantaneous effects, equal to
your proficiency bonus, active at a time, and you can
Tidal Weapon dismiss such an effect as an action.
Requirements: One Water ability Each time you reselect this ability, the area of the cube
you can affect is increased by 5 feet.
When you score a critical hit with your armament, the target
You may select this ability multiple times, each time
takes an additional 1d4 cold damage, and is knocked prone. choosing one of the following options:
You may reselect this ability multiple times, each time
choosing one of the following options: You can now affect magical water.
Increase the range by 10 feet.
Increase the damage die size by one step, to a maximum Increase the duration by 1 hour.
of 1d10.
Water Shield
Shape Water Requirements: Two Water abilities
Requirements: One Water ability
SP Cost: 1
SP Cost: 1 Casting Time: 1 action
Casting Time: 1 action
Range: Self
Range: 60 feet Components: V, S, W
Components: S Duration: Concentration, until sealed
Duration: Instantaneous or 1 hour

158
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Swirling water surrounds your body for the duration. This You hurl a condense ball of water toward a creature within
water does not harm you or your equipment. Until the ability range. Make a ranged attack against the target. On a hit, the
ends, you gain the following benefits: target takes 3d8 bludgeoning damage. Each time you select
this ability, you gain an additional ball to a maximum of four.
You have resistance to acid, fire and bludgeoning You can direct the additional balls at the same target or a
damage, and you are vulnerable to lightning damage. different one, you must make a separate attack roll for any
Whenever a creature is within 5 feet of you, you may additional ball.
have them make a saving throw. The creature chooses You may select this option multiple times, each time
Strength or Dexterity. On a failed save, the creature is choosing one of the following options:
knocked prone.
You have a swimming speed of 40 feet. This ability no longer requires V components.
You are able to breathe underwater. The range is increased by 10 feet.
Increase the damage die size to a d10. You must have
You may select this ability multiple times, each time selected this ability four times before you can select this
choosing one of the following options: option.
This ability no longer requires V or S components. Wall of Water
This ability no longer requires concentration. Requirements: Three Water abilities
You are no longer vulnerable to lightning damage. SP Cost: 2
Undersea Knight Casting Time: 1 action
Range: 60 feet
Requirements: Two Water abilities
Components: V, S, W
SP Cost: 1 Duration: Concentration, until sealed
Casting Time: 1 action
Range: 20 feet You conjure up a wall of water on the ground at a point you
Components: V, S, W can see within range. You can make the wall up to 30 feet
Duration: Concentration, up to 1 minute long, 10 feet high, and 1 foot thick, or you can make a
ringed wall up to 20 feet in diameter, 20 feet high, and 1
Up to four willing creatures within range gain the following foot thick. The wall vanishes when the ability ends. The
benefits: wall’s space is difficult terrain.
You are able to move across any liquid surface – such as Any ranged weapon attack that enters the wall’s space has
water, acid, mud, snow, quicksand, or lava – as if it were disadvantage on the attack roll, and fire damage is halved if
harmless solid ground (creatures crossing molten lava the fire effect passes through the wall to reach its target.
can still take damage from the heat). If the target is Spells and abilities that deal cold damage that pass through
submerged in a liquid, the ability carries the target to the the wall cause the area of the wall they pass through to
surface of the liquid at a rate of 60 feet per round. freeze solid (at least a 5-foot square section is frozen).
You are able to breathe underwater until the ability ends. Each 5-foot-square frozen section has AC 5 and 15 hit
Affected creatures also retain their normal mode of points. Reducing a frozen section to 0 hit points destroys it.
respiration. When a section is destroyed, the wall’s water doesn’t fill it.
You have advantage on Athletic checks for swimming. You may select this ability multiple times, each time
choosing one of the following options:
You may select this ability multiple times, each time
choosing one of the following options: Increase the range by 10 feet.
This ability no longer requires V or S components.
You may activate this ability as a bonus action. This ability no longer requires concentration.
Increase the range by 10 feet. Increase the length, height and diameter of the wall by
This ability no longer requires V or S components. 10 feet. The thickness is also increased by 1 foot to a
This ability no longer requires concentration. maximum of 5 feet.
Increase the duration by 1 minute.
Increase the the number of willing creatures you can Tidal Wave
target by 2. Requirements: Four Water abilities
SP Cost: 2
Water Blast Casting Time: 1 action
Requirements: Three Water abilities Range: 80 feet
SP Cost: 2 Components: V, S, W
Casting Time: 1 action Duration: Instantaneous
Range: 80 feet
You conjure up a wave of water that crashes down on an
Components: V, S, W
area within range.
Duration: Instantaneous

159
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The area can be up to 30 feet long, up to 10 feet wide, and Requirements: Six Water abilities
up to 10 feet tall. Each creature in that area must make a SP Cost: 4
Dexterity saving throw. On a failed save, a creature takes Casting Time: 1 round
7d10 bludgeoning damage and is knocked prone. On a Range: 1 mile
successful save, a creature takes half as much damage and Components: V, S, W
isn’t knocked prone. The water then spreads out across the Duration: Concentration, up to 1 minute
ground in all directions, extinguishing unprotected flames in
its area and within 30 feet of it, and remains for the next A mass of 20-foot-deep water appears and swirls in a 30-
minute. foot radius centered on a point you can see within range.
Each time you select this ability, increase the maximum The point must be on ground or in a body of water. Until the
length, width and height by 5 feet. spell ends, that area is difficult terrain, and any creature that
You may select this option multiple times, each time starts its turn there must succeed on a Strength saving
choosing one of the following options: throw or take 10d6 bludgeoning damage and be pulled 10
feet toward the center. Once a creature reaches the center,
Increase the range by 10 feet. if they would take damage, the hit die is increased by one
This ability no longer requires V components. step and they begin to drown. As an action any creature
Increase the duration the water remains for 1 minute. within the area can make an additional Strength saving
Increase the save DC by 1. throw, however they do so at disadvantage. On a successful
save they are able to move.
Tsunami (Ultimate) You may select this ability a second time, if you do the
Requirements: Five Water abilities range, duration, depth and radius is doubled. The damage
SP Cost: 3 dice size is also increased to a d10.
Casting Time: 1 round
Range: Sight
Components: V, S, W
Duration: Concentration, up to 5 rounds
A wall of water springs into existence at a point you choose
within range. You can make the wall up to 60 feet long, 60
feet high, and 25 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area takes
7d8 bludgeoning damage.
At the start of each of your turns after the wall appears,
the wall, along with any creatures in it, moves 25 feet away
from you. Any Huge or smaller creature inside the wall or
whose space the wall enters when it moves must succeed
on a Strength saving throw or take 7d8 bludgeoning
damage. A creature can take this damage only once per
round. At the end of the turn, the wall’s height is reduced by
20 feet, and the damage creatures take from the ability on
subsequent rounds is reduced by 1d8. When the wall
reaches 0 feet in height or the duration expires, the ability
ends.
A creature caught in the wall can move by swimming.
Because of the force of the wave, though, the creature must
make a successful Strength (Athletics) check against the
save DC in order to move at all. If it fails the check, it can’t
move. A creature that moves out of the area falls to the
ground.
You may select this ability multiple times, each time
choosing one of the following options:

This ability no longer requires V or S components.


Increase the duration by 1 round.
increase the walls length and height by 20 feet, and the
thicknes by 5 feet.
Increase the save DC by 2.

Maelstrom (Ascended)

160
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Weapon
Weapon Form Godslayer's Edge
SP Cost: 1 Requirements: Two weapon abilities
Casting Time: Bonus action
Weapon attacks you make with your armament ignore
Range: Self
damage resistance to it's damage type.
Components: V, S, W
If the subject of your attack would be immune to your
Duration: Until sealed
armament base damage type, that immunity is instead
When you select this ability, you may choose one of the treated as resistance.
melee weapons in the PHB (PG 149) as a weapon form.
When you activate this ability your armament changes into Increased Critical
one of the selected weapon forms. While in this form your Requirements: Three weapon abilities
current weapon loses its statistics and gains the new
You score a critical on a roll of 19 or 20 when making
weapons statistics. If your armament's damage dice is
weapon attack rolls with your armament.
greater than any of your weapon forms, you may have it
If you already have a similar ability, the extra damage dice
retain the greater damage.
is maxed.
You may select this ability multiple times, each time
choosing one of the following actions: Weapon of Heaven
Requirements: Four weapon abilities
Choose a new weapon form.
This ability no longer requires V or S components. While using your armament, you may add your proficiency
bonus to weapon attack damage rolls with it.
Enhanced Weapon
Choose one of the following weapon properties. Your Enchanted Weapon
armament gains the chosen weapon property. Requirements: Five weapon abilities
Finesse SP Cost: 4
Light Casting Time: Bonus action
Reach Range: Self
Thrown (10/20) Components: V, S, W
Versatile (Damage dice size increased by one step when Duration: Concentration, until sealed
used with two hands to make a weapon attack) When you select this ability, you may choose one of the
You may select this ability multiple times, each time enchantments listed below. You can dismiss this ability as a
choosing one of the following options: bonus action.

Choose an additional weapon property. Acid - For the duration your weapon deals an extra 1d4
Increase both values of the Thrown range by 10 feet. You acid damage.
must have selected the Thrown weapon property before
Flame - For the duration your weapon deals an extra 1d4
you can choose this option. fire damage.
Your armament retains the selected weapon properties
even when you use Weapon Form of similar abilities. Frost - For the duration your weapon deals an extra 1d4
cold damage.
Tempered Steel
Requirements: One Weapon ability Lightning - For the duration your weapon deals an extra
1d4 lightning damage.
Your armament is more resilient. If an effect would damage,
break, or destroy your armament without a save, you are Necrotic - For the duration your weapon deals an extra
allowed a saving throw (except for Final Shikai or similar 1d4 necrotic damage.
effect). On a success negating the destructions effect. If you
Poison - For the duration your weapon deals an extra
are allowed a saving throw you have advantage on that
1d4 poison damage.
saving throw.
If an effect would build up a cumulative penalty on your Radiant - For the duration your weapon deals an extra
armament and be destroyed at a certain threshold, that 1d4 radiant damage.
threshold is doubled.
If a creature would attempt to disarm your armament you
are holding, you can use your reaction to make a melee
weapon attack against that creature.

161
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Thunder - For the duration your weapon deals an extra
1d4 thunder damage.

Wind - For the duration your weapon deals an extra 1d4


force damage.

Returning - When you make a ranged attack using this


armament, immediately after the attack, the weapon flies
back to your hand. Your armament must have the
Thrown weapon property before you can select this
Enchantment.

Defender - The first time you attack with your armament


on each of your turns, you can transfer some or all of the
weapon's bonus to your Armor Class, instead of using
the bonus on any attacks that turn. For example, if you
have a +3, you could reduce the bonus to your attack
and damage rolls to +1 and gain a +2 bonus to AC. The
adjusted bonuses remain in effect until the start of your
next turn, although you must hold the weapon to gain a
bonus to AC from it.

Dancing - As a bonus action you toss your armament


into the air and it begins to hover. You may have it fly up
to 30 feet, and it attacks one creature of your choice
within 5 feet of it. The weapon uses your attack roll and
ability score modifier to damage rolls. While the weapon
hovers, you can use a bonus action to cause it to fly up
to 30 feet to another spot within 30 feet of you. As part
of the same bonus action, you can cause the sword to
attack one creature within 5 feet of it. As a bonus action,
you can have the weapon fly up to 30 feet to try and
return to your hand. If you have no hand free, it falls to
the ground at your feet. It also ceases to hover if you
grasp it or move more than 60 feet away from it. You
must have selected this ability once before you can
select this Enchantment.

Speed - You can make one additional attack with this


armament when you take the attack action. You must
have selected this ability two times before you can
select this Enchantment.

Slaying - Choose one creature type (Soul, Bount, Hollow,


Quincy, Human), when the chosen creature type takes
damage, the creature must make a DC 17 Constitution
saving throw, taking an extra 6d8 damage on a failed
save, or half as much extra damage on a successful one.
You must have selected this ability three times before
you can select this Enchantment.

You may reselect this ability multiple times, each time


choosing another enchantment.

162
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wind
Wind Form Duration: Instantaneous or 1 hour
SP Cost: 1 You take control of the air in a 5-foot cube that you can see
Casting Time: 1 action within range. Choose one of the following effects when you
Range: Self activate this ability. The effect lasts for the duration, unless
Components: V, S, W you use your action on a later turn to switch to a different
Duration: Until sealed effect. You can also use your action to temporarily halt the
effect or to restart one you’ve halted.
Your armament becomes pure air. While this ability is active,
Gusts. A wind picks up within the cube, continually
your armaments damage type is changed to force damage.
blowing in a horizontal direction that you choose. You
If you have a Summon, you may have this ability apply to
choose the intensity of the wind: calm, moderate, or strong.
it's weapons as well. You may dismiss this ability as as a
If the wind is moderate or strong, ranged weapon attacks
bonus action.
that pass through it or that are made against targets within
You may reselect this ability multiple times, each time
the cube have disadvantage on their attack rolls.
choosing one of the following options:
If the wind is strong, any creature moving against the
You may activate this ability as a bonus action and wind must spend 1 extra foot of movement for each foot
dismiss it at will. moved.
This ability no longer requires V or S components. Downdraft. You cause a sustained blast of strong wind to
blow downward from the top of the cube. Ranged weapon
Zephyr Weapon attacks that pass through the cube or that are made against
SP Cost: 2 targets within it have disadvantage on their attack rolls.
Casting Time: 1 action A creature must make a Strength saving throw if it flies
Range: Self into the cube for the first time on a turn or starts its turn
Components: V, S, W there flying. On a failed save, the creature is knocked prone.
Duration: Concentration, until sealed Updraft. You cause a sustained updraft within the cube,
Wind rages across your armament, dealing an additional 1d4 rising upward from the cube’s bottom edge. Creatures that
force damage. You may dismiss this ability as a bonus end a fall within the cube take only half damage from the
action. fall.
You may reselect this ability multiple times, each time When a creature in the cube makes a vertical jump, the
choosing one of the following options: creature can jump up to 10 feet higher than normal.
Each time you reselect this ability the cube increases by 5
You may activate this ability as a bonus action and feet.
dismiss it at will. You may select this ability multiple times, each time
This ability no longer requires V or s components. choosing one of the following options:
Increase the damage dice size by one step, to a
maximum of a 1d12. Increase the range by 10 feet.
Increase the duration by 1 hour.
Cyclonic Weapon When you choose gust, you can choose two different
Requirements: One Wind ability directions.
Downdraft also affects non-flying creatures.
When you score a critical hit with your armament, the target When a creature ends a fall in an updraft, they take no
takes an additional 1d4 force damage and is pushed back fall damage instead. If a creature jumps within an
10 feet. updraft, their jump height is doubled instead.
You may reselect this ability multiple times, each time You may activate this ability as a bonus action. If you
choosing one of the following options: select this option a second time, you may activate this
ability as a reaction, but can only select the updraft
Increase the save DC by 1.
option if you do so.
Increase the damage die size by one step, maximum of a
1d10. Wind Shield
Requirements: Two Wind abilities
Control Winds
Requirements: One Wind ability SP Cost: 1
Casting Time: 1 action
SP Cost: 1
Range: Self
Casting Time: 1 action
Components: V, S, W
Range: 60 feet
Duration: Concentration, until sealed
Components: S

163
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Until the ability ends, wind whirls around you, and you gain The wind disperses gas or vapor, and it extinguishes
the following benefits: candles, torches, and similar unprotected flames in the area.
It causes protected flames, such as those of lanterns, to
Weapon attacks made against you have disadvantage on dance wildly and has a 80 percent chance to extinguish
the attack roll. them.
You gain a flying speed of 10 feet. If you are still flying You may select this ability multiple times, each time
when the spell ends, you fall, unless you can somehow choosing one of the following options:
prevent it.
Any creature that moves within 5 feet of you for the first This ability no longer requires V components.
time on a turn or ends its turn there takes 1d4 force Increase the length by 10 feet.
damage. Each time you reselect this ability, the damage Increase the damage by 1d6.
dice size is increased by one step to a maximum of a Increase the range creatures are pushed back by an
1d10. additional 5 feet.

You may select this ability multiple times, each time Tornado (Ultimate)
choosing one of the following options: Requirements: Five Wind abilities
This ability no longer requires V or S components. SP Cost: 3
This ability no longer requires Concentration. Casting Time: 1 round
You may choose if this ability damages creatures or not. Range: 100 feet
Components: V, S, W
Wind Scythe Duration: Concentration, up to 5 rounds
Requirements: Three Wind abilities
You conjure a raging tornado on a point that you can see on
SP Cost: 2 the ground within range, this area must be able to fit the
Casting Time: 1 action tornado or this ability fails. The tornado is a 40-foot-radius,
Range: 80 feet 80-foot-high cylinder centered on that point. Until the
Components: V, S, W ability ends, you can use your action to move the tornado
Duration: Instantaneous up to 30 feet in any direction along the ground.
You launch a crescent blade of wind toward a creature The tornado sucks up any Medium or smaller objects that
within range. Make a ranged attack against the target. On a aren’t secured to anything and that aren’t worn or carried by
hit, the target takes 3d8 force damage. anyone. A creature must make a Strength saving throw the
Each time you select this ability, you gain an additional first time on a turn that it enters the tornado or that the
blade to a maximum of four blades. You can direct the tornado enters its space, including when the tornado first
additional blades at the same target or a different one, you appears. A creature takes 7d8 force damage on a failed save,
must make a separate attack roll for any additional blades. or half as much damage on a successful one. In addition, a
You may select this option multiple times, each time Large or smaller creature that fails the save must succeed
choosing one of the following options: on a Strength saving throw or become restrained in the
whirlwind until the spell ends. When a creature starts its
This ability no longer requires V components. turn restrained by the whirlwind, the creature is pulled 5
The range is increased by 10 feet. feet higher inside it, unless the creature is at the top, and
Increase the damage die size to a d10. You must have takes an additional 7d8 force damage each turn its within
selected this ability four times before you can select this the tornado.
option. A restrained creature moves with the whirlwind and falls
when the duration ends, unless the creature has some
Wind Blast means to stay aloft. A restrained creature can use an action
Requirements: Four Wind abilities to make a Strength or Dexterity check against the save DC.
SP Cost: 2 If successful, the creature is no longer restrained by the
Casting Time: 1 action whirlwind and is hurled 3d6 × 10 feet away from it in a
Range: 80 feet random direction.
Components: V, S, W This ability deals damage to structures within its radius. If
Duration: Instantaneous a structure drops to 0 hit points, it collapses and pieces of
the structure are automatically flung outside the area of the
A line of strong wind 60 feet long and 10 feet wide blasts
tornado potentially damaging nearby creatures. Any creature
from you in a direction you choose. Each creature in the line
within 30 ft. of the tornado's radius when a structure
must make a Strength saving throw. A creature takes 6d6
collapses within it must make a Dexterity saving throw. On
force damage on a failed save and be pushed back 15 feet
a failed save, the creature takes 4d8 bludgeoning damage
away from you in a direction following the line, or half as
and is knocked prone. On a successful save, the creature
much damage on a successful one and not be pushed back.
takes half damage and doesn't fall prone.

164
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This also increases the damage any creatures can potentially You may reselect this ability a second time, if you do the
take by 2d6 bludgeoning and 2d6 slashing damage. size of the area is doubled.
You may select this ability multiple times, each time
choosing one of the following options: Piercing Winds (Ascended)
Requirements: Six Wind abilities
This ability no longer requires V or S components.
Increase the duration by 1 round. Your Wind abilities are increased in power.
increase the radius and height by 10 feet. Your armament abilities or Kido that deal force damage
Increase the save DC by 1. ignore resistances. If a creature would be immune to force
damage, it instead takes half damage.
Hurricane (Ascended)
Requirements: Six Wind abilities
SP Cost: 4
Casting Time: 1 round
Range: Self
Components: V, S, W
Duration: Concentration, up to 5 rounds
You conjure a deadly and devastating storm that descends
from the sky. A 60-foot radius, and 60-foot tall cylinder
appears centered on you. You are unaffected by your own
Hurricane. The ability fails if you can't see a point in the sky
where the storm can descend from (for example, if you are
in a room that can't accommodate the storm).
Within the storm, all ranged attacks and spells always
miss their target, being swept away from the raging winds.
Vision is lightly obscured, the terrain is difficult, and other
creatures have disadvantage on concentration checks.
Within the storm you have a fly speed of 60 feet and take
no damage from the storm itself, however you can still take
damage from flying debris, but you have advantage on
dexterity saving throws to avoid debris within the storm.
When the storm appears, small and smaller creatures are
instantly swept away from the winds. Medium and large
creatures must make a Strength saving throw, on a failed
save they are swept away from the winds. Huge and larger
creatures must make a Strength saving throw with
advantage, on a failed save they are swept away by the
winds. If a creature begins its turn within the storm they
must make a Strength saving throw, taking 10d6 force
damage, or half as much on a successful save. If a creature
has been swept away by the winds, they have disadvantage
on the saving throw.
These raging winds also deal damage to structures within
the area. If a structure drops to 0 hit points, it collapses and
pieces of the structure are swept by the winds increasing
the damage creatures and structures take within the storm
by 4d6 bludgeoning damage and 4d6 slashing damage.
Each structure that collapses within the area further
increases the damage the same amount.
A creature that has been swept away by the storm are
flung randomly closer to the eye of the storm, or away from
the eye by 4d6 x 10 feet. A creature that has been swept
away by the storm can spend a bonus action to make a
dexterity saving throw against the save DC. On a success,
they can control the direction they move in.
The eye of the storm is 1/4 the size of the storm and
none of the effects of the storm are active within it.

