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Shinigami's Handbook to Soul Society

WIP
Credits
Lead Writer: https://twitter.com/TheAestheticDM
Writing: Drew Gonzalez,
Editing:
Proofreading:
Cover Art:
Internal Art:
Cartography:
Coding:
Graphic Design & Layout:
Special Thanks:
Changelog
8-17-22
11-26-22
Updated Xcution, also new VIDEO uploaded!
Finished Bakudo spells 90-94
Finished Kaido spells 83-87 8-4-22
Reorganized Chapter 6: Kido Updated Wandenreich.
Bankai got tiny nerf.
11-17-22 7-28-22
Updated information on Races (not stats) Updated divisions 12, 13 and royal guard.
Drastic update to Hollow race 7-25-22
Buffed Fullbring armament
Page numbers updated Updated divisions 1 through 11.
Added Human Spell list 6-12-22
Added Quincy Spell list
11-04-22 Updated/balanced Armament abilities
Finished Substitute Shinigami and Exile backgrounds
Updated Hollow race section
10-29-22
Updated lore for "El Reino Hueco" faction.
Updated info for the planes
10-18-22
Fullbring armament updated.
Doll updated.
Dual Type feat nerf.
Dual Zanpakutō feat renamed to Dual Weapon and buffed.
Eishōhaki feat updated.
Magic Missile replaced with Witch Bolt for the Shinigami
Spell list.
9-10-22
First round of playtesting has begun. Minor updates will
be made, and not as frequent.
9-05-22
Added clickable page numbers to table of contents!
9-04-22
Updated lineages
Updated shinigami specializations
Cleaned up armament wording
Cleaned up chap 5 armament wording
Updated Quincy
8-20-22
Updated Ice
Updated various grammar, spelling, vocab, and
punctuation errors
Removed "Bankai" armament category and combined it
into "Generic".
8-18-22
Updated feats
Added Transmogrify for Summoning

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Contents
Armaments ..............................................................................74
Preface 5 Zanpakutō .................................................................................... 75
Heilig Bogen ................................................................................ 77
Welcome to Bleach 6 Fullbring .......................................................................................79
Doll ..............................................................................................#80
Chapter 1: The Story of Bleach 8 Feats .............................................................................................81
Chapter 2: Factions 11 Chapter 5: Armament Abilities 85
Gotei 13 ........................................................................................13 Acid Abilities ................................................................................86
1st Division ...............................................................................15 Barrier Abilities ...........................................................................88
2nd Division ............................................................................. 18 Blood Abilities .............................................................................90
3rd Division ..............................................................................20 Bow Attributes ............................................................................ 92
4th Division .............................................................................. 22 Dark Abilities ...............................................................................94
5th Division .............................................................................. 24 Earth Abilities ..............................................................................97
6th Division .............................................................................. 26 Fire Abilities ..............................................................................100
7th Division .............................................................................. 28 Generic Abilities .......................................................................103
8th Division .............................................................................. 30 Healing Abilities .......................................................................105
9th Division .............................................................................. 32 Hollow Abilities ........................................................................ 107
10th Division ............................................................................34 Ice Abilities ................................................................................110
11th Division ............................................................................36 Illusion Abilities ........................................................................113
12th Division ............................................................................38 Kidō Abilities .............................................................................116
13th Division ............................................................................40 Light Abilities ............................................................................118
Royal Guard ............................................................................. 42 Lightning Abilities ....................................................................121
Wandenreich ............................................................................... 43 Oppression Abilities ................................................................ 124
Xcution ..........................................................................................45 Poison Abilities .........................................................................126
El Reino Hueco ...........................................................................47 Projectile Abilities ....................................................................129
48 Sound Abilities ......................................................................... 131
Chapter 3: Planes of Bleach Summon Abilities .................................................................... 133
Garganta .......................................................................................48 Water Abilities .......................................................................... 135
Livng Realm .................................................................................48 Weapon Abilities .......................................................................138
Soul Society .................................................................................49 Wind Abilities ............................................................................140
Schatten Bereich .................................................................... 50
Royal Palace .............................................................................51 Chapter 6: Kidō 143
Hell ................................................................................................ 52 Shinigami Spell List ................................................................144
Hueco Mundo ..............................................................................53 Bakudō ....................................................................................144
Beast Realm ................................................................................ 54 Hadō ........................................................................................ 145
55 Kaidō ....................................................................................... 146
Chapter 4: Character Options Human Spell List .....................................................................147
Backgrounds ....................................................................... 55 Quincy Spell List ......................................................................149
Substitute Shinigami .................................................................55 Spell Descriptions ....................................................................150
Exile .............................................................................................. 56 #
Chapter 7: Equipment
Races & Lineages ..............................................................57
Artificial Soul .............................................................................. 57 Subject ............................................................................................ #
Human .......................................................................................... 58 Chapter 8: Friends & Foes #
Soul ............................................................................................57
Bount ......................................................................................... 59 Creatures by Faction .................................................................... #
Fullbringer ................................................................................60 Bestiary ........................................................................................... #
Quincy ....................................................................................... 61 NPC's by Faction ...........................................................................#
Visored ...................................................................................... 62
Hollow ...........................................................................................63
Classes ....................................................................................... 65
Shinigami .....................................................................................66
Quincy ...........................................................................................71

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Preface
Introduction Variant Rules & Changes
Well hello, my name is Luis. I started playing D&D back in Below are the changes or additions this book brings to 5e!
2013 and got into it very fast. I instantly fell in love with D&D. These changes will also be reiterated or expanded upon
My first DM introduced us to the Dragonlance setting. We within it's relevant chapter.
were playing 3.5 edition at that time and we were playing Reiatsu Checks
through the Dragonlance modules and it was a blast. Soon he Reiatsu is the physical force that a person’s Reiryoku creates
graduated and moved on and we were without a DM, so I of when released. Represented by a D20 + your level.
course took up the mantle. If you would make an intimidation check, saving throw you
Fortunately, one of the best decisions I've made in my life. 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 r eiatsu 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
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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.

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Month Days Holidays
Hueco Mundo
Ichi-gatsu 31 text
Spanish for "Hollow World", is the dimension in which
Hollows and Arrancar usually reside. It lies in between the Ni-gatsu 28/29 text
Human World and Soul Society. An unchanging night covers San-gatsu 31 text
the sky, an endless white desert covers the ground. The tree-
like objects are not plants, but rather quartz-like minerals. Shi-gatsu 30 text
Go-gatsu 31 text
Hell
Roku-gatsu 30 text
Is the place where deceased Humans and cleansed Hollows
are sent too if they were wicked and committed heinous Shichi-gatsu 31 text
crimes when they were alive. These sinners are forever Hachi-gatsu 31 text
tormented for their crimes. Should they die while in Hell, they
will continuously be revived to prolong their suffering. Ku-gatsu 30 text
Juu-gatsu 31 text
Main Factions of Bleach Juuichi-gatsu 30 text
Gotei 13 Juuni-gatsu 31 text
Japeanese for, The 13 Court Guard Divisions. They are the
primary military branch of Soul Society and the main What's in This Book?
military organization most Shinigami join after leaving the
Shin'ō Academy. The faction is made up of thirteen divisions, Chapter 1 consists of the new races, subraces and lineages in
with several divisions having certain specializations and each this setting to use for creating characters.
being led by a Captain. They are led by the Captain- Chapter 2 presents the major factions that shape the daily
Commander, who has the statuary authority to conduct all life of the various realms. As well as the new various
the affairs of the faction while deferring to the authority of the backgrounds that can further shape a characters history.
Central 46 Chambers in matters involving Soul Society. Chapter 3 contains the new classes and sub-classes to be
used by the players exclusively for this campaign setting.
The Wandenreich Chapter 4 presents the new magic items, equipment, and
The primary military and governmental force of the Quincy, adventuring gear characters can utilize throughout their
having been founded by their progenitor, Yhwach. They have adventures.
repeatedly waged war on Soul Society in the past. It's most Chapter 5 introduces the various abilities a character can
elite force the Sternritter. On average it's members having develop with their armament.
power equal to, if not superior, to that of a Shinigami Captain. Chapter 6 showcases the variant spellcasting utilized in
this book as well as exciting new spells.
Espada Chapter 7 introduces the primary antagonist of the setting,
The Espada were initially created by Sōsuke Aizen, a former the Hollows.
captain that defected, and used them wage an attack against Chapter 8 provides stat blocks for the various NPC's the
the Soul Society. The Espada are comprised of ten Arrancar party will encounter on their travels.
with exemplary strength. Members of the Espada are given a Chapter 9 outlines guides and advice for dungeon masters
number from 0-9. The lower the number, the more spiritual on how to run an exciting campaign in this setting.
power the Espada has.
Xcution
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
The calendar used in Bleach is the same as our Gregorian
calendar. However, it's holidays and major events are that
which are recognized in Japan. Below is a translated calendar
in Japanese.
The days of the week are as follows, Getsuyôbi, Kayôbi,
Suiyôbi, Mokuyôbi, Kinyôbi, Doyôbi, and Nichiyôbi.

7
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Chapter 1: Story of Bleach

R
ead the manga baka, or at the very least watch
the Anime. Don't worry I'll fill this in later...
The Soul King
The Great Sin
The Warring States Period

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Chap 1 continued
Rukongai Defenders
The Genji School Founding
The Quincy Massacre

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Chap 1 continued
The Ryoka
Thousand-Year Blood War
A New Era

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Chapter 2: Factions

W
ithin this Chapter you will find many factions At your DM’s discretion, you might also have a renown
your character can be apart of. Each specific score in a faction you don’t belong to. You can’t ever formally
faction will have their own rules on how to advance in rank within another faction, but a high renown
join as well as their own benefits. score can earn you additional contacts, favors, and other
Choosing a faction can greatly shape the benefits. This option can be useful in an intrigue-heavy
decisions, motives and course of the campaign where the adventurers spend a lot of time trying to
campaign. influence the leaders of various factions.
Is your group all Shinigami, working together to defend
Soul Society from the Hollow and any other forces that Benefits of Renown
would disrupt the balance of souls? As you gain renown in a faction, you gain certain benefits.
Are you a group of Quincy trying to find purpose and Most benefits are faction-specific, but there are general
identity after being led to a bloody war and betrayed by the benefits that apply no matter which faction you belong to.
previous leader?
Perhaps you're a group of Hollow trying to survive the Losing Renown
desolate wastes of Hueco Mundo, attempting to feed as much If you commit a serious offense against your faction or its
as possible to not regress back into a mindless beast? members, you might lose renown within the faction. The
Or are you a group of friends just finishing high school and extent of the loss depends on the infraction and is left to the
discovering your able to see ghosts, and have extraordinary DM’s discretion. A character’s renown score with a faction
abilities? can never drop below 0. If your renown score drops below the
Despite which faction you choose, within each one you will threshold for a rank or privilege you have attained, you lose
earn Renown. that benefit. Even if you regain the lost renown, you might
find it more difficult to again secure a position or rank you
Renown have previously lost.
As you advance the goals of your faction through your Styles of Membership
adventures, you become an increasingly important part of the As you’re playing a character associated with one of the
faction’s activities. You might rise through the ranks, factions, think about your character’s relationship with the
eventually taking up a position as an Espada, or the Captain faction. Faction members can be grouped into four
of a division! categories, depending on their motivations and priorities:
Your status in your faction is measured by your renown loyalists, opportunists, rebels, and anomalies. Which one of
score. As you increase that score, you gain the opportunity to these descriptions best fits your character?
advance in the ranks of the faction. Loyalists join a faction because they firmly believe in the
When you join a faction as a starting character, your factions ideals and want to advance its goals. Their
renown score with that faction is 1. Your renown score membership in the faction is a badge of identity for them.
increases by 1 when you do something to advance the They’re typically of the races and classes most strongly
faction’s interests, assuming that other members of the associated with the faction, and their personality traits and
faction are aware of what you’ve done. Each faction’s ideals fall in line with the suggestions for the faction.
description in this chapter includes a discussion of its goals Opportunists join a faction based on what they can gain
and your role in pursuing those goals, which your DM will from becoming members. Every faction offers its members
use to judge whether you earn an increase in your renown something — whether concrete benefits such as opportunities
score. for wealth or more subtle, intangible rewards such as social
The various ranks within the factions describe the range of status — and getting that something is the primary motivation
tasks you might perform. When you’re assigned a mission for this type of character. Opportunists often pay lip service to
that involves an adventure — leaving behind your faction the ideals and goals of the faction, looking out for themselves
holdings and putting yourself in danger — and you complete first and the faction second (at best).
that mission, your renown score with that faction increases. Rebels love the faction they’re in but don’t conform to
Chapter X includes information for the DM about missions faction expectations. They might be good-hearted idealists
appropriate for your faction. trying to bend a shady faction toward nobler pursuits, or they
Other tasks that don’t involve adventuring can also improve might be selfish egotists hoping to direct the factions actions
your renown score. You can use the time between adventures toward promoting their own interests.
to improve your renown within your faction by performing Anomalies are individuals who join factions contrary to all
these tasks, as well as by socializing with prominent people expectations. Their race or class (or both) is outside the norm
in the faction. After doing so for a total number of days equal for their faction, but their personalities and ideals fall
to your current renown score multiplied by 10, your renown perfectly in line; that’s why they joined.
score increases by 1.

11
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Bonds and Contacts
As a benefit of your faction membership, you have contacts
both inside and outside the faction. Contacts are useful
resources in the worlds, where a friendly face can be more
valuable than gold.
As stated in the Player’s Handbook, bonds represent your
connections to people, places, and events in the world.
Contacts are people you have a connection to, but they’re not
necessarily bonds. People can be bonds if they inspire you,
motivate you, or make you act against your best interests.
(They can represent flaws if their existence amounts to a
weakness for you.) Contacts, in comparison, are simply
people you know. They might be friends, rivals, or even family
members, but their relationship with you is rarely as strong
as with a bond.
Starting Contacts
Your character starts the game with three contacts: an ally in
their faction, a rival in their faction, and an ally or rival in
another faction. Tables in each faction section help you
determine who these contacts are — facts that you can build
on by working with your DM to add some details. The table
entries for contacts are written in the first person, where “I”
is your character.
You’ll roll twice on the Contacts table for your faction. Your
first roll gives you an ally. Your second roll gives you a rival,
who might be friendly, jealous, or antagonistic. (It’s possible
for these to be the same person; a single person might be
generally friendly toward you and simultaneously jealous of
your success, for example.) Then you’ll roll once on the table
of contacts from other factions. That contact could be either
an ally or a rival, or you might instead gain a third contact
from your own faction.
Factionless
The main factions of Bleach might be considered all there is
to this setting, but they aren't all that makes up this world.
There are many people that might not be part of the factions.
Many of the souls in Soul Society are not part of the Gotei
13. Most of them are regular souls within the Rukongai just
trying to live out there lives as best they can. Some Shinigami
might reside within the Human World being either exiled as
punishment or fugitives in hiding.
Hollow that are not part of the Espada are either too weak
to join, afraid to be eaten or see no value or desire to join
them.
Many Quincy residing in the surrounding city of Silbern
are the same as the souls within the Rukongai, your average
commoner.
Within the Human World, there are Fullbringers who are
not part of Xcution because they either haven't been recruited
yet, avoid them, or are unsure of their own power and hide it.

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As with any army, the Gotei 13 has ranks. There are 20
Gotei 13 ranks for officers, but no ranks for non-officers. The lower the
number is, the higher the rank. The Gotei 13 is a faction with
The Thirteen Court Guard Divisions serves as a military a merit-based hierarchy. It has disposed of the system of rank
force for Soul Society with it's primary responsibilities based on seniority. Abilities are the only thing used to
consisting of: determine one's rank.
The defense of the Seireitei, the center of Soul Society. Captain-Commander
The deployment of Division members into enemy territory
for combat operations. The supreme leader of the Gotei 13. as well as the captain of
The deployment of Task Forces as defensive measures in the 1st division. The position requires the Captain-
the Human World. Commander to oversee the overall operations of the Gotei 13,
The guiding of souls to Soul Society. as well as any other organizations attached to a Division such
as the Onmitsukidō and Kidō Corps. The only power the
History Captain-Commander answers to is the Central 46 Chambers,
who elect the successor of the current Captain-Commander
Most of the history of the Gotei 13 remains unknown. The in the event of their death.
faction was founded by Genryūsai Shigekuni Yamamoto, who
served as its head as the Captain-Commander for over one- Captain
thousand years until he fell in battle. The mantle was then The leader of one of the thirteen divisions (with the special
passed down to Shunsui Kyōraku, the former Captain of the case of the Captain-Commander). Captains are generally the
8th division. most respected Shinigami within the Soul Society. Initially
The Gotei 13 aren't a very cohesive unit, but a collection of with one exception, all captains are able to utilize the final
individual divisions that work together for the greater good stage of their Zanpakutō, and are far more powerful than
and defense of the Seireitei. The command of the divisions even their lieutenants. They have extensively trained, if not
are generally left to the discretion of its particular captain, mastered, their Bankai, allowing them to use the enormous
who commonly runs it however way they see fit, allowing for power effectively in battle. Most captains are skilled in the
the change of a division's traditional duties to an entirely new use of Shunpo and Kidō, and generally have extensive
set and even the creation of a separate institution connected knowledge of Shinigami history and battle tactics. All of
to the division. The Gotei 13's main duty is to defend the these factors create a vast power gap between captains and
Seireitei, but they are allocated districts in Rukongai to lower-ranked officers.
defend. In addition to these duties, Shinigami have to deal They function as Chief executive officers, and they
with the business of being assigned to the Human World. determine the course, organization, tactics, and policy of
The only general authority to call forth a combined front is their division. The power a captain has over their division is
an edict from the Central 46 Chambers, or more often the absolute and cannot be questioned by subordinates or the
Captain-Commander. It is not uncommon for captains to not captains of the other divisions. A captain can choose to
see each other as a whole group for long periods of time, change their divisions specialty. Captains only have the right
except for cases involving a threat to all of Soul Society, a to punish the actions of their subordinates and not those of
captain's punishment, or, to a lesser degree, a captain's other divisions unless the division in question has no current
promotion. On a regular basis, the captains are spread out all captain or the subordinate's actions are against the laws or
across Soul Society doing their divisions' duties, whatever rules of Soul Society.
they may be. They are so far spread out, getting the captains The true power of Soul Society lies in the captains of the
together as a group, or even getting their lieutenants together Gotei 13, as they are the leaders of its military arm. With
as a group, could normally take a day to accomplish. them at full strength, Soul Society is safe and almost
Unless specifically ordered by the Captain-Commander, unbeatable. If they are broken, their strength dwindles,
captains can choose whether or not to attend meetings (at making them highly vulnerable.
their own risk) or not even involve themselves in the daily There are three different ways to become a Captain:
situations of Soul Society. Captains are not allowed, without
permission, to carry out activities outside of their normal 1. Captain Proficiency Test. A test which requires the ability
jurisdiction or their division. The captain of one division to perform Bankai. Nearly all Shinigami become captains
cannot punish the subordinates of another captain. using this method. At least three existing captains,
including the Captain-Commander, have to witness the
Structure test.
2. Personal Recommendation. To have personal
The Gotei 13 is made up of thirteen divisions, with several recommendations from at least six captains and approval
divisions having certain specializations. The Gotei 13 is led from at least three of the remaining seven.
by the Captain-Commander, who has the statuary authority to
conduct all the affairs of the Gotei 13 while deferring to the
authority of the Central 46 Chambers in matters involving
Soul Society.

13
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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.

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6th Level:
1st Division This level is reserved for those who have abused the Dangai
The First Division is ranked highest among the 13 Divisions. or tampered with the Dangai records.
Even subordinate members of the First Division are 7th Level:
considered model Shinigami. Emergencies must be dealt
with swiftly; quick decisions and quick actions are essential. This level is reserved for those who have seriously disrupted
The division is able to ascertain a situation and mobilize the balance of souls.
quickly even before an order is issued. That is the true value 8th Level: Muken
of the First Division.
This level is for those who have committed treason or similar
Duties of the 1st Division serious crimes. It is also used to seal away powerful entities
who are unable to be killed.
With the Central 46 being the judicial and legislative Muken is a voided space completely sealed off from the
authority of Soul Society, the First Division is the Executive outside world, aside from the main tower that serves as the
authority. They are to enact, enforce, adjudicate and arbitrate entrance and exit. The realm stretches on infinitely. Under
the laws enacted by the Central 46. However, the 1st division normal circumstances, non-criminals are not permitted
can present new laws to the Central 46 to enact, or request a entrance.
current law to be amended or remanded. To do so the
lieutenant and many of the higher seated officers function as
diplomats and lobbyists to gain favor from the noble houses, 1st Division Characters
as that's who the Central 46 is made up of. Most Division You might enjoy playing a character who belongs to the 1st
members that take on this role are civil law notaries, court Division if one or more of the following statements are true:
clerks, legal advisors and judges.
The secondary duties of the division is the official record You're drawn to the idea of political intrigue.
keeping of the 13 Divisions. These are archivists, clerks, and You're interested in schmoozing or manipulating the
librarians in charge of managing the administrative and upper echelons of Soul Society.
clerical duties when someone joins a division, there is a You're interested in a heavy RP character.
promotion, and a Shinigami transfers from one division to
another. Each division is responsible for their own record Joining the 1st Division
keeping, the 1st division clerks gather this information from During your time at the Shin'ō Academy you were drawn to
each division. There records are then audited, consolidated the bureaucracy of Soul Society from one of many reasons.
and filed within the Central Records Hall, located within the You could've been a commoner, drawn to the 1st division to
1st Division. help and better the life of the souls in the outer reaches of the
Central Great Underground Prison Rukongai. Maybe you were drawn to the great responsibility
the division has to mobilize soul society or the status of being
The final duty of the 1st division is managing the Central from this division. Perhaps you come from a prominent
Great Underground Prison. This is an underground prison family required to join this division, or it is tradition for you to
where Shinigami who broke the laws of Soul Society are do so. Whatever the reason, you wish to be part of the
sentenced to. The prison consists of eight levels, in which the necessary bureaucracy that runs Soul Society.
Central 46 decides which the the criminal Shinigami would Once you've joined the division your bureaucratic
be confined, depending on the severity of their crimes. The adventures begin. Bureaucracy might seem like the opposite
prison is located underneath the barracks of the 1st Division. of adventure, but it is possible to immerse yourself in the life
of a civil servant in the division and still live an adventurous
1st Level: life. You might be a mild-mannered clerk or scribe who got
This level is for those who have either committed serious caught up in a whirlwind chain of events beyond your control,
crimes, such as murder. or you might be stationed at the prison keeping order and
ready for any attempted prison breaks. Or you could serve as
2nd Level: a emissary or lobbyists for enacting change withing soul
This level is reserved for a Shinigami who has killed a society. You would be tasked with securing the support of the
Human without permission or has given a Human their other captains and noble houses for a particular piece of
spiritual power. legislation or permission.
3rd Level: Shugō
This level is reserved for those who used forbidden Kidō.
4th Level:
This level is reserved for those who have meddled in the
affairs of a Noble Family.
5th Level:
This level is reserved for those who have acquired or
attempted to acquire Hollow-like powers.
15
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Background: 1st Division Member Rank and Renown
Hollows running amok, defected captains disrupting the By gaining renown as a member of this division, you can
balance, invasions from long thought extinct Quincy and the advance. Promotion through the ranks requires the approval
only thing standing in the way is the 1st Division. you're a of a superior officer. Advancement is a reward for services
proud member of this division, which enforces the laws and rendered to the division, rather than an automatic
keeps the order that keeps Soul Society functioning smoothly consequence of increased renown.
and safely.
Skill Proficiencies: Insight, Persuasion Rank 1: Division Member
Equipment: A black Kosode with your division insignia Prerequisite: Renown 1 or higher
embroidered on the inside, a bottle of black ink, a pen, a set Your specific duties vary at this rank. You can choose
of fine clothes, and a silk pouch containing 10 gp. You are where you will be stationed in between adventures, The
also provided lodging within the barracks, which is usually Archives, Prison or as an assistant for one of the courtiers.
shared by 1-3 other division members. No 1st Division member lives in poverty. Between
adventures, you earn a salary that supports you at a modest
Feature: Court Functionary lifestyle, you are also provided room and board within the
Your knowledge of how bureaucracies function lets you gain barracks.
access to the records and inner workings of any noble court
or government you encounter. You know who the movers and Rank 2: Seated Officer
shakers are, whom to go to for the favors you seek, and what Prerequisites: Renown 5 or higher in this division
the current intrigues of interest in the group are. As a seated officer, you are assigned a number, the higher
the number, the greater the authority. You are assigned a
Contacts specific role and title.
The 1st Division is a sprawling bureaucracy, and people in a
variety of positions throughout the division can pull strings to If you were stationed in the Central Records Hall, you
make things happen. When choosing an ally and rival, you assume the title of Archivist, Librarian, Scribe,
can roll on the 1st Division Ally and Rival tables; or choose Bookkeeper or Auditor.
one from each. If you were stationed in the Prison, you assume the title of
Executive Clerk, Unit Member, or Prison Officer.
1st Division Ally If you were stationed with a Courtier, you assume the title
d6 Contact of Page, Chamber Keeper or Personal Clerk or Notary to
a Noble house.
Before I joined the academy, I was a clerk for a
1
prominent judge. You are recognized as an official in your field. You are
provided a private room within the barracks, or where you
2
A family member is an archivist for the Central are stationed. Between adventures, you earn a salary that
Records Hall. supports a comfortable lifestyle.
One of my childhood friends is now a guard at the
3 Rank 3: Senior Officer
Central Great Underground Prison.
I know a mod-soul in the division who can get things
Prerequisites: Renown 10 or higher in this division
4
done behind the scenes.
You have further advanced within your chosen duty.
My former mentor was promoted as a courtier for one If you were stationed in the Central Records Hall, you
5
of the noble houses. assume the title of Chief Archivist or the Head of a
Department.
6
While at the academy, the Captain complimented me If you were stationed in the Prison you assume the role as
on my skills and suggested I join the division. an Associate Warden of which concentrates on one
segment of the prison.
1st Division Rival If you were stationed with a noble house, you have
d4 Contact become a steward, cofferer, master of ceremonies, or
This rival is a guard, that often deals with a family
some other official title within your serving noble house.
1 member of yours locked in the prison, and they don't You are provided a more lavish quarters to reside in
believe you are any different than them. between adventures. When you are in need of materials
This rival is a judge, that presided over many of your pertaining to your job or for a related mission, they are
2 cases when you were a troublemaker before the usually provided for you at no cost. Additionally, you earn
academy, and they have a very close eye on you. enough money for comfortable lifestyle.
A family member that is not happy of the division you
3 joined and is trying to get you to transfer to the 1st
division.
4 You have incurred the ire of a particular noble house.

