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Soul Reaper


Hit Points

Hit Dice: d10 per Soul Reaper level
Hit Points at first Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soul Reaper level after 1st

Proficiences

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Jigokucho
Saving Throws: Dexterity and Constitution
Skills: Choose 3 from the following Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, or Survival

Overview & Creation

Soul reapers have mastered their soul to the point that they are able to conjure blade made of energy called a Zanpakuto which normally takes the form of a Katana


Class Features

Jigokucho Lvl - 1

  Jigokucho, or Spiritual Butterflies, are small creatures that glow a bright green color. They can be summoned at will in groups as large as 20 by Soul Reapers to perform mundane tasks, as well as deliver messages between them and the Soul Monastery. They can preform things such as scouting areas ahead making Wisdom(Perception) checks using their owners modifier, or follow tracks with a Wisdom(Survival) check.  

Lighter than a feather Lvl - 1


While in Soul Reaper form you are lighter than a feather, you can move your normal walking speed through the air as if you were flying. However, if something were to paralyze you, or cause your movement speed to fall to Zero, you will begin to fall, this includes going unconscious.    

Reaper Gi Lvl - 1

  The Reapers Gi, like his Zanpakuto, is made of his soul pressure, meaning that it can be repaired by the will of its wearer, and is stronger than a normal outfit and looks however the user desires it too . While wearing your Reapers Gi, add your Constitution to your armor class alongside your dexterity (10+CON+DEX). As your power as a soul reaper increases, so does the strength of your Reaper's Gi. At level 6, your Gi is +1, at 9th level your Gi is +2, and at 13th your gi is +3.    

Zanjutsu Lvl - 1

  At 1st level, You gain the ability of Zanjutsu. Zanjutsu is the skill that allows Soul Reapers to create a sword from their "Soul Pressure" and manifest it in physical form, as well as handle the blade proficiently. This skill also binds the Zanpakuto to the creator, this means that only the person with a matching soul may wield the Zanpakuto. (Discuss with the DM to determine the zanpakuto, a real one may be used if the DM approves.)      

Kido Lvl - 2

  Starting at 2nd level, you have learned the ways of Kido. You may start learning basic Bakudo, Hado, and Kido spells, barriers, and seals. Kido is a fairly useful utility to Soul Reapers with enough wit and guile to make it work for them.    

Extra Attack Lvl - 5

  Starting at 5th level, you gain the ability to make an extra attack with your attack action. You also gain additional attacks at 10th(2), and 15th(3) level.   Flash Step Lvl - 6 At 6th level your skill and practice in quickening your own movement allows you to flash step as a bonus action, a lightning quick movement transporting you up to 30 feet away. This can not be used in the same round as Hoho(Way of Power SubClass)    

Shikai Lvl - 7

  At 7th level, through intense training and work on your skill with the blade, you have finally learned the name of your Zanpakuto. By taking an action, spending 1 second level spell slot, and calling your Zanpakuto's name invoking its power for 1 hour. All Shikai have their own unique special ability, work alongside your DM to decide this ability based on your character's personality. Once you unlock your bankai to activate the shikai is a free action    

Bankai Lvl - 14

  At 14th level, you weapon and you are one in the same. Your thoughts, emotions, your very wills are intertwined allowing you to draw forth the maximum power your weapon is capable of. While in Shikai form, another short phrase is uttered to unleash the power within, and spending a 4th level spell slot, and work with your DM to find your weapons special ability that is added as an effect, such as a bonus to certain types of Bakudo or Hado, a boost to speed, or some special attack that can be used once a day. Bankai lasts for 1 minute plus 1 minute for every level after 14.    

Final Technique Lvl - 20

  at 20th level you have mastered the power of your zanpakuto and you can now create your final technique this technique is most powerful weapon in your arsenal (work with your DM to determine the what the technique does) your technique is very destructive and powerful but is very tiring and so should always be used as a last resort. after using your FT you will gain 5 Points of exhaustion.
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   Zanpakuto: 1d10 + its Strength or Dexterity modifier(Counts as Two-Handed Finesse Weapon)   Reaper Gi   (a) Explorer's Pack or (b) Priest's Pack
 


Subclass Options

Soul Path

At 3rd level you chose the path that defines your ability as a Soul Reaper  

Way of Power

Soul Reapers that follow the Way of Power forego kido training and delve into methods of gaining power that are shunned by others. by forgoing kido they are no longer able to cast spells  

Hoho Lvl - 3

  At 3rd Level, By forgoing Kido training, you have learned to move at a greater pace then other Reapers. You increase your movement speed by 10. You may push yourself, using an action, to perform a Reaper's Sprint, moving up to 3 times your movement speed. You may only use your Reaper's Sprint once, and regain it after completing a short or long rest. In addition, this ability counts as Evasion, this means if an attack causes you to make a Dexterity saving throw fails to hit you, instead of half-damage you take none.  

Zanjutsu Expert Lvl - 3

  By focusing less on Kido training, you put all of your time into physical training, and mastery of your skill with the blade. You gain +2 to Attack rolls with your Zanpakuto.  