165
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 6: Kidō

W
ithin the world of Bleach, magic works quite Bakudō. These are a broad category of defensive spells
differently. Magic isn't drawn from the which block/repel attacks or immobilize enemies. They may
weave, but rather spells are produced with seem subtle, but these spells can give their users a tactical
strong Reiryoku (Spiritual Power). The advantage when used properly.
closest similarity would be how sorcerers Hadō. Offensive spells which inflict direct damage to the
casts magic. enemy. Their effectiveness differs depending on the user.
Spells are traditionally graded by level. Kaidō. Broad category of utility spells. Most consisting of
Kidō are graded on a scale from 1 to 99, spells of the latter spells that either heal or bolster the body.
being the most powerful and the most difficult to perform.
To use Kidō, a Shinigami must recite the specific incantation
for the spell, which is often long and requires few seconds
to speak.
The power of a spell relies on the power of the user, as
even a low-level spell can be utterly devastating when
utilized by a high-class Shinigami.
There are three main types of Kidō: Bakudō (Was of
Binding), Hadō (Way of Destruction), and Kaidō (Healing
Kaidō).

Spell Points
This book utilizes the variant Spell Point system for casting
spells. In this variant, each spell has a point cost based on
its level. The Spell Point Cost table summarizes the cost in
spell points of slots from 1st to 9th level.

Spell Point Cost


Spell Slot Level Point Cost
Cantrip 1
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

Forbidden Kidō
Theres also a classification of Kidō which are considered
illegal by Soul Society. The use of such spells will commonly
result in some form of lengthy imprisonment or worse. The
Kidō spells usually fall under this class are those which
involving the manipulation of space, time and Kidō which
sacrifices the self.

Shinigami Spell List


The Shinigami spell list is separated into the following three
categories:

166
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shinigami Spells (Bakudō)
Cantrips (0 Level) 3rd Level 6th Level 9th Level
#1 Sai #30 Shitotsu Sansen #60 Find the Path #90 Mass True Seeing
#2 Mage Hand #31 Sending #61 Rikujōkōrō #91 Hindsight
#3 Message #32 Clairvoyance #62 Hyapporankan #92 Screen
#4 Hainawa #33 Nondetection #63 Sajō Sabaku #93 Greater Contingency
#5 Prestidigitation #34 Protection from Energy #64 Contingency #94 Spell Turning
#6 Blade Ward #35 Tiny Hut #65 Primordial Ward #95 Prismatic Wall
#7 Resistance #36 Magic Circle #66 Blade Barrier #96 Invulnerability
#8 Seki #37 Tsuriboshi #67 Globe of Invulnerability #97 Keikaigi
#9 Hōrin #38 Noren Makuri #68 Forbiddance #98 Jikanteishi
#39 Enkōsen #69 True Seeing #99 Kin/Bankin
1st Level
#10 Alarm 4th Level 7th Level 10th Level (Secret)
#11 Identify #40 Secret Chest #70 Instant Summons #1 Spell Reflection
#12 Feather Fall #41 Arcane Eye #71 Sequester #2 Peripety
#13 Shield of Faith #42 Grasping Vine #72 Hachigyō Sōgai #3 Soul Scry
#14 Detect Magic #43 Locate Creature #73 Tozanshō
#15 Mage Armor #44 Magic Aura #74 Symbol
#16 Entangle #45 Stoneskin #75 Gochūtekkan
#17 Sanctuary #46 Private Sanctum #76 Kūkanten'i
#18 Absorb Elements #47 Resilient Sphere #77 Tenteikūra
#19 Hakufuku #48 Greater Invisibility #78 Plane Shift
#49 Inemuri #79 Kuyō Shibari
2nd Level
#20 Arcane Lock 5th Level 8th Level
#21 Sekienton #50 Wall of Force #80 Power Word Stun
#22 Earthbind #51 Antilife Shell #81 Dankū
#23 Magic Mouth #52 Commune with nature #82 Shiju no Saimon
#24 Knock #53 Dispel Evil & Good #83 Antipathy/Sympathy
#25 Blur #54 Legend Lore #84 Arcane Gate
#26 Kyokkō #55 Passwall #85 Mighty Fortress
#27 Shibireyubi #56 Telepathic Bond #86 Mind Blank
#28 Locate Object #57 Arcane Hand #87 Maze
#29 Protection from Evil & #58 Kakushitsuijaku #88 Demiplane
Good #59 Teleportation Circle #89 Antimagic Field

167
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shinigami Spell List (Hadō)
Cantrips (0 Level) 3rd Level 6th Level 9th Level
#1 Shō #30 Elemental Weapon #60 Eyebite #90 Kurohitsugi
#2 Fire Bolt #31 Shakkahō #61 Conjure Volley #91 Senju Kōten Taihō
#3 Ray of Frost #32 Ōkasen #62 Freezing Sphere #92 Blade of Disaster
#4 Byakurai #33 Sōkatsui #63 Raikōhō #93 Hyōga Seiran
#5 Acid Splash #34 Crusader's Mantle #64 Mental Prison #94 Weird
#6 Poison Spray #35 Sleet Storm #65 Gravity Fissure #95 Psychic Scream
#7 Thunderclap #36 Lightning Bolt #66 Circle of Death #96 Ittō Kasō
#8 Sacred Flame #37 Pulse Wave #67 Harm #97 Time Ravage
#9 Chill Touch #38 Vampiric Touch #68 Sunbeam #98 Power Word Kill
#39 Spirit Shroud #69 Disintegrate #99 Goryūtenmetsu
1st Level
#10 Burning Hands 4th Level 7th Level 10th Level (Secret)
#11 Tsuzuri Raiden #40 Elemental Bane #70 Acanist's Sword #1 Ruin
#12 Fushibi #41 Confusion #71 Divine Word #2 Dire Winter
#13 Ice Knife #42 Shadow of Moil #72 Power Word Pain #3 Teppūsatsu
#14 Ray of Sickness #43 Vitriolic Sphere #73 Sōren Sōkatsui
#15 Thunderwave #44 Ice Storm #74 Prismatic Spray
#16 Dissonant Whispers #45 Storm Sphere #75 Fire Storm
#17 Divine Favor #46 Phantasmal Killer #76 Kongōbaku
#18 Inflict Wounds #47 Blight #77 Crown of Stars
#19 Witch Bolt #48 Sickening Radiance #78 Zangerin
#49 Gravity Sinkhole #79 Finger of Death
2nd Level
#20 Dust Devil 5th Level 8th Level
#21 Cloud of Daggers #50 Holy Weapon #80 Illusory Dragon
#22 Acid Arrow #51 Cloudkill #81 Feeblemind
#23 Snowball Swarm #52 Cone of Cold #82 Gaki Rekkō
#24 Scorching Ray #53 Synaptic Static #83 Incendiary Cloud
#25 Shatter #54 Haien #84 Maddening Darkness
#26 Moonbeam #55 Destructive Wave #85 Sunburst
#27 Spiritual Weapon #56 Enervation #86 Horrid Wilting
#28 Ray of Enfeeblement #57 Daichi Tenyō #87 Dark Star
#29 Phantasmal Force #58 Tenran #88 Hiryū Gekizoku Shinten
#59 Dawn Raihō
#89 Reality Break

168
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shinigami Spell List (Kaidō)
Cantrips (0 Level) 3rd Level 6th Level 9th Level
#1 Jump #30 Catnap #60 Heroes Feast #90 Foresight
#2 True Strike #31 Daylight #61 Mass Freedom of #91 Power Word Heal
#3 Gust #32 Plant Growth Movement #92 Mass Heal
#4 Light #33 Create Food and Water #62 Create Homunculus #93 Transcend Mortality
#5 Druidcraft #34 Feign Death #63 Creation #94 Shapechange
#6 Guidance #35 Beacon of Hope #64 Mass Haste #95 Mass Polymorph
#7 Mending #36 Remove Curse #65 Arcanist's #96 True Polymorph
#8 Spare the Dying #37 Haste Transformation #97 Permanency
#9 Close Wound #38 Aura of Vitality #66 Mass Death Ward #98 Anathema
#39 Revivify #67 Heal #99 True Resurrection
1st Level #68 Siphon Life
#10 Ceremony 4th Level #69 Reincarnate 10th Level (Secret)
#11 Detect Poison & #40 Motivational Speech #1 Eternal Freedom
Disease #41 Freedom of Movement 7th Level #2 Contingent Resurrection
#12 Purify Food & Drink #42 Guardian of Nature #70 Mass Skill #3 Wish
#13 Create or Destroy Water #43 Tiny Servant Empowerment
#14 Goodberry #44 Aura of Purity #71 Tether Essence
#15 Heroism #45 Aura of Life #72 Immortal Fortitude
#16 Bless #46 Death Ward #73 Energetic Healing
#17 False Life #47 Healing Spirit #74 Regenerate
#18 Healing Word #48 Mass Healing Word #75 Magic Jar
#19 Cure Wounds #49 Polymorph #76 Soul Cage
#77 Fast Healing
2nd Level 5th Level #78 Simulacrum
#20 Protection from Poison #50 Skill Empowerment #79 Raise Dead
#21 Calm Emotions #51 Fabricate
#22 Enhance Ability #52 Animate Objects 8th Level
#23 Aid #53 Awaken #80 Glibness
#24 Fortune's Favor #54 Circle of Power #81 Holy Aura
#25 Warding Bond #55 Hallow #82 Celerity
#26 Enlarge/Reduce #56 Life Transference #83 Darts of Life
#27 Gentle Repose #57 Greater Restoration #84 Mass Restoration
#28 Lesser Restoration #58 Modify Memory #85 Mass Fortune's Favor
#29 Prayer of Healing #59 Greater Revivify #86 Field of Exhaustion
#87 Antimagic Ray
#88 Clone
#89 Resurrection

169
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Human Spell List
Hellish Rebuke Ray of Enfeeblement Control Water
Cantrips (0 Level) Hex Scorching Ray Death Ward
Acid splash Hideous Laughter See Invisibility Dimension Door
Blade ward Identify Shadow Blade Divination
Booming Blade Illusory Script Shatter Freedom of Movement
Control Flames Inflict Wounds Silence Gravity Sinkhole
Create Bonfire Longstrider Spider Climb Greater Invisibility
Fire Folt Mage Armor Suggestion Hallucinatory Terrain
Friends Magnify Gravity Wristpocket Ice Storm
Frostbite Protection from Evil & Good Magic Aura
Guidance Purify Food and Drink 3rd Level Phantasmal Killer
Gust Ray of Sickness Animate Dead Private Sanctum
Hold Person Sanctuary Aura of Vitality Psychic Lash
Infestation Shocking Grasp Beacon of Hope Resilient Sphere
Jump Sleep Bestow Curse Secret Chest
Light Thunderwave Blink Shadow of Moil
Lightning Lure Unseen Servant Clairvoyance Stone Shape
Mage Hand Zephyr Strike Counterspell Storm Sphere
Mending Daylight Tiny Servant
Message 2nd Level Dispel Magic Wall of Fire
Mind Sliver Aid Enemies Abound
Minor Illusion Air Bubble Fast Friends 5th Level
Mold Earth Alter Self Feign Death Animate Objects
Poison Spray Arcane Lock Fireball Antilife Shell
Ray of Frost Arcanist's Scorcher Fly Arcane Hand
Resistance Augury Glyph of Warding Circle of Power
Shape Water Borrowed Knowledge Haste Cloudkill
Spare the Dying Calm Emotions Hunger of Hadar Cone of Cold
Sword Burst Continual Flame Hypnotic Pattern Contact Other Plane
Thaumaturgy Crown of Madness Intellect Fortress Contagion
Toll the Dead Darkvision Lightning Bolt Creation
Vicious Mockery Detect Thoughts Magic Circle Dominate Person
Enhance Ability Major Image Dream
1st Level Enlarge/Reduce Nondetection Enervation
Alarm Enthrall Protection from Energy Fabricate
Armor of Agathys Find Traps Remove Curse Far Step
Arms of Hadar Flame Blade Sending Geas
Bane Flaming Sphere Shield Hold Monster
Burning Hands Fortunes Favor Sleet Storm Legend Lore
Charm Person Gentle Repose Slow Mislead
Chromatic Orb Gift of Gab Speak with Dead Modify Memory
Color Spray Glowing Coin Spirit Shroud Negative Energy Flood
Comprehend Languages Heat Metal Tiny Hut Passwall
Cure Wounds Hold Person Tongues Planar Binding
Detect Magic Immovable Object Water Breathing Scrying
Detect Evil & Good Invisibility Water Walk Seeming
Detect Poison & Disease Knock Synaptic Static
Disguise Self Lesser Restoration 4th Level Telekinesis
Dissonant Whispers Locate Object Arcane Eye Telepathic Bond
Faerie Fire Magic Mouth Aura of Life Teleportation Circle
False Life Magic Weapon Banishment Wall of Force
Feather Fall Mind Spike Black Tentacles
Find Familiar Mind Whip Blight
Floating Disk Mirror Image Charm Monster
Gift of Alacrity Pass without Trace Compulsion
Grease Protection from Evil & Good Confusion

170
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wall of Ice Raise Dead Reality Break
6th Level Wind Walk Reverse Gravity Resurrection
Blade Barrier Word of Recall Sequester Sunburst
Bones of the Earth Simulacrum Tsunami
Chain Lightning 7th Level Symbol
Contingency Arcanist's Sword Teleport 9th Level
Create Homunculus Crown of Stars Astral Projection
Create Undead Delayed Blast Fireball 8th Level Blade of Disaster
Creation Etherealness Antimagic Field Foresight
Disintegrate Finger of Death Antipathy/Sympathy Gate
Freezing Sphere Fire Storm Arcane Gate Imprisonment
Gravity Fissure Forcecage Clone Meteor Swarm
Harm Instant Summons Control Weather Power Word Kill
Mass Suggestion Magnificent Mansion Dark Star Prismatic Wall
Otherworldy Guise Mirage Arcane Demiplane Ravenous Void
Programmed Illusion Plane Shift Earthquake Storm of Vengeance
Reincarnate Power Word Pain Feeblemind
Summon Fiend Prismatic Spray Glibness
True Seeing Project Image Power Word Stun

171
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Quincy Spell List
Sending
Cantrips (0 Level) 2nd Level Slow 7th Level
Create Bonfire Acid Arrow Tiny Hut Divine Word
Dancing Lights Aid Water Walk Etherealness
Druidcraft Arcane Lock Force Cage
Guidance Augury 4th Level Instant Summons
Jump Blindness/Deafness Arcane Eye Magnificent Mansion
Mage Hand Branding Smite Death Ward Plane Shift
Magic Stone Calm Emotions Dimension Door Prismatic Spray
Mending Continual Flame Guardian of Faith Sequester
Message Cordon of Arrows Heizen Symbol
Resistance Darkvision Magic Aura Telepathy
Sacred Flame Enhance Ability Private Sanctum Teleport
Sapping Sting Enlarge/Reduce Resilient Sphere
Shillelagh Find Traps Secret Chest 8th Level
Spare the Dying Gentle Repose Sickening Radiance Antipathy/Sympathy
Thunderclap Heat Metal Staggering Smite Arcane Gate
Toll the Dead Hold Person Tiny Servant Demiplane
True Strike Knock Holy Aura
Word of Radiance Lesser Restoration 5th Level Sunburst
Levitate Antilife Shell
1st Level Banishing Smite 9th Level
Locate Object
Alarm Magic Mouth Circle of Power Astral Projection
Bless Pass without Trace Dispel Evil & Good Foresight
Color Spray Protection from Poison Fabricate Gate
Create or Destroy Water Qualkreis Geas Kirchenlied: Sankt Zwinger
Detect Magic See Invisibility Hallow Meteor Swarm
Detect Poison & Disease Silence Holy Weapon Prismatic Wall
Divine Favor Wristpocket Planar Binding
Ensnaring Strike Sprenger
Faerie Fire 3rd Level Swift Quiver
Floating Disk Blinding Smite Teleportation Circle
Goodberry Conjure Barrage Wall of Force
Healing Word Crusaders Mantle Wall of Light
Heroism Daylight
Hunter's Mark Dispel Magic 6th Level
Identify Flame Arrows Conjure Volley
Illusory Script Fly Contingency
Protection from Evil & Good Glyph of Warding Find the Path
Purify Food & Drink Gritz Forbiddance
Sanctuary Haste Geldschrank
Searing Smite Intellect Fortress Heal
Shield of Faith Lightning Arrow Platinum Shield
Thunderous Smite Nondetection Sunbeam
Thunderwave Pulse Wave Wind Walk
Wolke Remove Curse Word of Recall
Wrathful Smite Revivify

172
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Arcanist's Transformation
Spell Descriptions 6th-level Transmutation [Kaidō]
The spells presented here are new spells, adjusted spells Casting Time: 1 action
(excluding level changes) and other spells not present in the Range: Self
Players Handbook; all organized in alphabetical order. Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes
Air Bubble
2nd-level Conjuration You endow yourself with endurance and martial prowess
Casting Time: 1 action fueled by magic. Until the spell ends, you can’t cast spells,
and you gain the following benefits:
Range: 60 feet
Components: S You gain 50 temporary hit points. If any of these remain
Duration: 24 hours when the spell ends, they are lost.
You create a transparent globe around the head of a willing You have advantage on attack rolls that you make with
creature you can see within range. The globe is filled with simple and martial weapons.
fresh air that lasts until the spell ends. If the creature has When you hit a target with a weapon attack, that target
more than one head, the globe of air appears around only takes an extra 2d12 force damage.
one of its heads (which is all the creature needs to avoid You have proficiency with all armor, shields, simple
suffocation, assuming that all its heads share the same weapons, and martial weapons.
respiratory system). You have proficiency in Strength and Constitution saving
At Higher Levels. When you cast this spell using a spell throws.
slot of 3rd level or higher, you can create two additional You can attack twice, instead of once, when you take the
globes of fresh air for each slot level above 2nd. Attack action on your turn. You ignore this benefit if you
already have a feature, like Extra Attack, that gives you
Anathema extra attacks.
9th-level Enchantment [Kaidō]
Immediately after the spell ends, you must succeed on a
Casting Time: 1 action DC 15 Constitution saving throw or suffer one level of
Range: 5 feet exhaustion.
Components: V, S
Duration: Special Arcane Armor
You can attempt to pierce the Saketsu and Hakusui of a 10th-level Conjuration [Bakudō]
creature and seal their spiritual power. You make a melee Casting Time: 1 minute
spell attack against a creature you can see within range. On Range: Touch
a success the target takes 14d6 necrotic damage and loses Components: V, S
access to any magical abilities or effects it has such as Duration: 24 hours
spellcasting, class abilities and magical racial abilities. Incantation: Words
This spell does not affect plants or constructs.
You touch a willing creature, a protective magical force
At the beginning of each day, the target can make a surrounds it until the spell ends. The target gains a +20
Constitution saving throw and continue to make saving
bonus to it's AC.
throws until they either succeed three times or fail three
times, whichever comes first. On a third failure, the creature Blade of Disaster
dies. On a third success, this spell ends on that creature. 9th-level Conjuration [Hadō]

Antimagic Ray Casting Time: Bonus action


8th-level Abjuration [Kaidō] Range: 60 feet
Components: V, S
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 60 feet
Components: V, S, M (A pinch of powdered iron or iron You create a blade-shaped planar rift about 3 feet long in an
filings) unoccupied space you can see within range. The blade lasts
Duration: Concentration, up to 1 hour for the duration. When you cast this spell, you can make up
to two melee spell attacks with the blade, each one against a
A shimmering beam of energy streaks toward a creature
creature, loose object, or structure within 5 feet of the
within range. Make a ranged spell attack against the target. blade. On a hit, the target takes 4d12 force damage. This
On a hit, the target is treated as if they were within an
attack scores a critical hit if the number on the d20 is 18 or
Antimagic Field for the duration of this spell.
higher. On a critical hit, the blade deals an extra 8d12 force
At Higher Levels. When you cast this spell using a 9th- damage (for a total of 12d12 force damage).
level spell slot, you create two additional rays.