16
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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
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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
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If you are already proficient in that skill, you may add your Between adventures, you earn a salary that supports you at
proficiency modifier again. You may not use this benefit with a poor lifestyle, you are also provided room and board within
skills in which you have expertise. Additionally, when you the barracks.
would perform a grapple, you can instead use Acrobatics in
place of Athletics. Rank 2: Seated Officer
Outer Corps Trooper. You gain proficiency with the Prerequisites: Renown 5 or higher in this division
disguise kit, the forgery kit, and one gaming set of your As an established member you are sent out on missions for
choice. Additionally, upon spending a day with your division your branch. These missions are usually not dangerous and
you create a false identity that includes documentation, routine.
established acquaintances, and disguises that allow you to Between adventures, you earn a salary that supports you at
assume that persona. Additionally, you can forge documents a modest lifestyle, you are also provided a private room
including official papers and personal letters, as long as you within the barracks.
have seen an example of the kind of document or the
handwriting you are trying to copy. Rank 3: Senior Officer
Inner Corps Trooper. Increase your Shunpo by 10 feet. Prerequisites: Renown 10 or higher in this division
Additionally, if you would being combat with 0 Shunpo, you As a senior member you are either routinely entrusted with
regain 10 feet. very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
Contacts branches.
The 2nd Division is a mass web of spies, informants, Between adventures, you earn a salary that supports you at
infiltrators and intelligence gatherers. Through your division a Modest lifestyle. You are also provided a more lavish private
you've encountered a few people who you can come back to room within the barracks.
for assistance in your covert operations. When choosing an
ally and rival, you can roll once on each of the 2nd Division Rank 4: Lieutenant
Ally and Rival tables; or choose one from each. Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
2nd Division Ally ears. You are usually always by their side. Additionally, you
d4 Contact are in charge of one of the Onmitsukidō branches.
1 I'm close with someone in the Inner Court Troops.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
2
A good friend was promoted into work they can't tell lieutenant suite within the barracks.
me about.
3 I'm close with a smuggler.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
4
I was once a target for assassination, I was instead must have passed the Captain Proficiency test
brought into the fold. As the Captain you oversee the division and Onmitsukidō.
Traditionally, as the captain you are also the leader of the
2nd Division Rival Punishment Force branch.
d4 Contact Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
1
A patrol force member doesn't like me ever since I quarters, which is a private villa within the barracks.
accidentally disrupted a sting operation.
I once dated someone from another branch, it didn't
2
end well.
A punishment force member is a family member upset
3
I've join the division.
I've incurred the resentment of one of the five seated
4
officers.

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.
19
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Feature: By Popular Demand
3rd Division You can always find a place to perform, usually in an inn or
The third division revolves around Arts & Culture. This tavern but possibly with a circus, at a theater, or even in a
division is also responsible for the Seireitei Communication. noble’s court. At such a place, you receive free lodging and
This responsibility used to be part of the 9th Divisions duties, food of a modest or comfortable standard (depending on the
however with Kensei Muguruma returned as the Captain and quality of the establishment), as long as you perform each
revived Muguruma Commando Unit, he handed over these night. In addition, your performance makes you something of
duties to someone he thought was much more suitable; a local figure. When strangers recognize you in a town where
Captain Rōjūrō "Rose" Ōtoribashi of the 3rd Division. Under you have performed, they typically take a liking to you.
Rose's command the Seireitei Communication prospered and
went from just a magazine publishing group, to a full Contacts
production studio. The 3rd Division is a faction of actors, writers, musicians and
more. Through your division you've encountered a few people
Duties of the 3rd Division who you can come back to for assistance in your adventures.
When choosing an ally and rival, you can roll once on each of
The main duties of the 3rd division is to raise morale and the 3rd Division Ally and Rival tables; or choose one from
build solidarity not only among the Shinigami, but among the each.
masses of Soul Society. Secondary duties is to record and
preserve the arts & culture of Soul Society. The final duty 3rd Division Ally
being the Seireitei Communication. d4 Contact
Seireitei Communication 1 A friend of mine is a musician.
The Seireitei Communication is a full media publication and 2
A family member in the theater branch is a set
production studio made up of six branches; Theater, Music, designer.
Manga, Newspaper, Radio and Television. Each branch has 3 A Radio host owes me a favor.
its own full team of members and is overseen by seated
members, usually seats 3-8. The vice-captain ensure the 4 A childhood friend is a journalist.
preservation of the arts & culture and ensure current
published material is appropriate. While the Captain 3rd Division Rival
oversees the entirety of the division. d4 Contact

3rd Division Characters 1 A musician is convinced I plagiarized them.


A prominent director is upset of my critique that was
You might enjoy playing a character who belongs to the 3rd 2
published.
Division if one or more of the following statements are true:
3 I owe a huge debt to one of the television producers.
You like playing showy, dramatic characters. 4 I've been blacklisted by one of the branches.
You are drawn towards the arts.
Fighting is not only about skill and prowess, but flare.
Rank and Renown
Joining the 3rd Division By gaining renown as a member of this division, you can
During your time at the Shin'ō Academy, or before, you advance. Promotion through the ranks requires the approval
displayed great artistic that complimented the 3rd division. of a superior officer. Advancement is a reward for services
Before joining the academy you wanted to be a great artist, rendered to the division, rather than an automatic
and the sure fire path towards that was joining the 3rd consequence of increased renown.
division. Maybe you discovered your passion for the arts
during your time at the academy. Rank 1: Division Member
Once you've joined the division, you begin your adventure Prerequisite: Renown 1 or higher
of becoming a great artist. Your specific duties vary at this rank and are very minor.
You have decided on your branch and are introduced to the
Background: 3rd Division Member various duties and jobs of that branch.
Scheduling delays, over budget projects, creative differences, Between adventures, you earn a salary that supports you at
divas and scandals. These are just a few situations a 3rd a poor lifestyle, you are also provided room and board within
division member must deal with. the barracks.
Skill Proficiencies: Acrobatics, History or Performance Rank 2: Seated Officer
Equipment: A black Kosode with your division insignia Prerequisites: Renown 5 or higher in this division
embroidered on the inside, As an established member you are sent out on missions for
your branch. These missions are usually not dangerous and
routine.

20
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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
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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
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Contacts Rank 4: Lieutenant
The 4th Division is a division of doctors, nurses, laborers, Prerequisites: Renown 15 or higher in this division
firefighters and other salt of the earth people. When choosing As the lieutenant you are your captains shadow, eyes, and
an ally and rival, you can roll once on each of the 4th Division ears. You are usually always by their side.
Ally and Rival tables; or choose one from each. Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
4th Division Ally lieutenant suite within the barracks.
d4 Contact
Rank 5: Captain
1 You're close with a Fire Chief. Prerequisites: Renown 25 or higher in this division; you also
2 You're related to an advanced relief station member. must have passed the Captain Proficiency test
As the Captain you oversee the division.
3 A shift manager in the supply station owes you a favor. Between adventures, you earn a salary that supports you at
4 The captain healed you and saved your life. a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.
4th Division Rival
d4 Contact
1 A supply guard believes I'm responsible for a robbery.
A firefighter is wary of my presence, he remembers me
2
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.
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.
23
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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
with trade, advice and relations between the two realms. Rank and Renown
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
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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
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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 The vice-captain has high hopes of me, I can't fail
alerts from other divisions. 4
them
Investigator. As an investigator you relentlessly seek the
truth. Motivated by the law or a sense of justice, you uncover 6th Division Rival
secretes from unsolved crimes to conspiracies.
d4 Contact
6th Division Characters 1 I owe a debt to someone in the records department

You might enjoy playing a character who belongs to the 6th 2 An arrester knows I let someone go free on the field
Division if one or more of the following statements are true: An investigator and I mutually blackmail each other
3
constantly
You're drawn to the idea of a hard-bitten arrester trying to
impose order. 4
An investigator believes i'm linked to an unsolved case
You're interested in uncovering mysteries as an years ago, they don't they're correct yet
investigator.
You like playing lawful characters with depth. Rank and Renown
Joining the 6th Division By gaining renown as a member of this division, you can
advance. Promotion through the ranks requires the approval
During your time at the Shin'ō Academy you were drawn to of a superior officer. Advancement is a reward for services
the 6th divisions sense of justice, or upholding and enforcing rendered to the division, rather than an automatic
the law is something important to you. Maybe your skills in consequence of increased renown.
Bakudō were so great the 6th division tried to recruit you as
an arrestor. Rank 1: Division Member
Prerequisite: Renown 1 or higher
Background: 6th Division Member Your specific duties vary at this rank and are very minor.
Patrolling districts, issuing citations, diffusing hostile You have decided on your branch and are introduced to the
situations, engaging and combating criminals are only a few various duties and jobs of that branch.
situations you will face as a 6th division member. Between adventures, you earn a salary that supports you at
Skill Proficiencies: Choose two from the following. a poor lifestyle, you are also provided room and board within
Athletics, Acrobatics, Investigation, Insight or Intimidation. the barracks.
Equipment: A black Kosode with your division insignia
embroidered on the inside, Seireitei Police Badge Rank 2: Seated Officer
Prerequisites: Renown 5 or higher in this division
Feature: Legal Authority As an established member you are sent out on missions for
You have the authority to enforce the laws of Soul Society, your branch. These missions are usually not dangerous and
and that status inspires a certain amount of respect and even routine.
fear in the populace. People mind their manners in your Between adventures, you earn a salary that supports you at
presence and avoid drawing your attention; they assume you a modest lifestyle, you are also provided a private room
have the right to be wherever you are. within the barracks.

26
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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.

27
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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
one of them to volunteer their division for this role. Without 7th Division Rival
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.
Joining the 7th Division Rank 1: Division Member
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.
Skill Proficiencies: Athletics, and your choice of As an established member you are sent out on missions for
Intimidation or Persuasion your branch. These missions are usually not dangerous and
Equipment: A black Kosode with your division insignia routine.
embroidered on the inside, Between adventures, you earn a salary that supports you at
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
receive the attention of medics. As a senior member you are either routinely entrusted with
Additionally, you gain one of the following feats: Fighting very dangerous or important missions. Alternatively, as a
Initiate, Martial Adept or War Caster 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.

28
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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
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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
manufacture the coins used for currency. d4 Contact
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
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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
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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
committed by criminals. Commando Unit

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
situations you will face. Rank 2: Seated Officer
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

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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.

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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.

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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
must have passed the Captain Proficiency test
3 A family member is a counselor 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
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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 Your specific duties vary at this rank and are very minor.
all Gotei 13 members and non-shinigami to test their might You have decided on your branch and are introduced to the
and skills. With the finalist winning some grand prize, usually various duties and jobs of that branch.
money, or the chance to take on the Captain to take his role Between adventures, you earn a salary that supports you at
and the title of Kenpachi. Everyone so far has taken the a poor lifestyle, you are also provided room and board within
money. However, Byakuya did enter the tournament once just the barracks.
to challenge Kenpachi, though the Captain-Commander
suggested he take the money, for the safety of the attendants Rank 2: Seated Officer
and frankly, Soul Society. Prerequisites: Renown 5 or higher in this division
As an established member you are sent out on missions for
11th Division Characters your branch. These missions are usually not dangerous and
You might enjoy playing a character who belongs to the 11th routine.
Division if one or more of the following statements are true: Between adventures, you earn a salary that supports you at
a modest lifestyle, you are also provided a private room
You love combat. within the barracks.
You want to become the next Kenpachi.
You believe might equals right.

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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.

37
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Feature: Researcher
12th Division When you attempt to learn or recall a piece of lore, if you do
The 12th Division is more than a division, it's an institution of not know that information, you often know where and from
scientific research, technology and innovation. The 12th whom you can obtain it. Usually, this information comes from
division and the SRDI has contributed many life changing another lab, library, another division, or a sage or other
technologies that better assist the Gotei 13 in their duties learned person or faction. Your DM might rule that the
and improve on the quality of life of all Soul Society citizens. knowledge you seek is secreted away in an almost
inaccessible place, or that it simply cannot be found.
Duties of the 12th Division Unearthing the deepest secrets of the multiverse can require
an adventure or even a whole campaign.
The 12th division functions as a location for higher education
learning and research of various fields. These fields include Contacts
mathematics, physics, biology, chemistry, zoology, reishi, and The 12th Division is a division of assistants, subjects,
cosmology. researchers, scientists, and directors. When choosing an ally
and rival, you can roll once on each of the 12th Division Ally
Shinigami Research and and Rival tables; or choose one from each.
Development Institute 12th Division Ally
The SRDI is behind the development of many of the d4 Contact
technologies that aid the Shinigami, and is currently headed
by Mayuri Kurotsuchi. It was founded by Kisuke Urahara 1
You know an assistant who carries important messages
over 100 years ago. The main function of the SRDI is more among the laboratories
specialized in it's duties than thee rest of the division. They 2 You had a romance with a chemist
research and develop new technology and spiritual tools You're in regular communication with an instructor
within the Reinō Spiritual Ability Research Facility. 3
who inspired you to join the division
The second function of the SRDI. is to measure spiritual
waves and oversee communications. The Spiritual Wave 4 A family member is the lead researcher for a lab
Measurement Lab closely monitors the world of the living to
ensure spiritual stability. This lab has a team of members 12th Division Rival
with highly specialized equipment called the Reishi d4 Contact
Inspection Squad that are sent out into the field to analyze
Reishi concentrations. 1 Your childhood rival beat you to a promotion
The Communications Research Section oversees You and another researcher are vying for funding on a
transmissions between the Human world and Soul Society. If 2
research project
an incident occurs, things become pretty hectic, but
otherwise, it is usually slow.[ 3
Your miscalculations on a dangerous experiment
resulting in the death of a lead researchers friend
12th Division Characters 4
A lead researchers miscalculations on a dangerous
experiment resulting in the death of your friend
You might enjoy playing a character who belongs to the 12th
Division if one or more of the following statements are true:
Rank and Renown
You're drawn to wild magic and dangerous explosions. By gaining renown as a member of this division, you can
You want to be an innovative genius. advance. Promotion through the ranks requires the approval
You believe in brains over brawn. of a superior officer. Advancement is a reward for services
Joining the 12th Division rendered to the division, rather than an automatic
consequence of increased renown.
During your time at the Shin'ō Academy you could've been
drawn to the 12th division to further your studies in a field, Rank 1: Division Member
maybe you're on the verge of a breakthrough and needed Prerequisite: Renown 1 or higher
funding, or your genius intellect was noticed and you were Your specific duties vary at this rank and are very minor.
recruited. You have decided on your branch and are introduced to the
various duties and jobs of that branch.
Background: 12th Division Member Between adventures, you earn a salary that supports you at
From taking precises notes, long hours in the lab, conducting a poor lifestyle, you are also provided room and board within
mundane experiments, and performing dangerous trials. the barracks.
These are just a few scenarios you will face as a 12th division Rank 2: Seated Officer
member. Prerequisites: Renown 5 or higher in this division
Skill Proficiencies: Choose two from the following: As an established member you are sent out on missions for
Arcana, History, Investigation, Nature, or Religion. your branch. These missions are usually not dangerous and
Equipment: A black Kosode with your division insignia routine.
embroidered on the inside,
38
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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
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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. When calculating your Max Spell Level, you are considered
Kidō Corps one class level higher.
Additionally, you gain one of the following feats: Elemental
The Kidō Corps is a group of specialists presiding over Adept, Metamagic Adept, or Spell Sniper.
spiritual law. Much like the 2nd division its operations are
executed in absolute secrecy. Contacts
The Kidō Corps have three main known functions. The The 13th Division is a division of mages, attendants,
first is investigating and prosecuting kidō related crimes, and researchers, and investigators. When choosing an ally and
establishing laws regarding kidō. rival, you can roll once on each of the 13th Division Ally and
The second is releasing the Sōkyoku seal during Rival tables; or choose one from each.
executions.
The third is opening the Senkaimon. The Senkaimon is the 13th Division Ally
gate used to travel between Soul Society and the Human d4 Contact
Realm, and is the only official and safe way to enter and leave 1 An arcane attendant owes you a favor
Soul Society. Soul Society has only one permanent
Senkaimon, which takes the form of a giant gate situated 2 A former mentor was promoted to the Kidō Corps
within a large courtyard atop a large tower. Travel through the A childhood friend is now on the Kidō Curriculum
Senkaimon is heavily regulated, and can only officially be 3
Advisory Group
opened by the members of the Kidō Corps. A black winged
insect, the Jigokuchō, which only Shinigami are permitted to 4
You were once summoned by the Captain, who
carry, is needed to pass through it. complimented you on your work
Upon arriving and leaving from the Human World, the
Senkaimon can appear almost anywhere. When it appears in 13th Division Rival
this fashion, the Senkaimon takes the form of a traditional d4 Contact
Japanese waiting room entered through a Shōji. It can be
opened by using a Zanpakutō as a key. The method requires 1 You owe a researcher a favor
simply placing the Zanpakutō in front of the user and An investigator is convinced you're linked to a closed
inserting it into the spacial area one wants the Senkaimon to 2
unsolved crime
appear before turning the sword like a key while declaring
"Kaijō!" (unlocking). Intruders can pass through the 3 A scorned ex-lover just became a seated officer
Senkaimon, but the lack of a Jigokuchō forces intruders to 4
A researcher took credit for your work and got
pass through the Dangai. promoted to lead researcher

13th Division Characters Rank and Renown


You might enjoy playing a character who belongs to the 12th 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
of a superior officer. Advancement is a reward for services
You love casters. rendered to the division, rather than an automatic
You're interested in unlocking the secrets of Kidō. consequence of increased renown.
You believe Kidō is the future.

40
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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.
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
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Royal Guard

T
he Royal Guard, also known as the Zero Notable Members & Contributions
Division, is dedicated to the protection of the
Soul King, the Royal Family, and the Soul King Ichibē Hyōsube: Leader of the Zero Division, known as the
Palace. The Royal Guard is a special Monk Who Calls the Real Name, his contribution was that he
organization that performs services for the was the first to chose the names for everything in Soul
Royal Family. It has a considerable amount of Society, including Zanpakutō, Shikai and Bankai. He also
fighting, organizational, and executive power became the first Shinigami whose Zanpakutō gained an
compared to other divisions. evolved form, which was known as Shinuchi.
Since serving the royal family is the primary purpose of the Tenjirō Kirinji: Divine General of the East and 1st officer,
Royal Guard, they do not interfere in Gotei 13's affairs and known as the Hot Spring Demon, his contribution was the
the defense of Soul Society, even against major threats like creation of most Kaidō and various healing springs.
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 As a Royal Guard member you are bestowed the Oken,
World Gate), but it can only be opened by syncing the arrival which allows access to and from the Royal Palace. Once per
and departure times. The final and least used form of long rest you can cast Plane Shift with no material
transportation is the interdimensional stairs that lead to the components. You may expend two hit die to cast this spell an
Seireitei, though it will take anywhere from half a day to a additional time.
week of travel to get there. Additionally, you are granted your own city within the Royal
Like the divisions of the Gotei 13, the Royal Guard has a Kingdom to preside over as you see fit.
unique symbol that represents the division's primary role,
which is in its case based upon the Winter Daphne
(Jinchōge). This symbol is placed inside the Gotei 13 symbol
of a rhombus to form the division's complete insignia, which
is displayed upon each member's haori.
History
Due to their status as a secret organization, the history and
very existence of the Royal Guard is not commonly known.
Many believed them to be a myth up until they arrived
when the Quincy invaded.
Structure
The Royal Guard is known to promote former captains of the
Gotei 13 to their ranks. The Royal Guard has no soldiers, and
it only has 5 members, all of which are former captains.
Their total power far surpasses the power of all the 13
Divisions together.
All the members of the Royal Guard were Shinigami
acknowledged by the Soul King to have made significant
contributions to the history of Soul Society.

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The Wandenreich

A
fter losing the war with the Shinigami 1,000 Rank 1: Soldat (Soldier)
years ago, the Quincy escaped from the Human Prerequisite: Renown 1 or higher
World into the Seireitei, the place they believed At this rank you are part of a platoon of soldiers. You
to be the most unguarded. In doing so, they embark on routine missions and low threat missions.
used Reishi to create space in the "shadows". You salary allows you to sustain a Modest lifestyle.
This is what was called the Wandenreich, the
"Invisible Empire". Their plan was to use the Rank 2: Feldwebel (Sergeant)
abundant Reishi that was only to be found in Soul Society as Prerequisite: Renown 3 or higher
the source of their power, so they hid and waited for 1,000 At this rank, you gain some authority over a few Soldat.
years while gathering their power. When you undertake a mission on the faction’s behalf that
Sometime after the defeat of Sōsuke Aizen, the requires military strength, a squad of 1d4 soldiers (your DM
Wandenreich conquered Hueco Mundo, capturing Tier has the stats) accompanies and assists you for the duration of
Harribel in the process. In addition, they conscripted many the mission.
Arrancar into their service and killed many Hollows. With the
defeat of Ywach and most of their fighting force the Jäger (Hunter) [Special Role]
Wandenreich was left in disarray. Prerequisite: Rank 1, Renown 3 or higher and 5th level of
Structure higher
If you meet the prequiresites, you can apply to join the elite
Much like the Gotei 13, the Wandenreich has a rigid and group known as the Hunting Corps. This special order serves
defined hierarchy. as a combination of military police and military intelligence,
giving it a fair degree of independence within the faction. Its
Emperor members scout the activities of other factions to assess their
The leader and undisputed ruler of the Wandenreich who has military strength, predict potential threats, capture and
absolute control and say. interrogate individuals and they sometimes activate squads to
defuse threats before they grow more serious. The Jägers
Sternritter also help the Wandenreich root out spies and leaks within the
The Star Knights is a group of elite Quincy combatants led by faction. Secondarily, the Jäger is responsible for policing the
the Sternritter Grandmaster. Several Sternritter are ranks of the army. When members get carried away by their
appointed as the emporer's elite guards, known as the zeal and break the law or abuse their authority, the Jäger take
Schutzstaffel (Imperial Guards), led by the Schutzstaffel on the tasks of investigating, apprehending, and punishing
Grandmaster. the malefactors. Similarly, if members of the army disappear
(involuntarily or otherwise), Jäger agents are typically the
Jagdarmee ones called to investigate.
The Hunting Corps is a hunting unit which, in the wake of
Hueco Mundo's conquest by the Wandenreich, is entrusted Rank 3: Brigadier
with capturing Arrancar to serve the empire. The Jagdarmee Prerequisite: Rank 2 and Renown 5 or higher
is separated into numbered groups. The Executive Hunting As a brigadier, you are responsible for missions and
Captain being the leader of the first Jagdarmee. strategies that you can’t execute entirely on your own or with
the aid of a handful of soldat. After receiving goals handed
Soldat down from the captain above you, it’s your job to figure out
The soldiers of the Wandenreich that make up most of the the tactics needed to accomplish those goals.
army. They can defeat low-ranked Shinigami with ease. You lead a brigade that consists of six squads, each made
up of four soldat commanded by a Feldwebel (use the soldier
Rank and Renown stat block). You can assign these squads to tasks of your
By gaining renown as a member of the Wandenreich, you can choosing within the area you have authority. You can also
ascend through an ordered series of ranks within the faction. lead these soldat into battle yourself, or bring one squad and
Promotion always requires the approval of a superior officer. its sergeant with you on a sanctioned mission.
It is a reward for services rendered to the orgranization, You continue to receive a salary sufficient to maintain a
rather than an automatic consequence of increased renown. modest lifestyle, but your quarters in the garrison are more
In addition, certain positions become available to you when spacious.
both your renown and your character level reach certain
thresholds.

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Silbern Guard (Special Role)
Prerequisite: Renown 5 or higher and 7th level or higher
Members of the Silbern Guard are responsible for the
defense of Silbern, the Wandenreich headquarters. Only
those who have proven themselves in combat are selected to
join this force. If you are accepted into the Silbern Guard,
your missions will be primarily defensive in nature. You might
receive orders to find new ways to fortify the fortress or to
detect moles and other spies who try to gain access. Of
course, given these chaotic times, you could end up defending
Silbern from an all-out attack by some other enemy force.
Rank 4: Oberst (Colonel)
Prerequisite: Rank 3 and Renown 10 or higher
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
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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 Secundis
Prerequisites: Renown 5 or higher in this division
Sectorum Custodia As a Secundis you are eligible to oversee your own
This sectorum brokers the services of bodyguards, projects, directing the efforts of other inceptors toward the
mercenaries, and bounty hunters. They specialize in risk solution of some problem facing the sectorum or faction. The
assessment and management, protecting clients from Primaris gives you a personal work place if needed and you
physical threats. have a staff of 2d6 sectorum members.

45
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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 Secundis, 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
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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
Números' strength, but of their birth. Thus, the higher an Prerequisite: Renown 5 or higher
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.

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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
Also known as the Precipice World, is a corridor-like
demiplane in the Garganta that connects Soul Society and
the Human Realm. Origninally, the Dangai was not only a
passage to the Human realm, but a penal colony. This realm
is an isolated space which is surrounded by numerous
stacked-up layers of time's current, making it a temporally
dense realm when compared to others. It is approximately
2,000 times denser, meaning that when one hour passes in
the outside worlds, about 2,000 hours pass inside the Dangai.
The Kōryū and Kōtotsu are remnants of it's time as a penal
colony and also act as a defensive mechanism against
unwanted intruders. While the Dangai can be used to journey
to and from Soul Society, those who have a Jigokuchō bypass
this realm entirely.
The Kōryū (Wresting Flow) is the current that is constantly
flowing through the Dangai, in order to prevent enemies from
using it. This current takes the form of a thick sludge. The
current stops those from moving, even if one foot is caught in
it, escape is almost impossible. The current encompasses the
floor, walls and ceiling.
The Kōtotsu (Wresting-surge) is the Dangai's equivalent to
a street sweeper. It is made of the same material as the
Dangai and appears similar to a bullet train with a bright
golden eye at the upper-center of its body. The Kōtotsu
appears every seven days to cleanse the area - killing anyone
and everything it makes contact with it. This assures that no
one lingers in the realm and takes advantage of the time
distortion.