Soul Resonation Lvl - 6

At 6th level, You have focused long and hard, and now acknowledge that your blade, though made of your soul, has a will and soul of its own. Though you still do not know its name, this bond allows you and your sword to synchronize to new heights in power. At 6th level your Zanpakuto is a +1 weapon, At 9th level your Zanpakuto is a +2 weapon, and at 13th level your Zanpakuto is a +3 weapon.  

Vizored Mask Lvl - 8

  Upon reaching 8th level you gain the ability to don a hollowfied mask, upon summoning the mask you must make a DC15 Constitution saving throw or lose control and fly into a frenzied rage, attacking the closest target. While hollowfied all attacks gain a 1d6 for damage. Each successful save makes it easier to control, decreasing the DC by 1 (to a minimum of 10.) After succeeding 10 saving throws you gain full control of the mask and its powers. This last for 10 rounds. at 13th level this increases to 20 minutes and 1d6, and at 17th level this increases to 30 minutes and 1d8.  

Vizored Master Lvl - 15

  upon reaching 15th level you master the power of your mask allowing it to change your body changing your appearance this allows you to heal from a pool of 30 hit points and you can fire a Cero it does 11d8 (44) on a successful hit it does damage in a 15 ft radius around the target after you fire it you have to recharge it roll a D6 on a 6 it recharges. you gain plus 25 to your hit point pool at 19th level    

Way of Kido

Soul Reapers that follow the Way of Kido decide that focusing on the physical isn't their forte and delve into improving their Kido power    

Kido Expert Lvl - 3

  As of 3rd level, you gain a +2 to your Spell Modifier and Save DCs. Kido masters seek to learn all of the known Kido in the Soul Society. They excel at situational analysis, and are usually well studied. Some Kido experts dream of learning all 99 or the known Bakudo, Kido, Barriers, and Seals that the Soul Reapers have at your disposal. Some of the more corrupted and seek to only gain power through the lost arts of the unnumbered Kido.  

Fōkasu Lvl - 3

  at 3rd level, as you begin to focus all your efforts on kido you lose the extra attacks granted to your class, but in return become a full caster (still using the sorcerer spell list) by researching kido you are able to modify the spell and as a bonus action you are able to change the damage type of the attack  

Mental Master Lvl - 6

  At 6th level, You have sharpened your mind far further then any Zanpakuto has ever been. Because of this, when calculating how many Kido you may have prepared at one time, you add your Intelligence modifier twice as opposed to once as normal.  

Nijū Eishō Lvl - 8

  At 8th level, you have learned the to cast two Kido spells in the same turn. Similar to the Sorcerers ability "Quicken Spell", you can cast Two Kido spells on the same turn. However, doing so has its limits, when choosing Kido to cast, keep in mind that the total spell level of both Kido cast cannot exceed the current highest level Kido you can cast. (e.g. if you can cast a level 4 kido at best, the two you choose to use can both be 2nd level, or a combo of a 3rd and 1st level Kido) In addition, when using this ability, Eishōhaki cannot take effect due to the taxation of the mind.  

Nijū Fōkasu Lvl - 15

  At 15th level, your mind in sharper, sturdier, and more flexible then the strongest of any known Zanpakuto known to the Soul Society. You have learned how to control your Soul Pressure to the point that casting Two Kido at the same time is mere child's play. You may now use the effects of Nijū Eishō, and Fōkasu at the same time. In addition the max level of the Kido that can be cast is now equivalent to the max level of Kido you can cast plus your Soul Reaper level divided by 5. (e.g. Soul reaper level 10 = Max Kido slot + 2)    

Way of Cleansing

You wish to define yourself by virtuously cleansing souls of all creatures and giving mercy to souls of all whether the soul is corrupted or not  

Hollow Destroyer Lvl - 3

  at 3rd level you gain Knowledge on hollow and ghost enemy's you now have advantage when tracking them and gain a D4 when attacking Ghosts/Hollows becomes a D6 at 6th level. then becomes a D8 at 9th

Soul Pressure Lvl - 3

  At 3rd level you are able to exert the power of your soul in a 30ft radius forcing enemy's in the radius to make CON Saving throw of 8+CON+Proficiency modifier on success the enemy only feels some light pressure on a failure the enemy is forced prone until they can make a successful save.  

Soul Cleansing Lvl - 6

  At 6th Level you have trained to be able to cleanse a souls energy quickly when attacking enemies you now do 1d6 psychic damage Becomes 1d8 at 12th level. when you get the final blow on an enemy you cleanse their soul but enhance it sending out a shockwave doing 2d10 psychic dmg to enemies in a 10 ft radius around you.  

Soul Armor Lvl - 8

  At 8th Level you have practiced long and hard to increase the control you have over your soul pressure and you can now create a barrier of Soul pressure around yourself when being attacked. when you are about to take damage you can use your reaction to half the damage of their attack  

Soul Read Lvl - 15

  At 15th level After meditating long and hard you can now see the movements of an enemy's soul allowing you to predict their movements and attack accordingly you select an enemy they gain disadvantage on any attack made against you and you gain Advantage on any attack made against them for 3 turns, you have 2 charges which recharge every long rest, you gain a 3rd charge at 19th level
 


Created by

Toxic-Power.

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