173
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
As a bonus action on your turn, you can move the blade up Contingent Resurrection
to 30 feet to an unoccupied space you can see and then 10th-level Necromancy [Kaidō]
make up to two melee spell attacks with it again.
Casting Time: 1 hour
The blade can harmlessly pass through any barrier,
Range: Touch
including a wall of force.
Components: V, S, M (a sprinkle of holy water and
Borrowed Knowledge diamonds worth at least 25,000 gp, which the spell
2nd-level Divination consumes)
Duration: Until dispelled
Casting Time: 1 Action
Range: Self Once cast, the spell remains quiescent and does not
Components: V, S, M (a book worth at least 25 gp) activate until the trigger conditions have been met (but
Duration: 1 Hour each day it remains untriggered, it uses up spell points, even
if the character cast it on another creature). Once triggered,
You draw on knowledge from spirits of the past. Choose the spell is expended. If the subject is killed (the trigger),
one skill in which you lack proficiency. For the spell’s they are restored to life and complete health 1 minute later,
duration, you have proficiency in the chosen skill. The spell so long as even a tiny bit of the target remains for
ends early if you cast it again. contingent resurrection to act upon. A radiant flash of light
Byakurai shines from the remaining part of the target, illuminating
everything within 20 feet. The creature is restored to full hit
Cantrip Evocation [Hadō]
points, vigor, and health.
Casting Time: 1 action However, the subject permanently loses 1 point of
Range: Self Constitution if the subject was 1st level or had 9 or less hit
Components: V, S dice. Contingent resurrection does not work on a creature
Duration: Instantaneous that has died of old age.
A small stroke of lightning forming a line 20 feet long and 5
feet wide blasts out from you in a direction you choose.
Create Homunculus
Each creature in the line must make a Dexterity saving 6th-level Transmutation [Kaidō]
throw. A creature takes 2d6 lightning damage on a failed Casting Time: 1 hour
save, or half as much damage on a successful one. Range: Touch
The spell's damage increases by 1d6 when you reach 5th Components: V, S, M (clay, ash, and madrake root, all of
level (2d6), 11th level (3d6), and 17th level (4d6). which the spell consumes, and a jewel-encrusted dagger
worth at least 1,000 gp)
Celerity Duration: Instantaneous
8th-level Transmutation [Kaidō]
While speaking an intricate incantation, you cut yourself
Casting Time: 1 action with a jewel-encrusted dagger, taking 2d4 piercing damage
Range: 30 feet that can’t be reduced in any way.
Components: V, S You then drip your blood on the spell’s other
Duration: Instantaneous components and touch them, transforming them into a
You target a willing creature within range. The target can special construct called a homunculus.
take their Reaction to immediately take an action as if it was The statistics of the homunculus are in the Monster
their turn. Until your next turn the target cannot take Manual. It is your faithful companion, and it dies if you die.
reactions. Whenever you finish a long rest, you can spend up to half
your Hit Dice if the homunculus is on the same plane of
Close Wound existence as you. When you do so, roll each die and add
Cantrip Evocation [Kaidō] your Constitution modifier to it. Your hit point maximum is
Casting Time: 1 action reduced by the total, and the homunculus’s hit point
Range: Touch maximum and current hit points are both increased by it.
Components: V, S This process can reduce you to no lower than 1 hit point,
Duration: Instantaneous and the change to your and the homunculus’s hit points
ends when you finish your next long rest. The reduction to
You touch an ally and channel reiryoku into them to rapidly your hit point maximum can’t be removed by any means
speed up their natural healing. If the target has at least 1 hit before then, except by the homunculus’s death.
point, it can spend one of its Hit Dice, rolling the die and You can have only one homunculus at a time. If you cast
adding their Constitution modifier to the result. They regain this spell while your homunculus lives, the spell fails.
hit points equal to the total.
A creature touched by this spell can spend one additional
Hit Die when you reach 5th level (2), 11th level (3), and
17th level (4).

174
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Crown of Stars You can exert fine control on objects with your
7th-level Evocation telekinetic grip, such as manipulating a simple tool, opening
a door or a container, stowing or retrieving an item from an
Casting Time: 1 action open container, or pouring the contents from a vial.
Range: Self
Components: V, S Dankū
Duration: 1 hour 8th-level Abjuration [Bakudō]
Seven star-like motes of light appear and orbit your head Casting Time: 1 reaction, which you take when you are
until the spell ends. You can use a bonus action to send one targeted by an attack, spell or ability
of the motes streaking toward one creature or object within Range: Self
120 feet of you. When you do so, make a ranged spell Components: V, S
attack. On a hit, the target takes 4d12 radiant damage. Duration: 1 round
Whether you hit or miss, the mote is expended. The spell
A translucent wall of force springs existence protecting you
ends early if you expend the last mote.
against harm. When an attack, spell or ability is made against
If you have four or more motes remaining, they shed
you, the wall blocks it, causing the attack to miss or the
bright light in a 30-foot radius and dim light for an
spell to have no effect on you.
additional 30 feet. If you have one to three motes
remaining, they shed dim light in a 30-foot radius. Dark Star
At Higher Levels. When you cast this spell using a spell 8th-level Evocation [Hadō]
slot of 8th level or higher, the number of motes created
Casting Time: 1 action
increases by two for each slot level above 7th.
Range: 150 feet
Daichi Tenyō Components: V, S, M (a shard of onyx and a drop of the
5th-level Transmutation [Hadō] caster’s blood, both of which the spell consumes)
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: 60 feet This spell creates a sphere centered on a point you choose
Components: V, S within range. The sphere can have a radius of up to 40 feet.
Duration: Concentration, up to 10 minutes The area within this sphere is filled with magical darkness
and crushing gravitational force.
You gain the ability to move or manipulate creatures or
For the duration, the spell’s area is difficult terrain. A
objects by thought. When you cast the spell, and as your
creature with darkvision can’t see through the magical
action each round for the duration, you can exert your will
darkness, and nonmagical light can’t illuminate it. No sound
on one creature or object that you can see within range,
can be created within or pass through the area. Any creature
causing the appropriate effect below. You can affect the
or object entirely inside the sphere is immune to thunder
same target round after round, or choose a new one at any
damage, and creatures are deafened while entirely inside it.
time. If you switch targets, the prior target is no longer
Casting a spell that includes a verbal component is
affected by the spell.
impossible there.
Creature. You can try to move a Huge or smaller creature.
Any creature that enters the spell’s area for the first time
Make an ability check with your spellcasting ability
on a turn or starts its turn there must make a Constitution
contested by the creature's Strength check. If you win the
saving throw. The creature takes 8d10 force damage on a
contest, you move the creature up to 30 feet in any
failed save, or half as much damage on a successful one.
direction, including upward but not beyond the range of this
A creature reduced to 0 hit points by this damage is
spell. Until the end of your next turn, the creature is
disintegrated. A disintegrated creature and everything it is
restrained in your telekinetic grip. A creature lifted upward is
wearing and carrying, except magic items, are reduced to a
suspended in mid-air.
pile of fine gray dust.
On subsequent rounds, you can use your action to
attempt to maintain your telekinetic grip on the creature by Darts of Life
repeating the contest. 8th-level Evocation [Kaidō]
Object. You can try to move an object that weighs up to
Casting Time: 1 action
1,000 pounds. If the object isn't being worn or carried, you
Range: Self
automatically move it up to 30 feet in any direction, but not
Components: V, S
beyond the range of this spell.
Duration: 1 hour
If the object is worn or carried by a creature, you must
make an ability check with your spellcasting ability Seven golden star-like motes of light appear and orbit your
contested by that creature's Strength check. If you succeed, head until the spell ends. You can use a bonus action to
you pull the object away from that creature and can move it send one of the motes streaking toward one creature within
up to 30 feet in any direction but not beyond the range of 120 feet of you. When you do so, the target regains 4d12
this spell. hit points. The spell ends early if you expend the last mote.

175
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you have four or more motes remaining, they shed bright Whenever the affected creature chooses another creature
light in a 30-foot radius and dim light for an additional 30 as a target, it must choose the target at random from among
feet. If you have one to three motes remaining, they shed the creatures it can see within range of the attack, spell, or
dim light in a 30-foot radius. other ability it’s using. If an enemy provokes an opportunity
attack from the affected creature, the creature must make
Dawn that attack if it is able to.
5th-level Evocation [Hadō]
Casting Time: 1 action Energetic Healing
Range: 60 feet 7th-level Abjuration [Kaidō]
Components: V, S, M (a sunburst pendant worth at least Casting Time: 1 action
100 gp) Range: Touch
Duration: Concentration, up to 1 minute Components: V, S
Duration: Concentration, up to 10 minutes
The light of dawn shines down on a location you specify
within range. Until the spell ends, a 30-foot-radius, 40-foot- This spell converts magical energy damage into healing
high cylinder of bright light glimmers there. This light is power. You touch a willing creature rendering it immune to
sunlight. either acid, cold, fire, lightning, or thunder damage.
When the cylinder appears, each creature in it must make The next time the target is subjected to magical damage
a Constitution saving throw, taking 4d10 radiant damage on of the chosen type, they instead regain hit points equal to
a failed save, or half as much damage on a successful one. A half of the damage that would be dealt. This spell ends early
creature must also make this saving throw whenever it ends on a creature once they regained a number of hit points
its turn in the cylinder. equal to 2 x your character level.
If you’re within 60 feet of the cylinder, you can move it
up to 60 feet as a bonus action on your turn. Enervation
5th-level Necromancy [Hadō]
Dire Winter Casting Time: 1 action
10-level Evocation [Hadō] Range: 60 feet
Casting Time: 10 minutes Components: V, S
Range: 1 mile Duration: Concentration, up to 1 minute
Components: V, S
A tendril of inky darkness reaches out from you, touching a
Duration: 24 Hours
creature you can see within range to drain life from it. The
Raging winds and a hail of rock-hard ice pounds to the target must make a Dexterity saving throw. On a successful
ground in a 2 mile radius centered on a point within range. save, the target takes 2d8 necrotic damage, and the spell
Everything in the storm takes 1 point of cold damage each ends. On a failed save, the target takes 4d8 necrotic
round. A successful Reflex save results in no damage, but damage, and until the spell ends, you can use your action on
the save must be repeated each round. The intense cold each of your turns to automatically deal 4d8 necrotic
freezes water out of the air, causing constant snowfall and damage to the target. The spell ends if you use your action
wind. The snow and wind produce a blizzard effect within to do anything
the Area. else, if the target is ever outside the spell’s range, or if the
Hailstones turn the storm's area of effect into difficult target has total cover from you.
terrain until the end of your next turn. Whenever the spell deals damage to a target, you regain
hit points equal to half the amount of necrotic damage the
Enemies Abound target takes.
3rd-level Evocation At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 6th level or higher, the damage increases by 1d8 for
Range: 120 feet each slot level above 5th.
Components: V, S
Duration: Concentration, up to 1 minute Enkōsen
3rd-level Abjuration [Bakudō]
You reach into the mind of one creature you can see and
Casting Time: 1 reaction, which you take when you are hit
force it to make an Intelligence saving throw. A creature
by an attack or take damage from a spell
automatically succeeds if it is immune to being frightened.
Range: Self
On a failed save, the target loses the ability to distinguish
Components: V, S
friend from foe, regarding all creatures it can see as enemies
Duration: 1 round
until the spell ends. Each time the target takes damage, it
can repeat the saving throw, ending the effect on itself on a A dull yellow barrier of energy appears and protects you.
success.

176
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Until the start of your next turn, you can choose to have A creature affected regains 5 hit points at the beginning
resistance to the damage you take from the triggering of their turn.
attack, or gain a +5 bonus to AC, including against the At Higher Levels. When you cast this spell using a spell
triggering attack. Either option you choose, you take no slot of 8th level or higher, the target regains an additional 5
damage from magic missile. hit points on each of their turns.

Eternal Freedom Field oF Exhaustion


10th-level Abjuration [Kaidō] 8th-level Enchantment [Kaidō]
Casting Time: 1 hour Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S Components: V, S, M (A drop of sweat & a drop of
Duration: Until dispelled molasses)
Duration: 1 hour
The subject becomes immune to the following conditions,
spells and effects: You create a 30-foot radius sphere centered on you that
Conditions. Grappled, paralyzed, petrified, restrained, moves with you.
stunned Creatures within the field can't regain hit points.
Spells. Any spell that would restrict movement or actions, Additionally, a creature that starts their turn in the field
such as Sai, Slow, Sleep, and Time Stop. must make a Constitution saving throw. On a failed save,
the creature gains a level of exhaustion. You can choose
Fast Friends whether a creature within the field is affected by the spell or
3rd-level Enchantments not.
Casting Time: 1 action
Range: 30 feet Fortune's Favor
Components: V 2nd-level Divination [Kaido]
Duration: Concentration, up to 1 hour Casting Time: 1 minute
Range: 60 feet
When you need to make sure something gets done, you
Components: V, S, M (a white pearl worth at least 100 gp,
can’t rely on vague promises, sworn oaths, or binding
which the spell consumes)
contracts of employment. When you cast this spell, choose
Duration: 1 hour
one humanoid within range that can see and hear you, and
that can understand you. The creature must succeed on a You impart latent luck to yourself or one willing creature you
Wisdom saving throw or become charmed by you for the can see within range. When the chosen creature makes an
duration. While the creature is charmed in this way, it attack roll, an ability check, or a saving throw before the
undertakes to perform any services or activities you ask of it spell ends, it can dismiss this spell on itself to roll an
in a friendly manner, to the best of its ability. additional d20 and choose which of the d20s to use.
You can set the creature new tasks when a previous task Alternatively, when an attack roll is made against the chosen
is completed, or if you decide to end its current task. If the creature, it can
service or activity might cause harm to the creature, or if it dismiss this spell on itself to roll a d20 and choose which
conflicts with the creature’s normal activities and desires, of the d20s to use, the one it rolled or the one the attacker
the creature can make another Wisdom saving throw to try rolled.
to end the effect. This save is made with advantage if you or If the original d20 roll has advantage or disadvantage, the
your companions are fighting the creature. If the activity creature rolls the additional d20 after advantage or
would result in certain death for the creature, the spell ends. disadvantage has been applied to the original roll.
When the spell ends, the creature knows it was charmed At Higher Levels. When you cast this spell using a spell
by you. slot of 3rd level or higher, you can target one additional
At Higher Levels. When you cast this spell using a spell creature for each slot level above 2nd.
slot of 4th level or higher, you can target one additional
creature for each slot level above 3rd. Fushibi
1st-level Enchantment [Hadō]
Fast Healing Casting Time: 1 action
7th-level Transmutation [Kaidō] Range: Self
Casting Time: 1 action Components: V, S
Range: 5 feet Duration: 1 minute
Components: V, S
You choose two spells, a Bakudō that doesn't deal damage
Duration: 1 minute
and a Hadō of 3rd level or lower that deals fire damage. You
You choose any number of creatures within range. must spend an additional amount of SP equal to the SP
costs of the chosen spells.

177
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You cast the Bakudō spell as normal. While this Kidō and the Gift of Gab
chosen Bakudō are active, as an action you may have each 2nd-level Enchantment
creature affected by the Bakudō to be affected by the
chosen Hadō, as if you casted it. They make saving throws Casting Time: 1 reaction (which you take when you speak
as normal. to another creature)
Range: Self
Gaki Rekkō Components: V, S, M (2 gp, which the spell consumes)
8th-level Evocation [Hadō] Duration: Instantaneous
Casting Time: 1 action When you cast this spell, you skillfully reshape the
Range: 60 feet memories of listeners in your immediate area, so that each
Components: V, S creature of your choice within 5 feet of you forgets
Duration: Instantaneous everything you said within the last 6 seconds.
Those creatures then remember that you actually said the
A cage-like formation appears in the shape of a cylinder that
words you speak as the verbal component of the spell.
is 60 feet tall with a 20-foot radius, centered on a point you
can see within range. Each creature within the cylinder must Glowing Coin
make a Dexterity saving throw. A creature takes 10d6 force 2nd-level Enchantment
damage on a failed save, or half as much damage on a
successful one. Casting Time: 1 action
Range: 60 feet
Geldschrank Components: V, S, M (a coin)
6th-level Conjuration Duration: Instantaneous
Casting Time: 1 action When you cast the spell, you hurl the coin that is the spell’s
Range: 60 feet material component to any spot within range. The coin
Components: V, S, M (Seele Schneider) lights up as if under the effect of a light spell. Each creature
Duration: Concentration, up to 1 minute of your choice that you can see within 30 feet of the coin
must succeed on a Wisdom saving throw or be distracted
You make a ranged weapon attack with your Heilig Bogen
for the duration. While distracted, a creature has
using the material component as ammunition (which the
disadvantage on Wisdom (Perception) checks and initiative
spell consumes). On a successful hit, the Seele Schneider
stops in mid-air just before hitting the target and surrounds rolls.
them in a 10-foot cube barrier of high density Reishi for the Gochūtekkan
duration.
7th-level Conjuration [Bakudō]
Any spell of 5th level or lower cast from outside the
barrier can't affect creatures or objects within it, even if the Casting Time: 1 action
spell is cast using a higher level spell slot. Such a spell can Range: 60 feet
target creatures and objects within the barrier, but the spell Components: V, S
has no effect on them. Similarly, the area within the barrier Duration: Concentration, up to 5 minutes
is excluded from the areas affected by such spells. Incantation: Walls of iron sand, a priestly pagoda, glowing
During the duration, as an action, you cause the barrier to ironclad fireflies. Standing upright, silent to the end.
collapse in on itself crushing the target within and then You clasp your hands together, as your chanting, five small
exploding in an enormous explosion. The target must make yellow orbs emerge from your hands and circle your head.
a Dexterity saving throw. The target takes 3d6 bludgeoning Raising your clasped hands above your head and slapping
damage and 3d6 force damage on a failed save, and half as downwards the orbs are sent into the ground. A bright light
much on a successful one. flashes above a target you can see within range and five
pentagonal pillars linked by chains crash down on the target.
Gift of Alacrity Each pillar is 10 feet tall and 3 feet thick. The target must
1st-level Divination make a Dexterity saving throw.
Casting Time: 1 minute On a failed save they are prone and grappled for the
Range: Touch duration. Additionally, the target is barred from teleportation
Components: V, S or interplanar travel and can't perform somatic components
Duration: 8 hours from spells.
On each of the creatures turns it can spend an action to
You touch a willing creature. For the duration, the target can
make a Strength saving throw, ending the spell on a
add 1d8 to its initiative rolls.
success.

178
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Goryūtenmetsu Gritz
9th-level Evocation [Hadō] 3rd-level Abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 10 feet
Components: V, S Components: V, S, M
Duration: Instantaneous Duration: 1 hour
Five enormous dragons of energy erupt from the ground Make a ranged spell attack against a creature you can see
and dive into five different points you can see within range within range. On a success a 10-foot cube metallic barrier
creating an explosion. forms around the creature. For the spells duration the
Each creature in a 40-foot-radius sphere centered on creature has full-cover and is restrained.
each point you choose must make a Dexterity saving throw.
A creature takes 20d6 force damage and 20d6 bludgeoning Greater Contingency
damage on a failed save, or half as much damage on a 9th-level Evocation
successful one. Casting Time: 10 minutes
Range: 5 feet
Gravity Fissure Components: V, S, M (a statuette of the target carved from
6th-level Evocation [Hadō] ivory and decorated with gems worth at least 3,000 gp)
Casting Time: 1 action Duration: Instantaneous
Range: Self
Choose a spell of 7th level or lower that you can cast, that
Components: V, S, M (a fistful of iron filings)
has a casting time of 1 action, and that can target you or an
Duration: Instantaneous
ally. You cast that spell (called the contingent spell) as part
You manifest a ravine of gravitational energy in a line of casting greater contingency, expending spell slots for
originating from you that is 100 feet long and 5 feet wide. both, but the contingent spell doesn't come into effect.
Each creature in that line must make a Constitution saving Instead, it takes effect when a certain circumstance occurs.
throw, taking 8d8 force damage on a failed ave, or half as The target describes that circumstance when you cast the
much damage on a successful one. two spells. For example, a greater contingency cast with
Each creature within 10 feet of the line but not in it must water breathing might stipulate that water breathing comes
succeed on a Constitution saving throw or take 8d8 force into effect when the target is engulfed in water or a similar
damage and be pulled toward the line until the creature is in liquid.
its area. When the circumstance is met for the first time for the
At Higher Levels. When you cast this spell using a spell contingent spell, the target may have the spell take effect. If
slot of 7th level or higher, the damage increases by 1d8 for they do, greater contingency ends. If not, the spell persists
each slot level above 6th. until the circumstance is met again.
The contingent spell takes effect only on the target, even
Gravity Sinkhole if it can normally target others.
4th-level Evocation [Hadō] A creature can only have one contingency spell active on
Casting Time: 1 action them at a time. Also, contingency ends on the target if its
Range: 120 feet material component is ever not on their person.
Components: V, S, M (a black marble)
Duration: Instantaneous Greater Revivify
5th-level Necromancy [Kaidō]
A 20-foot-radius sphere of crushing force forms at a point
Casting Time: 1 action
you can see within range and tugs at the creatures there.
Range: Touch
Each creature in the sphere must make a Constitution
Components: V, S, M (diamonds worth 500 gp, which the
saving throw. On a failed save, the creature takes 5d10
spell consumes)
force damage and is pulled in a straight line toward the
Duration: Instantaneous
center of the sphere, ending in an unoccupied space as
close to the center as possible (even if that space is in the You touch a creature that has died within the last hour. That
air). creature returns to life, if it they are willing, with 1 hit point.
On a successful save, the creature takes half as much This spell can't return to life a creature that has died of old
damage and isn’t pulled. age, nor can it restore any missing body parts.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d10
for each slot level above 4th.