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Soul Society The lower noble houses all serve one of the four. The
military have no authority to act against a noble family
Also known as the Spirit Realm, this plane is an afterlife without evidence that their actions are treasonous.
where most souls go to and dwell until they're reincarnated The Central 46 is an organization that serves as the
into the Human Realm. While the denizens refer to it as Soul judiciary authority of the Soul Society. Operating under a
Society, this area is actually the East Branch of a larger Soul mandate from the Soul King, the influence of the Central 46
Society. The mode of life in Soul Society closely resembles goes well beyond the boundaries of a judiciary authority and
that of feudal Japan. into those of legislative and operative authorities. The Central
When people die, they are assigned a number to a part of 46 is comprised of forty wise men, gathered from all over the
Soul Society according to when they died. Denizens never Soul Society, and six judges. These men are in charge of
hunger here (unless they have spiritual powers) and lifespans trying all Shinigami crimes, whether they were committed in
of 2000 or more years are not unheard of. While some would Soul Society or not. The Central 46 are also within their
describe this as a paradise, it is far from sublime. Life here is jurisdiction to order the use of deadly force by the military.
much like that of the living world. Children can be born the
same way as in the Human Realm. People can also be killed Seireitei
as regular Humans, though they are capable of surviving The Court of Pure Souls, is in the center of Soul Society.
wounds that would normally be considered fatal. A soul that Seireitei is a circular shiro with four main entrances, ten days
dies in Soul Society is reincarnated on Earth as a new walk apart, each guarded by one of the Gatekeepers, elite
Human with no past memories. members of incredible size. These gates are collectively
Shinigami enter and leave Soul Society by unlocking the called the Four Great Pure Soul Gates: these gates are made
Senkaimon and using a Jigokuchō. Pluses can also enter up of the Northern Black Ridge Gate, the Eastern Blue
Soul Society through Konsō. Intruders can pass through the Stream Gate, the Southern Red Hollow Gate, and the
Senkaimon in the same manner, but only in soul form. This Western White Road Gate. The gates are so heavy that it
allows spiritual beings, such as Ichigo in his Shinigami form, takes the full might of a gatekeeper to lift one. There are,
to enter without permission. Humans can also use such a however, doors within the gates, to allow passage of
gate through the use of Reishihenkanki (Spirit Exchangers), individuals when needed.
which convert solid matter into Reishi. Finally, Hollows can The walls of the Seireitei, known as the Seireiheki (Pure
also directly rip a hole to Soul Society from Hueco Mundo, or Soul Wall), are made of Sekkiseki (Spirit Reducing Stone), a
in the case of Arrancar, using Garganta. rare type of stone known to negate all Reiryoku. The stone
One of the more unusual aspects of Soul Society is its also forms a spherical barrier around the city, extending
technology level. While the lifestyle and culture of Soul above and below, stopping anything spiritual from breaching
Society is comparable to feudal Japan, they possess it from ground level, from the sky or from underground. The
technology of a level exceeding that time period. The wall that surrounds the Seireitei is commonly held up, only
Shinigami Research Institute has developed amazing closing down when there is an emergency. When it is not
technology to their credit, mixing technology with organic down protecting the Seireitei, the wall protects the Soul King
components. Allowing for the creation of creatures that do Palace.
everything from detecting spiritual energy signatures to The majority of the residents of Seireitei, nobility and
allowing Humans to see a spirit without the use of a Gigai. Shinigami alike, do not interact with the citizens of Rukongai.
They possess touch-screens and databases which are in use The Central 46 chambers, the Shini'o Academy and all Gotei
for files and historical documentation storage found 13 divisions are located within the Seireitei.
extensively in the Daireishokairo (Great Spirit Book Archive),
which contains all the knowledge and history of Soul Society. Rukongai
View screen technology that is capable of sending signals to Drifing Spirit town, is the largest portion of Soul Society and
the Human World and Dangai, allowing for face to face the most populated. It is divided into 320 districts (80 in
conferencing. All manner of portable hand-held devices for North Rukongai, 80 in West Rukongai, etc.), each numbered
tracking and communication purposes. Blending old in descending order on how far they are from the center; this
traditions and ideas with new innovation, Soul Society is an results in the higher-numbered (and farther) districts
enigma in this comparison. decaying into slums. Thus, while District 1 is peaceful and
lawful, much like the antiseptic lifestyle of early-Edo Era
Government Kyoto, District 80 is a hardscrabble, violent, crime-infested
Soul Society is maintained by the Soul King whose existence area that more depicts Heian era Kyoto. The duties of the
is pivotal to the balance of the world as it regulates the flow Gotei 13 Divisions include defending allocated districts of
of souls into and out of Soul Society, leaving administration Rukongai.
to the Central 46 Chambers and Nobles. The Soul King lives The living standards in Rukongai decline sharply beyond
at the Royal Palace in a demiplane separated from Soul the fiftieth district, with an increase in people wearing rags
Society itself and protected by the Royal Guard. The and no footwear. According to statistics from the last 550
demiplane can only be accesssed with an Ōken (King's Key) years, no Rukongai resident wears sandals beyond District
The supposed location of this Ōken is passed down verbally 59. Rukongai is full of families that are not related by blood.
from one Gotei 13 Captain-Commander to the next. People die at different times and places, and it is rare for a
Another part of the government are the Noble Houses, person to find their real family in the vast Rukongai.
especially the Four Noble Families which are considered to
be the highest of them all.

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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
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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
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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.

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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
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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 The beast realm has no official government with every beast
thought impossible. There were only two known methods, needing to defend themselves. However, each Beast lord has
each closely guarded secrets. The first was a cave in the Soul it's own clan. These "clans" are only official in name, with the
Society guarded by the Werewolf clan, with the location only bestial nature, these clans more closely resemble packs or
known by the Sajin clan. The second was a ritualistic hunt, prides that one would see in the wilderness in the Human
where one would embark into the wilderness and attempt to realm.
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.

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Chapter 4: Character Options

T
he races within this setting are primarily Suggested Characteristics
Human. You won't find Dwarves, Elves or As a Subsitute Shinigami you are open to broad options. You
other common races you normally would could be like Ichigo, caught in the crossfire of a battle trying
within a high-fantasy setting. to defend your family and having to become a Shinigami out
of necessity. Maybe as a High-Spec Human you began to
Background idolize the Shinigami and wanted to become like them,
Below are two new background options to select for your believing in their goals.
character. Each allowing you to fulfill your Bleach RPG d4 Personality Trait
fantasies. As a Substitute Shinigami you can take on a role
similar to Ichigo, or maybe a darker path such as Ginjo. As an I can find common ground between the fiercest
Exile you can roleplay a character similar to the Vizard, 1 enemies, empathizing with them and always working
Urahara or other characters and ideas presented within other toward peace
Bleach media pieces. 2 If someone is in trouble, I'm always ready to lend help.

Substitute Shinigami When I set my mind to something, I follow through no


3
matter what gets in my way
Is a human who became a Shinigami by obtaining another I don't pay attention to the risks in a situation. Never
Shinigami's power, or by going through a much harder and 4
tell me the odds.
riskier process to transform into one. Obtaining another
Shinigami's power is done by that Shinigami thrusting their
Zanpakutō into the humans chest who wants to obtain the d6 Ideal
power. However, the percentage of success is low. In the case 1 I do what I must and obey just authority. (Lawful)
of success, the person normally obtains around half of the
Shinigami's power. The transferral of a Shinigami's powers 2
I always try to help those in need, no matter what the
to a Human is forbidden by the Soul Society. personal cost. (Good)
Additionally, several difficulties arise, illustrated by the 3
Everyone should be free to pursue his or her own
example of Ichigo. In order to be able to fight as a Shinigami, livelihood. (Chaotic)
he has to leave his body and get into soul state, which can I'm committed to the people I care about, not to
only be by use of a Gokon Tekkō (Soul Apprehension Device) 4
ideals. (Neutral)
or a Soul Candy. The unattended body then needs to be taken
care of until he finishes his job and re-enters it. 5
If I become strong, I can take what I want - what I
If a Substitute Shinigami appears, Soul Society gives them deserve. (Evil)
a special badge which they use to monitor and restrict the 6 I work hard to be the best. (any)
Substitute. However, the Substitute is told that it is a license
which is given to Substitutes that prove beneficial to Soul d4 Bond
Society to allow them to do their work and identify them as a
Substitute. The badge alerts the user if Hollows are nearby 1
I owe my life to the Shinigami who gave me their
via an alarm sound which can only be heard by the owner powers
and the item itself is only visible to other spiritually aware 2 I protect those who cannot protect themselves
beings. The Badge can also allow the soul to leave the body.
Skill Proficiencies: Perception, Persuasion or 3
My mentor gave his life assisting me in turning me
Intimidation into a Shinigami, I live on so they didn't die in vain
Equipment: A substitute shinigami badge I will get revenge on the evil force that killed someone
4
dear to me
Feature: Substitute Shinigami
As a Substitue Shinigami you can gain levels in the d4 Flaw
Shinigami class. Additionally, you have an ally from the Soul
Society. This ally is someone who gave their Shinigami 1 I have a "tell" that reveals when I'm lying.
powers to you, or someone that assisted you in the dangerous I remember every insult I've received and nurse a silent
process of turning into one. Finally, as a Substitute Shinigami 2
resentment toward anyone who's ever wronged me
you do have the ability to request access into Soul Society
and possibly gain additionally resources and contacts from 3 My pride will lead to my destruction
Soul Society. I don't pay attention to the risks in a situation. Never
4
tell me the odds.

55
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d4 Personality Trait
Exile
I've been isolated for so long that I rarely speak,
You hav, for whatever reason, been banished from your 1
preferring gestures and the occasional grunt.
homeland. This could have been from your own choice,
rejecting your society. Perhaps you committed a crime or 2 I feel tremendous empathy for all who suffer.
were framed for a crime. Maybe you had dangerous heretical I've learned to adapt and blend into my new
ideals. Regardless of the reason, you are no longer welcomed 3
environment.
in the home you grew up in and would face serious
consequences if you returned. 4
I am working on a grand philosophical theory and love
Skill Proficiencies: Survival, your choice of Animal sharing my ideas.
Handling, Religion, Arcana or Sleight of Hand
Tool Proficiencies: One type of artisan tools, or forgery kit d6 Ideal
Equipment: A memento of your past life, a set of artisan’s I will stand up to tyranny, because if no one does, who
tools your proficient with or a forgery kit, a winter blanket, a 1
will? (Good)
set of common clothes, and a ouch containing 5gp. Emotions must not cloud our sense of what is right
2
Reason of Banishment and true, or our logical thinking (Lawful)
What was the reason for your banishment, and what changed 3
When people follow orders blindly, they embrace a
to allow the end of your banishment? You can work with your king of tyranny (Chaotic)
DM to determine the exact nature of your banishment, or you Solitude and contemplation are paths toward mystical
can roll on the table below to determine the reason. 4
or magical power (Evil)
d6 Reason of Banishment Meddling in the affairs of others only causes trouble.
5
1 Deviant (Neutral)

2 Refugee 6 If you know yourself, there's nothing left to know (Any)

3 Heretic d4 Bond
4 Framed I discovered ancient and dark knowledge I wasn't
1
5 Lawbreaker supposed to know

6 Revolutionist 2 I will avenge my home that was destroyed.


3 I have proof that a conspiracy is true.
Feature: All Eyes on You 4 I work tirelessly to clear my name.
Your accent, mannerisms, figures of speech, or perhaps even
your appearance all mark you as foreign. Curious glances are 5
I'm guilty of a terrible crime. I hope I can redeem
directed your way wherever you go, which can be a nuisance, myself for it.
but you also gain the friendly interest of scholars and others I am ashamed of what my country is. I must reshape it
intrigued by far-off lands, to say nothing of everyday folk who 6
so I don't have to be.
are eager to hear stories of your homeland.
You can parley this attention into access to people and d4 Flaw
places you might not otherwise have, for you and your
traveling companions. Noble lords, scholars, and merchant 1
I like keeping secrets and won't share them with
princes, to name a few, might be interested in hearing about anyone.
your distant homeland and people. 2 My hatred for my enemies is blind and unreasoning.
Suggested Characteristics 3
Unlocking an ancient mystery is worth the price of a
Some people are well suited for a life of seclusion, whereas civilization.
others chafe against it and long for home. Whether they 4 I am incredibly slow to trust.
embrace their banishment or long to escape it, the
banishment shapes their attitude and ideals. Few grow 5
A crime prevents me from ever going home again.
resentment, fewer can be driven slightly mad by their years That kind of trouble seems to follow me around.
apart from their home, family and friends. 6 Violence is my answer to almost any challenge.

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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. Spell Point Pool. If you don't have any class levels that
The Mod-Souls were exterminated after the experiment provide Spell Points, you gain a pool of Spell Points equal to
your level plus you proficiency bonus. If you have levels in a
was halted due to ethical reasons, since they were intended class that provides spell slots, then at will you can expend
to be used to reanimate Human corpses to be used as one spell slot and gain a number of spell points equal to it's
weapons against Hollows. Most were exterminated, though point cost as per the Spell Point Cost Table in Chapter 6. Any
few escaped, some were hidden, and few were mixed in with unspent spell points at the end of a long rest are lost.
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.

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Soul
Humans The spiritual beings that reside within Soul Society, and the
A living being who resides in the Human Realm. Most, if not spirits of dead Humans in the Human Realm are Souls.
all, beings who live in the Human World are Humans. While many Souls are deceased Humans from the Human
The majority of Humans are completely oblivious to the World, it is known that they can be born within Soul Society
dangers they are exposed to from Hollow and other evil as well. There are a few different type of souls as described
spirits. It is unknown how many Hollow attacks against below.
Humans occur under normal circumstances, but Hollows Pluses are the benign souls in the Human World. They are
make their former loved ones into their first victims before the spirit of a person who has died. A chain, known as the
they begin preying on Pluses and Humans with spiritual Chain of Fate, protrudes from the chest and connects the
powers. A severe enough attack from a Hollow, or a soul to its living body. When this chain is severed, the soul
Shinigami, on a living Human would not only result in bodily can no longer return to its body and live. The soul can move
harm, but in the removal of the Human's Soul from the body. about freely if the chain is broken, but this also causes the
The damage can be easily repaired through Kidō if the Chain chain to slowly corrode. Normally, pluses are sent to Soul
of Fate is not broken. Society by Shinigami in a ritual called Konsō before this
Shinigami are forbidden by law from attacking Humans corrosion becomes significant. If the Chain of Fate is
unless ordered to. They generally ignore Humans, but a part corroded entirely, the Plus will become a Hollow.
of their duties is protecting the Humans in jeopardy from Jibakurei (earch-bound spirit) are souls who are bound to a
Hollows. Some Shinigami have a tendency to view Humans place and refuse to pass on. A Jibakurei is more vulnerable to
as inferior, despite the majority of Souls, including most a Hollow, as being bound to a certain area prevents them
Shinigami, being of Human origins. from fleeing as far as a normal Plus. This means that the
A very small percentage of the Human population develops Hollow would only need to search in a small area to find
a high amount of Spiritual Power; they are known as "High- them. It can take months or even years for a Jibakurei to
Spec" Humans. These Humans can see and interact with become a Hollow.
Reishi-made objects, such as Souls, to varying degrees and A Tsukirei (Possessive Spirit) is a soul very similar to a
for various reasons. Jibakurei as it is also unable to leave the Human World
because of something they regret leaving behind. The
Human Lineages difference is that a Tsukirei is bound to a person, with the
Chain of Fate being wrapped around said person.
The following are lineages your race is part of. You gain the A Blank is a soul with no memory that has become lost in
lineages traits. A character might also gain a Lineage through the space between the Soul Society and the Human World,
a remarkable or tragic event. Work with your DM to establish called the Valley of Screams.
if you’re amenable to such a development and how such A Soul would have the same statistics and traits as it did
stories unfold. Lineages marked with an asterisk (*) are when it was alive.
suggested to not be chosen at character creation. Augmented Spiritual Pressure. You retain your creature
High-Spec Human type as Humanoid, yet you register as an Undead to spells
and other effects that detect the presence of the Undead
Creature Type: Humanoid creature type.
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: 80 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.
Spell Point Pool. If you don't have any class levels that
provide Spell Points, you gain a pool of Spell Points equal to
your level plus you proficiency bonus. If you have levels in a
class that provides spell slots, then at will you can expend
one spell slot and gain a number of spell points equal to it's
point cost as per the Spell Point Cost Table in Chapter 6. Any
unspent spell points at the end of a long rest are lost.

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Bount Ability Score Increase. Your Constitution score increases by
Bounts are a tribe of artificially created beings that can live 1.
indefinitely, so long as they consume Souls. These beings Soul Absorption. You have the ability to consume the Soul
were created by an accident during an experiment in Soul from a creature that is grappled by you, incapacitated or
Society many centuries ago predating the existence of the restrained. Make a melee bite attack against the target. On a
Shinigami Resaearch and Development Institute; this success, you deal 1 piercing damage and 1d6 necrotic
experiment, led by Ran'Tao, was meant to investigate the damage. The target’s hit point maximum is reduced by an
concept and possibility of eternal life, with the researchers amount equal to the necrotic damage taken, and you regain
using Artificial Souls based on their own Souls and the Souls hit points equal to that amount. The reduction lasts until the
of their fellow Shinigami, due to ethical concerns about using target finishes a long rest. The target dies if this effect
Human Souls. However, one of the reishi generators, known reduces its hit point maximum to 0. A creature killed in this
as a Jōkaishō, experienced a meltdown and exploded, way has it's soul consumed, removing them from the
releasing a large quantity of energy that made its way into the reincarnation cycle.
cycle of rebirth and affected a large number of Souls being Immortality. You do not suffer from the frailty of old age,
reincarnated in the Human World, which resulted in all the cannot die of old age and do not need food or water as long
Bount being born across the world. Due to the Souls of the as each week you consume a number of souls equal to the
researchers being used as a base for the original Artificial number of Hit Die you possess.
Souls that the Bount were created from, some of the Bount Empowerment. If you would consume the soul of a
were born as physical copies of those Shinigami. creature with hit die equal to or greater than yours, you gain
Due to the unique circumstances of their creation, the a cumulative +1 bonus on all ability checks until you finish a
Bount were born with the ability to maintain eternal youth by long rest and your spell point maximum is increased by 2.
consuming either living or dead Souls; this, combined with If you would kill a creature with your Soul Absorption
their fatal attacks on living Humans for their Souls, led to the ability, and its hit die is double your hit die, you gain an
myth of the vampire being created by Human society. In armament ability.
addition, the visible agelessness of the Bount caused Doll. You gain an armament called a Doll.
Humans to persecute and hunt them down under the Spiritual Awareness. Bounts can see into and interact
impression that they were witches and monsters; eventually, with the ethereal plane.
the Bount decided that they had no place in the Human Spell Point Pool. If you don't have any class levels that
World and sought to return to Soul Society, only to end up provide Spell Points, you gain a pool of Spell Points equal to
warring with the Quincy and slaughtered alongside them by your level plus you proficiency bonus. If you have levels in a
the Shinigami. After centuries of genocide with a complete class that provides spell slots, then at will you can expend
inability to produce offspring, the Bount were reduced to a one spell slot and gain a number of spell points equal to it's
small tribe under the leadership of Jin Kariya. point cost as per the Spell Point Cost Table in Chapter 6. Any
Similar to a Zanpakutō, the Bount have a weapon of their unspent spell points at the end of a long rest are lost.
own called a Doll. Which is the representation of the power
within a Bount. Initially, all Dolls are dormant inside their
Bount and can only be summoned and controlled when a
Bount is ready to wield the power of their Doll. When not in
use or in combat, Doll are usually sealed within a specific
object known as a Bount Crest which is often unique to the
individual Bount wielding it, just like the Doll itself; to
summon their Doll , a Bount calls out the phrase "Zeige
Dich!" followed by the name of their Doll.
A Bount and their Doll generally have a master-servant
relationship, but this is almost always tenuous with no strong
bond between the two; if a newly-summoned Doll senses that
its Bount master is not strong enough to wield its power, then
it will turn on the Bount and kill them. When the crest of a
Doll is destroyed, it can kill both the Doll and the Bount that
controls it. Most Dolls act and attack independently of their
Bount, who usually issue commands to them, but some can
transform themselves into weapons and shields that can be
wielded by their masters in combat while others exist as
specialized weapons and must rely on their Bount to wield
them in combat or initiate any special abilities that they may
possess, though they still retain some control over their
functions. Non-weapon Dolls take various shapes and sizes,
ranging from small rodent-like creatures to enormous
humanoids.

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Fullbringer By doing so, Fullbringers could theoretically rid themselves
Fullbringers are spiritually-aware Humans born with the of their power, effectively becoming ordinary Humans.
ability to manipulate the souls that reside in all physical Likewise, Substitute Shinigami can transfer Fullbring to
matter. These powers originate from Hollow reiryoku. Like trade and share their abilities among the other Fullbringers
all spiritually aware Humans, Fullbringers can sense the themselves. When doing so, they can establish certain
Reiryoku of other spiritual beings, such as Hollows, boundaries as to how their powers can affect one another,
Shinigami, and other Fullbringers. However, they differ in posing voluntary limitations. Finally, it is also possible for a
that they each have a parent who survived a Hollow attack Substitute Shinigami to steal the Fullbring of another
before they were born. As a result, traces of the Hollows’ Substitute Shinigami, allowing it to be used to one’s own
power remained in their parents bodies, which were then benefit.
passed onto them at the moment of their birth. Therefore, Ability Score Increase. One ability score of your choice
their powers more closely resemble a Hollow’s than those of increases by 1.
a Shinigami. Bringer Light. You have 20 feet of Bringer Light. When
Their ability, called Fullbring, enables them to manipulate you would use your normal movement, you can instead use
the souls contained within matter. Everything, even Bringer Light. You expend a number of your Bringer Light
rudimentary objects such as lampposts and chairs possess a feet to teleport that same amount to an unoccupied space you
soul, however small. By using their power to “pull” on this can see. You regain all expended Bringer Light on a short or
soul, Fullbringers can manipulate the object's movement or long rest. Your Bringer Light increases to 30 feet at 7th level,
even alter its physical characteristics. For example, 40 feet at 14th level, and 50 feet at 19th level.
Fullbringers could have a beverage assist them in drinking it Object Affinity. By pulling on the soul of an object you
by pulling on its soul, drawing it into their mouth. Likewise, have a strong connection too, you alter it's form, granting you
by pulling on the soul of water, Fullbringers can walk across powers. You gain an armament called a Fullbring.
its surface without falling through. Many more feats are Spiritual Awareness. Fullbringers can see into and
possible, making the technique highly versatile. Unlike other interact with the ethereal plane.
spiritual beings, Fullbringers use their power with their Spell Point Pool. If you don't have any class levels that
physical bodies. Because of this, they must train extensively provide Spell Points/Spell Slots, you gain a pool of Spell
to build up their stamina so they can use it properly. While all Points equal to you level plus you proficiency bonus. If you
Fullbringers are born with this power, the age at which they do, then you can expend one spell slot and gain a number of
come to realize it varies. When Fullbringers die, all traces of spell points equal to it's point cost as per the Spell Point Cost
their abilities disappear from the world. However, they do Table in Chapter 6. Any unspent spell points at the end of a
carry their abilities into the afterlife. long rest are lost.
By developing an affinity for a particular object, a
Fullbringer can alter its form, granting powers that vary
greatly among individuals. This affinity can be defined by
one’s love for the object in question, or simply by an overall
fondness for it. As such, this power is usually awakened
through a strong emotion associated with the object. Using
this affinity, Fullbringers pull out the object’s soul and boost it
with their own, transforming it in the process. For example,
Kūgo Ginjō can change the saltire pendant on his necklace
into a large claymore.
Once a Fullbringer has fully realized this power, its abilities
cannot and do not change through growth. However,
Fullbringers must progress to a certain level before they can
use their unique abilities to their fullest. As such, a Fullbring's
various developmental stages can look radically different
from its final form, and can thus be considered “incomplete.”
When the Fullbring's potential is fully realized and it
progresses to its final form, it releases a violent burst of
energy that can potentially damage its user’s body. Because of
this, another Fullbringer is typically required to oversee the
process, and to prevent the recently completed Fullbring
from injuring its user by suppressing the explosion. In
addition, a Fullbring's growth can be promoted by exposure
to the atmosphere of Hueco Mundo, as a result of its Hollow
nature.
Fullbringers also have the unique ability of power
transference. Fullbringers can distribute their abilities to
individuals whom possess the powers of both Shinigami and
Humans, namely Substitute Shinigami.

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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. You are vulnerable to damage dealt by
Particles into spiritual weapons. The Quincy were a clan Hollow attacks, abilities and spells.
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 Spiritual Awareness. Quincy can see into and interact with
flows in every Quincy. However, according to the Quincy the ethereal plane.
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.

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Visored* You have resistance to bludgeoning, piercing, and slashing
The Visored are a group of Shinigami that have acquired damage from non-magical sources.
Hollow powers through experimentation, usually not of their Your mask lasts for 1 minute increments, for a total
own free will. When a Hollow is inserted into the soul of a number of minutes equal to your proficiency bonus. You may
Shinigami it merges with them and their Zanpakutō. This dismiss your mask at will and you regain all expended
process is very dangerous as the Shinigami must battle this minutes on a long rest.
Hollow within them. Losing this battle results in the Hollow Whenever you would gain a level, you can select a new
taking of their body, however if the Shinigami wins they gain Hollow ability or armament ability.
the ability to don a Hollow mask, and have access to Hollow Augmented Spiritual Pressure. You retain your creature
powers. This process is known as Hollowfication. type, yet you register as a Hollow to spells and other effects
The Visored appear entirely Human and, barring when that detect the presence of the Hollow creature type.
they use their powers, are indistinguishable from ordinary
Shinigami. To gain access to their Hollow powers, a Visored
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.
You have advantage on Strength checks and Strength
saving throws.
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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.
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Vasto Lorde
Are the third classification of Menos. They are extremely rare
in number, and it is said that their entire number within Hollow HD Progression Table
Hueco Mundo can be counted with the fingers on one's
hands. The combat capabilities of a Vasto Lorde are said to HD Classification
be above those of the captains of the Gotei 13. 1-10 Hollow
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 Hollow Player Characters
Is a powerful hollow that has removed its mask, gaining
Shinigami-like powers. A Menos usually takes on a Human To build a Hollow player character you first choose a monster
shape when it becomes an Arrancar. The only ones that will from the Monster Manual with a CR no higher than 1/2
definitely get a 100% Humanoid form are Vasto Lorde-class (approved by your DM) and apply the Hollow template to it.
Menos. For the remaining two levels, there are many who You may choose monsters from a different source and/or
don't get a completely Humanoid form, despite becoming from a higher CR if allowed by your DM.
Arrancar. Therefore, the closer one looks to a Hollow, the Hollow Template
lower its power of reasoning. There have been Arrancar who
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. New Action: Bite/Slam. If the creature has a mouth and
It is entirely different from what Shinigami use. When they doesn't have a Bite attack, it gains one. If the creature has no
release their Zanpakutō's seal, they unleash their true power mouth, and doesn't have a Slam attack, it gains one. Use the
and their true form. Therefore, an Arrancar's release of their following statistics for either case changing the damage type
Zanpakutō is merely a temporary restoration to their former to the appropriate one.
selves, granting them any powers their Hollow form Melee Weapon Attack: proficiency + Strength, reach 5 feet,
possesses. The act of release is called Resurrección (Spanish One target. Hit 1d6 piercing (bite) or Bludgeoning (slam).
for "Resurrection"), which is activated with a command Cero. Gains the Cero ability, regardless if the requirements
phrase followed by the name of the sword. are met or not.
Garganta. Gains the Garganta ability, regardless if the
Hollow Traits requirements are met or not.
Unique Abilities. Gains three Hollow abilities.
When a Soul becomes a Hollow choose a creature type and Hollow Evolution. A Hollow must eat souls for sustenance.
apply the Hollow Template to it. When a Hollow achieves it's At a minimum, they must eat a number of souls equal to their
next stage of evolution it will automatically gain the following HD per day.
Hollow abilities: Once they've eaten a number of Souls equal to double their
Gillian. Base size changed to colossus (any hollow abilities HD, and those Souls had HD equal to or greater than their
affecting size can be replaced), Cero, Kūmon, Negación, and own, they're HD amount permanently increases by one.
Swallow Whole Spell Point Pool. If they don't have any class levels that
Adjuchas. Base size changed to your choice from Huge provide Spell Points, they gain a pool of Spell Points equal to
and Medium (any abilities related to size can be replaced), their HD plus their proficiency bonus. If they do, then they
Negación ability is replaced with any other Hollow ability, can expend one spell slot and gain a number of spell points
base Intelligence and Wisdom scores are both increased by 2, equal to it's point cost as per the Spell Point Cost Table in
and Sonído, Chapter 6. Any unspent spell points at the end of a long rest
Vasto Lorde. Base size changes to Medium (any abilities are lost. cost as per the Spell Point Cost Table in Chapter 6.
related to size can be replaced) and four Hollow abilities. Any unspent spell points at the end of a long rest are lost.

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Classes & Subclasses
This section includes the two new classes, Shinigami and
Quincy.

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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

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Proficiency Spell Max Spell
Level Bonus Features Hakuda Shunpo Points Level
Shinigami Specialization, Hakuda, Shunpo, Spellcasting, Unarmed
1st +2 1d4 10 ft. 4 1
Defense, Zanpakutō
2nd +2 - 1d4 10 ft. 6 1
3rd +2 Shinigami Specialization Feature 1d4 10 ft. 10 1
4th +2 Ability Score Improvement 1d4 10 ft. 12 1
5th +3 Extra Attack 1d4 15 ft. 14 2
6th +3 - 1d6 15 ft. 18 2
7th +3 Shinigami Specialization Feature 1d6 15 ft. 20 2
8th +3 Ability Score Improvement 1d6 15 ft. 24 2
9th +4 Indomitable 1d6 20 ft. 26 3
10th +4 - 1d6 20 ft. 30 3
11th +4 Shinigami Specialization Feature 1d8 20 ft. 32 3
12th +4 Ability Score Improvement 1d8 20 ft. 36 3
13th +5 Enhanced Durability 1d8 25 ft. 38 4
14th +5 - 1d8 25 ft. 42 4
15th +5 Shinigami Specialization Feature 1d8 25 ft. 44 4
16th +5 Ability Score Improvement 1d10 25 ft. 48 4
17th +6 Timeless Body 1d10 30 ft. 52 5
18th +6 - 1d10 30 ft. 54 5
19th +6 Ability Score Improvement 1d10 30 ft. 58 5
20th +6 Shinigami Master 1d10 30 ft. 60 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. You can use spell points to create one slot of each level
effects. See chapter 10 of the PHB for the general rules of of 3rd or higher a number of times per long rest, equal to half
spellcasting and chapter X of this book for the Shinigami your 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.

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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 movement Shinigami Master
technique which allows the user to move faster than the eye Through intense training and experience, you have mastered
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.

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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.

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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.

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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. - -
2nd +2 Reishi Manipulation, Gintō Proficiency 40 ft. 2 1st
3rd +2 - 40 ft. 2 1st
4th +2 Ability Score Improvement 40 ft. 4 1st
5th +3 Extra Attack 60 ft. 4 2nd
6th +3 Blute 60 ft. 6 2nd
7th +3 Quincy Archetype 60 ft. 6 2nd
8th +3 Ability Score Improvement 60 ft. 8 2nd
9th +4 Point-Blank Shot 80 ft. 8 3rd
10th +4 Vollständig 80 ft. 10 3rd
11th +4 Quincy Archetype 80 ft. 10 3rd
12th +4 Ability Score Improvement 80 ft. 12 3rd
13th +5 Spirit Tap 100 ft. 12 4th
14th +5 Schatten 100 ft. 14 4th
15th +5 Quincy Archetype 100 ft. 14 4th
16th +5 Ability Score Improvement 100 ft. 16 4th
17th +6 Sharpshooter 120 ft. 16 5th
18th +6 - 120 ft. 18 5th
19th +6 Ability Score Improvement 120 ft. 18 5th
20th +6 Master Archer 120 ft. 20 5th

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Spell Save DC = 8 + your proficiency bonus +
Quincy Archetype
your Wisdom modifier
At 1st level, you choose an archetype that you follow.
Your choice grants you features at 1st level and again at Spell attack modifier = your proficiency bonus +
7th, 11th and 15th level. your Wisdom modifier
Quincy Cross Ability score improvement
A cross in the shape of the Quincy symbol that only those When you reach 4th level, and again at 8th, 12th, 16th and
who have inherited Quincy abilities and techniques are 19th level, you can increase one ability score of your choice
allowed to possess. The Quincy cross acts as the focus for a by 2, or you can increase two ability scores of your choice by
Quincy bow, known as a Heilig Bogen. 1.
Quincy crosses usually take the form of a necklace or Using the optional feats rule, you can forgo taking this
pendant, but you may choose another form it takes. feature to take a feat of your choice instead.
You must choose a bow material and bow type, further You can also forgo taking this feature to take a Bow
detailed under armament. The Bow Damage column shows weapon ability.
the damage dice for your bow.
Extra Attack
Reishi Manipulation
Beginning at 5th level, you can attack twice, instead of once,
Reishi is Japanese for spirit particles, it is the main whenever you take the Attack action on your turn.
component material of Souls and all spiritual matter. A
Quincy uses the Reishi in the atmosphere, and combines it Blut
with their own Reiryoku.
Spell Points. The Quincy table shows how many spell Starting from 6th level you have learned to channel reishi
points you have to fuel various abilities. You can't reduce your through your blood vessels, increasing your attack or defense.
spell point total to less than 0, and you regain all spent spell You can only have one instance of blut activate at a time.
points when you finish a long rest. Blute Vene. When you make an attack, but before any rolls
Hirenkyaku. Japanese for Flying Screen Step, is an are made, as a reaction you may expend any number of your
advanced Quincy movement technique, allowing the user to SP points. You get a +1 bonus on attack rolls for each SP
move at high speed by riding on the flow of Reishi created point expended until your next turn.
below their feet. Blut Arterie. When you are hit by an attack, as a reaction
When you would use your normal movement, you can you can expend any number of your SP points. You gain two
instead use Hirenkyaku. You expend a number of your temporary hit points for each SP point expended. Any
Hirenkyaku feet to teleport that same amount to an remaining temporary hit points from this feature disappear
unoccupied space you can see. You regain expended on your next turn.
Hirenkyaku on a short or long rest. Your Hirenkyaku feet Point-Blank Shot
increases as you gain Hirenkyaku levels, as shown in the
Hirenkyaku column. Beginning from 9th level, If you would make a ranged weapon
attack with your Heilge Bogen when you are within 5 feet of
Gintō Proficiency your target, you don't suffer disadvantage.
Gintō are small containers approximately 5 centimeters in Additionally, if you would be able to make an opportunity
size. You can craft these Magic Potions by condensing your attack, you can make a single ranged weapon attack with
Reiryoku into a liquid state. your Heilge Bogen.
To craft a Gintō, choose a spell from the Quincy spell list of
a level no higher than your max spell level and you must Vollständig
spend 1 hour, 100 gp and 2 SP per spell level. Starting from 10th level, through your rigorous training you
If a spell you choose requires a target or to choose a point have obtained a powerful form, the Vollständig, meaning holy
or area, it would be the subject of the target and centered on form.
them. As an action you can enter this form for 1 minute and
You may use Gintō as a ranged weapon with a range of 10 remain in this form until you die, become unconscious or end
ft + 5 ft x your Dex bonus. If you would hit a target, instead of the form early as a bonus action.
dealing damage the target is subject to the effects of the While in this form you gain the following benefits.
Gintō.
You gain 2 temporary hit points for each Quincy level you
Spellcasting Ability have.
Wisdom is your spellcasting ability for your Quincy spells. You gain a fly speed equal to your walking speed.
You use your Wisdom whenever a Quincy spell refers to your At the beginning of your turn you regain 2 SP points.
spellcasting ability. In addition, you use your Wisdom When this form ends any SP points gained through this
modifier when setting the saving throw DC for a Quincy spell feature disappear.
you cast and when making an attack roll with one. Bow attributes cost 1 SP less, minimum 1 SP.

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If the duration of your Vollständig would end, you may expend Blind Fighting
2 SP points to increase the duration by 1 minute. You have blindsight with a range of 10 feet. Within that range,
When Vollständig ends, you gain one level of exhaustion. you can effectively see anything that isn’t behind total cover,
This level of exhaustion cannot be removed by any means even if you’re blinded or in darkness. Moreover, you can see
other than a long rest. an invisible creature within that range, unless the creature
successfully hides from you.
Spirit Tap Dueling
At 13th level, whenever a creature is slain within 60 feet of When you are wielding a melee weapon in one hand and no
you that you can see, you regain 1 spirit pool charge. other weapons, you gain a +2 bonus to damage rolls with that
weapon.
Schatten Protection
When a creature you can see attacks a target other than you
German for Shadow. that is within 5 feet of you, you can use your reaction to
Starting at 14th level when you are in dim light or darkness impose disadvantage on the attack roll. You must be wielding
you can expend 10 SP points and cast Plane Shift without a shield.
material components. Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
Sharpshooter ability modifier to the damage of the second attack.
Beginning at 17th level, you gain the following benefits. Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to
Attacking at long range doesn't impose disadvantage on 1d4 + your Strength or Dexterity modifier on a hit. If you
your ranged weapon attack rolls. aren’t wielding any weapons or a shield when you make the
Your ranged weapon attacks ignore half cover and three- attack roll, the d4 becomes a d6.
quarters cover.
Before you make an attack with a ranged weapon that you Whirlwind Attack
are proficient with, you can choose to take a -5 penalty to Beginning at 7th level, You can use your action to make a
the attack roll. If the attack hits, you add +10 to the melee attack against any number of creatures within 5 feet of
attack's damage. you, with a separate attack roll for each target.
Master Archer Evasion
Starting at 11th level, your instinctive agility lets you dodge
At 20th level, you gain the following benefits. out of the way of certain area effects, such as a Hollow's cero
Your Heilge Bogen's damage dice is increased by one dice. or a Shakkahō spell. When you are subjected to an effect that
You only need one hand to wield and use your Heilge allows you to make a Dexterity saving throw to take only half
Bogen. damage, you instead take no damage if you succeed on the
You always have advantage on ranged weapon attack rolls saving throw, and only half damage if you fail.
with your Heilge Bogen. Extra Attack
At 15th level, you can attack three times, instead of twice
Quincy Archetypes whenever you take the Attack action on your turn.
Each Quincy has unique skill sets that serve the Jäger
Wandenreich.
You learn specialized techniques to hunt down your foes.
Krieger
You focused on melee training over archery. Favored Foe
At 3rd level, when you hit a creature with an attack roll, you
Martial Training can mark the target as your favored enemy for 1 minute or
When you take this archetype at 3rd level you gain the until you lose your concentration (as if you were
following benefits. concentrating on a spell).
The first time on each of your turns that you hit the favored
Proficiency with shields enemy and deal damage to it, you can increase that damage
Proficiency with one type of one-handed melee weapon of by 1d4. The extra damage increases when you reach certain
your choice. levels in this class: to 1d6 at 6th level, and 1d8 at 10th level.
Proficiency with the Seele Schneider You have advantage on Wisdom (Survival) checks to track
When you summon your Heilge Bogen, you may have it your favored enemies.
take on the form of the chosen one-handed melee weapon. You can use this feature to mark a favored enemy a number
of times equal to your proficiency bonus, and you regain all
Fighting Style expended uses when you finish a long rest.
At 3rd level you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can’t take
a Fighting Style option more than once, even if you later get
to choose again.
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Natural Explorer Expanded Spirit
At 3rd level, you become a master of navigating the natural Beginning at 7th level, you may cast spells without the use of
world, and you react with swift and decisive action when Gintō from the Quincy Spell list. Additionally, when using a
attacked. This grants you the following benefits. Gintō you can do so as a bonus action.
You ignore difficult terrain. 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
You have advantage on initiative rolls. given level, and then use that slot to cast a spell.
On your first turn during combat, you have advantage on For example, to create a spell slot of 1st level, you would
attack rolls against creatures that have not yet acted. need to expend two spell points.
In addition, you are skilled at navigating the wilderness. Spells of 3rd level and higher are particularly taxing to
You gain the following benefits when traveling for an hour or cast. You can use spell points to create one slot of each level
more. of 3rd or higher a number of times per long rest, equal to half
your proficiency modifier, rounded down.
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means. Focused Spirit
Even when you are engaged in antoher activity while Beginning at 11th level, you gain bonus SP points equal to
travelling (such as foraging, nagivating, or tracking), you your level + your proficiency bonus. These bonus points can
remain alert to danger. only be used to prepare Gintō or cast spells.
If you are traveling alone, you can move stealthily at a
normal pace. Versatile Spirit
When you forage, you find twice as much food as your When you reach 15th level, you have become an expert on
normally would. reishi manipulation and can duplicate the effects of other
While tracking other creatures, you also learn their exact spells. You may prepare Gintō using spells from any spell list.
number, their sizes, and now long ago they passed If you craft a Gintō using a spell not on the Quincy Spell list,
through the area. the SP and gold cost is doubled.
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 the
attack roll or the damage roll of an attack you make against
your favored enemy. You can choose to use this feature before
or after the roll, but before any effects of the roll are applied.
Zauberer
You begin to focus on spellcasting instead of archery.
Improved Spellcasting
Starting from 3rd level your max spell level known increases
by one and continues to increase at later levels. Your max
spell level known increases by two at 11th level, and three at
15th level.
Additionally the cost and time to create Gintō is reduced by
half, rounded down.
Tactical Wit
At 3rd 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.

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Armaments

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Zanpakutō
weapon (Katana), 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 1d4, Thrown 20/60 1d6 1d8
5th Magic Weapon +1 1d4, Thrown 20/60 1d6 1d8
6th Shikai 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 1d8, Thrown 60/100 1d10 1d12
13th Magic Weapon +3 1d8, Thrown 60/100 1d10 1d12
14th Shikai 1d8, Thrown 60/100 1d10 1d12
15th - 1d8, Thrown 60/100 1d10 1d12
16th Shikai 1d10, Thrown 80/120 1d12 2d6
17th Magic Weapon +4 1d10, Thrown 80/120 1d12 2d6
18th Shikai 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 Armament the Konsō's effect if must make a Constitution saving throw,
type, you can only choose Shikai abililites from that type. DC 10 + your level. A Plus is willing and automatically fails
Your Zanpakutō level is the same level as your Shinigami it's saving throw if you've completed it's Quest.
level.
Sublimation
Konsō When a Hollow is slain with a Zanpakutō, it is cleansed of the
Soul Burial is the process by which Shinigami send Pluses to sins it committed as a Hollow, and passes into the afterlife.
Soul Society from the Human World, which is known as This is called sublimation.
"crossing over". To achieve this, they tap the hilt of their Souls who pass into Soul Society will be reborn again into
Zanpakutō against a Plus's forehead, leaving an emblem at the Human World once their "life" in Soul Society comes to
the point of impact which begins to shine brightly. The Plus an end. However, if the Hollow committed heinous crimes, it
proceeds to sink into the ground in a pool of blue light as they will be sent through the Gates of Hell instead of Soul Society.
are sent to Soul Society, and a hell butterfly flies away from
their point of departure.

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Kengen To activate Bankai you must first be in Shikai. As an action
Your Zanpakutō has developed it's own personality. Your you enter your Bankai form. You can stay in this form a
Zanpakutō takes on a more unique appearance. It's scabbard, number of rounds equal to your level plus one. These rounds
tsuba, handle or other aesthetics have changed. You learn the need not to be consecutive and you can dismiss Bankai at
name of your Zanpakutō and obtain it's initial release form, will, reverting you back to Shikai if you wish. You gain the
also known as Shikai. You gain two armament abilities. following benefits while in bankai.
You don't simply picking a name, for the living spirit of the Your maximum and total hit points double.
Zanpakutō already has its own name. The Shinigami must be You gain an additional armament type.
able to communicate and harmonize with their Zanpakutō You gain four additional Non-Bankai armament abilities,
effectively, which requires being able to speak to the spirit you only have access to these additional abilities while in
within its world. Gaining access to one's Shikai and releasing Bankai.
it for the first time is known as Kengen (Manifestation). You gain one Bankai ability. You can only use this ability
To activate this form you must chant a Kaigo (Release Call). while in Bankai.
Using the Kaigo, followed by the name of the Zanpakutō,
activates Shikai. It is crucial to memorize each phrase, as Once your Bankai ends, you gain a level of exhaustion.
every Zanpakutō has a different incantation. At 15th level and again at 20th, you gain an additional
As an action you may activate Shikai. This form lasts for a three armament abilities.
number of minutes equal to your proficiency bonus.
If your Zanpakutō would be broken or destroyed, as long as Final Bankai
their is some part of it remaining, you may restore it. Your This technique is not one that is easily revealed to you by
Zanpakutō has a number of hit points equal to five times your your Zanpakutō. This technique is of tremendous power, but
proficiency bonus. While on you, it uses your AC, otherwise at a great cost. By using this technique, you merge with your
it's 11. Zanpakutō, but afterwards you lose all of your Shinigami
powers.
Shikai
At 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th, 18,
and 20th level, you gain two armament abilities.
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.
When you would use a Final Shikai ability or make a
weapon attack with your Zanpakutō, as a reaction you may
have it become a Final Shikai attack. If you do, this weapon
attack succeeds, or the opponent fails its saving throw. Any
damage you would deal this way is maximized as well.
Once the ability or weapon attack ends, 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, is the final form of a Zanpakutō. To
achieve Bankai, one must be able to materialize and
subjugate their Zanpakutō spirit.
Once per day you may materialize your Zanpakutō spirit
and attempt to subjugate it. Your Zanpakutō spirit has the
same statistics, Zanpakutō and weapon abilities as you.
Once your defeat your Zanpakutō, you gain access to
Bankai.

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Heilig Bogen
Legendary (requires attunement by a Quincy)
The trademark weapon of the Quincy.

Level Features Long Bow Short Bow Crossbow Web Bow


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 Bow, If your Heilig Bogen would leave your hand it disappears.
Crossbow or Web Bow and a bow material, spiritual or
physical. Your Heilig Bogen level is the same level as your Physical Bow
Quincy level. A physical bow gains different traints based on the material
Spiritual Bow it's made of.
A spirutual bow as the following traits.
Type Features
You must expend 1 SP point to conjure your Heilig Bogen.
Your Bow Attributes cost 1 less SP point to use, minimum Wood -
1 SP point. Silver Your Bow ignores piercing resistance
To maintain your Heilig Bogen it requires concentration.
This form of concentration does not prevent you from Darkwood Max SP increased by 4 if you're in a forest
concentrating on other tasks, such as spells. Infernal Iron Deal an additional 1d4 fire damage
If your Heilig Bogen would be destroyed while youre
holding it, or disarmed and you have not lost Mithral Can be wielded with one hand
concentration, as a reaction you can expend 1 SP point to Adamantine Critical Range increased by 1
reform your Heilig Bogen in your hand.

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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.
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
one Bow Attribute option of your choice (see Bow Attributes
in the Armament Abilities chapter).
Once per turn when you fire an arrow from your Heilig
Bogen as part of the Attack action, you can apply one of your
Bow Attribute options to that arrow. You decide to use the
option when the arrow hits a creature, unless the option
doesn’t involve an attack roll. You must expend the listed
number of SP points listed under the Bow Attribute to use it.
You learn additional Bow Attributes at 6th, 10th, 14th and
18th level.
Magical Weapon
Beginning at 4th level, your Heilig Bogen 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 8th, 12th
and 16th.
Master Shot
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.

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Fullbring Fullbring Ability
Object (any), Legendary (requires
You gain three armament abilities beginning at 1st level and
two additional armament abilities at each odd level.
attunement by a Fullbringer) Starting from 11th level, you are able to choose Bankai
By forming an affinity for an object, you can alter it's form, abilities.
pullings its soul out.
Magic Weapon
Beginning at 4th level, your Fullbring counts as magical for
the purpose of overcoming resistance and immunity to
Class Name nonmagical attacks and damage.
Level Features Damage
You have a +1 bonus to attack and damage rolls made with
this magic weapon, this bonus increases at levels 8th, 12th
1st Fullbring ability 1d4 and 16th.
2nd - 1d4
3rd Fullbring ability 1d4
4th Magic weapon +1 1d4
5th Fullbring ability 1d6
6th - 1d6
7th Fullbring ability 1d6
8th Magic weapon +2 1d6
9th Fullbring ability 1d8
10th - 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 - 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
You have formed a strong bond, or have strong fondness over
an item. Choose a simple mundane object. These objects can
range from a necklace, stopwatch, ring, boots or a bookmark.
Once you have, 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.

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Doll Doll Ability
Legendary (requires attunement by a
You gain two armament abilities beginning at 1st level and
another two at each odd level.
Quincy) Starting from 11th level, you are able to choose Bankai
A Doll reprents the power within a Bount. abilities.
Shared Senses
You can temporarily transfer your consciousness to your doll.
Class Name As an action, you spend 2 SP to share the senses of your doll,
Level Features Damage
hearing, seeing, smelling, tasting and touching everything the
doll does. During this time, you lose access to your senses.
1st Doll ability 1d4 You can sustain this effect for up to 5 minutes, and you can
2nd Shared Senses 1d4
end it at any time (requires no action).
3rd Doll ability 1d4 Life Link
4th Life Link 1d4 Whenever the doll takes damage, if you are within 30 feet of
5th Doll ability 1d6
it, you can instead take that damage by spending 2 SP.
Additionally, when you take damage, as a reaction you can
6th - 1d6 spend 3 SP and have your doll take the damage instead if its
7th Doll ability 1d6
within 5 feet of you.
8th Shield Ally 1d6 Shield Ally
9th Doll ability 1d8 You can make your doll throw itself in front of an attack
10th - 1d8
directed at another creature that you can see. Before or after
the attack roll is made but the results not revealed, you can
11th Doll ability 1d8 spend 5 SP and use your reaction to teleport your doll to an
12th Transposition 1d8
unoccupied space within 5 feet of the targeted creature. The
attack roll that triggered the reaction is instead made against
13th Doll ability 1d10 your doll.
14th - 1d10
Transposition
15th Doll ability 1d10
As an Action, you can teleport, magically swapping places
16th Adaptive Evolution 1d10 with your doll at a cost of 10 SP, regardless of the distance
17th Doll ability 1d12
between the two of you.
18th - 1d12 Adaptive Evolution
19th Doll ability 1d12 When you finish a long rest, you may choose any number of
20th Synthesis 1d12
your Dolls armament abilities and replace them with any
other abilities you qualify for.
Synthesis
As an action you spend 15 Sp to fuse with your doll gaining
You must choose what form of Doll you have, a Summon or all of its features and armament abilities. You can remain
Weapon. synthesized for up to 1 hour, and you can end it at any time
A Summon form Doll has the Summon armament type and (requires no action).
one other type of your choice. You gain the Summon
armament ability.
A Weapon form Doll has the Weapon armament type and
one other type of your choice. You gain the Weapon Form
armament ability.
Your Doll level is the same as your character level.
Bount Crest
You must choose a sealed form your Bount takes while no in
use. This can be just about anything from a metal marble,
sealing within bottles caps, a seed you keep on a necklace, a
deck of tarot cards, or a finger claw and bracelet.

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Feats Dual Weapon [Zanjutsu]
Within this book there are new feats, as well feats found Prerequisite: Zanpakutō (Katana or Tanto) or Doll (Summon)
within other sources updated to better fit the theme of this Your armament has manifested as two separate weapons.
setting. It is highly recommended to use the versions in this If your armament is a Zanpakutō, gain a second Zanpakutō in
book. All feats are presented here in alphabetical order. the form of a Tanto or Katana, your choice. If your armament
For the following feats: Artificer Initiate, Eldritch Adept, is a Doll, you gain a second Weapon from the Player's
Magic Initiate, Ritual Caster and Spell Sniper, it is Handbook with the Light property.
recommended the spell options be limited to the spell lists Eishōhaki [Kidō]
allowed by a character's classes.
The following feats have also been categorized: Prerequisite: Spellcasting
Whenevere you cast a spell, you may spend 1SP and forgo
Zanjutsu the spoken incantation and drastically decrease the spells
Crusher, Defensive Duelist, Duel Wielder, Fighting Style, casting time (as described by the table below), but weaken the
Great Weapon Master, Mage Slayer, Martial Adept, Piercer, spell and making it unstable. If the spell requires a saving
Polearm Master, Savage Attacker, Sentinel, Slasher, throw, any targets have advantage on the saving throw, if the
spell requires an attack roll, it is done so at disadvantage.
Hakuda Additionally, when you cast the spell you must make a
Charger, Crusher, Grappler, Martial Adept, Ritual Caster, concentration check, DC 10 + the spell level. If you fail the
Sentinel, Tavern Brawler, spell fails and detonates in a 20-foot radius sphere centered
on you dealing 1d6 force damage per level of the spell.
Hohō
Mobile, Second Chance, Skulker, Casting Time New Casting Time
1 hour 10 minutes
Kidō
Artificer Initiate, Eldritch Adept, Elemental Adept, Magic 10 minutes 5 minutes
Initiate, Metamagic Adept, Spell Sniper, War Caster, 1 minute 1 action
Additional Armament [Zanjutsu] 1 action Bonus action
You gain an armament ability you qualify for. You cannot
choose the following feats: Increased Talent Hitotsume: Nadegiri [Zanjutsu]
You may choose this feat multiple times. Prerequisite: Strength 15, Dexterity 15 and level 10
Agitowari [Zanjutsu] As an action you make a swift precision cut with extreme
force and speed. You make a single melee weapon attack
Prerequisite: Strength 14 and level 6 against a creature within range. If this attack is successful
As an action you unleash a powerful downward vertical you deal an additional 50 damage ignoring any resistances.
melee weapon attack on a single creature within range. If this Once you use this feat, you can't do so again until you finish a
attack is made against a creature that is one size category or long rest.
more larger than you, you make the attack roll with
advantage. If this attack is successful you double your Oni Dekopin [Hakuda]
weapon damage dice. Once you use this feat, you can't do so Prerequisite: Strength 15 and Dexterity 15
again until you finish a long rest. As a bonus action you pull a finger back against your
Alternate Demon Path [Kidō] thumb and generate reiatsu. The next time you would shove a
creature, you can do so at a range of 10 feet and you may use
Prerequisite: Shinigami a Dexterity (Acrobatics) check instead. If a creature is
You may choose Wisdom or Intelligence to be your successfully shoved and you push them away from you, the
spellcasting modifier instead of Charisma, this choice is range is increased by 5 feet per proficiency bonus.
permanent. Whenever anything refers to your spellcasting
score or modifier, it uses the new chosen ability. Ikkotsu [Hakuda]
Dual Type [Zanjutsu] Prerequisite: Strength 18 and level 10
As an action you make a single melee unarmed strike
Prerequisite: Shinigami against a creature within range. If successful you deal 1d6
You gain an additional Armament type. At 2nd level, when constitution damage and the creature must make a Strength
you would gain your first armament abilities, you instead gain saving throw, if they fail you push them back up to 10 feet per
one armament ability in your main type and another in your your proficiency bonus. Once you use this feat, you can't do
secondary type. so again until you finish a long rest.