179
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Guardian of Nature The temple is made from opaque magical force that
4th-level Transmutation [Kaidō] extends into the Ethereal Plane, thus blocking ethereal travel
into the temple’s interior. Nothing can physically pass
Casting Time: Bonus action through the temple’s exterior. It can’t be dispelled by dispel
Range: Self magic, and antimagic field has no effect on it. A disintegrate
Components: V spell destroys the temple instantly.
Duration: Concentration, up to 1 minute Casting this spell on the same spot every day for a year
A nature spirit answers your call and transforms you into a makes this effect permanent.
powerful guardian. The transformation lasts until the spell
ends. Haien
You choose one of the following forms to assume: Primal 5th-level Evocation [Hadō]
Beast or Great Tree. Casting Time: 1 action
Primal Beast. Bestial fur covers your body, your facial Range: 90 feet
features become feral, and you gain the following benefits: Components: V
Duration: Concentration, up to 1 minute
Your walking speed increases by 10 feet.
You gain darkvision with a range of 120 feet. Flames wreathe one target you can see within range. The
You make Strength-based attack rolls with advantage. target must make a Dexterity saving throw. It takes 8d6 fire
Your melee weapon attacks deal an extra 1d6 force damage on a failed save, or half as much damage on a
damage on a hit. successful one. On a failed save, the target also burns for
the spell’s duration.
Great Tree. Your skin appears barky, leaves sprout from The burning target sheds bright light in a 30-foot radius
your hair, and you gain the following benefits: and dim light for an additional 30 feet. At the end of each of
its turns, the target repeats the saving throw. It takes 4d6
You gain 10 temporary hit points.
fire damage on a failed save, and the spell ends on a
You make Constitution saving throws with advantage.
successful one. These magical flames can’t be extinguished
You make Dexterity- and Wisdom-based attack rolls with
by nonmagical means.
advantage.
If damage from this spell kills a target, the target is turned
While you are on the ground, the ground within 15 feet
to ash.
of you is difficult terrain for your enemies.

Hachigyō Sōgai Hainawa


Conjuration Cantrip [Bakudō]
7th-level Illusion [Bakudō]
Casting Time: 1 action
Casting Time: 1 hour
Range: 60 feet
Range: 120 feet
Components: V, S
Components: V, S
Duration: Concentration, up to 1 minute
Duration: 24 hours
You generate a crackling yellow energy rope made from
You cause a temple to shimmer into existence in an area
reishi and bind a target. Make a ranged spell attack against a
you can see within range. The temple is a cube of space, up
creature within range that you can see.
to 120 feet on each side. The temple remains until the spell
On a successful hit, the target is grappled for the
ends. The area within the temple is removed from existence
duration. If you move out of range, the spell ends.
and removes the space from all outsider's consciousness.
When you cast this spell you can choose any number of Hakufuku
creatures that are not affected by this spell. Additionally, 1st-level Enchantment [Bakudō]
while this spell is active, you can perform a 1 minute ritual
and expend a 3rd level or higher spell slot to add or remove Casting Time: 1 action
creatures affected by the spell or not. Range: 90 feet
The temple matches any surrounding buildings or terrain Components: V, S, M (a pinch of fine sand, cherry
and appears ordinary. All creatures subconsciously avoid the blossoms, or a cricket)
area and the thought of approaching the temple does not Duration: 1 minute
occur. The target sees an illusion of purple cherry blossoms falling
In addition, sensors created by divination spells can’t around as their consciousness fades.
appear inside the temple, and creatures within can’t be Choose a creature you can see within range, they must
targeted by divination spells. make a Wisdom saving throw. On a failed save the creature
affected by this spell falls unconscious until the spell ends,
the sleeper takes damage, or someone uses an action to
shake or slap the sleeper awake. On a successful save, the
creature is immune to this spell for the next 24 hours.

180
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Undead and creatures immune to being charmed aren’t concentrating on a span of days renders a more detailed
affected by this spell. perspective than a span of centuries, for example. You can
view only one span of time per casting, chosen from the
Healing Spirit following options:
4th-level Conjuration [Kaidō] Days: You sense the events of the past, stretching back 1
Casting Time: Bonus action + 1d6 days. You gain detailed knowledge of the people,
Range: 60 feet conversations, and events that transpired.
Components: V, S Weeks: You gain a summary of the events of the past,
Duration: Concentration, up to 1 minute stretching back 1d4 weeks. Exact wording and details are
lost, but you know all the participants and the highlights of
You call forth a nature spirit to soothe the wounded. The
the conversations and events that took place.
intangible spirit appears in a space that is a 10-foot cube
Months: You gain a general idea of the events of the past,
you can see within range. The spirit looks like a transparent
stretching back 1d12 months. You notice only noteworthy
beast or fey (your choice).
events such as deaths, battles, scenes of great emotion,
Until the spell ends, whenever you or a creature you can
important discoveries, and significant happenings.
see moves into the spirit’s space for the first time on a turn
Years: You gain a brief idea of the events of the past,
or starts its turn there, you can cause the spirit to restore
stretching back 1d100 years. You notice only the most
1d10 hit points to that creature (no action required). The
remarkable of events: coronations, deaths of important
spirit can’t heal constructs or undead. The spirit can heal a
personages, major battles, and other major happenings.
number of times equal to 1 + your spellcasting ability
modifier (minimum of twice). After healing that number of Hiryū Gekizoku Shinten Raihō
times, the spirit disappears. 8th-level Evocation [Hadō]
As a bonus action on your turn, you can move the spirit
Casting Time: 1 round
up to 30 feet to a space you can see.
Range: Self
At Higher Levels. When you cast this spell using a spell
Components: V, S
slot of 5th level or higher, the healing increases by 1d10 for
Duration: Instantaneous
each slot level above 4th.
A gigantic beam of electrical and spiritual energy forming a
Heizen line 100 feet long and 10 feet wide blasts out from you in a
4th-level Conjuration direction you choose. Each creature in the line must make a
Casting Time: 1 action Dexterity saving throw. A creature takes 8d6 lightning
Range: 60 feet damage and 8d6 force damage on a failed save, or half as
Components: V, S, M much damage on a successful one.
Duration: Instantaneous
Holy Weapon
You launch four Gintō which creates a transparent, 5th-level Evocation [Hadō]
rectangular box of energy which slices through the
Casting Time: 1 bonus action
opponent. Make a ranged spell attack against a creature or
Range: Touch
object you can see within range. On a success, the target
Components: V, S
takes 4d10 force damage. If the target is a Hollow, you have
Duration: Concentration, up to 1 hour
advantage on the attack roll.
You imbue a weapon you touch with holy power. Until the
Hindsight spell ends, the weapon emits bright light in a 30-foot radius
9th-level Divination [Bakudō] and dim light for an additional 30 feet. In addition, weapon
Casting Time: 1 hour attacks made with it deal an extra 2d8 radiant damage on a
Range: Self hit. If the weapon isn’t already a magic weapon, it becomes
Components: V, S, M (An hourglass with inlaid diamonds one for the duration.
worth at least 2000 gp, which the spell consumes) As a bonus action on your turn, you can dismiss this spell
Duration: Instantaneous and cause the weapon to emit a burst of radiance. Each
creature of your choice that you can see within 30 feet of
As you finish this ritual, phantom images appear before your
the weapon must make a Constitution saving throw. On a
eyes, moving in reverse. Suddenly they cease their
failed save, a creature takes 4d8 radiant damage, and it is
movements and seem more real. You watch as the phantom
blinded for 1 minute. On a successful save, a creature takes
images play out their parts in quick succession, showing
half as much damage and isn’t blinded. At the end of each
you the knowledge of the past.
of its turns, a blinded creature can make a Constitution
You can see and hear into the past, getting a look at
saving throw, ending the effect on itself on a success.
events that happened previously at your current location.
The level of detail you see and hear by means of this spell
depends on the span of time you wish to observe;

181
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hyapporankan Illusory Dragon
6th-level Conjuration [Bakudō] 8th-level Illusion [Hadō]
Casting Time: 1 action Casting Time: 1 action
Range: 20 feet Range: 120 feet
Components: V, S Components: S
Duration: 1 minute Duration: Concentration, up to 1 minute
You generate a blue-white glowing rod of energy and throw By gathering threads of shadow material from the
it in a direction. The rod then multiplies into a hundred Shadowfell, you create a Huge shadowy dragon in an
more rods creating a horizontal cylinder thats 80 feet long unoccupied space that you can see within range. The
and 20 feet wide. Each creature in the cylinder must make a illusion lasts for the spell’s duration and occupies its space,
Dexterity saving throw. A creature is pushed back 60 feet as if it were a creature.
on a failed save. Additionally, if a creature is pushed back When the illusion appears, any of your enemies that can
and collides with a solid surface, the creature is restrained see it must succeed on a Wisdom saving throw or become
for the duration. On each of it's turns, the creature can frightened of it for 1 minute. If a frightened creature ends
spend an action to make a Strength saving throw to end this its turn in a location where it doesn’t have line of sight to
affect or deal damage to the rods restraining them, which the illusion, it can repeat the saving throw, ending the effect
have a collected hit points of 15 and an AC of 0. on itself on a success.
As a bonus action on your turn, you can move the illusion
Hyōga Seiran up to 60 feet. At any point during its movement, you can
9th-level Evocation [Hadō] cause it to exhale a blast of energy in a 60-foot cone
Casting Time: 1 action originating from its space. When you create the dragon,
Range: Self choose a damage type: acid, cold, fire, lightning, necrotic, or
Components: V, S, M (a small crystal worth 200 gp) poison. Each creature in the cone must make an Intelligence
Duration: Instantaneous saving throw, taking 7d6 damage of the chosen damage
type on a failed save, or half as much damage on a
A blast of cold air erupts from your hands. Each creature in a
successful one.
80-foot cone must make a Constitution saving throw. A
The illusion is tangible because of the shadow stuff used
creature takes 20d6 cold damage on a failed save, or half as
to create it, but attacks miss it automatically, it succeeds on
much damage on a successful one.
all saving throws, and it is immune to all damage and
A creature killed by this spell becomes a frozen statue.
conditions. A creature that uses an action to examine the
Hōrin dragon can determine that it is an illusion by succeeding on
Conjuration Cantrip [Bakudō] an Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the
Casting Time: 1 action creature can see through it and has advantage on saving
Range: 40 feet throws against its breath.
Components: V, S
Duration: Concentration, 1 minute Immortal Fortitude
Incantation: Disintegrate, you black dog of Rondanini! Look 7th-level Abjuration [Kaidō]
upon yourself with horror and tear out your own throat!
Casting Time: 1 action
You generate an orange-hued tendril with spiraling yellow Range: Self
patters. Choose two humanoids that you can see within Components: V, S
range. The target must succeed on a Strength saving throw Duration: Concentration
or be grappled for the duration. At the end of each of its
So long as you maintain concentration on this spell, you
turns, the target can make another Strength saving throw.
cannot be killed or incapacitated by effects, spells or attacks
On a success, the spell ends on the target.
that reduce you to 0 or fewer hit points. If you take such
Additionally, while you concentrate on this spell, as an
damage, you can make a Constitution saving throw with a
action you can make opposed strength checks against the
DC equal to the damage taken. If you fail this save, you die
grappled creatures. On a success you can move them in any
or fall unconscious (as appropriate). If this save is
direction up to 10 feet. If you would end your turn and the
successful, you are still alive and conscious, with 1 hit point
two creatures are adjacent to each other, you no longer
remaining.
need to concentrate on the spell.
This spell provides no protection against effects that slay
you without dealing hit point damage.
After you attempt three Constitution saving throws to
avoid death or unconsciousness by this spell, this spell
automatically ends.

182
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Immovable Object At Higher Levels. When you cast this spell using a spell
2nd-level Transmutation slot of 4th level or higher, you can target one additional
creature for each slot level above 3rd. The creatures must
Casting Time: 1 action be within 30 feet of each other when you target them.
Range: Touch
Components: V, S, M (gold dust worth at least 25 gp, Ittō Kasō
which the spell consumes) 9th-level Evocation [Hadō]
Duration: 1 hour
Casting Time: 1 action
You touch an object that weighs no more than 10 pounds Range: Self
and cause it to become magically fixed in place. You and the Components: V, S, M (One of your limbs, which the spell
creatures you designate when you cast this spell can move consumes)
the object normally. You can also set a password that, when Duration: Instantaneous
spoken within 5 feet of the object, suppresses this spell for
By sacrificing a piece of your own body you create a massive
1 minute.
pillar of energy the shape of a Katana tip. A cylinder that is
If the object is fixed in the air, it can hold up to 4,000
200 feet tall and 50 feet wide appears on a point centered
pounds of weight. More weight causes the object to fall.
on you. Each creature in the cylinder must make a Dexterity
Otherwise, a creature can use an action to make a Strength
saving throw; you have disadvantage on this saving throw. A
check against your spell save DC. On a success, the creature
target takes 100 + your Hit Die in fire damage on a failed
can move the object up to 10 feet.
save, or half as much damage on a successful one.
At Higher Levels. If you cast this spell using a spell slot
The fire spreads around corners. It ignites flammable
of 4th or 5th level, the DC to move the object increases by
objects in the area that aren't being worn or carried.
5, it can carry up to 8,000 pounds of weight, and the
duration increases to 24 hours. If you cast this spell using a Jikanteishi
spell slot of 6th level or higher, the DC to move the object 9th-level Transmutation [Bakudō]
increases by 10, it can carry up to 20,000 pounds of
Casting Time: 1 action
weight, and the effect is permanent until dispelled.
Range: Self
Inemuri Components: V
4th-level Enchantment [Bakudō] Duration: Instantaneous

Casting Time: 1 action You briefly stop the flow of time for everyone but yourself.
Range: 10 feet No time passes for other creatures, while you take 1d4 + 1
Components: V, S, M (a pinch of fine sand, rose petals, or a turns in a row, during which you can use actions and move
cricket) as normal.
Duration: 1 minute This spell ends if one of the actions you use during this
period, or any effects that you create during this period,
You hold your hand out to a humanoid within range and
affects a creature other than you or an object being worn or
overwhelm it with your reiatsu. If the creature you choose
carried by someone other than you. In addition, the spell
has 30 hit points of fewer, it falls into a magical slumber.
ends if you move to a place more than 1,000 feet from the
Otherwise, the spell has no effect.
location where you cast it.
The creature falls unconscious until the spell ends, the
sleeper takes damage, or someone uses an action to shake Kakushitsuijaku
or slap the sleeper awake. 5th-level Divination [Bakudō]
Undead and creatures immune to being charmed aren’t
Casting Time: 1 action
affected by this spell.
Range: 5 feet
At Higher Levels. When you cast this spell using a spell
Components: V, S, M (black powder worth 5 gp, which the
slot of 5th level or higher, increase the hit point threshold
spell consumes)
by 10 for each slot level above 4th.
Duration: Concentration, up to 1 hour
Intellect Fortress Incantation: Heart of the south, eye of the north, finger of
2rd-level Abjuration the west, foot of the east, arrive with the wind and depart
with the rain
Casting Time: 1 action
Range: 30 feet Using the black powder, upon a solid surface you draw a
Components: V circle with four quadrants and symbols in each one. The
Duration: Concentration, up to 1 hour circle glows and symbols begin to flicker and information is
revealed to you.
For the duration, you or one willing creature you can see
Describe or name a creature that is familiar to you. You
within range has resistance to psychic damage, as well as sense the direction to the creature's location as well as
advantage on Intelligence, Wisdom, and Charisma saving
throws.

183
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
coordinates of it's location, as long as that creature is within Duration: Until dispelled
the same plane. If the creature is moving, you know the
You create magical restraints to hold a creature that you can
direction of its movement. If the creature is on a different
see within range. The target must succeed on a Wisdom
plane, you only get the name of the plane they're on and the
saving throw or be bound by the spell; if it succeeds, it is
spell ends.
immune to this spell if you cast it again.
Keikaigi While affected by this spell, the creature doesn't need to
9th-level Conjuration [Bakudō] breathe, eat, or drink, and it doesn't age. Divination spells
can't locate or perceive the target.
Casting Time: 1 action When you cast the spell, you choose one of the following
Range: 60 feet forms of imprisonment.
Components: V, S, M (a diamond worth at least 5,000 gp) Burial. The target is entombed far beneath the earth in a
Duration: Concentration, up to 1 minute sphere of magical force that is just large enough to contain
Incantation: My right hand is the stone that bridges worlds. the target. Nothing can pass through the sphere, nor can
My left hand is the blade that binds reality. The black- any creature teleport or use planar travel to get into or out
haired shepherd is hung from a chair. Stratus clouds of it.
come, and I strike down the ibis. The special component for this version of the spell is a
You conjure a portal linking an unoccupied space you can small mithral orb.
see within range to a precise location on a different plane of Chaining. Heavy chains, firmly rooted in the ground, hold
existence. The portal is a circular opening, which you can the target in place. The target is restrained until the spell
make 5 to 20 feet in diameter. You can orient the portal in ends, and it can't move or be moved by any means until
any direction you choose. The portal lasts for the duration. then. The special component for this version of the spell is a
The portal has a front and a back on each plane where it fine chain of precious metal.
appears. Travel through the portal is possible only by Hedged Prison. The spell transports the target into a tiny
moving through its front. Anything that does so is instantly demiplane that is warded against teleportation and planar
transported to the other plane, appearing in the unoccupied travel. The demiplane can be a labyrinth, a cage, a tower, or
space nearest to the portal. any similar confined structure or area of your choice. The
Deities and other planar rulers can prevent portals created special component for this version of the spell is a
by this spell from opening in their presence or anywhere miniature representation of the prison made from jade.
within their domains. Minimus Containment. The target shrinks to a height of
1 inch and is imprisoned inside a gemstone or similar
Kirchenlied: Sankt Zwinger object. Light can pass through the gemstone normally
9th-level Conjuration (allowing the target to see out and other creatures to see
Casting Time: 1 action in), but nothing else can pass through, even by means of
Range: Self teleportation or planar travel. The gemstone can't be cut or
Components: V, S broken while the spell remains in effect. The special
Duration: Concentration, up to 1 minute component for this version of the spell is a large,
transparent gemstone, such as a corundum, diamond, or
From your outstretched hand a number of roman numeral- ruby.
inscribed constructs shoot out into the ground, several
Slumber. The target falls asleep and can't be awoken. The
towering columns of Reishi, shaped like the Quincy Cross, special component for this version of the spell consists of
erupt upwards in a circular formation around you.
rare soporific herbs.
A 40-foot radius 60-foot high column centered on you Ending the Spell. During the casting of the spell, in any
springs into existence. Any creature (other than you) that
of its versions, you can specify a condition that will cause
enters the area for the first time, moves within the area for the spell to end and release the target. The condition can be
the first time, starts or ends their turn within the area, must
as specific or as elaborate as you choose, but the GM must
make a Dexterity saving throw. The creature takes 8d8 force agree that the condition is reasonable and has a likelihood
damage on a failed save, or half as much damage on a
of coming to pass.
successful one. The conditions can be based on a creature's name,
Bankin identity, or deity but otherwise must be based on
observable actions or qualities and not based on intangibles
9th-level Abjuration [Bakudō]
such as level, class, or hit points.
Casting Time: 1 minute A dispel magic spell can end the spell only if it is cast as a
Range: 30 feet 9th-level spell, targeting either the prison or the special
Components: V, S, M (a vellum depiction or a carved component used to create it.
statuette in the likeness of the target, and a special
component that varies according to the version of the
spell you choose, worth at least 500 gp per Hit Die of the
target)

184
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You can use a particular special component to create only A creature can use its action to make a Strength check
one prison at a time. If you cast the spell again using the against your spell save DC, ending this restrained condition
same component, the target of the first casting is on itself or another creature in the sphere that it can reach.
immediately freed from its binding.
Kuyō Shibari
Kongōbaku 7th-level Conjuration [Bakudō]
7th-level Evocation [Hadō] Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 150 feet Components: V, S
Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You create nine black holes with purple oultines that
You hurl a ball of red energy at a creature or object within surround a creature within range you can see. The black
range. Make a ranged spell attack against the target. On a holes emit immense gravitational energy on the target. The
hit, the target takes 8d10 fire damage. A flammable object target must make a Constitution saving throw. On a failure,
hit by this spell ignites if it isn't being worn or carried. the creature is incapacitated and restrained for the duration.
At Higher Levels. When you cast this spell using a spell
slot of 8th level or higher, the damage increases by 1d10 Kyokkō
for each slot level above 7th. 2nd-level Illusion [Bakudō]
Casting Time: 1 action
Kūkanten'i Range: Touch
7th-level Conjuration [Bakudō] Components: V, S, M (en eyelash encased in gum arabic)
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 10 feet
A creature you touch becomes invisible until the spell ends.
Components: V, S
Anything the target is wearing or carrying is invisible as long
Duration: Instantaneous
as it is on the target's person. The spell ends for a target that
This spell instantly transports you and up to eight willing attacks or casts a spell.
creatures of your choice that you can see within range, or a At Higher Levels. When you cast this spell using a spell
single object that you can see within range, to a destination slot of 3rd level or higher, you can target one additional
you select. If you target an object, it must be able to fit creature for each slot level above 2nd.
entirely inside a 10-foot cube, and it can't be held or carried
by an unwilling creature. Legend Lore
The destination you choose must be familiar to you, and 5th-level Divination [Bakudō]
it must be on the same plane of existence as you. Casting Time: 10 minutes
Range: Self
Kurohitsugi Components: V, S, M (incense worth at least 250 gp, which
9th-level Evocation [Hadō] the spell consumes, and four ivory strips worth at least
Casting Time: 1 action 50 gp each)
Range: 1,000 Feet Duration: Instantaneous
Components: V, S, M (a small, nine-pointed star made of
Name or describe a person, place, or object and you choose
iron)
Legend or Lore.
Duration: Concentration, up to 1 minute
If you choose lore the spell brings to your mind a brief
Incantation: Seeping crest of turbidity. Arrogant vessel of
summary of the significant and common known information
lunacy! Boil forth and deny! Grow numb and flicker!
about the thing you named.
Disrupt sleep! Crawling queen of iron! Eternally self-
If you choose legend the spell brings to your mind
destructing doll of mud! Unite! Repulse! Fill with soil and
current tales, forgotten stories, or even secret lore that has
know your own powerlessness!
never been widely known. The information you learn is
You create a 20-foot-cube of destructive gravitational force accurate but might be shrouded in figurative language. For
centered on a point you can see within range. For the spell’s example, if you have a mysterious magic axe on hand, the
duration, the cube and any space within 30 feet of it are spell might yield this information: “Woe to the evildoer
difficult terrain, and nonmagical objects fully inside the whose hand touches the axe, for even the haft slices the
cube are destroyed if they aren’t being worn or carried. hand of the evil ones. Only a true Child of Stone, lover and
A creature that starts its turn within the cube takes 8d10 beloved of Moradin, may awaken the true powers of the axe,
force damage and is restrained until it is no longer in the and only with the sacred word of their land on the lips."
cube. If the sphere is in the air, the restrained creature
hovers inside the sphere.