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Kazaguruma [Hakuda] Ryōdan [Zanjutsu]
Prerequisite: Strength 14 or Dexterity 14 You've learned kendo, granting the following benefits:
As an action you make a devastating kick that sends your Increase your Strength or Dexterity by 1, to a maximum of
target flying away. You make a single melee unarmed strike
against a creature within range. If this attack is successful the 20.
creature makes a Strength saving throw, if they fail you push Melee non-versatile slashing weapons you are proficient
them back up to 10 feet per your proficiency bonus. If the have the versatile property when you wield them. The
creature is pushed back into a barrier or other solid object, damage dice is increased by one step when wielding them
they take 1d6 damage per your proficiency bonus. This with both hands.
damage is reduced by 1d6 damage for each 10 feet the As an action you make a single melee weapon attack
creature has traveled. against a creature within range. You have advantage on
this attack.
Kōjutsu Eishō [Kidō] Senmaioroshi [Zanjutsu]
Prerequisite: Spellcasting and level 7 Prerequisite: Dexterity 15
As a bonus action you spend 3 SP to power up the next When you take the attack action using a finesse slashing
spell you cast by reciting the incantation of the spell after you weapon you are proficient with, as a bonus action you can
cast it. The next spell you cast is empowered in one of the spend 4 SP and make two melee weapon attack rolls with the
following ways, your choice: same weapon.
If the spell requires an attack roll, its rolled with
advantage. Shunkō [Hakuda]
If the spell requires a saving throw, the DC is increased by Prerequisite: Level 7, Dexterity 16, one other Hakuda feat
2. Choose a damage type: Cold, Fire, Lightning, or Slashing.
If the spell deals damage, you reroll any 1's rolled on the As an action you expend a spell slot and gain the following
damage dice. You must keep the second result. benefits for the duration, based on the spell slot you
Mute Zanpakutō [Zanjutsu] expended:
Prerequisite: Shinigami and Level 1 When you make an unarmed strike, you gain a bonus on
To you a Zanpakutō is nothing more but a tool. You form no the attack roll equal to the spell slot level expended.
connection with you Zanpakutō. You are not able to gain any Your unarmed strikes deal additional 1d4 damage per
Shikai abilities, you cannot learn Bankai. You gain the spell slot level expended. The damage type is the type
following benefits: chosen when you selected this feat.
The duration of this ability is 2 rounds per the spell slot
The Magic Weapon bonus is doubled. expended, which requires concentration. If you would
The base damage dice is increased by one step. expend a spell slot of 5th level or higher, this ability
When you take the Attack action, if you used your doesn't require concentration.
Zanpakutō for all of your attacks, you can make an
additional attack as part of the same action. Sōkotsu [Hakuda]
Nijū Eishō [Kidō] Prerequisite: Ikkotsu, level 15, Strength 20
You make a powerful, two-fisted punch. As an action, you
Prerequisite: Spellcasting make a single melee unarmed strike against a creature within
As an action choose two spells you can cast that are no range. If successful, the target must make a Constitution
higher than 4th level. Both spells must have a casting time of saving throw, on a success they take an additional 100
1 action. You expend a number of SP to cast both spells. Both bludgeoning damage. On a failure the target takes 20
spells take effect in the order you choose, as if you had cast constitution damage.
them one after the other. If either spell requires a material
component, or special cost, these must be used or paid as Taketonbo [Hakuda]
part of the casting. Prerequisite: Strength 13 or Dexterity 13 higher
Once you've used this feat, you cant do so again until you You gain the following benefits:
finish a long rest.
When a creature attempts to grapple you and they fail
Raiōken [Hakuda] their grapple check, as a reaction you can grapple them.
Prerequisite: Strength 14 or Dexterity 14 When escaping a grapple you have advantage on the
You perform a series of ultra-high-speed punches with both check.
arms. As an action you make four unarmed strikes. You can't When you escape a grapple, as a bonus action you can
use this feat again until you finish a long rest or expend 2 hit attempt to shove a creature to knock them prone.
dice or 2 ki points.

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Way of Onmitsu, 1st of the Shihō:
Shunpo Dodge [Hohō]
Prerequisite: Shunpo and Dexterity 15
When you would fail a Dexterity saving throw, as a
Reaction you can expend 20 Shunpo and reroll the die. You
must use the new roll.
Way of Onmitsu, 2nd of the Shihō:
Speed Clone [Hohō]
Prerequisite: Shunpo Dodge and Dexterity 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,
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 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.

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Chapter 5: Armament Abilities

E
ach Armament (Zanpakutō, Heilge Bogen, Even if you have selected the same ability multiple times, it
Fullbring, or Doll) has an armament type, is only counted once for the saving throw calculation and for
usually listed on the items description. the number of abilities needed to meet the requirements of
Each armament ability has an associated other weapon abilities.
Spell Point cost to activate. For classes that
don't utilize spell points can instead expend Components
a number of spell slots that would total the Just like spells, weapon abilities require components. Most
amount of spell points needed to activate the ability. abilities require a new component marked with a "W". This
For example, if an ability would require 4 spell points, notates that to use the weapon ability you must have your
either 4 spell points can be expended to activate, or one 4th armament active, unless otherwise stated.
level spell slot, or two 2nd level spell slots, or one 1st level
spell slot and one 3rd level spell slot. Spell Point Cost
Bankai abilities however, can only be used once per day,
unless an ability says otherwise. Additionally, Armament abilities have an SP point cost
Weapon abilities are considered magical unless otherwise needed to activate. Abilities with a duration longer than 1
stated. round require you to pay half their SP cost rounded down
(minimum 1) at the beginning of your turn to keep the ability
Weapon Ability Types active. This requires no action and if you choose not to pay
the upkeep cost or cannot, the ability and it's effects end,
The following weapon ability types are as follows: unless otherwise stated.
Acid, Barrier, Blood, Dark, Earth, Fire, Generic, Healing,
Ice, Illusion, Kido, Light, Lightning, Oppression, Poison,
Projectile, Sound, Summon, Water, Weapon and Wind.
There are a few armament ability types that not all
characters have access too. Bow Attributes are only available
to Quincy, Hollow abilities can only be selected by Hollow.
The Generic weapon ability type can be selected by anyone
and you don't need to have it selected as one of your weapon
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.
Using Weapon Abilities
Weapon abilities function as spells, therefore the rules for
casting spells apply to weapon abilities. However, they are not
affected by Counterspell, unless otherwise stated.
Saving Throws
The saving throws for a weapon ability slightly differ from the
normal saving throw calculation spells use.
The DC to resist one of your weapon abilities equals 8 +
your proficiency bonus + the number of abilities you have that
are the same type of the weapon 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.

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Acid
Acid Form Acid covers the ground in a 10-foot radius centered on a point
SP Cost: 1 within range and turns it into difficult terrain for the duration.
Casting Time: 1 action When the acid appears, each creature standing it it's area
Range: Self must succeed on a Dexterity saving throw or take 1d4 acid
Components: V, S, W damage. A creature that enters the are or ends it's turn there
Duration: Until sealed takes 1d4 acid damage. Each time you reselect this ability,
the damage is increases by 1d4, to a maximum of 5d4.
Your weapon becomes pure acid. While this ability is active, You may reselect this ability multiple times, each time
your weapons damage type is changed to acid damage. choosing one of the following options:
If your weapon is a Summon, you may have this ability
apply to it's natural weapons as well. You may dismiss this Increase the range by 10 feet, radius by 10 feet and
ability as as a bonus action. duration by one minute.
You may reselect this ability multiple times, each time This ability no longer requires V or S components.
choosing one of the following options: A creature that fails it's Dexterity saving throw from your
acid also falls prone.
You may activate this ability as a bonus action and dismiss
it at will. Acid Shield
This ability no longer requires V or S components. Requirements: Two acid abilities
Acidic Weapon
SP Cost: 1
Casting Time: 1 action
SP Cost: 2 Range: Self
Casting Time: 1 action Components: V, S, W
Range: Self Duration: Concentration, until sealed
Components: V, S, W
Duration: Concentration, until sealed Your body secretes a protective layer of acid for the duration.
The acid does not harm you. Until the ability ends, you gain
Your weapon glistens with acid, dealing an additional 1d4 the following benefits:
acid damage. You may dismiss this ability as a bonus action.
You may reselect this ability multiple times, each time You have resistance to acid and poison damage.
choosing one of the following options: You reduce any non-acid and non-poison damage you take
by 2. This damage reduction increases by 2 each time you
You may activate this ability as a bonus action and dismiss reselect this ability.
it at will. A creature that touches you or hits you with a melee
This ability no longer requires V or S components. attack, takes 1d4 acid damage. Every time you reselect
Increase the damage dice by one step, to a maximum of a this ability, the damage die size increased by one step to a
1d12. maximum of a 1d10.
Caustic Weapon You may reselect this ability multiple times, each time
Requirements: One acid ability choosing one of the following options:
When you score a critical hit, the target takes an additional This ability no longer requires V or S components.
1d4 acid damage, and has residual acid on them, taking 1d4 This ability no longer requires Concentration.
acid damage at the start of each of it's turns. You are now immune to acid damage.
On each of it's turns, the target can use an action to make a
Dexterity saving throw. On a success, the target removes the Orb of Acid
residual acid, ending this effect. Requirements: Three acid abilities
You may reselect this ability multiple times, each time SP Cost: 2
choosing one of the following options: Casting Time: 1 action
Range: 80 feet
Increase the save DC by 1. Components: V, S, W
Increase the damage dice size by one step, to a maximum Duration: Instantaneous
of a 1d10.
You hurl a 4-inch-diameter sphere of acid at a creature that
Create Acid you can see within range. Make a ranged attack against the
Requirements: One acid ability target. On a hit, the target takes 3d8 acid damage.
SP Cost: 1 Additionally, on the impact the orb explodes spraying acid
Casting Time: 1 action in a 15-foot radius, any creature within the radius,
Range: 30 feet
Components: V, S, W
Duration: 1 minute

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

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Barrier
Armor Increase the bonus to AC by an additional 1, to a
SP Cost: 1 maximum of +4.
Casting Time: 1 action This ability no longer requires concentration.
Range: Self Greater Saving Throw
Components: V, S, W Requirements: Two barrier abilities
Duration: Until sealed
SP Cost: 2
When released, your weapon transforms into a suit of armor Casting Time: Reaction
around you. This armor takes the form of any light armor Range: Self
from the Player's Handbook (or any other source approved by Components: V, S, W
your DM). You are considered proficient with this armor. Duration: Instantaneous
You may reselect this ability multiple times, each time
choosing one of the following options: When you would make a saving throw, as a reaction you gain
a +1 bonus on that saving throw.
This ability no longer requires V or S components. You may reselect this ability multiple times, each time
You retain your weapon when you use this ability. choosing one of the following options:
You may select medium armor with this ability. If you
select this option a second time you may select heavy This ability no longer requires V or S components.
armor. Increase the bonus this ability provides by 1, to a
maximum of +5.
Shield
SP Cost: 1 Iron Body
Casting Time: Bonus action Requirements: Three barrier abilities
Range: Self You have a Damage Threshold of 3.
Components: V, S, W You may reselect this ability multiple times, each time
Duration: Until sealed increasing the damage threshold by 1.
You manifest a shield in your off hand.
You may reselect this ability a second time, if you do your Thornmail
off hand is considered open while holding a shield. Requirements: Four barrier abilities
Shield Bash Whenever you are dealt damage by a melee attack, the
Requirements: Shield attacker takes 1d4 damage. This ability can work in
conjunction with abilities such as "Fire Form".
SP Cost: 1 You may reselect this ability multiple times, each time
Casting Time: Bonus action increasing the damage by an additional 1d4 to a maximum
Range: 5 feet 5d4.
Components: V, S, W
Duration: Instantaneous Spell Resistance
While you are wielding a shield, you can make a melee Requirements: Five barrier abilities
weapon attack against one creature within 5 feet of you. On a
successful hit the creatures takes 1d4 bludgeoning damage. You have advantage on saving throws against spells while an
You may reselect this ability multiple times, each time Armor ability is active.
increasing the damage by one size, to a maximum of 1d12. Quick Defense
Defensive Surge Requirements: Six barrier abilities
Requirements: One barrier ability You gain an additional reaction each turn, additional
SP Cost: 2 reactions from this ability can only be used on barrier
Casting Time: Reaction abilities.
Range: Self You may reselect this ability multiple times, each time
Components: V, S, W gaining an additional reaction.
Duration: Concentration, up to 1 round
When you are hit by an attack you create a barrier. Until the
start of your next turn, you have a +2 bonus to AC, including
against the triggering attack.
You may reselect this ability multiple times, each time
choosing one of the following options:
This ability no longer requires V or S components.

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Protector
Requirements: Seven barrier abilities
SP Cost: 1
Casting Time: Reaction
Range: 30 feet
Components: V, S, W
Duration: Instantaneous
As a reaction, you can use an Armor ability you possess with
a reaction casting time, to affect an ally within range instead
of yourself.
You may reselect this ability multiple times, each time
increasing the range by 10 feet.
Greater Spell Resistance
Requirements: Eight barrier abilities, Bankai
While in Bankai, you have resistance against spell damage.

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Blood
Blade of Blood Range: Self
SP Cost: 1 Components: V, S, W
Casting Time: 1 action Duration: Instantaneous
Range: Self When an attack roll is made against you, as a reaction you
Components: V, S, W create a shield of your own blood. You lose 1d4 hit points and
Duration: Concentration, until sealed gain the same amount as a bonus to your armor class against
You empower your weapon with your blood. When you that attack. Each time you reselect this ability the dice size is
activate this ability, you lose 1d3 hit points and your weapon increased by one step to a maximum of a 1d12.
deals an additional 1d6 damage. You may dismiss this ability You may reselect this ability multiple times, each time
as a bonus action. Each time you reselect this ability the dice choosing one of the following options:
size of the hit points you lose increases by one step to a This ability no longer requires V or S components. You
maximum of 1d10 and the additional damage dice size this may select this option a second time, no longer requiring
ability does increases by one step to a maximum of 1d12. the W component.
You may reselect this ability multiple times, each time The duration of this ability is changed to "Concentration,
choosing one of the following options: until your next turn."
You may activate this ability as a bonus action and dismiss Bloodcraft
it at will. Requirements: One Blood ability
This ability no longer requires concentration and V or S
components. SP Cost: 1
Reduce the dice size of the hit points you lose from this Casting Time: 1 action
ability by one step, minimum of 1d3. Range: Touch
Components: V, S, M, W
Bleeding Strike Duration: Instantaneous
SP Cost: 2 You can affect or extract information from blood in various
Casting Time: Bonus action methods. The blood must be unattended, such as puddles of
Range: Self blood within a 5-foot cube or a vial blood. You may also touch
Components: V, S, W a willing creature and they lose 1d4 hit points.
Duration: 1 round
The next time you hit a creature with a weapon attack before You know the type of creature who shed the blood.
this ability ends, the weapon opens a grievous wound on the Additionally, for the next 24 hours you can change the
target. At the start of each of its turns until the ability ends, blood and when the creature or blood is identified, it
the target must make a Constitution saving throw. On a failed registers as another creature type of your choice.
save, it takes 1d4 damage. On a successful save, the ability You know if the blood carries any diseases or poisons.
ends. If the target or a creature within 5 feet of it uses an Additionally, you know the type of disease or poison if
action to patch the wound, or if some other effect heals the you've encountered it before.
wound, the ability ends. Each time you reselect this ability, You know how old the blood is or the age of the creature.
the damage dice size increases by one step to a maximum of You turn a puddle of blood into a trap. For the next 8
1d12. hours, when a creature enters the same space as the
You may reselect this ability multiple times, each time blood they take 1d6 piercing damage.
choosing one of the following options: You fortify a creatures blood. For the next hour the target
has advantage on Constitution saving throws against
This ability no longer requires V or S components. poisons and diseases.
Increase the duration by 1 round. Vampiric Strike
Increase the save DC by 1; you may select this option a Requirements: One Blood ability
total of 5 times.
SP Cost: 2
Wounding Blade Casting Time: Bonus action
Requirements: Blade of Blood (3) Range: Self
Components: V, S, W
When you score a critical hit on a creature with your Duration: Concentration, up to 1 round
armament, the target is dealt 2 points of Constitution
damage. For the duration when you make a successful melee weapon
attack with your armament against a creature, you reap the
Blood Shield life energy from them. You regain hit points equal to the base
Requirements: One Blood ability damage dealt by your armament.
SP Cost: 1
Casting Time: Reaction

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You may reselect this ability multiple times, each time Requirements: Three Blood abilities
choosing one of the following options: SP Cost: 2
This ability no longer requires V or S components. Casting Time: 1 action
This ability no longer requires Concentration. Range: Self
Increase the duration by 1 round. Components: V, S, W
Duration: instantaneous
Drain Reiatsu You create an explosion of blood from you. Each creature
Requirements: Vampiric Strike and one other Blood ability within 30 feet of you must succeed on a Dexterity saving
SP Cost: 2 throw or take 6d6 bludgeoning, piercing or slashing damage
Casting Time: 1 action (your choice when you activate this ability). A creature that
Range: Self succeeds on its saving throw takes half as much damage.
Components: V, S, W You may reselect this ability multiple times, each time
Duration: Instantaneous choosing one of the following options:
You make a melee weapon attack with your armament This ability no longer requires V or S components.
against a creature. On a success you rend the targets reiatsu. Increase the area by 10 feet.
The target loses 1d6 spell points. Increase the save DC by 2.
This ability has no affect on creatures that can't cast spells. If a creature critically fails on their saving throw, they take
You may reselect this ability multiple times, each time 1 point of Constitution damage. You must have selected
choosing one of the following options: this ability three times before you can select this option.
Increase the damage by one step, maximum 1d12.
You regain Spell Points equal to the SP they lost.
Blood Shot
Requirements: Two Blood abilities
SP Cost: 2
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 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:
This ability no longer requires V components.
The range of this ability is increased by 10 feet.
Increase the damage dice size to a d8. You must have
selected this ability four times before you can select this
option.
Blood Magic
Requirements: Three blood abilities
You use your own life force to fuel your Kidō. If you would
enhance your Kidō with metamagic, instead of expending a
Sorcery Point, you instead lose 1d8 hit points for each
Sorcery Point that would be spent.
When casting Kidō, instead of using spell slots, you roll
your hit die equal to the spell level and lose that many hit
points instead.
You can only use this ability a number of times equal to
your proficiency bonus per long rest.
Blood Burst

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Bow Attributes
Bursting Arrow Seeking Arrow
SP Cost: 2 SP Cost: 1
You imbue your arrow with force energy drawn from the Using divination magic, you grant your arrow the ability to
school of evocation. The energy detonates after your attack. seek out a target. When you use this option, you don't make
Immediately after the arrow hits the creature, the target and an attack for for the attack. Instead, choose one creature you
all other creatures within 10 feet of it take 2d6 force damage. have seen in the past minute. The arrow flies toward that
The force damage increases to 4d6 when you reach 18th creature, moving around corners if necessary and ignoring
level. three-quarters cover and half cover. If the target is within the
weapon's range and there is a path large enough for the
Curving Arrow arrow to travel to the target, the target must make a Dexterity
SP Cost: 1 saving throw. Otherwise, the arrow disappears after travelling
as far as it can. On a failed save, the target takes damage as if
You learn how to direct an errant arrow toward a new target. it were hit by the arrow, plus an extra 1d6 force damage, and
When you make an attack and miss, you can use a bonus you learn the target's current location. On a successful save,
action to reroll the attack roll against a different target within the target takes half as much damage, and you don't learn it's
60 feet of the original target. location.
At 18th level you have advantage on the attack roll. The force damage increases to 2d6 when you reach 18th
level.
Piercing Arrow
SP Cost: 2 Tripping Arrow
SP Cost: 2
You use transmutation magic to give your arrow an ethereal
quality. When you use this option, you don't make an attack When you hit a creature with a ranged attack, instead of
roll for the attack. Instead, the arrow shoots forward in a line, dealing damage you attempt to knock the target down. If the
which is 1 foot wide and 30 feet long, before disappearing. target is large or smaller, it must make a Strength saving
The arrow passes harmlessly through abjects, ignoring cover. throw. On a failed save, you knock the target prone.
Each creature in that line must make a Dexterity saving At 18th level Tripping Arrow affects targets that are a
throw. On a failed save, a creature takes damage as if it were greater size category than large. If the target is a size
hit by the arrow, plus an extra 1d6 piercing damage. On a category greater than large, they have advantage on the
successful save, a target takes half as much damage. saving throw.
Piercing Arrow deals an additional 2d6 damage reach 18th
level in this class. Anticipating Shot
SP Cost: 3
Pinning Arrow Requirement: Master Shot
SP Cost: 2
Whenever a hostile creature uses Shunpo or a similar ability,
When you hit a creature with a ranged attack, instead of at the end of the ability if they are within your normal bow
dealing damage, you attempt to reduce the targets speed. If range, as a reaction you can make a single ranged weapon
the target is large or smaller, it must make a Strength saving attack against that creature.
throw. On a failed save, you reduce the targets movement by You may use Reishi Manipulation with this attack when you
half until the end of your next turn. reach 18th level.
At 18th level Pinning Arrow affects targets that are a
greater size category than large. If the target is a size Banishing Arrow
category greater than large, they have advantage on the SP Cost: 3
saving throw. Requirement: Master Shot
Pushing Arrow You use abjuration magic to try to temporarily banish your
SP Cost: 2 target to a harmless location in the Valley of Screams. The
creature hit must also succeed on a Charisma saving throw
When you hit a creature with a ranged attack, instead of or be banished. While banished in this way, the target's speed
dealing damage, you attempt to drive the target back. If the is 0, and it is incapacitated. At the end of its next turn, the
target is large or smaller, it must make a Strength saving target reappears in the space it vacated or in the nearest
throw. On a failed save, you push the target up to 15 feet away unoccupied space if that space is occupied.
from you. The target also takes 2d6 force damage when you reach
At 18th level Pushing Arrow affects targets that are a 18th level.
greater size category than large. If the target is a size
category greater than large, they have advantage on the
saving throw.

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Deflecting Arrow Shadow Arrow
SP Cost: 3 SP Cost: 3
Requirement: Master Shot Requirement: Master Shot
You can use your reaction to deflect a melee weapon attack or You weave illusion magic into your arrow, causing it to
a missile from a ranged weapon attack when you are hit. occlude your foe's vision with shadows. The creature hit
When you do so, the damage you take from the attack is takes an extra 2d6 psychic damage, and it must succeed on a
reduced by your Bow Damage + your Dexterity modifier + Wisdom saving throw or be unable to see anything farther
your Quincy level. than 5 feet away until the start of your next turn.
The psychic damage increased to 4d6 when you reach 18th
Disrupting Arrow level.
SP Cost: 3
Requirement: Master Shot Soul Arrow
SP Cost: 4
An undead creature hit takes an extra 1d6 radiant damage. Requirement: Master Shot
The target must make a Wisdom saving throw. If the creature
fails it's daving throw, it is turned for 1minute or until it takes When you hit a creature, instead of dealing damage, the
damage. target temporarily lose it's magic prowess. If the target has
A turned creature must spend its turns trying to move as any spell slots, they lose 1d3 spell slots of their choice, as it
far away from you as it can, and it can't willingly move to a they were expended. If the target is a Quincy, they lose 1d4
space within 30 feet of you. It also can't take reactions. For its SP as if they were expended. If the target is a Shinigami or
action, it can use only the Dash action or try to escape from Warlock, they lose 1d3 spell slots as if they were expended.
an effect that prevents it from moving. If there's nowhere to
move, the creature can use the Dodge action. Stepping Shot
At 18th level, when an undead fails its saving throw, the SP Cost: 3
creature is instantly destroyed if its challenge rating is below Requirement: Master Shot
your proficiency bonus.
When you hit a creature, you can immediately use
Enfeebling Arrow Hirenkyaku.
SP Cost: 3 Vollow of Arrows
Requirement: Master Shot SP Cost: 3
You weave necromantic magic into your arrow. The creature Requirement: Master Shot
hit takes an extra 2d6 necrotic damage. The target must also
succeed on a Constitution saving throw, or the damage dealt You can use your action to make a ranged weapon attack
by it's weapon attacks is halved until the start of your next against any number of creatures within 10 feet of a point you
turn. can see within your bows normal range. You make a separate
The necrotic damage increases to 4d6 when you reach attack roll for each target.
18th level. At 18th level, the range is increased from 10 feet to your
hows normal range, rounded down.
Grasping Arrow
SP Cost: 3 Wounding Arrow
SP Cost: 3
Requirement: Master Shot
Requirement: Master Shot
When this arrow strikes its target, conjuration magic creates
grasping ethereal bindings, which wrap around the target. When you hit a creature, you can wound the target. At the
The creature hit takes an extra 2d6 forge damage, its speed is start of each of the wounded creatures turns, it takes 1d4
reduced by 10 feet, and it takes 2d6 bludgeoning damage the necrotic damage for each time you've wounded it, and it can
first time on each turn it moves 1 foot or more without then make a DC 15 Constitution saving throw, ending the
teleporting. The target or any creature that can reach it can effect of all such wounds on its on a success. Alternatively,
use its action to remove the bindings with a successful the wounded creature, or a creature within 5 feet of it, can
Strength (Athletics) check against your save DC. Otherwise, use an action to make a DC 15 Wisdom (Medicine) check,
the bindings last for 1 minute or until this ability is used ending the effect of such wounds on it on a success.
again.
The force damage and bludgeoning damage both increase
to 4d6 when you reach 18th level.

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

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Darkvision When the wall appears, each creature in its area must
Requirements: Darkness make a Constitution saving throw. On a failed save, a creature
takes 4d6 necrotic damage, and it is blinded for 1 minute. On
SP Cost: 1 a successful save, it takes half as much damage and isn't
Casting Time: 1 action blinded. A blinded creature can make a Constitution saving
Range: Touch throw at the end of each of its turns, ending the effect on
Components: V, S itself on a success.
Duration: 1 minute A creature that ends its turn in the walls area takes 4d6
You touch a willing creature giving it's eyes an umbral glow. necrotic damage. Until the spell ends, you can use an action
For the duration, that creature has darkvision out to a range to launch a beam of darkness from the wall at one creature
of 60 feet. Each time you reselect this ability, the range is you can see within 40 feet of it. Make a ranged attack. On a
increased by 10 feet. hit, the target takes 4d6 necrotic damage. Whether you hit or
You may reselect this ability multiple times, each time miss, reduce the length of the wall by 10 feet. If the walls
choosing one of the following options: length drops to 0 feet, the ability ends.
Each time you reelect this ability, increase the damage by
Increase the duration of this ability by 1 minute. 1d6.
This ability no longer requires V components. You may reselect this ability multiple times, each time
Affected creatures may see into magical darkness, and choosing one of the following options:
while this ability is active, the affected creatures are
immune to being Blinded. Increase the range, height, and length of this ability by 10
feet.
Umbral Blast This ability no longer requires V or S components.
Requirements: Two Dark abilities This ability no longer requires concentration.
SP Cost: 2 The blind duration is increased by 1 minute.
Casting Time: 1 action Burst of Dark
Range: 80 feet Requirements: Four Dark abilities (Final Shikai)
Components: V, S, W
Duration: Instantaneous SP Cost: 3
A beam of darkness streaks toward a creature within range. Casting Time: 1 round
Make a ranged attack against the target. On a hit, the target Range: Self
takes 3d8 necrotic damage. Components: V, S, W
Each time you reselect this ability, you gain an additional Duration: Instantaneous
beam to a maximum of four beams. You can direct the Darkness erupts outwards from you in a 60-foot-radius-
additional beams at the same target or a different one, you sphere centered on you. Each creature within the area must
must make a separate attack roll for any additional beams. make a Constitution saving throw. On a failed save, a
You may reselect this ability multiple times, each time creatures takes 7d8 necrotic damage and is blinded for 1
choosing one of the following options: minute. On a successful save, it takes half as much damage
and isn't blinded.
This ability no longer requires V components. A creature blinded by this spell makes another
The range is increased by 10 feet. Constitution saving throw at the end of each of its turns. On a
Increase the damage die size to a d10. You must have successful save, it is no longer blinded.
select this ability four times before you can select this This ability dispels any light in its area that was created by
option. Kido. Each time you reselect this ability, increase the damage
by 1d8.
Wall of Dark You may reselect this ability multiple times, each time
Requirements: Three Dark abilities choosing one of the following options:
SP Cost: 2
Casting Time: 1 action This ability no longer requires V or S components.
Range: 60 feet Increase the radius sphere by 10 feet.
Components: V, S, W Increase the save DC 2.
Duration: Concentration, until sealed Black Hole
A glowing wall of inky blackness appears at a point you Requirements: Five Dark abilities, Bankai
choose within range. The wall appears in any orientation you SP Cost: 4
choose: horizontally, vertically, or diagonally. It can be free Casting Time: 1 round
floating, or it can rest on a solid surface. The wall can be up Range: 100 feet
to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks Components: V, S, W
line of sight, but creatures and objects can pass through it. Duration: Instantaneous

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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.
You may reselect this ability a second time, if you do the
radius of the sphere is doubled, creatures are blinded
whether they succeed the save or not, and the damage dice
size is increased to d10.
Unholy Dark
Requirements: Six Dark abilities, Bankai
Your Dark abilities are increased in power.
Your armament abilities or Kido that deal necrotic damage
ignore resistances. If a creature would be immune to necrotic
damage, it instead takes half damage.

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Earth
Earth Form You choose or touch a portion of dirt, mud, stone or similar
SP Cost: 1 material that you can see within range and that fits within
Casting Time: 1 action a 10-foot cube. You manipulate it in one of the following
Range: Self ways:
Components: V, S, W You can reshape the material in the area in any manner
Duration: Until sealed you choose for the duration. You can raise or lower the
Your weapon becomes pure earth. While this ability is active, area’s elevation, create or fill in a trench, erect or flatten a
your weapons damage type is changed to bludgeoning wall, or form a pillar. The extent of any such changes can’t
damage. exceed half the area’s largest dimension.
If your weapon is a Summon, you may have this ability You cause shapes, colors, or both to appear on the
apply to it's natural weapons as well. You may dismiss this material, spelling out words, creating images, or shaping
ability as as a bonus action. patterns. The changes last for the duration.
You may reselect this ability multiple times, each time
choosing one of the following options: If the material you target is on the ground, you cause it to
become difficult terrain. Alternatively, you can cause the
You may activate this ability as a bonus action and dismiss ground to become normal terrain if it is already difficult
it at will. terrain. This change lasts for the duration.
This ability no longer requires V or S components.
You touch a stone object of Medium size or smaller or a
Stone Weapon section of stone no more than 5 feet in any dimension and
SP Cost: 2 form it into any shape that suits your purpose. So, for
Casting Time: 1 action example, you could shape a large rock into a weapon, idol,
Range: Self or coffer, or make a small passage through a wall, as long
Components: V, S, W as the wall is less than 5 feet thick. You could also shape a
Duration: Concentration, until sealed stone door or its frame to seal the door shut. The object
You weapon is infused with large pieces of stone and earth, you create can have up to two hinges and a latch, but finer
dealing an additional 1d4 bludgeoning damage. mechanical detail isn’t possible.
You may reselect this ability multiple times, each time You transmute rock to mud or vice versa. If you would
choosing one of the following options: transmute rock to mud while a creature is within the area
You may activate this ability as a bonus action and dismiss they must succeed a strength saving throw or the area is
it at will. considered difficult terrain. If you would transmute mud
This ability no longer requires V or S components. to rock, creatures in the area must succeed a Dexterity
Increase the damage dice size by one step, to a maximum saving throw or be restrained for the duration. A
of 1d12. restrained creature can use it's action to make an
additional Strength saving throw to break away from the
Granite Weapon solidified rock.
Requirements: One Earth weapon If you use this ability multiple times, you can only have a
When you score a critical success, the target takes an number of its non-instantaneous effects, equal to your
additional 1d4 bludgeoning damage and is hit with so much proficiency bonus, active at a time, and you can dismiss such
force they are incapacitated. At the end of each of its turns, an effect as an action. Each time you select this ability, the
the target can make a Constitution saving throw. On a area of the cube you can affect is increased by 5 feet, and the
success, this ability ends on the target. thickness you can affect is increased by 1 foot.
You may reselect this ability multiple times, each time You may select this ability multiple times, each time
choosing one of the following options: selecting one of the following options:
Increase the save DC by 1. increase the range by 10 feet.
Increase the damage die size by one step, to a maximum This ability no longer requires V components.
of a 1d10. Increase the duration by 1 hour.
This ability no longer requires Concentration.
Mold Earth
Requirements: One Earth ability
SP Cost: 1
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 hour

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Earth Shield The wall is an object made of stone that can be damaged
Requirements: Two Earth abilities and thus breached. Each panel has AC 15 and 10 hit points
per inch of thickness. Reducing a panel to 0 hit points
SP Cost: 1 destroys it and might cause connected panels to collapse at
Casting Time: 1 action the DM’s discretion. If you maintain your concentration on
Range: Self this ability for its whole duration, the wall becomes
Components: V, S, W permanent and can’t be dispelled. Otherwise, the wall
Duration: Concentration, Until sealed disappears when the ability ends..
Until the ability ends, bits of rock spread across your body, You may reselect this ability multiple times, each time
and you gain the following benefits: choosing one of the following options:
You reduce any physical damage you take by 3. Increase the range by 10 feet.
This increases by one each time you select this ability. This ability no longer requires V or S components.
You can move across difficult terrain made of earth, stone This ability no longer requires Concentration.
or similar material without spending extra movement. You can create an additional panel.
You may disperse the shield, shooting rock and stone in a Earth Blast
20-foot radius sphere centered on you. Creatures within
the sphere must make a dexterity saving throw or take Requirements: Three Earth abilities
2d6 bludgeoning damage. On a successful save, they take SP Cost: 2
half damage. Every time you select this ability increase the Casting Time: 1 action
radius of the sphere by 5 feet. Range: 100 feet
You may reselect this ability multiple times, each time Components: V, S, W
Duration: Instantaneous
choosing one of the following options:
Choose a single creature you can see within range. A
This ability no longer requires V or S components. projectile of churned earth is launched at the target. Make a
This ability no longer requires Concentration. ranged attack against the target. On a hit, the target takes
Increase the damage by 1d6, to a maximum of 7d6. 3d8 bludgeoning damage. Each time you reselect this ability,
you gain an additional projectile to a maximum of four. You
Wall of Stone can direct the additional projectiles at the same target or a
Requirements: Mold earth and one other Earth ability different one, you must make a separate attack roll for any
SP Cost: 2 additional projectiles..
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, up to 5 minutes This ability no longer requires V components.
The range is increased by 10 feet.
A nonmagical wall of solid stone springs into existence at a Increase the damage die size to a d10. You must have
point you choose within range. The wall is 3 inches thick and selected this ability four times before you can select this
is composed of up to five 10-foot-by-10-foot panels. Each option.
panel must be continuous with at least on other panel. Each
time you reselect this ability, the thickness is increased by 1 Tremor
inch. Requirements: Four Earth abilities
If the wall cuts through a creature’s space when it appears, SP Cost: 2
the creature is pushed to one side of the wall (your choice). If Casting Time: 1 action
a creature would be surrounded on all sides by the wall (or Range: Self
the wall and another solid surface), that creature can make a Components: V, S, W
Dexterity saving throw. On a success, it can use its reaction to Duration: Instantaneous
move up to its speed so that it is no longer enclosed by the
wall. You strike the ground, creating a tremor that ripples outward
The wall can have any shape you desire, though it can’t from you in a 40-foot radius. Each creature within range must
occupy the same space as a creature or object. the wall succeed on a Dexterity saving throw or take 7d10
doesn’t need to be vertical or resting on any firm foundation. bludgeoning damage and be knocked prone. A creature that
It must, however, merge with and be solidly supported by succeeds on its saving throw takes half as much damage and
existing stone. Thus you can use this spell to bridge a chasm isn’t knocked prone. Each time you reselect this ability the
or create a ramp. radius is increased by 10 feet.
If you create a span greater than 20 feet in length, you You may reselect this ability multiple times, each time
must halve the size of each panel to create supports. You can choosing one of the following options:
crudely shape the wall to create crenellations, battlements, This ability no longer requires V components.
and so on. Increase the save DC by 1.
Increase the damage by 1d10.

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

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

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

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Hellfire
Requirements: Six Fire abilities, Bankai
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.

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Generic
Increased Strength You may reselect this ability multiple times, each time
Duration: Until sealed selecting another skill you are not proficient in.
While your weapon is active, your Strength score is increased Increased Speed
by 2. Duration: Until sealed
You may reselect this ability multiple times, each time While your weapon is active, all your forms of movement are
increasing your Strength score by 1. increased by 5 feet.
Increased Dexterity You may reselect this ability multiple times, each time
Duration: Until sealed increasing this bonus by 5 feet.
While your weapon is active, your Dexterity score is Quick Weapon
increased by 2. You may release your armament as Bonus action.
You may reselect this ability multiple times, each time
increasing your Dexterity score by 1. Increased Talent
Gain a feat you qualify for.
Increased Constitution You may reselect this ability multiple times, to a total of
Duration: Until sealed three times.
While your weapon is active, your Constitution score is Increased Concentration
increased by 2. Requirements: One armament ability
You may reselect this ability multiple times, each time
increasing your Constitution score by 1. Duration: Until sealed
Increased Intelligence
While your weapon is released, you have advantage on checks
to maintain concentration on weapon abilities.
Duration: Until sealed
While your weapon is active, your Intelligence score is Spirit Blast
increased by 2. Requirements: One armament ability
You may reselect this ability multiple times, each time SP Cost: 2
increasing your Intelligence score by 1. Casting Time: 1 action
Range: 40 feet
Increased Wisdom Components: V, S, W
Duration: Until sealed Duration: Instantaneous
While your weapon is active, your Wisdom score is increased A blast of reiatsu hurdles toward a creature within range
by 2. from you.
You may reselect this ability multiple times, each time Make a rnaged attack against the target. On a hit, the target
increasing your Wisdom score by 1. takes 2d8 force damage. Each time you reselect this ability,
increase the damage by 1d8.
Increased Charisma You may reselect this ability multiple times, each time
Duration: Until sealed choosing one of the following options:
While your weapon is active, your Charisma score is This ability no longer requires V or S components.
increased by 2. Increase the range of this ability by 10 feet.
You may reselect this ability multiple times, each time You gain an additional beam. You can direct the additional
increasing your Charisma score by 1. beam at the same target or a different one, you must make
a separate attack roll for the additional beam.
Increased Saving Throw Increase the number of times you may use this ability by 1.
Requirements: Three armament abilities
Duration: Until sealed Quick Bankai
Requirements: Bankai
While your weapon is active you gain a +1 bonus to saving
throws. You may release your Bankai as a Bonus action if you're in
You may reselect this ability up to three times, each time Shikai. If not, you can release Bankai as an action.
increasing this bonus by 1, for a maximum of +4.
Increased Ability
Increased Skill Requirements: Two armament abilities
Duration: Until sealed
Choose a skill you are not proficient in, while your weapon is
active, you are considered proficient in the chosen skill.

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Select two non-generic weapon abilities you possess, you can
use the chosen abilities an additional time per day.
You may reselect this ability multiple times. Through this
ability you cannot gain additional uses of an ability what
would exceed double your proficiency bonus.
Quick Ability
Requirements: Two armament abilities
Choose one non-bankai, non-final shikai armament ability
you possess. If it has a casting time of 1 round, change it to 1
action. If it has a casting time of 1 action, you change it to 1
bonus action.
You may reselect this ability multiple times.
Increased Awareness
Requirements: Three armament abilities
While your weapon is released and you are conscious, you
gain the following benefits:
You have +5 to initiative rolls.
You cannot be flanked.
You gain Blindsight out to 10 feet.
You may reselect this ability multiple times, each time
increasing the Blindsight range by 5 feet.
Flying
Requirements: Four armament abilities
SP Cost: 3
Casting Time: 1 action
Range: Self
Components: V, S, W
Duration: Concentration, until sealed
You gain a flying speed of 60 feet for the duration. When this
ability ends, you begin to fall if you are still aloft, unless you
can stop the fall.
You may reselect this ability multiple times, each time
choosing one of the following options:
This ability no longer requires V or S components.
This ability no longer requires Concentration.
Increase the Fly speed by 10 feet.
Improved Bankai
Requirements: Bankai
You can only select this as a Bankai ability.
Choose two non-bankai armament abilities, you only have
access to these abilities while Bankai is active. These abilities
do not have to be the same armament type(s) as your
armament.
You may select this ability multiple times.

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Healing
Expanded Kaido Healing Factor
Requirements: Spellcasting or Pact Magic feature Requirements: Two Healing abilities
You learn two new Kaido spells of your choice from the While conscious you regain 1 hit point at the start of your
Shinigami spell list. turn.
You may reselect this ability multiple times. You gain additional abilities depending number of times
you've selected this ability: 2nd - When you succeed on a
Healing Blade death saving throw, you gain an additional success. 3rd -
SP Cost: 1 Advantage on saving throws against being poisoned.
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 amount of hit points regained by 1, to a
Duration: Concentration, up to 2 rounds maximum of 8.
Your weapon no longer deals lethal damage. Additionally, at the start of your turn you heal one point of
Whenever your weapon would deal damage to a creature, ability score damage.
they instead regain hit points equal to the damage dealt. You Additionally, at the start of your turn you regrow one
may dismiss this ability as a bonus action. severed appendage, other than you head. You must have
You may reselect this ability multiple times, each time selected this ability three times before you can select this
choosing one of the following options: option.
Additionally, at the start of your turn, you can end one of
You may activate this ability as a bonus action and dismiss the following conditions: blinded, deafened, paralyzed or
it at will. poisoned. You must have selected this ability three times
This ability no longer requires V or S components. before you can select this option.
Increase the duration of this ability by 1 round.
Panoply of Healing
Improved Healing Requirements: Three Healing abilities
Requirements: Able to cast Kaido SP Cost: 1
SP Cost: 1 Casting Time: 1 action
Casting Time: Bonus action Range: 60 feet
Range: Self Components: V, S, W
Components: V, S, W Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 round
You bestow up to three creatures within range a number of
Your Kaido spells are enhanced. temporary hit points equal to your level + the number of
While this ability is active, when you cast a Kaido spell to Healing abilities you have.
restore hit points to a creature, the creature regains an Each time you reselect this ability the range increases by
additional 1d4 hit points. 10 feet.
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.
Increase die size of the additional hit points regained by This ability no longer requires concentration.
one step, to a maximum of 1d12. Increase the duration by 1 minute.
Increase the duration of this ability by 1 round. Affected creatures also benefit from your Healing Factor
Healing Touch
(if you have the ability). You must have selected this ability
four times before you can select this option.
Requirements: Cure Wounds and one Healing ability
SP Cost: 2 Pain Release
Casting Time: 1 action Requirements: Four Healing abilities
Range: Special SP Cost: 3
Components: V, S, W Casting Time: 1 action
Duration: Special Range: Self
You may cast a Kaido spell of 1nd level or lower that you Components: V, S, W
know without spending a spell slot or requiring material Duration: Instantaneous
components.
You may reselect this ability multiple times, each time
choosing one of the following options:
Increase the level of the spell by one, maximum level 7.
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You make a single melee or a single ranged weapon attack, Additionally, when this ability ends, through the duration
with a normal range of 80 feet and a long range of 120 feet, expiring or you dismissing the ability, any creature within
with your armament. the sphere regains 8d4 hit points.
If successful you deal damage equal to the amount of hit
points creatures have regained through your Kido or weapon Supreme Healing
abilities since the previous dawn. Requirements: Six Healing abilities
You may reselect this ability multiple times, each time When you would normally roll one or more dice to restore hit
choosing one of the following options: points with Kido or a armament ability, you instead use the
If you choose to make a melee attack, you have advantage highest number possible for each die. For example, instead of
on the attack roll. restoring 2d6 hit points to a creature, you restore 12.
If you choose to make a ranged attack, the normal and
long range is doubled.
Resurrection
Requirements: Five Healing abilities (Final Shikai)
SP Cost: 4
Casting Time: 1 hour
Range: Touch
Components: V, S, W
Duration: Instantaneous
You touch a dead creature that has been dead for no more
than a century, that didn't die of old age, and that isn't undead.
If its soul is free, willing and hasn't been reincarnated, the
target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal
diseases afflicting the creature when it died. It doesn't
however, remove magical diseases, curses, and the life; if
such effects aren't removed prior to casting the spell, they
afflict the target on its return to life.
This spell closes all mortal wounds and restores any
missing body parts.
Coming back from the dead is an ordeal. The target takes a
-4 penalty to all attack rolls, saving throws, and ability checks.
Every time the target finishes a long rest, the penalty is
reduced by 1 until it disappears.
Restoring life to a creature that hasn't been dead for one
year or longer taxes you greatly. While your armament is
reforming, you have disadvantage on all attack rolls, ability
checks and saving throws.
Circle of Life
Requirements: Six Healing abilities, Bankai
SP Cost: 4
Casting Time: 1 action
Range: 60 feet
Components: V, S, W
Duration: Concentration, up to 1 minute
A sphere of positive energy ripples out in a 60-foot-radius
sphere from a point you choose within range. If a creature
would be reduced to 0 hit points or less, they are instead
reduced to 1 hit point. You can dismiss this ability at will.
Each time you reselect this ability, the range is increased
by 10 feet and radius increased by 10 feet.
You may reselect this ability multiple times, each time
choosing one of the following options:
This ability no longer requires V or S components.
This ability no longer requires Concentration.
You may cast this ability as a reaction, trigger being an ally
you can see taking damage.

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Hollow
Hierro Duration: Instantaneous
Requirements: 4 hit die A square beam of light engulfs a target in a beam of light,
completely isolating them from the plane they're currently in.
The Hollow gains a natural armor bonus of 2. If it already has When the Gillian has a Kumon active, it can use this ability
natural armor, it increases by the same amount. Whenever to draw a non-hostile creature into the Kumon. The affected
the Hollow would gain another 4 hit die, this bonus increases creature is immune to damage and cannot be targeted by
by 1. attacks, abilities or spells.
Sonido When a Hollow is no longer a Gillian, it loses this ability
Requirements: 4 hit die and replaced it with another Hollow ability it meets the
requirements for.
The Hollow gains a Shunpo of 40 feet. Whenever the Cero
Hollow's hit die would increase by four, the Shunpo is Requirements: Bala, 6 hit die
increased by 5 feet.
Casting Time: 1 action
Bala Range: Self
Requirements: 4 hit die Components: V, S
Casting Time: Bonus action Duration: Instantaneous
Range: 60 feet The Hollow fies a powerful blast of concentrated spiritual
Components: S energy. A beam forming a line 100 feet long and 5 feet wide
Duration: Instantaneous blasts from the Hollow in a direction they choose. Each
The Hollow makes a ranged attack against a target it can see creature in the line must make a Dexterity saving throw. A
within range. On a hit, the target takes 2d4 force damage. If creatures takes 6d6 force damage on a failed save, or half as
the Hollow has multiattck, it can replace one or more of its much damage on a successful one.
attacks with a Bala. Whenever the Hollows hit die increases by two, the length
Whenever the Hollows hit die would increase by 2, the of the line increases by 10 feet.
range is increased by 10 feet. This ability may be selected multiple times, each time
This ability may be selected multiple times, each time choosing one of the following options:
choosing one of the following options: Increase the damage by an additional 1d6; maximum
Increase the damage by an additional 1d4; maximum 6d4. 10d6.
Increase the range by 10 feet. Increase the number of uses of this ability by one.
Increase the number of uses of this ability by two. Increase the save DC by +1; maximum +4.
The Hollow gains a +1 bonus on the attack roll using this If the Hollow has Multiattack, it can replace one or all of
ability; maximum +4. its attacks with a Cero. This ability must have been
selected three times before this option can be selected.
High-Speed Regeneration
Requirements: 5 hit die Kūmon
Requirements: 6 hit die
The Hollow regains 3 hit points at the start of its turn. The Casting Time: 1 round
Hollow dies only if it starts its turn with 0 hit points and Range: 5 feet
doesn't use High-Speed Regeneration. Components: S
Whenever the Hollow would gain another 5 hit die, the Duration: 1 minute
amount if hit points regained is increased by 1.
This ability may be selected multiple times, each time Hollows have an innate ability to tear the barriers between
choosing one of the following options: planes, allowing them to open pathways to travel between
them.
Instead of regaining hit points, the Hollow may regrow a The Hollow tears open a pathway into a different plane of
severed limb. The Hollow must have 10 hit die before existence. The Hollow can specify a target destination in
selecting this option. general terms; although most Hollow lack the intelligence for
Instead of regaining hit points, the Hollow can regrow an such decisions.
organ. The Hollow must have 15 or more hit die before
selecting this option.
Negación
Requirements: Gillian class Hollow
Casting Time: 1 action
Range: 1 mile
Components: S

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Palma Plancha The afterimages AC equals 10 + the Hollows Dexterity
Requirements: 10 hit die modifier or natural armor bonus, whichever is higher. If the
duplicate would take damage it is destroyed, and duplicates
Once per turn, when a Hollow deals damage with one of their automatically fail any saving throw.
natural weapons, they can deal additional damage equal to
their natural armor bonus. Gran Rey Cero
Requirements: Cero, 18 hit die
Silbido Casting Time: 1 round
Requirements: Charisma 13, 12 hit die Range: Self
Casting Time: Casting Time Components: V, S
Range: Range Duration: Instantaneous
Components: V, S, W By mixing their own blood with a Cero, a Hollow can fire a
Duration: Duration Cero with much greater attack power and speed.
Once per day, the Holow can summon Menos that appear in To activate this ability the Hollow loses hit points equal to
unoccupied spaces that they can see within range. Choose the number of hit die they have.
one of the following options for what appears: A beam forming a line 200 feet long and 10 feet wide
blasts from the Hollow in a direction they choose. Each
One Menos of challenge rating 2 or lower. creature in the line must make a Dexterity saving throw. A
Two menos of challenge rating 1 or lower. creatures takes 6d10 force damage on a failed save, or half as
Four Menos of challenge rating 1/2 or lower. much damage on a successful one.
Eight Menos of challenge rating 1/4 or lower. Whenever the Hollows hit die increases by four, the length
The Menos dissapear when it drops to 0 hit points. of the line increases by 10 feet.
The summoned creatures are friendly to the Hollow and This ability may be selected multiple times, each time
it's companions. They act on the same turn as the Hollow. choosing one of the following options:
They obey any verbal commands that are issued to them (no Increase the number of uses of this ability by one.
action required by the Hollow). If the Hollow doesn't issue Increase the save DC by +1; maximum +4.
any commands to them, they attack any hostile creatures.
The DM has the creatures' statistics. Descorrer
Whenever the Hollows hit die increases by 6, it gains an Requirements: Kumon, 23 hit die
additional use of this ability. Casting Time: 1 action
Gonzui Range: 5 feet
Requirements: Constitution 15, 14 hit die Components: S
Duration: Instantaneous
Casting Time: 1 round The Hollow opens a pathway into the garganta, and up to
Range: Self four willing creatures can follow inside into the void.
Components: S Descorrer is a much more stable form of travel and always
Duration: Instantaneous provides a safe and short walk to any location familiar to the
The Hollow inhales and attempts to suck out the souls of all Hollow on a different plane of existence.
beings within range and be devoured.
Each creature within 20 feet of the Hollow is affected. If the Pesquisa
Hollow has double or more hit die of the creatures within Requirements: 23 hit die
range, they are slain and souls devoured. Otherwise, they Casting Time: 1 action
must make a Constitution saving throw. Any creatures with Range: Self
the Spiritual Awareness are allowed a saving throw Components: S
regardless. Duration: 10 minutes
Whenever the Hollows hit die increases by 10, the range is
increased by 10 feet. The Hollow sends out a radating pulse in the form of a 30-
foot-radius sphere which reacts to sources of Reiatsu,
Gemelos Sonido allowing it to dtermine the location of any sensed individuals
Requirements: Dexterity 14, Sonido, 16 hit die and gauge how powerful they are. At each minute the Hollow
gains the following knowledge:
Instead of using Sonido, the Hollow can create afterimages of
itself that lasts for 1 minute, or until it loses concetration (as 1. Number of sensed individuals.
if it were concentrating on a spell). It can create an afterimage 2. Distance of the senses individuals.
for each 10 feet of Sonido; maximum five. The afterimages 3. Creature type of the sensed individuals (Human, Hollow,
appear in an unoccupied space that the hollow can see within etc.)
20 feet of it. As a bonus action or it's turn, it can move the 4. Knowledge that the sensed individuals have either less or
illusion up to 30 feet to a space it can see, but it must remain more hit die than the hollow.
within 100 feet of it.