185
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Life Transference Mass Death Ward
5th-level Necromancy [Kaidō] 6th-level Abjuration [Kaidō]
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 hour

You sacrifice some of your health to mend another You choose up to 4 creature you can see within range and
creature’s injuries. You take up to 6d8 necrotic damage, grant them a measure of protection from death.
which can’t be reduced in any way, and one creature of your The first time the target would drop to 0 hit points as a
choice that you can see within range regains a number of hit result of taking damage, the target instead drops to 1 hit
points equal to twice the necrotic damage you take. point, and the spell ends.
At Higher Levels. When you cast this spell using a spell If the spell is still in effect when the target is subjected to
slot of 6th level or higher, the damage increases by 1d8 for an effect that would kill it instantaneously without dealing
each slot level above 5th. damage, that effect is instead negated against the target,
and the spell ends.
Maddening Darkness
8th-level Evocation [Hadō] Mass Fortune's Favor
8th-level Divination [Kaidō]
Casting Time: 1 action
Range: 150 feet Casting Time: 10 minutes
Components: V, M (a drop of pitch mixed with a drop of Range: 30 feet
mercury) Components: V, S, M (a white pearl worth at leas 1,000 gp,
Duration: Concentration, up to 10 minutes which the spell consumes)
Duration: 24 hours
Magical darkness spreads from a point you choose within
range to fill a 60-foot-radius sphere until the spell ends. The You impart two motes of luck on up to 5 creatures you can
darkness spreads around corners. A creature with darkvision see within range. When the chosen creature makes an attack
can’t see through this darkness. roll, an ability check, or a saving throw before the spell ends,
Nonmagical light, as well as light created by spells of 8th it can expend a mote of luck to roll an additional d20 and
level or lower, can’t illuminate the area. choose which of the d20s to use. Alternatively, when an
Shrieks, gibbering, and mad laughter can be heard within attack roll is made against the chosen creature, it can
the sphere. Whenever a creature starts its turn in the sphere, expend a mote to roll a d20 and choose which of the d20s
it must make a Wisdom saving throw, taking 8d8 psychic to use, the one it rolled or the one the attacker rolled.
damage on a failed save, or half as much damage on a If the original d20 roll has advantage or disadvantage, the
successful one. creature rolls the additional d20 after advantage or
disadvantage has been applied to the original roll.
Magnify Gravity
1st-level Transmutation Mass Freedom of Movement
6th-level Abjuration [Kaidō]
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: V, M Range: 60 feet
Duration: 1 round Components: V, S, M (a leather strap, bound around the
arm or a similar appendage)
The gravity in a 10-foot-radius sphere centered on a point Duration: Concentration, up to 1 hour
you can see within range increases for a moment. Each
creature in the sphere on the turn when you cast the spell Choose up to 6 six creatures you can see within range. For
must make a Constitution saving throw. On a failed save, a the duration, the target's movement is unaffected by
creature takes 2d8 force damage, and its speed is halved difficult terrain, and spells and other magical effects can
until the end of its next turn. On a successful save, a neither reduce the target's speed nor cause the target to be
creature takes half as much damage and suffers no paralyzed or restrained.
reduction to its speed. The target can also spend 5 feet of movement to
Until the start of your next turn, any object that isn’t automatically escape from nonmagical restraints, such as
being worn or carried in the sphere requires a successful manacles or a creature that has it grappled. Finally, being
Strength check against your spell save DC to pick up or underwater imposes no penalties on the target's movement
move. or attacks.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above 1st.

186
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mass Haste no more temporary hit points or it dies. If the spell ends
6th-level Transmutation [Kaidō] before then, the creature loses all its temporary hit points
and reverts to its normal form.
Casting Time: 1 action The creature is limited in the actions it can perform by
Range: 30 feet the nature of its new form. It can’t speak, cast spells, or do
Components: V, S, M (a shaving of licorice root) anything else that requires hands or speech.
Duration: Concentration, up to 1 minute The target’s gear melds into the new form. The target
Choose up to 4 willing creature that you can see within can’t activate, use, wield, or otherwise benefit from any of
range. Until the spell ends, the target's speed is doubled, it its equipment.
gains a +2 bonus to AC, it has advantage on Dexterity saving
throws, and it gains an additional action on each of its turns. Mass Restoration
That action can be used only to take the Attack (one 8th-level Abjuration [Kaidō]
weapon attack only), Dash, Disengage, Hide, or Use an Casting Time: 1 action
Object action. Range: 10 feet
When the spell ends, the target can't move or take Components: V, S, M (a diamond worth at least 1,000 gp,
actions until after its next turn, as a wave of lethargy sweeps which the spell consumes)
over it. Duration: Instantaneous

Mass Healing Word You imbue any number of creatures you can see within
4th-level Evocation [Kaidō] range with positive energy to undo a debilitating effect. You
can reduce a creatures exhaustion level by one, or end one
Casting Time: Bonus action of the following effects on them:
Range: 30 feet
Components: V One effect that charmed or petrified the target
Duration: Instantaneous One curse, including the target's attunement to a cursed
magic item
As you call out words of restoration, choose any number of
Any reduction to one of the target's ability scores
creatures that you can see within range, each regain hit
One effect reducing the target's hit point maximum
points equal to 1d4 + your spellcasting ability modifier. This
spell has no effect on undead or constructs. Mass Skill Empowerment
At Higher Levels. When you cast this spell using a spell 7th-level Transmutation [Kaidō]
slot of 5th level or higher, the healing increases by 1d4 for
Casting Time: 1 action
each slot level above 4th.
Range: Touch
Mass Polymorph Components: V, S
9th-level Transmutation [Kaidō] Duration: Concentration, up to 1 hour
Casting Time: 1 action Your magic deepens a creature’s understanding of its own
Range: 120 feet talent. You choose up to 4 willing creature you can see
Components: V, S, M (a caterpillar cacoon) within range and give it expertise in one skill of your choice;
Duration: Concentration, up to 1 hour until the spell ends, the creature doubles its proficiency
bonus for ability checks it makes that use the chosen skill.
You transform up to ten creatures of your choice that you
You must choose a skill in which the target is proficient
can see within range. An unwilling target must succeed on a
and that isn’t already benefiting from an effect, such as
Wisdom saving throw to resist the transformation. An
Expertise, that doubles its proficiency bonus.
unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you Mass True Seeing
can choose the same form or different ones for each target. 9th-level Divination [Kaidō]
The new form can be any beast you have seen whose
challenge rating is equal to or less than the target’s (or half Casting Time: 1 action
Range: 30 feet
the target’s level, if the target doesn’t have a challenge
Components: V, S, M (an ointment for the eyes that costs
rating). The target’s game statistics, including mental ability
50 gp; is made from mushroom, saffron, and fat; and is
scores, are replaced by the statistics of the chosen beast,
consumed by the spell)
but the target retains its hit points, alignment, and
Duration: 1 hour
personality.
Each target gains a number of temporary hit points equal This spell gives willing creatures the ability to see things as
to the hit points of its new form. These temporary hit points they actually are. Choose any number of creatures withing
can’t be replaced by temporary hit points from another range, for the duration those creatures have truesight,
source. A target reverts to its normal form when it has notices secret doors hidden by magic, and can see into the
Ethereal Plane, all out to a range of 60 feet.

187
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mental Prison A staff of one hundred invisible servants obeys any
6th-level Illusion [Hadō] command given to them by creatures you designate when
you cast the spell. Each servant functions as if created by
Casting Time: 1 action the unseen servant spell.
Range: 60 feet The walls, turrets, and keep are all made of stone that can
Components: S be damaged. Each 10-foot-by-10-foot section of stone has
Duration: Concentration, up to 1 minute AC 15 and 30 hit points per inch of thickness. It is immune
You attempt to bind a creature within an illusory cell that to poison and psychic damage. Reducing a section of stone
only it perceives. One creature you can see within range to 0 hit points destroys it and might cause connected
must make an Intelligence saving throw. The target sections to buckle and collapse at the DM’s discretion.
succeeds automatically if it is immune to being charmed. After 7 days or when you cast this spell somewhere else,
On a successful save, the target takes 5d10 psychic the fortress harmlessly crumbles and sinks back into the
damage, and the spell ends. On a failed save, the target ground, leaving any creatures that were inside it safely on
takes 5d10 psychic damage, and you make the area the ground.
immediately around the target's space appear dangerous to Casting this spell on the same spot once every 7 days for
it in some way. You might cause the target to perceive itself a year makes the fortress permanent.
as being surrounded by fire, floating razors, or hideous
maws filled with dripping teeth. Whatever form the illusion Mind Sliver
takes, the target can't see or hear anything beyond it and is Cantrip Enchantment
restrained for the spell's duration. If the target is moved out Casting Time: 1 action
of the illusion, makes a melee attack through it, or reaches Range: 60 feet
any part of its body through it, the target takes 10d10 Components: V
psychic damage, and the spell ends. Duration: Instantaneous

Mighty Fortress You drive a disorienting spike of psychic energy into the
8th-level Conjuration [Bakudō] mind of one creature you can see within range. The target
must succeed on an Intelligence saving throw or take 1d6
Casting Time: 1 minute psychic damage and subtract 1d4 from the next saving
Range: 1 mile throw it makes before the end of your next turn.
Components: V, S, M (a diamond worth at least 500 gp, This spell’s damage increases by 1d6 when you reach
which the spell consumes) certain levels: 5th level (2d6), 11th level (3d6), and 17th
Duration: Instantaneous level (4d6).
A fortress of stone erupts from a square area of ground of
your choice that you can see within range. The area is 120 Mind Spike
feet on each side, and it must not have any buildings or 2nd-level Divination
other structures on it. Any creatures in the area are Casting Time: 1 action
harmlessly lifted up as the fortress rises. Range: 60 feet
The fortress has four turrets with square bases, each one Components: S
20 feet on a side and 30 feet tall, with one turret on each Duration: Concentration, up to 1 hour
corner. The turrets are connected to each other by stone
You reach into the mind of one creature you can see within
walls that are each 80 feet long, creating an enclosed area.
range. The target must make a Wisdom saving throw, taking
Each wall is 1 foot thick and is composed of panels that are
3d8 psychic damage on a failed save, or half as much
10 feet wide and 20 feet tall. Each panel is contiguous with
damage on a successful one. On a failed save, you also
two other panels or one other panel and a turret. You can
always know the target’s location until the spell ends, but
place up to four stone doors in the fortress’s outer wall.
only while the two of you are on the same plane of
A small keep stands inside the enclosed area. The keep
existence. While you have this knowledge, the target can’t
has a square base that is 50 feet on each side, and it has
become hidden from you, and if it’s invisible, it gains no
three floors with 10-foot-high ceilings. Each of the floors
benefit from that condition against you.
can be divided into as many rooms as you like, provided
At Higher Levels. When you cast this spell using a spell
each room is at least 5 feet on each side. The floors of the
slot of 3rd level or higher, the damage increases by 1d8 for
keep are connected by stone staircases, its walls are 6
each slot level above 2nd.
inches thick, and interior rooms can have stone doors or
open archways as you choose. The keep is furnished and
decorated however you like, and it contains sufficient food
to serve a nine-course banquet for up to 100 people each
day. Furnishings, food, and other objects created by this
spell crumble to dust if removed from the fortress.

188
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mind Whip Noren Makuri
2nd-level Enchantment 3rd-level Enchantment [Bakudō]
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 10 feet
Components: V Components: S
Duration: 1 round Duration: Instantaneous

You psychically lash out at one creature you can see within Choose one creature, object, or magical effect within range.
range. The target must make an Intelligence saving throw. Any spell or spell-like effect of 3rd level or lower on the
On a failed save, the target takes 3d6 psychic damage, and target ends. For each spell of 4th level or higher on the
it can’t take a reaction until the end of its next turn. target, make an ability check using your spellcasting ability.
Moreover, on its next turn, it must choose whether it gets a The DC equals 10 + the spell's level. On a successful check,
move, an action, or a bonus action; it gets only one of the the spell ends.
three. On a successful save, the target takes half as much At Higher Levels. When you cast this spell using a spell
damage and suffers none of the spell’s other effects. slot of 4th level or higher, you automatically end the effects
At Higher Levels. When you cast this spell using a spell of a spell on the target if the spell's level is equal to or less
slot of 3rd level or higher, you can target one additional than the level of the spell slot you used.
creature for each slot level above 2nd. The creatures must
be within 30 feet of each other when you target them.
Ōkasen
3rd-level Evocation [Hadō]
Motivational Speech Casting Time: 1 action
4th-level Enchantment [Kaidō] Range: Self
Casting Time: 1 minute Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V A wide yellow beam fires out from you in a line 40 feet long
Duration: 1 hour and 5 feet wide blasts out from you in a direction you
You address allies, staff, or innocent bystanders to exhort choose. Each creature in the line must make a Dexterity
and inspire them to greatness, whether they have anything saving throw. A creature takes 6d6 radiant damage on a
to get excited about or not. Choose up to five creatures failed save, or half as much damage on a successful one.
within range that can hear you. For the duration, each At Higher Levels. When you cast this spell using a spell
affected creature gains 5 temporary hit points and has slot of 4th level or higher, the damage increases by 1d6 for
advantage on Wisdom saving throws. If an affected creature each slot level above 3rd.
is hit by an attack, it has advantage on the next attack roll it
makes. Once an affected creature loses the temporary hit
Otherworldy Guise
points granted by this spell, the spell ends for that creature. 6th-level Transmutation
At Higher Levels. When you cast this spell using a spell Casting Time: 1 bonus action
slot of 4th level or higher, the temporary hit points increase Range: Self
by 5 for each slot level above 3rd. Components: V, S, M (an object engraved with a symbol of
the outer planes, worth at least 500 gp)
Negative Energy Flood Duration: Concentration, up to 1 minute
5th-level Enchantment
Uttering an incantation, you draw on the magic of the Lower
Casting Time: 1 action Planes or Upper Planes (your choice) to transform yourself.
Range: 60 feet You gain the following benefits until the spell ends:
Components: V, M (a broken bone & a square of black silk)
Duration: Instantaneous You are immune to fire and poison damage (Lower
Planes) or radiant and necrotic damage (Upper Planes).
You send ribbons of negative energy at one creature you can
You are immune to the poisoned condition (Lower
see within range. Unless the target is undead, it must make
Planes) or the charmed condition (Upper Planes).
a Constitution saving throw, taking 5d12 necrotic damage
Spectral wings appear on your back, giving you a flying
on a failed save, or half as much damage on a successful
speed of 40 feet.
one. A target killed by this damage rises up as a zombie at
You have a +2 bonus to AC.
the start of your next turn. The zombie pursues whatever
All your weapon attacks are magical, and when you make
creature it can see that is closest to it. Statistics for the
a weapon attack, you can use your spellcasting ability
zombie are in the Monster Manual.
modifier, instead of Strength or Dexterity, for the attack
If you target an undead with this spell, the target doesn’t
and damage rolls.
make a saving throw. Instead, roll 5d12. The target gains
half the total as temporary hit points.

189
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You can attack twice, instead of once, when you take the Damage Resistance. The creature has resistance to acid,
Attack action on your turn. You ignore this benefit if you cold, fire, lightning, and poison damage.
already have a feature, like Extra Attack, that lets you Evasion. If the creature is subjected to an effect that
attack more than once when you take the Attack action allows it to make a Dexterity saving throw to take only half
on your turn. damage, the creature instead takes no damage if it succeeds
on the saving throw, and only half damage if it fails.
Peripety As a bonus action on subsequent turns, you can move the
10th-level Abjuration [Bakudō] field to another creature within 60 feet of the field.
Casting Time: 1 minute
Range: Self Power Word Pain
Components: V, S, M (a decorated feather worth 500 gp) 7th-level Enchantment [Hadō]
Duration: 24 hours Casting Time: 1 action
Range: 60 feet
For the duration ranged attacks targeted against you
Components: V
rebound on the original attacker. The reflected attack
Duration: Instantaneous
rebounds on the attacker using the same attack roll.
You speak a word of power that causes waves of intense
Permanency pain to assail one creature you can see within range. If the
9th-level Enchantment [Kaidō] target has 100 hit points or fewer, it is subject to crippling
Casting Time: 1 hour pain. Otherwise, the spell has no effect on it. A target is also
Range: 5 feet unaffected if it is immune to being charmed.
Components: V, S, M (a gem per level of the spell, each While the target is affected by crippling pain, any speed it
worth 500 gp, minimum one gem; which the spell has can be no higher than 10 feet. The target also has
consumes) disadvantage on attack rolls, ability checks, and saving
Duration: Until dispelled throws, other than Constitution saving throws. Finally, if the
target tries to cast a spell, it must first succeed on a
This spell allows you to make certain spells permanent.
Constitution saving throw, or the casting fails and the spell
Choose an active spell within range. That spell must meet
is wasted.
the following requirements to be affected:
A target suffering this pain can make a Constitution
The spell has a duration of 1 minute or longer. saving throw at the end of each of its turns. On a successful
You know the spell and are able to cast it. If you don't, save, the pain ends.
the material components required are doubled.
The spell is 7th level or lower.
Psychic Lance
The spell cannot have targeted more than one creature, 4th-level Enchantment
but can have an area that affects more than one creature Casting Time: 1 action
Range: 120 feet
The affected spell then gains the following traits: Components: V
The duration is changed to "Until dispelled." Duration: Instantaneous
If the spells duration would end if triggered, it continues You unleash a shimmering lance of psychic power from your
to persist until dispelled. forehead at a creature that you can see within range.
If the spell would be affected by Dispel Magic or similar, Alternatively, you can utter a creature’s name. If the named
instead of the spell ending, Permanency ends. target is within range, it becomes the spell’s target even if
you can’t see it. If the named target isn’t within range, the
This spell and affected spells can still be subjected to
lance dissipates without effect.
antimagic fields.
The target must make an Intelligence saving throw. On a
Platinum Shield failed save, the target takes 7d6 psychic damage and is
6th-level Abjuration incapacitated until the start of your next turn. On a
successful save, the creature takes half as much damage and
Casting Time: 1 bonus action
isn’t incapacitated.
Range: 60 feet
At Higher Levels. When you cast this spell using a spell
Components: V, S, M (a piece of platinum worth 500 gp)
slot of 5th level or higher, the damage increases by 1d6 for
Duration: Concentration, up to 1 minute
each slot level above 4th.
You create a field of silvery light that surrounds a creature of
your choice within range (you can choose yourself). The
field sheds dim light out to 5 feet. While surrounded by the
field, a creature gains the following benefits:
Cover. The creature has half cover.