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whenever the Hollows hit die increases by one, the radius is The Hollow can see and hear a particular creature they
increased by 5 feet. choose that is on the same plane of existence as them. The
This ability may be selected multiple times, each time target must make a Wisdom saving throw, which is modified
reducing the amount of time requires to gain the knowledge by how well the hollow knows the target and the sort of
by one minute. physical connection they have to it. If a target knows they're
using this ability, it can fail the saving throw voluntarily if it
Indice Radar wants to be observed.
Requirements: Pesquisa (3), 24 hit die
Save Modifier Knowledge
Casting Time: 1 action
Range: 60 feet +5 Secondhand (They've heard of the target)
Components: S 0 Firsthand (Hollow has met the target)
Duration: Instantaneous
-5 Familiar (Hollow knows the target well)
Thrusting its index finger into the ground, a luminous trail
rapidly extends outwards in the direction of the target within Save Modifier Connection
range.
The Hollow chooses one creature within range, the Hollow -2 Likeness or pictures
gains the knowledge of the amount of Reiryoku the creature -4 Possession or garment
possess as well as its hit die amount, how many weapon
abilities they possess if any, and the highest spell they can -10 Body part, lock of hair, bit of nail, or the like
cast.
Whenever the Hollows hit die increases by one, the range On a successful save, the target isn't affected, and the
is increased by 10 feet. Hollow can't use this ability against it again for 24 hours.
On a failed save, the ability creates an invisible sensor
Solita Vista within 10 feet of the target. The Hollow can see and hear
Requirements: Pesquisa, 24 hit die, Wisdom 13 or through the sensor as it they were there. The sensor moves
Intelligence 13 with the target, remaining within 10 feet of it for the duration.
Casting Time: 1 action A creatures that can see invisible objects sees the sensor as a
Range: 60 feet luminous orb about the size of the Hollows fist.
Components: V, S, M (one of the casters eyeballs) Instead of targeting a creature, the Hollow can choose a
Duration: Instantaneous location they have seen before as the target of the spell. When
The Hollow removes one of its eyes and crushes it, which it does, the sensor appears at the location and doesn't move.
turns into dust and flows around up to 12 willing creatures.
Affected creatures experience events that the Hollow has
experienced that it chooses as far back as one week. The
affected creatures experience the events as the Hollow did,
the sight, sounds, emotions, etc. The amount of time the
Hollow can relay is 1 minute for each two hit die it possesses,
these minutes need not be consecutive of the same day or
event. It can be one minute of one day, and another minute of
another day, etc.
Cognition Synchronization
Requirements: Pesquisa, 24 hit die, Wisdom 16
Casting Time: Bonus action
Range: Self
Components: -
Duration: Concentration
While the Hollow concentrations, it can broadcast
information of whatever it is currently seeing or experiencing
to up to 11 creatures it knows within the same plane.
Garganta Broadcast
Requirements: Pesquisa, 26 hit die, Wisdom 16 or
Intelligence 16
Casting Time: 10 minutes
Range: Self
Components: V, S,
Duration: 10 minutes

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Ice
Cold Form You choose nonmagical ice, snow or water that you can see
SP Cost: 1 within range and that fits within a 5-foot cube. You affect it in
Casting Time: 1 action one of the follows ways:
Range: Self You instantaneously freeze the water into ice or snow, you
Components: V, S, W instantaneously melt ice or snow into water or can harden
Duration: Until sealed show into ice or soften ice to snow.
Your weapon becomes pure ice. While this ability is active, You lower the temperature by two temperature bands This
your weapons damage type is changed to cold damage. change lasts for the duration.
If your weapon is a Summon, you may have this ability You cause simple shapes - such as vague form of a
apply to it's natural weapons as well. You may dismiss this creature, an inanimate object or location - to appear
ability as a bonus action. within the ice or snow as you lie. The shapes last for the
You may reselect this ability multiple times, each time duration.
choosing one of the following options: If you use this ability multiple times, you can only have a
number of its non-instantaneous effects, equal to your
You may activate this ability as a bonus action and dismiss proficiency bonus active at a time, and you can dismiss
it at will. such an effect as an action.
This ability no longer requires V or S components. Each time you reselect this ability, the cube is increased by
Ice Weapon 5 feet.
SP Cost: 2 You may reselect this ability multiple times, each time
Casting Time: 1 action choosing one of the following options:
Range: Self You may now affect magical ice, snow or water.
Components: V, S, W The ice you can produce with this ability cannot be
Duration: Concentration, until sealed thawed out magically or otherwise.
Ice rimes your weapon, dealing an additional 1d4 cold You can lower the temperature by an additional 2
damage. You may dismiss this ability as a bonus action. temperature bands.
You may reselect this ability multiple times, each time
choosing one of the following options: Ice Shield
Requirements: Two Ice abilities
You may activate this ability as a bonus action and dismiss SP Cost: 1
it at will. Casting Time: 1 action
This ability no longer requires V or s components. Range: Self
Increase the damage dice size by one step, to a maximum Components: V, S, W
of a 1d12. Duration: Concentration, until sealed
Freezing Weapon A coat of ice surrounds your body for the ability's duration.
Requirements: One Ice ability The ice doesn't harm you or your equipment. Until the ability
ends, you gain the following benefits:
When you score a critical hit with your armament, the target
takes an additional 1d4 cold damage and is slowed. The You have resistance to cold and fire damage.
target can use an action to make a Strength or Constitution You reduce the next physical damage you take by 4, one
saving throw. On a success, this effect ends. you've taken this amount of damage, this part of the ability
You may reselect this ability multiple times, each time ends. Each time you reselect this ability, this increased by
choosing one of the following options: 1.
Any creature that is within 5 feet of you is slowed. Each
Increase the save DC by 1. time you reselect this ability, the range increases by 5 feet.
Increase the damage die size by one step, maximum of a
1d10. You may reselect this ability multiple times, each time
choosing one of the following options:
Control Ice & Snow
Requirements: One Ice ability This ability no longer requires V or S components.
This ability no longer requires Concentration.
SP Cost: 1 You are immune to cold damage instead.
Casting Time: 1 action You may choose if this ability's damage affects creatures
Range: 60 feet or not.
Components: S
Duration: Instantaneous or 1 hour

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Cone of Ice Duration: Instantaneous or 1 hour
Requirements: Three Ice abilities A column of ice rises from the ground, lifting any object or
SP Cost: 2 creature (including you) standing in the area into the air.
Casting Time: 1 action Creatures succeeding on a Dexterity saving throw can choose
Range: Self to avoid the column, on failure taking 6d6 cold damage.
Components: V, S, W Moving or fighting atop the ice column requires an
Duration: Instantaneous Acrobatics check. Those who fail fall prone and must
Incantaction: immediately succeed on a Dexterity saving throw or slip off
the column, taking commensurate falling damage.
A blast of cold air erupts from you. Each creature in a 60-foot Creatures atop the column as it rises may be smashed
cone must make a Dexterity saving throw. A creatures takes against the ceiling or other overhead obstruction, which deals
3d8 cold damage on a failed save, or half as much damage on 3d6 cold damage and 3d6 bludgeoning damage.
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 or the cylinder by 5 feet.
Increase the damage by 1d6. Increase the damage by 1d6.
Wall of Ice Ice Storm
Requirements: Four Ice abilities Requirements: Five Ice abilities (Final Shikai)
SP Cost: 2 SP Cost: 3
Casting Time: 1 action Casting Time: 1 round
Range: 60 feet Range: 100 feet
Components: V, S, W Components: V, S, W
Duration: Concentration, until sealed Duration: Instantaneous
You create a wall of ice on a solid surface within range. You A hail of rock-hard ice pounds on five ares you choose within
can form it into a hemispherical dome or a sphere with a range.
radius of up to 10 feet, or you can shape a flat surface made The area consists of 80-foot-radius, 40-foot-high cylinder.
up of up to ten 10-foot-square panels. Each panel must be Each creature in the area takes 7d8 cold damage.
continuous with another panel. In any form, the wall is 1 foot Hailstones causes the creatures within it's area to be
thick and lasts for the duration. If the wall cuts through a slowed.
creature's space when it appears, the creature within its area Each time you reselect this ability, increase the damage by
is puched to one side of the wall and must make dexterity 1d8.
saving throw. On a failed save, the creatures takes 4d6 cold You may reselect this ability multiple times, each time
damage, or half as much damage on a successful save. choosing one of the following options:
The wall is an object that can be damaged and thus
breached. Each panel has AC 12 and 10 hit points per inch of This ability no longer requires V or S components.
thickness, and it is vulnerable to fire damage. Reducing a Increase the radius and height by 10 feet.
panel of wall to 0 hit points destroys it and leaves behind a
sheet of frigid air in the space the wall occupied. A creature Ice Swarm
moving throw the sheet of frigid air for the first time on turn Requirements: Six Ice abilities, Bankai
must make a Constitution saving throw. The creature takes SP Cost: 4
4d6 cold damage on a failed save, or half as much damage on Casting Time: 1 round
a successful one. Range: 1 mile
Each time you reselect this ability, increase the damage by Components: V, S, W
1d6. Duration: Instantaneous
You may reselect this ability multiple times, each time
choosing one of the following options: Freezing orbs of ice plummet to the ground at four different
points you can see within range.
Increase the range by 10 feet. Each creature in a 20-foot-radius sphere centered on each
This ability no longer requires V or S components. point you choose must make a Dexterity saving throw. The
This ability no longer requires Concentration. sphere spreads around corners. A creatures takes 10d6 cold
You can create an additional panel. damage and 10d6 bludgeoning damage on a failed save, or
half as much damage on a successful one. A creature in the
Pillar of Ice area of more than one icy bursts is affected only once.
Requirements: Four Ice abilities This ability damages plants, objects in the area and freezes
SP Cost: 2 water solid.
Casting Time: 1 action
Range: 60 feet
Components: V, S, W

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You may reselect this ability a second time, if you do,
creatures can be affected more than once from the icy bursts.
Subzero
Requirements: Six Ice abilities, Bankai
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.

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Illusion
Psychic Form You create one image of an object that is no larger than a 5-
SP Cost: 2 foot cube. Each time you reselect this ability, the cube
Casting Time: 1 action increased by 5 feet and the number of images you can create
Range: Self increases by one.
Components: V, S, W The image appears at a spot that you can see within range
Duration: Until sealed and lasts for the duration. The image is purely visual; it isn't
accompanied by sound, smell, or other sensory effects.
While this ability is active, your weapons damage type is As long as you are within range of the illusion, you can use
changed to psychic damage. your action to alter its appearance. Each time you reselect
If your weapon is a Summon, you may have this ability this ability, the range of this ability increases by 10 feet.
apply to it's natural weapons as well. You may dismiss this Physical interaction with the image reveals it to be an
ability as a bonus action. illusion, because things can pass through it. A creature that
You may reselect this ability multiple times, each time uses its action to examine the image can determine that it is
choosing one of the following options: an illusion with a successful Intelligence (Investigation) check
against the save DC. If a creature discerns the illusion for
You may activate this ability as a bonus action and dismiss what it is, the creature can see through the image, and its
it at will. other sensory qualities become faint to the creature.
This ability no longer requires V or S components. You may reselect this ability multiple times, each time
Mind Weapon choosing one of the following options:
SP Cost: 2 This ability no longer requires V or S components.
Casting Time: 1 action You can instead use a bonus action to alter the illusion.
Range: Self You can create images of creatures.
Components: V, S, W You can also create and altar auditory sensations with the
Duration: Concentration, until sealed illusion.
Your weapon deals an additional 1d4 psychic damage. You You can also create and alter olfactory sensations within
may dismiss this ability as a bonus action. the illusion.
You may reselect this ability multiple times, each time You can also create and altar temperatures appropriate to
choosing one of the following options: the illusion.
You can spend an action to 'program' scripted events your
You may activate this ability as a bonus action and dismiss illusion follows, as well as specific conditions that must be
it at will. met to activate, or change the events. These events
This ability no longer requires V or S components. continue to loop until the end of the duration, or you
Increase the damage dice size by one step, to a maximum program different events. You must have select this ability
of a 1d12. four times before you can select this option.
Psionic Weapon Disguise Self
Requirements: One Illusion ability Requirements: One Illusion ability
When you score a critical hit with your armament, the target SP Cost: 1
takes an additional 1d4 psychic damage and is incapacitated. Casting Time: 1 action
At the end of each of its turns, the target can make a Range: Self
intelligence saving throw. On a success, the effect ends on the Components: V, S, W
target. Duration: Concentration, up to 1 minute
You may reselect this ability multiple times, each time You make yourself - including your clothing, armor, weapons
choosing one of the following options: and other belongs on your person - look different for the
duration, or until you use your action to dismiss it.
Increase the save DC by 1. You can seem 1 foot shorter or taller and can appear thin,
Increase the damage die size by one step, to a maximum fat, or in between. You can’t change your body type, so you
of a 1d10. must adopt a form that has the same basic arrangement of
Illusion limbs. Otherwise, the extent of the illusion is up to you.
Requirements: One Illusion ability The changes wrought by this ability fail to hold up to
physical inspection. For example, if you use this ability to add
SP Cost: 2 a hat to your outfit, objects pass through the hat, and anyone
Casting Time: 1 action who touches it would feel nothing or would feel your head
Range: 60 feet and hair. If you use this ability to appear thinner than you are,
Components: V, S, W the hand of someone who reaches out to touch you would
Duration: Concentration, up to 1 minute bump into you while it was seemingly still in midair.

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To discern that you are disguised, a creature can use its You may reselect this ability multiple times, each time
action to inspect your appearance and must succeed on an choosing one of the following options:
Intelligence (Investigation) check against your save DC.
You may reselect this ability multiple times, each time This ability no longer requires V or S components.
choosing one of the following options: This ability no longer requires concentration.
You can target an additional creature, maximum 5.
This ability no longer requires V or S components. Increase the damage by 1d8 to a maximum of 6d8.
This ability no longer requires concentration.
Increase the duration by 1 minute. Phantasmal Killer
Requirements: Four Illusion abilities
Mirror Image SP Cost: 2
Requirements: Two Illusion ability Casting Time: 1 action
SP Cost: 1 Range: 60 feet
Casting Time: 1 action Components: V, S, W
Range: Self Duration: Concentration, up to 1 minute
Components: V, S, W You craft an illusion that takes root in the mind of a creature
Duration: 1 minute that you can see within range. The target must make an
Three illusory duplicates of yourself appear in your space. Intelligence saving throw. On a failed save, you create a
For the duration, the duplicates move with you and mimic phantasmal object, creature, or other visible phenomenon of
your actions, shifting position so it's impossible to track your choice that is no larger than a 10-foot cube and that is
which images is real. You can use your action to dismiss the perceivable only to the target for the duration. This ability has
illusory duplicates. no effect on undead or constructs. Each time you reselect this
Each time a creature targets you with an attack during the ability the cube is increased by 5 feet.
ability's duration, roll a d20 to determine whether the attack The phantasm includes sound, temperature, and other
instead targets one of your duplicates. stimuli, also evident only to the creature.
If the number rolled is equal to or greaterh than 20 - 8 - the The target can use its action to examine the phantasm with
number of duplicates, you may change the attack's target to a an Intelligence (Investigation) check against the save DC. If
duplicate. the check succeeds, the target realizes that the phantasm is
A duplicates AC equal 10 + your Dexterity modifier. If an an illusion, and the ability ends.
attack hits a duplicate, teh duplicate is destroyed. A duplicate While a target is affected by the ability, the target treats the
can be destroyed only by an attack that hits it. It ignores all phantasm as if it were real. The target rationalizes any
other damage and effects. The ability ends when all illogical outcomes from interacting with the phantasm. For
duplicates are destroyed. example, a target attempting to walk across a phantasmal
A creature is unaffected by this ability if it can't see, if it bridge that spans a chasm falls once it steps onto the bridge.
relies on senses other than sight, such as blindsight, or if it If the target survives the fall, it still believes that the bridge
can perceive illusions as false, as with truesight. exists and comes up with some other explanation for its fall it
You may reselect this ability multiple times, each time was pushed, it slipped, or a strong wind might have knocked it
choosing one of the following options: off.
An affected target is so convinced of the phantasm’s reality
This ability no longer requires V or S components. that it can even take damage from the illusion. A phantasm
Increase the duration by 1 minute. created to appear as a creature can attack the target.
Increase the amount of duplicates by one, maximum of six Similarly, a phantasm created to appear as fire, a pool of acid,
duplicates. or lava can burn the target. Each round on your turn, the
phantasm can deal 4d6 psychic damage to the target if it is in
Fear the phantasm’s area or within 5 feet of the phantasm,
Requirements: Three Illusion abilities provided that the illusion is of a creature or hazard that could
SP Cost: 2 logically deal damage, such as by attacking. The target
Casting Time: 1 action perceives the damage as a type appropriate to the illusion.
Range: 30 feet You may reselect this ability multiple times, each time
Components: V, S, W choosing one of the following options:
Duration: Concentration, up to 1 minute
Increase the range by 10 feet.
Choose a single creature you can see within range, you this ability no longer requires V or S components.
project a phantasmal image of that creature’s worst fears that This ability no longer requires concentration.
is only visible to that creature. Each time you reselect this Increase the damage by 1d6.
ability the range increased by 10 feet.
The target must make a Intelligence saving throw. On a
failed save, the target becomes frightened for the duration. At
the end of each of the target’s turns before the spell ends, the
target must succeed on a Wisdom saving throw or take 2d8
psychic damage. On a successful save, the spell ends.

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

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Kidō
Expanded Kidō You create a magical ward on yourself that lasts for the
You learn two new spells of your choice from your class's duration. You can expend a spell slot, the ward has hit points
spell list, or one spell of your choice from any other spell list. equal to the spell level + your proficiency bonus. Whenever
you take damage, the ward takes the damage instead. If this
You may reselect this ability multiple times. damage reduced the ward to 0 hit points, you take any
Spell Blade remaining damage.
SP Cost: 2 You may reselect this ability multiple times, each time
Casting Time: Bonus action choosing one of the following options:
Range: Self This ability no longer require V or s components.
Components: V, S, W This ability no longer requires concentration.
Duration: Concentration, up to 1 round Increase the duration by 1 minute
You channel Kidō into your weapon. Arcane Channeling
When you use this ability, you must spend a spell slot, for Requirements: Three Kidō abilities and the ability to cast
the duration you gain a bonus to attack and damage rolls 3rd level spells
made with your armament equal to the level of the spell slot
expended for the duration. Once during your turn when you take the attack action and
You may reselect this ability multiple times, each time successfully land an attack with your armament, you may cast
choosing one of the following options: a spell as part of the same action. The spell must have a
This ability no longer requires V or S components. casting time of one action, and either have a range of touch or
This ability no longer requires concentration. require an attack roll. The attack deals damage normally;
Increase the duration by one round. then the effect of the spell is resolved.
You may reselect this ability multiple times, each time
Arcane Blade choosing one of the following options:
Requirements: One Kidō ability The spell you cast no longer needs to have a range of
When you score a critical hit with your armament, the target touch.
takes an additional 1d4 force damage and you regain an The spell you cast no longer need needs to require an
expended spell slot of your choice, maximum level two. attack roll.
You may reselect this ability multiple times, each time Counter Blade
choosing one of the following options: Requirements: Four Kidō abilities
Increase the damage dice size by one step, to a maximum SP Cost: Varys
of a 1d10. Casting Time: Reaction
Increase the max level of the spell slot you regain by one, Range: 40 feet
to a maximum of 7th level. Components: S, W
Duration: Instantaneous
Metamagic
Requirements: One Kidō ability If a creature you can see within range activates a weapon
ability you expend a number of SP points equal to that
You learn one Metamagic option of your choice. You also gain armaments Sp cost and make a Reiatsu check apposed by
2 sorcery points to spend on Metamagic (these points are that creatures Reiatsu check. If your check is greater than
added to any sorcery points you have from another source, their roll, the creatures weapon ability fails and has no effect.
but can be used only on Metamagic). You regain all spend This ability does not affect Final Shikai or Bankai abilities.
sorcery points when you finish a long rest. 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.
You gain another Metamagic option of your choice. You can affect Bankai abilities. You must have Bankai
You gain 1 additional sorcery point. before you can select this option.
Kidō Ward Omni Spell
Requirements: Two Kidō abilities Requirements: Five Kidō abilities (Final Shikai)
SP Cost: 1 SP Cost: 4
Casting Time: Bonus action Casting Time: 1 round
Range: Self Range: Special
Components: V, S, W Components: V, S, W
Duration: Concentration, until sealed Duration: Special

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When you activate this ability you choose 3 spells you know. If the spell deals damage, you double the damage dice.
As part of the same action you simultaneously cast the If the spell would allow additional saving throws, the
chosen spells, choosing which order they resolve. You still affected creature rolls them with disadvantage.
need any necessary components to cast the chosen spells. If the spell has a duration, you may double it.
Additionally, these spells cannot be countered. If the spell had a single target and requires concentration,
You gain two levels of exhaustion. you do not need to concentrate.
You may reselect this ability multiple times, each time
choosing one of the following options:
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
Requirements: Six Kidō abilities, Bankai
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 later as an action
on your turn 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.
Increase the duration by 2 minutes.
When you activate this ability, you roll 2d8's instead and
choose one result. You must have selected this ability two
times before you can choose this option.
Critical Spell
Requirements: Six Kidō abilities, Bankai
Whenever you cast a spell that requires a saving throw, and
any affected creature rolls a 1 on their saving throw, you may
choose one of the following effects:

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Light
Radiant Form Your body glows with deadly light for the ability's duration.
SP Cost: 1 The light doesn't harm you. Until the ability ends, you gain
Casting Time: 1 action the following benefits:
Range: Self You have resistance to Necrotic and Radiant damage.
Components: V, S, W You shed magical bright light in a 10-foot-radius sphere
Duration: Until sealed and dim light for an additional 10 feet. Each time you
Your weapon becomes pure light. While this ability is active, reselect this ability, the sphere is increased by 10 feet.
your weapons damage type is changed to radiant damage. Any creature that moves inside the sphere for the first
If your weapon is a Summon, you may have this ability time on a turn or ends its turn there, takes 1d4 radiant
apply to it's natural weapons as well. You may dismiss this damage. Each time you reselect this ability, the damage
ability as as a bonus action. dice size is increased by one step to a maximum of 1d10.
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 and dismiss This ability no longer requires V or S components.
it at will. While this ability is active you are instead immune to
This ability no longer requires V or S components. radiant damage.
Luminous Weapon Daylight
SP Cost: 2 Requirements: One Light ability
Casting Time: 1 action SP Cost: 1
Range: Self Casting Time: 1 action
Components: V, S, W Range: 30 feet
Duration: Concentration, until sealed Components: V, S, W
Your weapon illuminates with righteous energy, dealing an Duration: Concentration, up to 1 minute
additional 1d4 radiant damage. You may dismiss this ability A 20-foot-radius sphere of magical light spreads out from a
as a bonus action. point you choose within range. The sphere is bright light and
You may reselect this ability multiple times, each time sheds dim light for an additional 20 feet.
choosing one of the following options: The blinding light causes enemies within the area to have
You may activate this ability as a bonus action and dismiss disadvantage on attack rolls.
it at will. Nonmagical darkness can't darken the area. if the point you
This ability no longer requires V or S components. choose is on an object you are holding or one that isn't being
Increase the damage dice size by one step, to a maximum worn or carried, the light emanates from the object and
of a 1d12. moves with it. Completely covering the source of the light
with a opaque object, such as a bowl or a helm, blocks the
Incandescent Weapon light.
Requirements: One Light ability If any of this ability's area overlaps with an area of
darkness created by Kido of 2nd level or lower, the spell that
When you score a critical hit, the target takes an additional created the darkness is dispelled. Each time you reselect this
1d4 radiant damage, and is blinded. On each of its turns, the ability, the level of kido this ability dispels increases by one.
target can use an action to make a Constitution saving throw. If any of this ability's area overlaps with an area of
On a success, this effect ends. darkness created by a armament you make a Reiatsu check, if
You may reselect this ability multiple times, each time successful, the darkness is dispelled. Each time you reselect
choosing one of the following options: this ability, you gain a +1 bonus on this Reiatus check.
Increase the save DC by 1. You may reselect this ability multiple times, each time
Increase the damage die size by one step, to a maximum choosing one of the following options:
of 1d10. Increase the range and radius of this ability by 10 feet.
Aura of Light Increase the duration by 1 minute.
Requirements: Two Light abilities This ability no longer requires V or S components.
This ability no longer requires concentration.
SP Cost: 1
Casting Time: 1 action
Range: Self
Components: V, S, W
Duration: Concentration, until sealed

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

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Supernova
Requirements: Five Light abilities, Bankai
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
Requirements: Six Light abilities, Bankai
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.

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

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A stroke of lightning forming a line 60 feet long and 5 feet You must either have line of sight to your destination or you
wide blasts out from you in a direction you choose. must specify a direction and distance within range. Creatures
Each creature in the light must make a Dexterity saving and objects in the path of your passage take 5d8 points of
throw. A creatures takes 6d6 lightning damage on a failed Lightning damage or half as much one successful save.
save, or half as much damage on a successful one. The If your path intersects with a solid object, you damage the
lightning ignites flammable objects in the area that aren't barrier accordingly. If the damage is enough to break through
being worn or carried. the barrier, you continue beyond the barrier as long as the
You may reselect this ability multiple times, each time ability's range permits; otherwise, your movement stops in
choosing one of the following options: the square adjacent to the barrier and the effect ends.
You may reselect this ability multiple times, each time
This ability no longer requires V components. choosing one of the following options:
Increase the length by 5 feet.
Increase the damage by 1d6. This ability no longer requires V or S components.
For each creature that failed their saving throw, you have Increase the damage by 1d8.
up to one bolt leap from that creature to a target within 30 When you arrive at your destination, each creature within
feet. A target can be a creature or an object and can only 10 feet must make a Dexterity saving throw. Taking 3d6
be targeted by one of the bolts. You must have selected lightning damage on failed save, or half as much on a
this ability twice before you can choose this option. success.
Call Lightning Lightning Sphere
Requirements: Four Lightning abilities Requirements: Five Lightning abilities (Final Shikai)
SP Cost: 2 SP Cost: 2
Casting Time: 1 action Casting Time: 1 action
Range: 80 feet Range: 200 feet
Components: V, S, W Components: V, S, W
Duration: Concentration, up to 1 minute Duration: Instantaneous
A storm cloud appears in the shape of a cylinder that is 10 A crackling globe of electric energy streaks from your
feet tall with a 20-foot radius, centered on a point you can see fingertips to a point of your choice within range, where it
within range directly above you. The ability fails if you can’t explodes in a 60-foot-radius sphere. Each creature within the
see a point in the air where the storm cloud could appear (for area takes 7d8 Lightning damage.
example, if you are in a room that can’t accommodate the You may reselect this ability multiple times, each time
cloud). Each time you select this ability increase the radius choosing one of the following options:
increases by 5 feet.
When you use this ability, choose a point you can see Increase the range by 10 feet.
within range. A bolt of lightning flashes down from the cloud Increase the radius by 10 feet.
to that point. Each creature within 5 feet of that point must Supercharged
make a Dexterity saving throw. A creature takes 4d6 Requirements: Six Lighting abilities
Lightning damage on a failed save, or half as much damage
on a successful one. On each of your turns until the ability SP Cost: 1
ends, you can use your action to call down lightning in this Casting Time: Reaction
way again, targeting the same point or a different one. Range: Self
You may reselect this ability multiple times, each time Components: -
choosing one of the following options: Duration: Concentration, up to 1 minute
Increase the range by 10 feet. While in Bankai, when you are subject to an ability or spell
This ability no longer requires V components. that deals 15 points or more of Lightning damage, as a
This ability no longer requires Concentration. reaction you are unaffected by that ability or spell and
Increase the damage by 1d6. activate this ability. While this ability is active you gain the
following benefits:
Storm Step Increase all forms of movement by 30 feet.
Requirements: Four Lightning abilities You Dexterity score becomes 20.
SP Cost: 2 You gain advantage on Dexterity saving throws and skill
Casting Time: 1 action checks.
Range: 100 feet You regain 5 hit points at the start of your turn as long as
Components: V, S, W you are conscious.
Duration: Instantaneous You are immune to the Exhaustion and Paralyzed
You transform into a bolt of Lightning and transport yourself conditions.
to an area within range. Each time you reselect this ability the
range increases by 10 feet.