190
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Pulse Wave Each creature in the line must make a Dexterity saving
3rd-level Evocation [Hadō] throw. A creature takes 8d6 lightning damage on a failed
save, or half as much damage on a successful one.
Casting Time: 1 action At then end of the line theres an explosion with a 20-foot
Range: Self radius. Each creature in the radius must makes Dexterity
Components: V, S saving throw. a creatures takes 4d6 lightning damage and
Duration: Instantaneous 4d6 force damage on a failed save, or half as much damage
You create intense pressure, unleash it in a 30-foot cone, on a successful one.
and decide whether the pressure pulls or pushes creatures A creature cannot be dealt damage more than once from
and objects. Each creature in that cone must make a this spell.
Constitution saving throw. A creature takes 6d6 force
damage on a failed save, or half as much damage on a Rain of Fire
successful one. And every creature that fails the save is 10-level Evocation [Hadō]
either pulled 15 feet toward you or pushed 15 feet away Casting Time: 10 minutes
from you, depending on the choice you made for the spell. Range: 1 mile
In addition, unsecured objects that are completely within Components: V, S
the cone are likewise pulled or pushed 15 feet. Duration: 24 Hours
At Higher Levels. When you cast this spell using a spell
This spell summons a swirling thunderstorm at a point you
slot of 4th level or higher, the damage increases by 1d6 and
can see within range that rains fire rather than raindrops
the distance pulled or pushed increases by 5 feet for each
down a two-mile radius. Everything in the flaming deluge
slot level above 3rd.
takes 1 point of fire damage each round. A successful Reflex
Qualkreis save results in no damage, but the save must be repeated
2nd-level Evocation each round. Unless the ground is exceedingly damp, all
vegetation is eventually blackened and destroyed, leaving
Casting Time: 1 action behind a barren wasteland similar to the aftermath of a grass
Range: 30 feet or forest fire. The fiery storm is stationary and not affected
Components: V, S by any wind or weather, unless its from a wish spell or 10th
Duration: Concentration, up to 1 minute level spell.
You create a 20-foot radius circle of reishi on a point you
can see within range. Two reishi columns form on any point Ravenous Void
on the perimeter of the circle you choose. These columns 9th-level Evocation
then turn into bows of reishi. These bows have a range of Casting Time: 1 action
30 feet and deal 2d8 radiant damage. Range: 1,000 feet
During the duration, you can spend an action to make a Components: V, S, M (a small, nine-pointed star made of
ranged spell attack for each bow against a creature within iron)
the circle. Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell Incantation: Sprinkled on the bones of the beast! Sharp
slot of 3rd level or higher, the radius increases by 5 feet and tower, red crystal, steel ring. Move and become the wind,
you create an additional bow. stop and become the calm. The sound of warring spears
fills the empty castle!
Raikōhō
6th-level Evocation [Hadō] You create a 20-foot-radius sphere of destructive
gravitational force centered on a point you can see within
Casting Time: 1 action range. For the spell’s duration, the sphere and any space
Range: Self within 100 feet of it are difficult terrain, and nonmagical
Components: V, S, M (a bit of fur; a piece of amber, glass, objects fully inside the sphere are destroyed if they aren’t
or a crystal rod) being worn or carried.
Duration: Instantaneous When the sphere appears and at the start of each of your
Incantation: Sprinkled on the bones of the beast! Sharp turns until the spell ends, unsecured objects within 100
tower, red crystal, steel ring. Move and become the wind, feet of the sphere are pulled toward the sphere’s center,
stop and become the calm. The sound of warring spears ending in an unoccupied space as close to the center as
fills the empty castle! possible.
An orb of yellow energy builds in the palm of your and fire A creature that starts its turn within 100 feet of the
the built-up energy as a massive concentrated blast of sphere must succeed on a Strength saving throw or be
energy. A stroke of lightning forming a line 60 feet long and pulled straight toward the sphere’s center, ending in an
5 feet wide blasts out from you in a direction you choose. unoccupied space as close to the center as possible.

191
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
A creature that enters the sphere for the first time on a turn The magic fashions a new body for the creature to
or starts its turn there takes 5d10 force damage and is inhabit, which likely causes the creature's appearance to
restrained until it is no longer in the sphere. If the sphere is change. The GM rolls a d6 on a 1-3 the creature's
in the air, the restrained creature hovers inside the sphere. appearance completely changes, on a 4-6 they retain their
A creature can use its action to make a Strength check previous appearance.
against your spell save DC, ending this restrained condition The reincarnated creature recalls its former life and
on itself or another creature in the sphere that it can reach. experiences and retains the capabilities it had in its original
A creature reduced to 0 hit points by this spell is form.
annihilated, along with any nonmagical items it is wearing or
carrying. Rikujōkōrō
6th-level Conjuration [Bakudō]
Reality Break Casting Time: 1 action
8th-level Conjuration [Hadō] Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a crystal prism) Incantation: Carriage of thunder, bridge of a spinning
Duration: Concentration, up to 1 minute wheel. With light, divide this into six!
You shatter the barriers between realities and timelines, You point your finger at a target you can see within range.
thrusting a creature into turmoil and madness. The target Sparks of yellow energy spark form you finger generating six
must succeed on a Wisdom saving throw, or it can’t take thin, wide beams of light that slam into the targets
reactions until the spell ends. The affected target must also midsection holding them in place.
roll a d10 at the start of each of its turns; the number rolled The target must make a Strength saving throw, on a
determines what happens to the target, as shown on the failure they are restrained for the duration.
Reality Break Effects table. If the creature is currently under the effects of Bakudo #4
At the end of each of its turns, the affected target can Hainawa, the target is instead incapacitated and you do not
repeat the Wisdom saving throw, ending the spell on itself need to concentrate on this spell.
on a success.
Ruin
d10 Effect 10th-level Transmutation [Bakudō]
Vision of the Far Realm. The target takes 6d12 Casting Time: 1 minute
1-2 psychic damage, and it is stunned until the end of Range: 120 feet
the turn. Components: V, S, M (An ornate idol resembling the target
Rending Rift. The target must make a Dexterity worth 5,000 gp, which the spell consumes)
3-5 saving throw, taking 8d12 force damage on a failed Duration: Instantaneous
save, or half as much damage on a successful one.
You choose a creature, object or structure you can see
Wormhole. The target is teleported, along with within range. The chosen target is dealt 100 necrotic
everything it is wearing and carrying, up to 30 feet to
damage. This spell ignore any immunity or resistance to
6-8 an unoccupied space of your choice that you can see.
The target also takes 10d12 force damage and is necrotic damage.
knocked prone.
Sai
9 - Chill of the Dark Void. The target takes 10d12 cold Enchantment Cantrip [Bakudō]
10 damage, and it is blinded until the end of the turn.
Casting Time: 1 action
Range: 60 feet
Reincarnate Components: V, S, M (a small, straight piece of iron)
6th-level Transmutation [Kaidō]
Duration: 1 minute
Casting Time: 1 hour
Choose a humanoid that you can see within range. The
Range: Touch
target must succeed on a Strength saving throw or be
Components: V, S, M (rare oils and unguents worth at least
incapacitated for the duration. At the end of each of its
1,000 gp, which the spell consumes)
turns, the target can
Duration: Instantaneous
make another Strength saving throw. On a success, the
You touch a dead humanoid or a piece of a dead humanoid. spell ends on the target.
Provided that the creature has been dead no longer than 10 At Higher Levels. When you cast this spell using a spell
days, the spell forms a new adult body for it and then calls slot of 1st level or higher, you can target one additional
the soul to enter that body. If the target's soul isn't free or humanoid for each slot level above 1st. The humanoids
willing to do so, the spell fails. must be within 10 feet of each other when you target them.

192
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sajō Sabaku Components: V, S
6th-level Conjuration [Bakudō] Duration: 1 round

Casting Time: 1 action An orb of light blue energy is generated which repels
Range: 40 feet whatever it strikes. Until the start of your next turn, you have
Components: V, S a +2 bonus to AC, including against the triggering attack.
Duration: Concentration, up to 1 minute If this bonus to your AC would cause the attack to be
unsuccessful, and the attack was a melee attack, the
Raising your palm to the target and closing your fist, you call attacker is pushed back 10 feet away.
forth yellow energy that takes the form of very thick rope
which flies out to and binds a target you can see within Sekienton
range. The target must make a Charisma saving throw. On a 2nd-level Conjuration [Bakudō]
failure, the target is restrained for the duration and cannot
Casting Time: 1 action
perform somatic components for spells or abilities. On each
Range: 120 feet
of the creatures turns, it can spend an action to make an
Components: V, S
additional Charisma saving throw, on a success ending the
Duration: 1 hour
spell.
You create a 20-foot-radius sphere of red colored fog
Screen centered on a point within range. The sphere spreads
9th-level Illusion [Bakudō] around corners, and its area is heavily obscured. It lasts for
Casting Time: 10 minutes the duration or until a wind of moderate or greater speed (at
Range: 30 feet least 10 miles per hour) disperses it.
Components: V, S
Duration: 24 hours
Senju Kōten Taihō
9th-level Evocation [Hadō]
This spell creates a powerful protective illusion in a 30-foot-
Casting Time: 1 action
cube area you can see within range or up to 7 creatures you
Range: 120 feet
choose within range. The chosen area or creatures are
Components: V, S
protected by divination effects and direct observation.
Duration: Instantaneous
When casting this spell, you can dicate what will and will
Incantation: Limit of the thousands hands, respectful
not be observed in the spell's area. For example, you could
hands, unable to touch the darkness. Shooting hands
have a crossroads appear quiet and empty even while an
unable to reflect the blue sky. The road that basks in light,
army is actually passing through the area. Or that no one be
the wind that ignited the embers, time that gathers when
seen (including passing strangers), that your troops be
both are together, there is no need to be hesitant, obey
undetected, or even that every fifth person or unit should be
my orders. Light bullets, eight bodies, nine items, book of
visible. Sights, sounds, touch, texture and temperature are
heaven, diseased treasure, great wheel, grey fortress
created appropriate for the illusion. Once the conditions are
tower. Aim far away, scatter brightly and cleanly when
set, they cannot be changed.
fired!
Attempts to scry the area automatically detect the image
stated by you with no save allowed. If a spell would attempt Ten star-like motes of pink energy appear around you. You
to locate an affected creature, or object on one of those can send each mote at a different creature or object, or all
creatures, you can choose to have the spell fail or see the of them at the same creature or object. When you do so,
image stated by you with no save allowed. Additionally, any make a ranged spell attack for each mote. On a hit, the
sensors creatured by such spells become visible within the target takes 6d12 radiant damage.
area.
Direct observation may allow a save (as per a normal Shadow Blade
illusion), if there is cause to disbelieve what is seen. 2nd-level Illusion
Certainly onlookers in the area would become suspicious if Casting Time: 1 bonus action
a marching army disappeared at one point to reappear at Range: Self
another. Even entering the area does not cancel the illusion Components: V, S
or necessarily allow a save, assuming that hidden beings Duration: Concentration, up to 1 minute
take care to stay out of the way of those affected by the
You weave together threads of shadow to create a sword of
illusion.
solidified gloom in your hand. This magic sword lasts until
Seki the spell ends. It counts as a simple melee weapon with
Abjuration Cantrip Bakudō which you are proficient. It deals 2d8 psychic damage on a
hit and has the finesse, light, and thrown properties (range
Casting Time: 1 reaction, which you take when you are hit 20/60). In addition, when you use the sword to attack a
by an attack target that is in dim light or darkness, you make the attack
Range: Self roll with advantage.

193
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you drop the weapon or throw it, it dissipates at the end Range: 60 feet
of the turn. Thereafter, while the spell persists, you can use a Components: V, S, M (a small, straight piece of iron)
bonus action to cause the sword to reappear in your hand. Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a 3rd-
Pointing a finger at a creature, a ball of white energy flashes
or 4th-level spell slot, the damage increases to 3d8. When
from your finger. Choose a humanoid that you can see
you cast it using a 5th- or 6th-level spell slot, the damage
within range. The target must succeed on a Wisdom saving
increases to 4d8. When you cast it using a spell slot of 7th
throw or be paralyzed for the duration. At the end of each of
level or higher, the damage increases to 5d8.
its turns, the target can make another Wisdom saving throw.
Shadow of Moil On a success, the spell ends on the target.
4th-level Necromancy [Hadō] At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional
Casting Time: 1 action humanoid for each slot level above 2nd. The humanoids
Range: Self must be within 30 feet of each other when you target them.
Components: V, S, M (an undead eyeball encased in a gem
worth at least 150 gp) Shijū no Saimon
Duration: Concentration, up to 1 minute 8th-level Conjuration [Bakudō]
Flame-like shadows wreathe your body until the spell ends, Casting Time: 1 action
causing you to become heavily obscured to others. The Range: 120 feet
shadows turn dim light within 10 feet of you into darkness, Components: V, S
and bright light in the same area to dim light. Duration: Concentration, up to 5 minutes
Until the spell ends, you have resistance to radiant
Shijū no Saimon is a barrier formed by four castings of this
damage. In addition, whenever a creature within 10 feet of
spell, each time choosing one of the following barriers
you hits you with an attack, the shadows lash out at that
listed below. When you arrange the following barriers as
creature, dealing it 2d8 necrotic damage.
three walls and Hōyoku no Jōmon as the roof, a cube is
Shakkahō formed enclosing the area. When the barrier is created, you
3rd-level Evocation [Hadō] choose Defensive or Offensive. Each wall will apply its listed
effect to the interior of the barrier.
Casting Time: 1 action Ryūbi no Jōmon. You create multiple pillars, each one
Range: 150 feet being five feet wide, 50 feet tall and 5 feet thick, forming a
Components: V, S, M (a tiny ball of bat guano and sulfur) gigantic shield or door-like barrier on a point within range.
Duration: 10 minutes The barrier is 50 feet wide, 100 feet tall and 20 feet thick.
Incantation: Ye Lord! Mask of blood and flesh, all creation, Each pillar has an AC of 10 and 20 hit points per inch of
flutter of wings, ye who bears the name of Man! Inferno thickness.
and pandemonium, the sea barrier surges, march on to Defensive. Friendly creatures regain the maximum
the south! number of hit points from any healing.
A bright crimson orb forms in your palm. The orb remains Offensive. Hostile creatures can't regain hit points.
there for the duration and harms neither you nor your Kokō no Jōmon. You create a circular barrier with a 25
equipment. The orb sheds bright light in a 10-foot radius foot radius and 10 feet thick that takes the shape of a
and dim light for an additional 10 feet. The spell ends if you watermill. As an action, its inner section can be opened up
dismiss it as an action or if you cast it again. like a set of fangs allowing passage through the barrier.
You can also attack with the orb, although doing so ends Defensive. When friendly creatures makes a saving throw,
the spell. When you cast this spell, or as an action on a later they can roll a d10 and add the number rolled to the saving
turn, you can hurl the orb at a point you choose within throw.
range, it then blossoms with a loud roar into an explosion of Offensive. When Hostile creatures makes a saving throw,
flame. Each creature in a 20-foot-radius sphere centered on they can roll a d10 and subtract the number rolled to the
that point must make a Dexterity saving throw. A target saving throw.
takes 8d6 fire damage on a failed save, or half as much Kigai no Jōmon. You create a barrier of many small
damage on a successful one. The fire spreads around hexagons, forming a honeycomb-like structure resembling a
corners. It ignites flammable objects in the area that aren't turtle shell. This barrier is 50 feet wide, 100 feet tall and 5
being worn or carried. feet thick. The barrier has an AC of 10, each hexagon has 10
At Higher Levels. When you cast this spell using a spell hit points per inch and a damage threshold of 10.
slot of 4th level or higher, the damage increases by 1d6 for Additionally, when the barrier is subjected to a Hadō spell, it
each slot level above 3rd. is reflected back at the caster, using the same save DC, spell
attack roll and damage.
Shibireyubi Defensive. Friendly creatures gain resistance to all
2nd-level Enchantment [Bakudō] damage.
Casting Time: 1 action

194
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Offensive. Hostile creatures do not benefit from any and you regain hit points equal to half the amount of
resistances and cannot gain resistances of any kind. necrotic damage dealt.
Hōyoku no Jōmon. You create an obelisk and many At Higher Levels. When you cast this spell using a spell
planks combining to form a sort of lampshade, resembling slot of 7th level or higher, the damage increases by 1d8 for
folding wings and a crude bird's head/body in the air where each slot level above 6th.
it stays suspended. The lampshade is 50 feet in diameter
and affects everything directly underneath it. The barrier has Skill Empowerment
an AC of 10 and 100 hit points, and is immune to fire 5th-level Transmutation [Kaidō]
damage. All friendly creatures underneath the barrier benefit Casting Time: 1 action
from the Defensive trait. Range: Touch
Defensive. Friendly creatures have advantage on attack Components: V, S
rolls. Duration: Concentration, up to 1 hour
Offensive. Hostile creatures cannot gain advantage on
Your magic deepens a creature’s understanding of its own
attack rolls.
talent. You touch one willing creature and give it expertise
Shitotsu Sansen in one skill of your choice; until the spell ends, the creature
3rd-level Conjuration [Bakudō] doubles its proficiency bonus for ability checks it makes
that use the chosen skill.
Casting Time: 1 action
You must choose a skill in which the target is proficient
Range: 60 feet
and that isn’t already benefiting from an effect, such as
Components: V, S
Expertise, that doubles its proficiency bonus.
Duration: Concentration, up to 1 minute
You generate a yellow triangle of energy which three Soul Cage
pointed projectiles fire from each point. Make three ranged 7th-level Necromancy [Kaidō]
spell attacks against a single target within range. Each Casting Time: Reaction (which you take when a humanoid
successful attack pushed the target back by 5 feet. If a you can see within 60 feet of you dies)
projectiles successful hit the the target and pushes them up Range: 60 feet
against a solid barrier, it is restrained for the duration. Components: V, S, M (a tiny silver cage worth 300 gp)
Additionally, if all three projectiles were successful and the Duration: 8 hours
target becomes restrained, you do not need to concentrate
This spell snatches the soul of a humanoid as it dies and
on this spell.
traps it inside the tiny cage you use for the material
Shō component. A stolen soul remains inside the cage until the
Cantrip Evocation [Hadō] spell ends or until you destroy the cage, which ends the
spell. While you have a soul inside the cage, you can exploit
Casting Time: 1 action
it in any of the ways described below. You can use a trapped
Range: 30 feet
soul up to six times. Once you exploit a soul for the sixth
Components: V, S
time, it is released, and the spell ends. While a soul is
Duration: Instantaneous
trapped, the dead humanoid it came from can’t be revived.
You point a finger at a creature or unattended object. If the Steal Life. You can use a bonus action to drain vigor from
target is an unattended object, you push it back up to 15 the soul and regain 2d8 hit points.
feet. If it's a creature it must make a Strength saving throw. Query Soul. You ask the soul a question (no action
On a failure you may deal 1d4 force damage to the creature, required) and receive a brief telepathic answer, which you
or push it back up to 10 feet away from you. can understand regardless of the language used. The soul
The spell's damage and push distance increases by 1d4 or knows only what it knew in life, but it must answer you
15 feet when you reach 5th level, 11th level (3d4 of 20 truthfully and to the best of its ability. The answer is no
feet), and 17th level (4d4 or 25 feet). more than a sentence or two and might be cryptic.
Borrow Experience. You can use a bonus action to
Siphon Life bolster yourself with the soul’s life experience, making your
6th-level Necromancy [Kaidō] next attack roll, ability check, or saving throw with
Casting Time: 1 action advantage. If you don’t use this benefit before the start of
Range: Self your next turn, it is lost.
Components: V, S Eyes of the Dead. You can use an action to name a place
Duration: Instantaneous the humanoid saw in life, which creates an invisible sensor
somewhere in that place if it is on the plane of existence
You siphon life force from others to heal your wounds.
you’re currently on.
Make a mellee spell attack against a creature within range.
The sensor remains for as long as you concentrate, up to
On a hit, the target takes 4d8 necrotic damage,
10 minutes (as if you were concentrating on a spell).

195
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You receive visual and auditory information from the sensor Spirit Shroud
as if you were in its space using your senses. 3rd-level Necromancy [Hadō]
A creature that can see the sensor (such as one using see
Casting Time: 1 bonus action
invisibility or truesight) sees a translucent image of the
Range: Self
tormented humanoid whose soul you caged.
Components: V, S
Soul Scry Duration: Concentration, up to 1 minute
10-level Divination [Bakudō] You call forth spirits of the dead, which flit around you for
Casting Time: 10 minutes the spell’s duration. The spirits are intangible and
Range: Unlimited invulnerable.
Components: V, S Until the spell ends, any attack you make deals 1d8 extra
Duration: Concentration, up to 10 minutes damage when you hit a creature within 10 feet of you. This
damage is radiant, necrotic, or cold (your choice when you
You are able to temporarily tap into the consciousness of cast the spell). Any creature that takes this damage can’t
another sentient creature with whom you are familiar with. regain hit points until the start of your next turn.
The target must make a Charisma saving throw, on success In addition, any creature of your choice that you can see
it prevents the telepathic connection. Whether the saving that starts its turn within 10 feet of you has its speed
throw is successful or not, the target is unaware of the reduced by 10 feet until the start of your next turn.
attempted intrusion. At Higher Levels. When you cast this spell using a spell
Once the connection is created, you are able to hear, see, slot of 4th level or higher, the damage increases by 1d8 for
feel, smell, taste and experience everything the target every two slot levels above 3rd.
senses and experiences. You cannot control the subject,
however. During this time, your own body remains in a Sprenger
trance-like state. If the target takes damage, you feel the 5th-level Evocation
injures as well, although you suffer no actual ill effects. If the
Casting Time: 1 action
target is knocked unconscious or killed, the spell
Range: 10 feet
immediately ends.
Components: V, S, M (Five Seele Schneider)
Spell Reflection Duration: 1 minute
9th-level Abjuration [Bakudō] This spell requires prior setup to use. When there are five
Casting Time: 24 hours seele schneider setup in a formation (traditionally in a
Range: Touch pentagaon shape) on a flat surface.
Components: V, S When the fifth and final Seele Scheider is placed a
Duration: 24 hours Sprenger seal is formed.
Any creature in the center of the formation is restrained
You create a magical ward on a creature. If the warded for the duration. As a Bonus Action, you may activate the
creature would be targeted by level 1st through 9th level seal creating a massive explosion within the seal. Each
spells, the warded creature is unaffected, and the effect is creature within the seal must succeed on a Dexterity saving
reflected back at the caster as though it originated from the throw or take 1d10 force damage for each round this spell
warded creature, turning the caster into the target. Spells persisted for, minimum 1d10. A creature that succeeds on
that affect an area, such as a fireball, do not harm or affect its saving throw takes half as much damage.
the warded creature.
Synaptic Static
Spell Turning 5th-level Enchantment [Hadō]
10-level Abjuration [Bakudō]
Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: Self Components: V, S
Components: V, S
Duration: Instantaneous
Duration: Concentration, up to 1 hour
You choose a point within range and cause psychic energy
This spell refelcts other spells cast at you, back at their to explode there. Each creature in a 20-foot-radius sphere
caster. When a spell or spell-like effect targets you, you can
centered on that point must make an Intelligence saving
spend your reaction to reflect the effect. If the spell is 6th throw. A creature with an Intelligence score of 2 or lower
level or lower you automatically reflect the spell. Otherwise,
can’t be affected by this spell. A target takes 8d6 psychic
you make an ability check using your spellcasting ability. The damage on a failed save, or half as much damage on a
DC equals 10 + the spell's level. On a success, the spell or
successful one.
effect instead affects the original caster, it's DC save, if any, After a failed save, a target has muddled thoughts for 1
uses yours.
minute. During that time, it rolls a d6 and subtracts the
This spell ends if you would become unconscious or die. number rolled from all its attack rolls and ability checks,

196
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
as well as its Constitution saving throws to maintain in a direction following the line. On a success they take
concentration. The target can make an Intelligence saving half damage and are not pushed back.
throw at the end of each of its turns, ending the effect on Any creature in the line must spend 2 feet of movement
itself on a success. for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes
Sōkatsui candles, torches, and similar unprotected flames in the area.
3rd-level Evocation [Hadō] It causes protected flames, such as those of lanterns, to
Casting Time: 1 action dance wildly and has a 50 percent chance to extinguish
Range: Self them.
Components: V, S As a bonus action on each of your turns before the spell
Duration: Instantaneous ends, you can change the direction in which the line blasts
Incantation: Ye lord! Mask of flesh and bone, flutter of from you.
wings, ye who bears the name of Man! Truth and
temperance, upon this sinless wall of dreams unleash but Tenteikūra
slightly the wrath of your claws! 7th-level Evocation [Bakudō]
Casting Time: 1 minute
A torrent of blue flames shoots forth from your
Range: Unlimited
outstretched palm. Each creature in a 30-foot cone must
Components: V, S, M (a vial of fine black ink or a vial of
make a Dexterity saving throw. A creature takes 4d6 fire
blood)
damage on a failed save, or half as much damage on a
Duration: Instantaneous
successful one.
Incantation: Silken net of black and white! Twenty-two
The fire ignites any flammable objects in the area that
bridges, sixty-six crowning sash; footprints, distant
aren't being worn or carried.
thunder, pointed peaks, revolving grounds, nightly
At Higher Levels. When you cast this spell using a spell
prostrations, sea of clouds, the pale ranks of troops,
slot of 4th level or higher, the damage increases by 1d6 for
complete the grand circle and surpass the heavens.
each slot level above 3rd.
You draw runes upon your arms and hands, as you
Sōren Sōkatsui outstretch both arms in front of you a glowing rectangular
7th-level Evocation [Hadō] box forms in front of you and root-like extensions glow and
Casting Time: 1 round extend out into the aether.
Range: Self Choose a number of creatures equal to your spell casting
Components: V, S score (minimum 4) that you are familiar with. You can
Duration: Instantaneous instantaneously share up to 30 words with the chosen
Incantation: Ye lord! Mask of blood and flesh, all creation, creatures through the link, and the target recognizes you as
flutter of wings, ye who bears the name of Man! On the the creature it is communicating with. The spell enables a
wall of blue flame, inscribe a twin lotus. In the abyss of creature with an Intelligence score of at least 1 to
conflagration, wait at the far heavens. understand the meaning of your words and take in the
scope of any sensory messages you send to it.
A blast of blue flaming energy erupts from your hands. Each
creature in a 60-foot cone must make a Constitution saving Teppūsatsu
throw. A creature takes 16d6 fire damage on a failed save, 10-level Evocation [Hadō]
or half as much damage on a successful one.
Casting Time: 1 round
The fire spreads around corners. It ignites flammable
Range: Self
objects in the area that aren't being worn or carried.
Components: V, S
Additionall,y ff damage from this spell kills a target, the
Duration: Instantaneous
target is turned to ash.
With a chopping motion you create an aura shaped as a
Tenran head of a dragon which blows a powerful wind from its
5th-level Evocation [Hadō] mouth in a 60-foot cone. Everything in the cone must make
Casting Time: 1 action a Strength saving throw or take 10d6 bludgeoning damage,
Range: Self 10d6 piercing damage and 10d6 slashing damage, half as
Components: V, S, M (a legume seed) much on a successful saving throw.
Duration: Concentration, up to 1 minute Additionally, any creature or unattended objects that fails
it's saving throw is pushed back at a rate of 30 feet per
A line of strong wind 60 feet long and 10 feet wide blasts
round, until they're out of the area, taking 5d6 bludgeoning
from you in a direction you choose for the spell's duration.
damage, 5d6 piercing damage and 5d6 slashing damage.
Each creature that starts its turn in the line must succeed on
On each of it's turn the creature can make an additional
a Strength saving throw or take 4d8 piercing or bludgeing
saving throw, on a success they are no longer pushed back.
damage (your choice) and be pushed 15 feet away from you

197
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Tether Essence and where it will move during its next turn, or you can
7th-level Necromancy [Kaidō] issue a simple, general command, such as to fetch a key,
stand watch, or stack some books. If you issue no
Casting Time: 1 action commands, the servant does nothing other than defend
Range: 60 feet itself against hostile creatures.
Components: V, S, M (a spool of platinum cord worth at Once given an order, the servant continues to follow that
least 250 gp, which the spell consumes) order until its task is complete.
Duration: Concentration, up to 1 hour When the creature drops to 0 hit points, it reverts to its
Two creatures you can see within range must make a original form, and any remaining damage carries over to that
Constitution saving throw, with disadvantage if they are form.
within 30 feet of each other. Either creature can willingly fail At Higher Levels. When you cast this spell using a spell
the save. If either save succeeds, the spell has no effect. slot of 4th level or higher, you can animate two additional
If both saves fail, the creatures are magically linked for the objects for each slot level above 3rd.
duration, regardless of the distance between them. When
damage is dealt to one of them, the same damage is dealt to #73 Tozanshō
the other one. If hit points are restored to one of them, the 7th-level Evocation [Bakudō]
same number of hit points are restored to the other one. If Casting Time: 1 action
either of the tethered creatures is reduced to 0 hit points, Range: 100 feet
the spell ends on both. If the spell ends on one creature, it Components: V, S, M (ruby dust worth 1,500 gp)
ends on both. Duration: 1 hour
Incantation: Words
Time Ravage
9th-level Necromancy [Hadō] An immobile, opaque, light-blue, prison composed of
magical force springs into existence around an area you
Casting Time: 1 action choose within range. The prison can be a cage or a solid
Range: 90 feet box, as you choose.
Components: V, S, M (an hourglass filled with diamond The prison in the shape of a inverted-pyramid, each four
dust worth at least 5,000 gp, which the spell consumes) sides base 20 feet wide and a height of 40 feet.
Duration: Instantaneous When you cast the spell, any creature that is completely
You target a creature you can see within range, putting its inside the cage's area is trapped. Creatures only partially
physical form through the devastation of rapid aging. The within the area, or those too large to fit inside the area, are
target must make a Constitution saving throw, taking pushed away from the center of the area until they are
10d12 necrotic damage on a failed save, or half as much completely outside the area.
damage on a successful one. If the save fails, the target also A creature inside the cage can't leave it by nonmagical
ages to the point where it has only 30 days left before it means. If the creature tries to use teleportation or
dies of old age. In this aged state, the target has interplanar travel to leave the cage, it must first make a
disadvantage on attack rolls, ability checks, and saving Charisma saving throw. On a success, the creature can use
throws, and its walking speed is halved. Only the wish spell that magic to exit the cage. On a failure, the creature can't
or the greater restoration cast with a 9th-level spell slot can exit the cage and wastes the use of the spell or effect. The
end these effects and restore the target to its previous age. cage also extends
into the Ethereal Plane, blocking ethereal travel.
Tiny Servant This spell can't be dispelled by dispel magic. You can use
4th-level Transmutation [Kaidō] an action to dismiss this spell early.
Casting Time: 1 minute
Range: Touch Transcend Mortality
Components: V, S 9th-level Transmutation [Kaidō]
Duration: 8 hours Casting Time: 1 action
Range: Self
You touch one Tiny, nonmagical object that isn’t attached to
Components: V, S
another object or a surface and isn’t being carried by
Duration: 5 minutes
another creature. The target animates and sprouts little arms
and legs, becoming a creature under your control until the Your body surges with god-like arcane power. For the
spell ends or the creature drops to 0 hit points. See Tiny duration you gain the following benefits:
Servant for its statistics.
You gain 50 temporary hit points. If any of these remain
As a bonus action, you can mentally command the
when the spell ends, they are lost.
creature if it is within 120 feet of you. (If you control
All of your ability scores become 20.
multiple creatures with this spell, you can command any or
You gain a flying speed of 100 feet.
all of them at the same time, issuing the same command to
You gain resistance to all damage.
each one.) You decide what action the creature will take

198
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You gain proficiency in all saving throws. Word of Radiance
You have advantage on attack rolls. Cantrip Evocation
You have advantage on saving throws.
Casting Time: 1 action
Although this spell grants you immense power, it comes Range: 5 feet
at a horrific price. You gain these benefits by using up all of Components: V, M (a holy symbol)
your reiryoku. When the spell ends, you are instantly slain Duration: Instantaneous
and your body disintegrates into nothing. This effect cannot
You utter a divine word, and burning radiance erupts from
be prevented by any means.
you. Each creature of your choice that you can see within
Tsuriboshi range must succeed on a Constitution saving throw or take
3rd-level Conjuration [Bakudō] 1d6 radiant damage.
The spell’s damage increases by 1d6 when you reach 5th
Casting Time: 1 reaction, which you take when you, a
level (2d6), 11th level (3d6), and 17th level (4d6).
creature, or an object within 60 feet of you falls
Range: 60 feet Wristpocket (Ritual)
Components: V, S, M (a bit of spiderweb) 2nd-level Conjuration
Duration: 1 hour
Casting Time: 1 action
You conjure a blue ball of energy at a point of your choice Range: Self
within range. Ropes shoot out from the ball anchoring to Components: S
nearby solid masses (such as walls, buildings, or trees) and Duration: Concentration, up to 1 hour
the ball expands into a 10-foot radius elastic-like cushion.
You flick your wrist, causing one object in your hand to
This cushion can hold up to 1000 pounds of weight
vanish. The object, which only you can be holding and can
before breaking. Any creatures or objects that fall into this
weigh no more than 5 pounds, is transported to an
cushion negates any falling damage.
extradimensional space, where it remains for the duration.
At Higher Levels. When you cast this spell using a spell
Until the spell ends, you can use your action to summon
slot of 4th level or higher, the weight the cusion can
the object to your free hand, and you can use your action to
support increases by 1000 pounds and the cushion itself
return the object to the extradimensional space. An object
increases by 10 feet for each slot level above 3rd.
still in the pocket plane when the spell ends appears in your
Tsuzuri Raiden space, at your feet.
1st-level Evocation [Hadō]
Zangerin
Casting Time: 1 action 7th-level Evocation [Hadō]
Range: Touch
Casting Time: 1 action
Components: V, S
Range: 30 feet
Duration: Instantaneous
Components: V, S
Lightning springs from your hand to deliver a shock to a Duration: Instantaneous
creature you try to touch. Make a melee spell attack against
You flourish the weapon used in the casting and generate a
the target. You have advantage on the attack roll if the target
ring of energy slicing all within range. Choose any number of
is wearing armor made of metal or if there is a conductive
creatures you can see within range. Make a melee spell
medium between you and the target. On a hit, the target
attack against each target. On a hit, a target takes 8d6 force
takes 1d8 lightning damage, and it can't take reactions until
damage.
the start of its next turn.
At Higher Levels. When you cast this spell using a spell zephyr Strike
slot of 2nd level or higher, the damage increases by 1d8 for 1st-level Transmutation
each slot level above 1st.
Casting Time: 1 bonus action
Wolke Range: Self
1st-level Evocation Components: V
Duration: Concentration, up to 1 minute
Casting Time: 1 reaction, which you take at the end of a fall
Range: 5 feet You move like the wind. Until the spell ends, your
Components: V, M movement doesn’t provoke opportunity attacks.
Duration: Instantaneous Once before the spell ends, you can give yourself
advantage on one weapon attack roll on your turn. That
You use a Gintō to create a large blast, which cushions the
attack deals an extra 1d8 force damage on a hit. Whether
impact of a fall. At the end of a fall, you takes 1 point of
you hit or miss, your walking speed increases by 30 feet
bludgeoning damage for every 10 feet you fell instead of
until the end of that turn.
the normal 1d6. Additionally, you do not land prone.

199
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 7: Equipment

W
ithin this chapter you'll find many of the If the target is a hollow, they instead remain there for 1
equipment and magic items seen hour per two hit dice they possess (minimum 1 hour). At
throughout the Bleach series. However, the end of each hour, the hollow can make a constitution
they're not very prominent in the series as it saving throw DC 15, if successful the duration is reduced by
revolves around the Zanpakutō. 1 hour.
Some of these items are able to be
purchased, but some might only be available Denreishinki
to certain factions, regulated or not so easily accessible. Wondrous Item, Uncommon
The Soul Pager is an electronic inter-dimensional
Magic Items communications device used by Shinigami while on an
assignment in the other realms. It looks nearly identical to
Magic items tend to be a rarity within the canon series. the cellphones found throughout the Human World, and
Most seen within the series are created by the 12th division comes in many different designs. It also functions as a
of the Gotei 13, or other individuals associated with the normal cellphone.
division. Shinigami can receive orders via the device in text form,
Most magic items are spirit-tech, a mix of technology and which they are alerted to by the device's distinctive beeping.
magic. The device contains a system similar to a radar or GPS
tracking system for Hollow detection. Hollows located
Magic Item Descriptions within a given area will be indicated in a mapping function
of the device. It can detect nearby Shinigami and inform the
This section presents an assortment of magic items in user of whether they are geographically the closest to their
alphabetical order. See the Dungeon Master's Guide for the target
rules on magic items.
Gentei Reīn
Anken Wondrous Item, Rare (requires attunement)
Weapon (dagger), Uncommon The Spirit Restriction Seal is a badge with a symbol
Immediately after you make an unarmed strike, as a bonus unique to the wearers division. Usually worn on ones upper-
action you can make a ranged weapon attack with this arm this seal is given to Lieutenants and Captains when they
weapon, even if this weapon is stowed. need to venture into the Human Realm. This badge restricts
ones spiritual energy in order not to cause unnecessarily
Anti-Hierro Armor
high damage while there.
Wondrous item, very rare (requires attunement by a creature
While attuned to this item the wearer receives a -1 x half
with a base unarmed strike of 1d10)
their proficiency bonus (rounded down) penalty on all d20
This set of metallic gauntlets and grieves were designed
rolls and their maximum hit points are reduced by 2 x their
to counter a Hollows hierro.
proficiency bonus.
When making an unarmed strike against a creature with
In cases where their full power is needed, they can
Hierro, you gain a +1 bonus times that creatures Hierro
request a limit release. As an action they can state the
bonus. Additionally, your base unarmed strike damage
command, Gentei Kaijo (limiter release), to unattune with
ignores any damage immunities and resistances.
this item.
Caja Negacion
Wondrous item, very rare
Gigai
Wondrous Item, Very Rare
A special cube-shaped device that is intended to simulate
A faux body is an artificial body that allows Shinigami to
the effects of Negación fields on the target. A Caja
inhabit and be able to interact with the material plane.
Negación is intended to be used by an Espada in order to
When the Gigai is hosted by a Shinigami, it assumes the
punish their Fracción if they deem that the situation
appearance of its host, who can now be seen by normal
requires it. When used, the cube is expended and traps the
Humans they happen to be around while residing in the
subject in a separate, alternate dimension.
Gigai. The Gigai does not take on the clothes its Shinigami
As an action you make a melee attack against a creature
host is wearing, and thus, they must acquire modern clothes
within 5 feet. If successful, you banish the creature into a
in order to blend in with the Humans.
featureless box-shaped demiplane. The creature remains
As an action a non-corporeal creature can inhabit or leave
there for 1 minute per hit dice they possess. At the end of
the Gigai.
each minute, the creature can make a constitution saving
throw DC 15, if successful the duration is reduced by 1
minute.

200
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ginjōtan Overbearing Power
Adventuring Gear (rope), Uncommon The Hōgyoku has the following random properties:
The steel sash is a sash woven with steel that is worn 2 minor beneficial properties
under armor. It is 40 feet, has 2 hit points and can be burst 2 major beneficial properties
with a DC 18 Strength check. Additionally it weighs 20 lbs
and your movement speed is reduced by 5 feet. Desire Materialization
Though initially thought to solely possess the power to
Gokon Tekkō control the boundary of the two contravening existences,
Wondrous Item, Rare that of Shinigami and Hollows, this was proven incorrect.
The Soul Apprehension Gauntlet is a device used by Rather, the Hōgyoku's true power is the ability to absorb the
Shinigami to forcible remove souls from bodies. desires of those around it and manifest them into reality.
It usually takes the form of a tight, red, wrist-length glove However, this power is not without limitations. The
with fingers that only reach the first knuckle of the hand and Hōgyoku itself is merely a guiding force - it can only
a large insignia of a skull shrouded in blue flames on the manifest the desires of those with the strength to carry
back. them out.
While equipped, as an action you can make an unarmed Any creature within 60 feet of the Hōgyoku, and is aware
strike against a corporeal creature. If successful, and the of it and it's abilities, can cast Wish without spending Spell
body has a soul, it is shuntted out into a square adjacent to Points or needing material components. A creature can only
the body. cast Wish this way once.
If a creature is not aware of the Hōgyoku and/or its
Hollow Bait abilities, its desire is materialized as per the table.
Wondrous Item, Varies
Hollow Bait consists of coin sized, round, white tablets Desire Effects
with symbols circling the flat edge. When crushed and You create one object of up to 25,000 gp in value
dispersed into the air, Hollow Bait will begin attracting that isn't a magic item. The object can be no more
Greed
Hollows from Hueco Mundo to the area of the Human than 300 feet in any dimension, and it appears in
World in which it was used. The effects are based on the an unoccupied space you can see on the ground.
rarity as listed below. You allow up to twenty creatures that you can see
Hollow Bait Table Rescue to regain all hit points, and you end all effects on
them described in the greater restoration spell.
Rarity Duration Effect
You grant up to ten creatures that you can see
1d4 (minimum 1) Hollows of CR = Protect
resistance to a damage type you choose.
Total HD of all creatures within 40
Common 3 hours feet of you / 4 (minimum 1) appear You undo a single recent event by forcing a reroll
the next round and again each hour of any roll made within the last round (including
for the duration. your last turn). Reality reshapes itself to
accommodate the new result. For example, a wish
1d6 (minimum 1) Hollows of CR = Regret spell could undo an opponent's successful save, a
Total HD of all creatures within 40 foe's critical hit, or a friend's failed save. You can
Uncommon 6 hours feet of you / 4 (minimum 1) appear
force the reroll to be made with advantage or
the next round and again each hour disadvantage, and you can choose whether to use
for the duration. the reroll or the original roll.
1d8 (minimum 1) Hollows of CR =
Choose one ability score to increase by +2 or all
Total HD of all creatures within 40 Power ability scores to increase by +1 or gain a feat or
12
Rare feet of you / 3 (minimum 1) appear gain an armament ability
hours
the next round and again each hour
for the duration.
Hollowfication
1d10 (minimum 1) Hollows of CR = As an action you can target a Shinigami, it gains the Visored
Total HD of all creatures within 40 supernatural gift and immediately begins their Inner Battle.
24
Very Rare feet of you / 2 (minimum 1) appear
hours Arrancarfication
the next round and again each hour
for the duration. As an action you can target a Hollow, it instantly gains a
number of HD to meet the HD requirement for the Arrancar
class. Additionally, it gains two Hollow abilities and 3 levels
Hōgyoku
in the Arrancar class.
Wondrous Item, Artifact
Fusion
This small, bluish-purple orb composed of a unique
After performing an 8 hour uninterrupted ritual you can
substance has ability to sense the hearts of those around it
embed the Hōgyoku, fusing with it. While imbedded no
and materialize their deepest desire.
creature (other than you) can benefit from the Desire
Materialization ability. Additionally you get 3 Hollow

201
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
abilities you must spend in the High-Speed Regeneration The creature can roll a d4 in place of the normal damage
Hollow ability. The longer you are fused with the Hōgyoku it of their unarmed strike
begins to further understand your heart and restructures A feat of their choice
your soul and triggers a transformation. Any 10 armament abilities they qualify for (except
Transformation Hollow abilities)
This transformation can widely vary in appearance and Max hit points are doubled
abilities. Work with your DM to determine the nature of They gain 10 bonus Spell Points
your transformation.
Kikanshinki
Kaikyō Kotei Wondrous Item, Very Rare
Wondrous Item, Very Rare The Account-Replacing Spirit Device is a memory
The Realm Boundary Fixation prongs are special tools substitution device used by Shinigami on creatures that
used in the Dangai to stop the Kōryū. Normally, lower- have seen Shinigami or Hollows. The device takes on many
echelon Shinigami enter the dimension in great numbers different forms, but the most common form is a pez-like
and using a special method, pour in their Reiatsu to fixate dispenser with an animal head that pops up from the top of
the current. the device and produces a puff of smoke.
However, individuals in possession of significant The Kikanshinki has 6 charges. With this item in hand,
quantities of Reiatsu can single-handedly suppress the you can use your action to expend any number of charges to
current for extended periods of time, but only after the cast Modify Memory targeting a single creature per charge
insertion of four small forked blades into various locations expended (spell save DC 15); No components required.
along the Dangai's wall, and as long as the user remains The Kikanshinki regains 1d4 expended charges each day
connected to these items for the duration. at dusk.
While the prongs are in place, you are considered
Restrained and you must Concentrate. While concentrating, Leiden Hant
each hour, you must make a Reiatsu check. On a success, Wondrous Item, Rare (requires attunement by a Quincy)
the Kōryū remains in place and inert within 40 feet of you. German for Suffering Grip, but more commonly known as
Once you stop concentrating or fail the Reiatsu check you the Sanrei Glove, is a white glove which extends up the
gain a level of exhaustion for each 4 hours you spent forearm, stopping two inches from the elbow. This glove
concentrating (maximum 5 levels). can significantly increase a Quincy's power once they've
finished training with it, but at a detrimental cost if the
Karakura-Raizer Watch glove is ever removed or unattuned.
Wondrous Item, Legendary (requires attunement by a When a Quincy attunes to the Leiden Hant, the training
Human or Artificial Soul with no class levels) begins.
The Karakura-Raizer team was created by Kisuke Urahara While attuned, the glove begins to repel reishi, making it
to help protect Karakura Town from Hollow attacks. The difficult to Summon your bow. You must spend an action to
Karakura-Raizer Watch takes the form of a golden wrist- summon your bow.
watch with a "K" on it's face plate and two buttons, one on The final step requires you to keep your bow from
each side. It also functions as a Denreishinki. dissipated while simultaneously firing arrows as frequently
There are six total watches, each one uniquely made for as possible. You must continuously do this at least 8 hours
its wearer. Additionally, when activated it produces a unique per day. At the end of each day you must make a
costume for it's wearer. Concentration check (DC 16). Once you've succeeded
While attuned, the creature can activate the watch as an seven times on this check, your training is completed and
action, transforming into a Karakura-Raizer. This you gain the following benefits:
transformation lasts in increments of 1 minute for a total of
4 minutes. To regain a minute, the watch must be charged Your Heilig Bogen level is considered one level higher
for 2 hours (it comes with a charging cable). Your Spell Point Pool is increased by a number of points
When activated, the watch sends out a non-lethal equal to your proficiency bonus + 1
Your Hirenkyaku is increased by 5 feet
explosion from the watch in a 5-foot radius centered on the
creature. Once the explosion clears, the creature is revealed You gain access to the Letzt Stil (Last Style) form. As a
bonus action, you can remove the glove and enter this
with it's new costume. After stating their Karakura-Raizer
name and striking a pose, another non-lethal explosion form for a number of rounds equal to your level. While in
blossoms behind them for dramatic flare. If the creature this form, you gain the following benefits: You gain a
doesn't strike their pose and state their name, they are dealt number of temporary hit points equal to your Quincy
4d6 electric damage. level, your Hirenkyaku is increased by 10 feet and your
While active, the creature has access to the following Heilig Bogen damage rolls are always maxed.
benefits: Once the duration ends, or you are knocked unconscious
or die you lose access to all your Quincy Class Features.
The creature gains the Spiritual Awareness racial trait

202
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
There is a way for you to regain you powers after removing The Reishūkaku can also be used in direct combat for
the glove, though its very difficult. First you must train with protecting the use from enemy attacks, as well as to save
another Quincy of equal or greater HD. You must exhaust oneself from a fall by remaining suspended in midair and
yourself mentally and physically, then be hit exactly 19mm floating upward.
to the right of your heart with a Heilig Pfeil. Once this As an action, you can spend 5 SP to create a 5-foot
happens, a pentacle-shapped scar will form on the point of sphere centered on you, this sphere functions as a Globe of
impact, and your Quincy Class Features are restored. Invulnerability, but requires concentration. At the beginning
of each of your turns, you must spend 5 SP to maintain the
Medallion sphere. Additionally, as a reaction when you would fall, you
Wondrous Item, Legendary (Requires attunement by a can activate the Reishūkaku and negate any fall damage.
Quincy) If would lose concentration, the sphere explodes in a 40-
This device is a thin, metallic round, and palm sized foot sphere dealing a number of 1d6 force damage equal to
device with the Wandenreich's insignia etched onto it's your proficiency bonus. Each creature in the area makes a
surface. These are possessed by select members of the Dexterity saving throw (DC 16), on a success taking half
Wandenreich military, including all Sternritter. When damage.
presented to a single released Bankai, the device emits five
streams of dark enery that cause the Shinigami's Bankai to Ryūkotsujō
disintegrate. The Bankai is medalized and the victim Rod, Very Rare
effectively loses their Bankai, and is left incapable of The Dragon Bone is a long, beige, bone-like rod , with a
communicating with their Zanpakutō. small, white, bird-shaped skull, and four protrusions, similar
While the Medallion is in hand, when a Shinigami release to finger bones, extending from the back of the skull. By
their Bankai, as a reaction you can activate the medallion channeling Reiryoku into the wand, it produces a tentacle,
stealing their Bankai. If the Bankai's owner HD is equal to or which acts a harness, and a single bat-like wing which acts
less than yours, as an action you can activate their Bankai as a one-handed hang-glider.
and use it as if it was your own. While the rod is in hand, you can spend 10 sp any
While you have a Bankai medalized, you cannot activate number of times and cast Fly (no components required).
Vollständig. Additionally, the medallion is incapable of The duration lasts for a number of minutes equal to the
stealing an Arrancar's Resurrección, or a Shinigami's Bankai amount of times you spent 10 sp.
if they have Hollow powers.
Seele Schneider (Soul Cutter)
Razor wire Wondrous Item, Rare
Weapon German for soul cutter, the Seele Schneider is a thin,
Type Cost Damage Weight Properties silver-colored weapon which, when activated, sports a
1d4 Finesse, Two- glowing blue blade. It functions much like a chainsaw, with
Exotic 10gp 1 lb. Reishi making 3 million round trips per second around the
slashing handed
edge of the blade. Its vibrations loosens the bonds between
The Razor Wire is a long spool of thin steel, nearly 8 feet, the Reishi of whatever it cuts in order to make them easier
delicately woven together like a braid resembling a jump to capture.
rope. It's thick enough to be swung around and be durable, The Selle Schneider is used primarily as an arrow, but can
but thin enough to be sharp and concealable. The ends are be used as a blade which functions as a dagger but deals
weighted cylinders of metal, making the weapon ideal for 1d6 damage instead. The Seel Scheider has it's own SP pool,
slashing out like a whip. maximum 20 and starts at 0.
Proficiency with the Razor Wire allows you to add your Anhäufer: While wielding this item, any time a creature
proficiency bonus to the attack roll for any attack you make casts a spell, the Seele Schneider gains a number of SP
with it. equal to the spells level. Any time a creature uses a spell-like
ability, the seele scheider gains 1 SP. The Seele Schneider
Reiatsu-Concealing Cloak gains a +1 bonus for each 5 SP it has in it's pool. This bonus
Wondrous Item, Legendary (requires attunement) is applied to damage rolls when used as an arrow; this
This cloak functions as a Cloak of Invisibility and also bonus is also added to attack and damage rolls when used
makes your reaitsu undetectable while invisible. as a melee weapon. Once used as an arrow, it's SP pool is
depleted. The SP pool also depletes after 1 minute or the
Reishūkaku (Spirit Core) end of combat, whichever comes sooner.
Wondrous Item, Uncommon
The Spirit Core is a medium-sized orb composed of a Shihōin Shield
clear material that is inscribed with a red crane insignia it is Wondrous Item, Artifact
created and used by the Shiba Clan. While infused with It is a large, shield-like item with the Shihōin family crest
Reiryoku, the Reishūkaku produces a semi-transparent blue stamped on it, a long cord connected to it and a long rod,
barrier, referred to as a "cannonball", around the one and two vertical slots running from its top.
holding it, protecting them from outside forces.

203
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
To utilize this magic item, it requires two Zanpakutō. As an Substitute Shinigami Badge
action, make a ranged melee attack against a target within Wondrous Item, Uncommon (requires attunemnt by a
40 feet. On a success the rod is launched at, and wraps Substitute Shinigami)
around the target, binding it with the cord. The target is This special badge is given to a Substitute Shinigami as a
grappled. While the object is grappled, as an action you and symbol of acceptance and license to perform duties for the
an adjacent creature can slot in your Zanpakutō and channel Soul Society. It allows the Soul Society to monitor and
your Reiryoku. The grappled creature takes Xd6 force restrict the Substitute Shinigami if necessary.
damage, where x is the combined total HD of both The Badge functions as a Gokon Tekkō, but can only
Zanpakutō wielders. If the target is a creature, it is allowed a affect the user.
Constitution saving throw (DC 20) for half damage. The Badge alerts the user if Hollows are within 10 miles
The Shihōin Shield cannot be used again until the next via an alarm sound which can only be heard by the owner
dawn. and the item itself is only visible to other spiritually aware
Shiken Hakkyōken (Divine Eight Mirror beings.
Sword) Sōkyoku (Twinned Punishment)
Weapon (Longsword), Artifact (requires attunement by the Weeapon (Halberd), Artifact
head of the Ise Clan) The Twinned Punishment is a large halberd which the
The Divine Eight Mirror Sword is a unique Zanpakutō Gotei 13 uses at Sōkyoku Hill to execute Shinigami who
passed down from generation to generation within the Ise have severely broken the law.
Clan. The Shinken Hakkyōken takes the form of an ornate When not in use, the Sōkyoku is sealed by a number of
medium-sized bladeless sword with a flat end. Its "blade" is thick ropes wrapped around its pole, which, piercing the
decorated with four inlaid diamonds, resembling the design ground, hold the halberd in place. During an execution, the
commonly found on the wrapped hilt of a katana, and its Kidō Corps unseals it, causing these ropes to unwind and
forte possesses a tassel on either side. Instead of a tsuba, shoot off away from the hill.
there is an ornate band guard covering an inch of the blade As the Sōkyoku activates, emitting an immense amount
with tassels hanging from either side of it. The handle of of flames, it rises into the air, pointing towards the victim,
Shinken Hakkyōken is only somewhat shorter than the who is held before it by support beams. The flames,
"blade", and possesses two tassels attached to the ring at its enveloping the halberd, reveal its true form; a massive,
end. phoenix-like entity called Kikōō. In this state, the Sōkyoku’s
Magic Weapon. This magic warhammer grants a +3 offensive and defensive power is said to be equivalent to
bonus to attack and damage rolls made with it. that of a million Zanpakutō. As it pierces the victim, this
Random Properties. The sword has the following power increases by tenfold, and creates so much heat it
randomly determined properties, as described in chapter 7 vaporizes their soul.
of the Dungeon Master’s Guide:

2 minor minor beneficial properties


1 major beneficial property

The Ise Curse. While attuned, your spouse or significant


other falls ill and their body degrades rapidly cutting their
life span in half. This effect remains even after being
unattuned with the Shiken Hakkyōken
Holy Light. The sword shines so brightly, opponents are
only able to view the hilt. You have advantage on attack rolls
on creatures that rely on sight.
Divine Reflection. Whenever a creature makes an attack
roll you can spend your reaction to attempt to reflect the
attack. When they make their attack roll, but before the
result is revealed you make an attack roll. If your roll is equal
to or higher than their attack roll you reflect the attack back
to the attacker and take damage. If your roll is lower than
theirs, you take half damage. Similarly, When you are
subjected to an effect that allows you to make a Dexterity
saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half
damage if you fail. Additionally, if you failed, all creatures
within 40 feet of you also take that damage, no save.

204
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sōshingu (Quincy Bangle)
Wondrous Item, Rare (requires attunement by a Quincy)
Kikōō (Firebird King) This old artifact was created to help Quincy with weak
Gargantuan, Lawful-Neutral Reiatsu, designed to mimic the powers of a Quincy. It
forces Reishi to gather, and then amplifies them. In fact, the
Armor Class 18 Reishi will gather even if person using it does not will it.
Hit Points 175 (10d20 + 70) Additionally, it can be used by Quincy to overcome the loss
Speed 20 ft., Fly 120 ft. of their powers due to removing the Sanrei Glove.
The Quincy Bangle does have a few technical difficulties
while in use. The more powerful arrows take time to get
STR DEX CON INT WIS CHA
ready, something that would not occur for a normal Quincy
19 (+4) 26 (+8) 25 (+7) 8 (-1) 21 (+5) 18 (+4) Bow, and most of the other arrows have very little power
behind them. Also, the Quincy Bangle is fragile and will
Saving Throws WIS +10, CHA +9 shatter after a while, sooner when stressed more.
Damage Resistances Bludgeoning, Piercing, and The Quincy Bangle has 20 charges, when it is reduced to
Slashing from Nonmagical Attacks
0 charges, it is destroyed and crumbles away. If the Quincy
Damage Immunities Fire, Poison
Bangle would be reduced to negative charges, it explodes,
Condition Immunities Exhaustion, Paralyzed,
Petrified, Poisoned, Prone, Stunned dealing xd6 force damage to all creatures within 20 feet of
Senses Darkvision 60 ft., Passive Perception 15 it; X is equal to the HD of the user.
Languages Common While attuned the Quincy Bangle provides different
Challenge 16 benefits:
Proficiency Bonus +5 Depowered Quincy: Gain access to the following Quincy
class features: Quincy Cross, Reishi Manipulation, and
Fire Form. Any creature that touches Kikōō or hits it Quincy Feats. Additionally, you cannot use a Bow Attribute
with a melee attack while within 5 feet of it takes
if you've previously made an attack that turn. When you use
5 (1d10) fire damage. In addition, Kikōō can enter
a hostile creature’s space and stop there. The first a Bow Attribute, you cannot make any further attacks that
time it enters a creature’s space on a turn, that turn.
creature takes 5 (1d10) fire damage. With a Normal Quincy: Your Heilge Bogen crit range is
touch, Kikōō can also ignite flammable objects increased to 19-20 and your Hirenkyaku is increased by 10
that aren’t being worn or carried (no action feet.
required). When you use a Bow attribute, the Quincy Bangle loses
Flyby. Kikōō doesn’t provoke opportunity attacks two charges. When you critically strike with your Heilge
when it flies out of an enemy’s reach.
Bogen, the Quincy Bangle loses three charges.
Illumination. Kikōō sheds bright light in a 60-foot
radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If Kikōō fails a saving
Tenshintai
throw, it can choose to succeed instead. Wondrous Item, Legendary (Requires attunement by a
Shinigami)
The Divine Transfer Body belongs to the Onmitsukidō,
Actions but invented and tested by Urahara. It is a vaguely Human-
Multiattack. Kikōō makes one Beak attack and one shaped, man-sized doll which forcibly materializes the spirit
Fiery Talons attack of a Zanpakutō when stabbed by the Zanpakutō. In doing so,
Beak. Melee Weapon Attack: +13, Reach 15 ft., one it facilitates the user in subjugating the spirit and attaining
target. Hit: 15 (2d6 + 8) fire damage the Bankai of their Zanpakutō. The materialization can last
Fiery Talons. Melee Weapon Attack: +13, Reach 15 for three days, after which the spirit reverts into the doll
ft., one target. Hit: 17 (2d8 + 8) fire damage which spawned it. Without this invention, achieving Bankai
takes at least ten years, plus the many years of combat
Legendary Actions experience needed.
Kikōō can take 3 legendary actions, choosing from This method, however, is very dangerous, as normally one
the options below. Only one legendary action would do battle with their Zanpakutō within their inner
option can be used at a time and only at the end of
world, where if they fail, they would not die and can try
another creature’s turn. The phoenix regains spent
again. Due to the fact that it forcibly materializes the
legendary actions at the start of its turn.
Zanpakutō's spirit, if the user would fail, they could die.
Move. Kikōō moves up to its speed.
Peck. Kikōō makes one Beak attack.
Swoop (Costs 2 Actions). Kikōō moves up to its
speed and makes one Fiery Talons attack.

205
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Tentōken (Heaven Stepping Adornment)
Wondrous Item, Legendary (Requires attunment)
The Heaven-Stepping Adornment is a brown mantle, with
a large drawstring closure at the collar and a large brooch
displaying the Shihōin Clan crest. Like the wand, the
Tentōken requires no skill or previous experience to use. It
is superior to the wand, since it allows one to hover in mid-
air, and does not immobilize one of the user's hands.
While attuned, you can spend 5 sp any number of times
and cast Fly (no components required). The duration lasts
for a number of minutes equal to the amount of times you
spent 5 sp.

206
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 8: Friends & Foes

T
he world of Bleach has a variety of creatures
that are unknown on other worlds in
Dungeons & Dragons. This chapter provides
Akatsuya Himura
stat blocks for these creatures, and it Small Humanoid (Soul), Neutral Good
concludes with a collection of nonplayer
characters who fill the ranks of the various Armor Class 16
factions. Hit Points 21 (3d8)
Speed 30 ft., Shunpo 20 ft.

NPC's by Faction STR DEX CON INT WIS CHA


This section is a list of creatures in this chapter and in the
Monster Manual that are associated with each faction. 8 (-1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)

Gotei 13 NPC's Saving Throws Dex +6, Int +2, Cha +3


Skills Acrobatics +6, Sleight of Hand +6, Stealth +6,
Perception +3, Deception +3
Tools Disguise Kit, Thieve's Tools
Senses Passive perception 12
Languages Common
Challenge 1 (200 XP) Proficiency Bonus +2

Observant: If Akatsuya can see a creature's mouth


while it is speaking a language she understands, she
can interpret what it's saying by reading its lips.
Hohō Practitioner: When Akatsuya Shunpos at least
20 feet or more and at the end of the movement an
enemy is adjacent to her, she has advantage on the
next attack roll against them.
Hohō Prodigy: When an attacker that Akatsuya can
see hits her with an attack, she can use her reaction
to expend 10 feet of Shunpo to halve the attack’s
damage against her.
Hakuda: The recruits unarmed strike deal 1d4
bludgeoning damage.
Unarmed Defense: While Akatsuya is not wearing any
armor or using a shield, her AC equals 10 + her Dex
modifier + her Pro bonus (Already applied)

Zanpakutō
Zanpakutō: Bishamonten.
Release Command: Exsanguinate.
Armament Type: Blood.
Armament Abilities: Blade of Blood.
Actions
Zanpakutō (Tanto) Melee Weapon Attack: +6, Reach
5 ft., one target. Hit: 3 (1d4 + 1) Slashing damage.
Spellcasting. Akatsuya casts one of the following
spells, using Charisma as the spellcasting ability
(Spell save DC 11), and has 10 Spell Points.
Cantrip (1SP): Mage Hand, Prestidigitation
1st Level (2SP): Alarm, Guidance, Inflict Wounds,
Jump

207
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
More Credits

Practice
Maybe you have so many people to give credit to
that you need a bit more space. Well, you can
use this column to do exactly that!

Safe
Homebrewing
People love to flex their creative muscles while
composing new homebrew content. More often
than not, the inspiration for you homebrew
comes from another source. Sometimes
significantly. Other times just as a spark.

What is important for the community is that you


share your sources of inspiration. This back
cover can serve as an easy to find, easy to read
place for you to do just that.

So go ahead, remove this chunk of copy and tell


everyone who inspired you.

Cover Art: Artist

When you're ready to share with the community,


don't forget to mark your document as public so
people can find it in the GM Binder Search

WWW.GMBINDER.COM

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Este documento foi cuidadosamente
criado usando o GM Binder .

Se você gostaria de apoiar os desenvolvedores do GM


WWW.GMBINDER.COM Binder, considere se juntar à nossa comunidade Patreon .

Você também pode gostar