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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
Requirements: Six Lightning abilities, Bankai
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.

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Oppression
Oppressive Aura You may reselect this ability multiple times, each time
Requirements: Charisma 14, Proficiency in Intimidation choosing one of the following options:
SP Cost: 4 Increase the penalty by 2.
Casting Time: 1 action Choose an additional ability score this penalty applies too.
Range: Self
Components: V, S, W Suppress Magic
Duration: Concentration, until sealed Requirements: Oppressive Aura, and three other Oppression
abilities
You unleash your reiatsu in a 30-foot-radius sphere centered
on you. This sphere moves with you. Any creature within this Creatures affected by your Oppressive Aura have one spell
sphere must make a Reaitsu check opposed by your Reiatsu slot they are barred from using, starting from their highest.
check. On a failure, they are subjected to the effects of your You may reselect this ability multiple times, each time
Oppressive Aura. affecting an additional spell slot.
Affected creatures within the sphere roll a d4 and subtract
the number rolled from any attack roll they make. You may Suppress Damage
also choose a number of creatures equal to your proficiency Requirements: Oppressive Aura, and four other Oppression
bonus + 1 to not be affected by your Oppressive Aura. abilities
The radius of the sphere is increased by 10 feet for every
other Oppression ability you possess. The damage die size of any ability, attack or spell of a
You may reselect this ability multiple times, each time creature or object affected by your Oppressive Aura is
choosing one of the following options: reduced by one step, to a minimum of 1d4.
Increase the radius of the sphere by 10 feet. Suppress Saves
This ability no longer requires V or S components. Requirements: Oppressive Aura, and five other Oppression
Increase the dice size by on step, to a maximum of a 1d8. abilities
Increase the number of creatures you can choose to not
be affected by this ability by four. Whenever a creature affected by your Oppressive Aura makes
a saving throw, they must roll a d4 and subtract the number
Suppress Speed rolled from the saving throw.
Requirements: Oppressive Aura You may reselect this ability multiple times, each time
increasing the die size by one step, to a maximum of a 1d12.
Creatures affected by your Oppressive Aura have all their
forms of movement reduced by 5 feet, to a minimum of 5 feet. Suppress Vitality
You may reselect this ability multiple times, each time Requirements: Oppressive Aura, and six other oppression
reducing speed by 5 feet. abilities (Final Shikai)
Suppress Skill
SP Cost: 4
Casting Time: 1 round
Requirements: Oppressive Aura Range: -
Whenever a creature affected by your Oppressive Aura makes Components: V, S, W
a skill check, they must roll a d4 and subtract the number Duration: Concentration, up to 5 minutes
rolled from it. Your Reiatsu becomes overwhelming, making it difficult to
You may reselect this ability multiple times, each time breathe. For the duration you are considered incapacitated.
increase the die size by one step to a maximum of a 1d12. The air within your Oppressive Aura is no longer breathable
except for you. You can concentrate on this ability and
Suppress Armor Oppressive Aura at the same time, however you have
Requirements: Oppressive Aura disadvantage on concentration checks.
You may reselect this ability multiple times, each time
Creatures affected by your Oppressive Aura have their Armor choosing one of the following options:
Class reduced by 2 to a minimum of 1.
You may reselect this ability multiple times, each time This ability no longer requires V or S components.
reducing their Armor Class by 2. Increase the duration by 1 minute.
Suppress Ability
Requirements: Oppressive Aura, and two other Oppression
abilities
Choose an ability score, this choice is permanent. Creatures
affected by your Oppressive Aura have the the chosen ability
score reduced by 2, to a minimum of 6.

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Suppress Power
Requirements: Oppressive Aura, Six other Oppression
abilities and Bankai
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

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

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

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

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

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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
Requirements: Projectile Form, three other Projectile
abilities, Bankai
Evasion and similar abilities do not function against your
Projectile abilities.
Increased Velocity
Requirements: Projectile Form, three other Projectile
abilities, Bankai
Creatures have disadvantage on Dexterity saving throws
against your Projectile abilities.

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Sound
Sound Form You create sound or manipulate non-magical sound in an
SP Cost: 1 area within range and that fits within a 5-foot cube. Choose
Casting Time: 1 action one of the following effects:
Range: Self You create a sound that lasts for the duration. You can
Components: V, S, W dismiss it as an action. The volume can range from a
Duration: Until sealed
whisper to a scream. The sound continues unabated
Your weapon becomes pure sound. While this ability is active, throughout the duration, or you can make discrete sounds at
your weapons damage type is changed to thunder damage. different times before the effect ends.
If your weapon is a Summon, you may have this ability
apply to it's natural weapons as well. You may dismiss this You can either increase or decrease the volume of any and
ability as as a bonus action. all sounds within the area. You can decrease the volume of
You may reselect this ability multiple times, each time the area down to a whisper or increase it to that of
choosing one of the following options: thunder.
Within the area, you can change the current existing
You may activate this ability as a bonus action and dismiss sounds characteristics, such as pitch, texture, timbre, or
it at will. spatial location. For example, make someones voice
This ability no longer requires V or S components. sound an octave higher or lower, make a subject sound
Sonic Weapon
like someone else, change the sound of of a conversation
to the sound of a crowd, or make the sounds sound further
SP Cost: 2 away or closer, or change the sound of an instrument to
Casting Time: 1 action sound like another. Any non-willing creature is allowed a
Range: Self Constitution saving throw to resist the changes.
Components: V, S, W
Duration: Concentration, until sealed If you use this ability multiple times, you can only have a
Your weapon reverberates, dealing an additional 1d4 thunder number of its effects, equal to your proficiency bonus, active
damage. You may dismiss this ability as a bonus action. at a time.
You may reselect this ability multiple times, each time Each time you reslect this ability, the cube is increased by 5
choosing one of the following options: feet.
You may reselect this ability multiple times, each time
You may activate this ability as a bonus action and dismiss choosing one of the following options:
it at will. You may affect magical sound.
This ability no longer requires V or S components. Incrase the range by 10 feet.
Increase the damage dice size by one step, to a maximum Increase the duration by 1 hour.
of a 1d12.
Deafening Weapon Sound Shield
Requirements: One Sound ability Requirements: Two Sound abilities
SP Cost: 1
When you score a critical hit, the target takes an additional Casting Time: 1 action
1d4 thunder damage, and is deafened. On each of its turns, Range: Self
the target can use an action to make a Constitution saving Components: V, S, W
throw. On a success, this effect ends. Duration: Concentration, until sealed
You may reselect this ability multiple times, each time You manipulate sound waves to surround your body for the
choosing one of the following options: duration. This sound does not harm you or your equipment.
Increase the save DC by 1. Until the ability ends, you gain the following benefits:
Increase the damage die size by one step, to a maximum You have resistance to energy damage.
of 1d10. A creature that touches you, hits you with a melee attack
Sculpt Sound or ends their turn adjacent to you, takes 1d4 thunder
Requirements: One Sound ability damage. Every time you reselect this ability, this damage
die size increases by one step, to a maximum of a 1d10.
SP Cost: 1 As an action you can end this ability by dispersing the
Casting Time: 1 action Sound Shield in a violent burst. Each creature within 30
Range: 60 feet feet of you must succeed a Constitution saving throw. Take
Components: S 2d6 thunder damage, or half as much on a successful
Duration: Instantaneous or 1 hour save. Each time you reselect this ability the range
increases by 5 feet.

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You may reselect this ability multiple times, each time Sonic Boom
choosing one of the following options: Requirements: Five Sound abilities (Final Shikai)
This ability no longer requires V or S components. SP Cost: 3
This ability no longer requires concentration. Casting Time: 1 round
You are now immune to thunder damage. If you select this Range: Self
option a second time, you are immune to being deafened. Components: V, S, W
Increase the damage of the burst by 1d6. Duration: Instantaneous
Cone of Sound A cacophonous boom erupts out from you in a 60-foot-radius-
Requirements: Three Sound abilities sphere centered on you.
SP Cost: 2 Each creature within the area takes 7d18 thunder damage
Casting Time: 1 action and must make a Constitution saving throw.
Range: Self On a failed save, a creature is deafened for 1 minute and
Components: V, S, W knocked back up to 10 feet away landing prone. On a
Duration: Instantaneous successful not being knocked back or becoming prone. A
creature deafened by this ability makes another Constitution
A boom cone of sound erupts from you. Each creature in a saving throw at the end of each of its turns. On a successful
60-foot cone must make a Constitution saving throw. A save, it is no longer deafened.
creature takes 6d6 thunder damage on a failed save, or half Each time you select this ability, increase the damage by
as much damage on a successful one. 1d8.
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.
Increase the cone by 5 feet. Increase the radius sphere by 10 feet.
Increase the damage by 1d6. Increase the save DC by 2.
Wall of Sound Disruption Field
Requirements: Four Sound abilities Requirements: Six Sound abilities and Bankai
SP Cost: 2 SP Cost: 4
Casting Time: 1 action Casting Time: 1 round
Range: 60 feet Range: Self
Components: V, S, W Components: V, S, W
Duration: Concentration, until sealed Duration: Concentration, until sealed
You create a semi-physical barrier of sound within range, it You create a barrier of sound that surrounds you. This barrier
can be free floating or on a surface. You can make the wall up is a 40-foot-sphere centered on you, this barrier moves with
to 60 feet long, 20 feet high, and 1 foot thick, a ringed wall up you. While active you and allies gain the following benefits:
to 20 feet in diameter, 20 feet high, and 1 foot thick or a
hemispherical dome/sphere with a radius of 20 feet. The wall You and allies within the field gain advantage on saving
is translucent and lasts for the duration. throws against abilities and spells that would deal energy
When the wall appears, each creature within its area must damage.
make a Constitution saving throw. On a failed save, a creature You and your allies have immunity to being deafened.
takes 4d6 thunder damage, or half as much damage on a Enemies that begin or end their turn within the field must
successful save. You may also designated if sound from make a constitution saving throw taking 10d6 thunder
within can pass outside of the wall, or if sound from the damage and becoming deafened for 1 minute, or half as
outside can enter within or both. much damage on a successful save.
Any creature that passes through the wall must make a Enemies within the field must make a Constitution saving
Constitution saving throw. On failed save, they take 4d6 throw. On a failed save, as long as they are within the field
thunder damage and do not pass through, on success they they have disadvantage on saving throws.
take half damage and pass through. You may select this ability a second time, if you do the
Each time you reselect this ability, increase the damage by radius sphere is doubled, and the damage dice size is
1d6. increased to d10.
You may reselect this ability multiple times, each time
choosing one of the following options: Sonic Resonance
Increase the range, height, length and radius of this ability Requirements: Six Sound abilities, Bankai
by 10 feet. Your Sonic abilities are increased in power.
This ability no longer requires V or S components. Your armament abilities or Kido that deal thunder damage
This ability no longer requires concentration. ignore resistances. If a creature would be immune to thunder
Increase the save DC by 1. damage, it instead takes half damage.

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Summon
Summon Your Summon gains one of the following movements modes
SP Cost: 2 and the appropriate appendages to allow the movement.
Casting Time: 1 action Burrow speed of 50 feet.
Range: 5 feet Climb speed of 40 feet.
Components: V, S, W Fly speed of 30 feet.
Duration: 1 minute Swim speed of 60 feet.
When you select this ability you must choose a Summon. To You may reselect this ability multiple times, each time
do so, choose any type of creature with a stat block in the choosing a different movement mode.
Monster Manual or any other D&D book approved by your
DM, but the challenge rating in its stat block must be 1/2 or Speed Increase
lower. Any additional Summon abilities gained will add to, Requirements: Summon
change or remove from your Summons stat block.
You weapon takes on the form of your Summon in an Select one of your Summons modes of movement, it
unoccupied space you choose within range. It acts increases by 10 feet.
independently of you, but it always obeys your commands. In You may reselect this ability multiple times.
combat, it acts on your initiative.
Your Summon has a proficiency bonus equal to yours. Learned Skill
If your Summon is reduced to 0 hit points, it dies and Requirements: Summon
reverts back to a weapon. Select two skills your Summon is not proficient in, it is now
You can't have more than one Summon active at a time. proficient in those skills.
For every other Summon ability you have, the duration of You may reselect this ability multiple times.
this ability is increased by 1 minute.
You may reselect this ability a second time, if you do, you Extra Sense
retain your blade when you use this ability. Requirements: Summon
Summons Blade Your Summon gains one of the following senses:
Requirements: Summon
Blindsight 30 feet.
Your Summon has a copy of your armament, if any. The Darkvision 60 feet.
weapon has the same statistics and weapon properties. Tremorsense 80 feet.
However, it does not have access to any Shikai or Bankai
abilities. You may reselect this ability multiple times, each time
choosing a different sense.
Ability Score Increase
Requirements: Summon Truesight
Requirements: Summon, Extra Sense, Two other Summon
Choose one of your Summons ability scores, it increases by 2, abilities
or you can increase two ability scores of your Summon by 1.
You may reselect this ability multiple times. Your summon gains Truesight out to 30 feet.
Natural Armor Multiattack
Requirements: Summon Requirements: Four Summon abilities
Your Summon gains a natural armor bonus of 2. If it already Your Summon makes two attacks with any combination of its
has natural armor, it increases by 2. weapons, when it takes the Attack action.
You may reselect this ability multiple times, each time
Hit Point Increase increasing the number of attacks it can make, maximum four.
Requirements: Summon
Resistance
Your summon gains one hit die, and its maximum hit points Requirements: Four Summon abilities
increase. To determine the amount of the increase, roll the
Summons Hit Die (the type of die appears in the Summons Choose one of the following damage types listed below, your
stat block), and add its Constitution modifier. Summon gains resistance to that damage type.
You may reselect this ability multiple times. Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic,
Piercing, Poison, Psychic, Radiant, Slashing and Thunder.
Extra Movement You may reselect this ability multiple times, each time
Requirements: Summon choosing a different damage type.

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Damage Immunity Regeneration
Requirements: Summon, Four other Summon abilities Requirements: Summon, eight other Summon abilities
Choose a damage type your Summon has Resistance too, it is Your Summon regains 10 hit points at the start of your turn.
instead immune to that damage type. Choose a damage type, if your Summon took damage of the
You may reselect this ability multiple times. chosen type since your last turn, this ability doesn't function
at the start of your next turn.
Condition Immunity You may reselect this ability multiple times, each time
Requirements: Summon, Five other Summon abilities increasing the amount of hit points regained by 2.
Choose one of the conditions listed below, your Summon is Transmogrify
immune to that condition. Requirements: Summon, Four other Summon abilities,
Blinded, Charmed, Deafened, Frightened, Paralyzed, Bankai
Petrified, or poisoned.
You may reselect this ability multiple times, each time At the end of each long rest or when you enter Bankai, you
choosing one of the following options: may reselect all Summoning armament abilities, choosing
new ones if desired.
Choose another condition your Summon is now immune
too.
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.
Breathe Weapon
Requirements: Summon, Six other Summon abilities
As an action your Summon gains a breathe weapon with a
recharge of 6. Choose one of the breathe type and damage
type listed below.
The breathe weapon deals 6d6 damage of the chosen type
on a failed Dexterity saving throw, or half as much damage on
a successful save.
Breathe Type: 5 by 60 foot line or 30 foot cone.
Damage Type: Acid, Cold, Fire, Lightning, Poison, or
Thunder.
You may reselect this ability multiple times, each time
increasing either the length of the line or the size of the cone
by 10 feet and the damage by 1d6.
Frightful Presence
Requirements: Summon, Charisma 16, Six other Summon
abilities
SP Cost: 4
Casting Time: 1 action
Range: Self
Components: -
Duration: Duration
Each creature of your choice that is within 60 feet of you
Summon and aware of it must succeed on a Wisdom saving
throw or become frightened for the duration. A creature can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving throw is
successful or the effect ends for it, the creature is immune to
this ability for the next 24 hours.
You may select this ability multiple times, each time
increase the range by 10 feet.

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

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You have a swimming speed of 40 feet. Increase the damage die size to a d10. You must have
You are able to breathe underwater. selected this ability four times before you can select this
option.
You may select this ability multiple times, each time
choosing one of the following options: Wall of Water
This ability no longer requires V or S components. Requirements: Three Water abilities
This ability no longer requires concentration. SP Cost: 2
You are no longer vulnerable to lightning damage. Casting Time: 1 action
Range: 60 feet
Undersea Knight Components: V, S, W
Requirements: Two Water abilities Duration: Concentration, until sealed
SP Cost: 1 You conjure up a wall of water on the ground at a point you
Casting Time: 1 action can see within range. You can make the wall up to 30 feet
Range: 20 feet long, 10 feet high, and 1 foot thick, or you can make a ringed
Components: V, S, W wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.
Duration: Concentration, up to 1 minute The wall vanishes when the ability ends. The wall’s space is
Up to four willing creatures within range gain the following difficult terrain.
benefits: Any ranged weapon attack that enters the wall’s space has
disadvantage on the attack roll, and fire damage is halved if
You are able to move across any liquid surface – such as the fire effect passes through the wall to reach its target.
water, acid, mud, snow, quicksand, or lava – as if it were Spells and abilities that deal cold damage that pass through
harmless solid ground (creatures crossing molten lava can the wall cause the area of the wall they pass through to freeze
still take damage from the heat). If the target is submerged solid (at least a 5-foot square section is frozen).
in a liquid, the ability carries the target to the surface of Each 5-foot-square frozen section has AC 5 and 15 hit
the liquid at a rate of 60 feet per round. points. Reducing a frozen section to 0 hit points destroys it.
You are able to breathe underwater until the ability ends. When a section is destroyed, the wall’s water doesn’t fill it.
Affected creatures also retain their normal mode of You may select this ability multiple times, each time
respiration. choosing one of the following options:
You have advantage on Athletic checks for swimming.
Increase the range by 10 feet.
You may select this ability multiple times, each time This ability no longer requires V or S components.
choosing one of the following options: This ability no longer requires concentration.
You may activate this ability as a bonus action. Increase the length, height and diameter of the wall by 10
Increase the range by 10 feet. feet. The thickness is also increased by 1 foot to a
This ability no longer requires V or S components. maximum of 5 feet.
This ability no longer requires concentration. Tidal Wave
Increase the duration by 1 minute. Requirements: Four Water abilities
Increase the the number of willing creatures you can
target by 2. SP Cost: 2
Casting Time: 1 action
Water Blast Range: 80 feet
Requirements: Three Water abilities Components: V, S, W
SP Cost: 2 Duration: Instantaneous
Casting Time: 1 action You conjure up a wave of water that crashes down on an area
Range: 80 feet within range.
Components: V, S, W The area can be up to 30 feet long, up to 10 feet wide, and
Duration: Instantaneous up to 10 feet tall. Each creature in that area must make a
You hurl a condense ball of water toward a creature within Dexterity saving throw. On a failed save, a creature takes
range. Make a ranged attack against the target. On a hit, the 7d10 bludgeoning damage and is knocked prone. On a
target takes 3d8 bludgeoning damage. Each time you select successful save, a creature takes half as much damage and
this ability, you gain an additional ball to a maximum of four. isn’t knocked prone. The water then spreads out across the
You can direct the additional balls at the same target or a ground in all directions, extinguishing unprotected flames in
different one, you must make a separate attack roll for any its area and within 30 feet of it, and remains for the next
additional ball. minute.
You may select this option multiple times, each time Each time you select this ability, increase the maximum
choosing one of the following options: length, width and height by 5 feet.
You may select this option multiple times, each time
This ability no longer requires V components. choosing one of the following options:
The range is increased by 10 feet.
Increase the range by 10 feet.

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This ability no longer requires V components. You may select this ability a second time, if you do the
Increase the duration the water remains for 1 minute. range, duration, depth and radius is doubled. The damage
Increase the save DC by 1. dice size is also increased to a d10.
Tsunami
Requirements: Five Water abilities (Final Shikai)
SP Cost: 3
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
Requirements: Six Water abilities, Bankai
SP Cost: 4
Casting Time: 1 round
Range: 1 mile
Components: V, S, W
Duration: Concentration, up to 1 minute
A mass of 20-foot-deep water appears and swirls in a 30-foot
radius centered on a point you can see within range. The
point must be on ground or in a body of water. Until the spell
ends, that area is difficult terrain, and any creature that starts
its turn there must succeed on a Strength saving throw or
take 10d6 bludgeoning damage and be pulled 10 feet toward
the center. Once a creature reaches the center, if they would
take damage, the hit die is increased by one step and they
begin to drown. As an action any creature within the area can
make an additional Strength saving throw, however they do
so at disadvantage. On a successful save they are able to
move.

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Weapon
Weapon Form Godslayer's Edge
SP Cost: 1 Requirements: Two weapon abilities
Casting Time: Bonus action
Range: Self Weapon attacks you make with your armament ignore
Components: V, S, W damage resistance to it's damage type.
Duration: Until sealed If the subject of your attack would be immune to your
weapons damage type, that immunity is instead treated as
When you select this ability, you may choose one of the melee resistance.
weapons in the PHB (PG 149) as a weapon form. As a bonus
action, you may have your armament change into one of your Increased Critical
selected weapon forms. While in this form your current Requirements: Three weapon abilities
weapon loses its statistics and gains the new weapons
statistics. If your armament's damage dice is greater than any You score a critical on a roll of 19 or 20 when making
of your weapon forms, you may have it retain the greater weapon attack rolls with your armament.
damage. If you already have a similar ability, the extra damage dice
You may select this ability multiple times, each time is maxed.
choosing one of the following actions:
Weapon of Heaven
Choose a new weapon form. Requirements: Four weapon abilities
This ability no longer requires V or S components.
While using your armament, you may add your proficiency
Enhanced Weapon bonus to weapon attack damage rolls with it.
Choose one of the following weapon properties. Your
armament gains the chosen weapon property. Enchanted Weapon
Requirements: Five weapon abilities
Finesse
Light SP Cost: 2
Reach Casting Time: Bonus action
Thrown (10/20) Range: Self
Versatile (Damage dice size increased by one step when Components: V, S, W
used with two hands to make a weapon attack) Duration: Concentration, until sealed
You may select this ability multiple times, each time When you select this ability, you may choose one of the
choosing one of the following options: enchantments listed below.
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. This effect lasts until you use a bonus action
must have selected the Thrown weapon property before to end the effect or until or seal your weapon.
you can choose this option. Flame - For the duration your weapon deals an extra 1d4
Your armament retains the selected weapon properties fire damage. This effect lasts until you use a bonus action
even when you use Weapon Form of similar abilities. to end the effect or until or seal your weapon.
Tempered Steel Frost - For the duration your weapon deals an extra 1d4
Requirements: One Weapon ability cold damage. This effect lasts until you use a bonus action
to end the effect or until or seal your weapon.
Your weapon is more resilient. If an effect would damage,
break, or destroy your armament without a save, you are Lightning - For the duration your weapon deals an extra
allowed a saving throw. On a success negating the 1d4 lightning damage. This effect lasts until you use a
destructions effect. If you are allowed a saving throw you bonus action to end the effect or until or seal your
have advantage on that saving throw. weapon.
If an effect would build up a cumulative penalty on your Necrotic - For the duration your weapon deals an extra
armament and be destroyed at a certain threshold, that 1d4 necrotic damage. This effect lasts until you use a
threshold is doubled. bonus action to end the effect or until or seal your
If a creature would attempt to disarm your armament you weapon.
are holding, you can use your reaction to make a melee
weapon attack against that creature. Poison - For the duration your weapon deals an extra 1d4
poison damage. This effect lasts until you use a bonus
action to end the effect or until or seal your weapon.

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Radiant - For the duration your weapon deals an extra 1d4
radiant damage. This effect lasts until you use a bonus
action to end the effect or until or seal your weapon.
Thunder - For the duration your weapon deals an extra
1d4 thunder damage. This effect lasts until you use a
bonus action to end the effect or until or seal your
weapon.
Wind - For the duration your weapon deals an extra 1d4
force damage. This effect lasts until you use a bonus
action to end the effect or until or seal your weapon.
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 6d10 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.

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Wind
Wind Form You take control of the air in a 5-foot cube that you can see
SP Cost: 1 within range. Choose one of the following effects when you
Casting Time: 1 action activate this ability. The effect lasts for the duration, unless
Range: Self you use your action on a later turn to switch to a different
Components: V, S, W effect. You can also use your action to temporarily halt the
Duration: Until sealed effect or to restart one you’ve halted.
Gusts. A wind picks up within the cube, continually
Your weapon becomes pure air. While this ability is active, blowing in a horizontal direction that you choose. You choose
your weapons damage type is changed to force damage. the intensity of the wind: calm, moderate, or strong.
If your weapon is a Summon, you may have this ability If the wind is moderate or strong, ranged weapon attacks
apply to it's natural weapons as well. You may dismiss this that pass through it or that are made against targets within
ability as a bonus action. the cube have disadvantage on their attack rolls.
You may reselect this ability multiple times, each time If the wind is strong, any creature moving against the wind
choosing one of the following options: must spend 1 extra foot of movement for each foot moved.
You may activate this ability as a bonus action and dismiss Downdraft. You cause a sustained blast of strong wind to
it at will. blow downward from the top of the cube. Ranged weapon
This ability no longer requires V or S components. attacks that pass through the cube or that are made against
targets within it have disadvantage on their attack rolls.
Zephyr Weapon A creature must make a Strength saving throw if it flies
SP Cost: 2 into the cube for the first time on a turn or starts its turn
Casting Time: 1 action there flying. On a failed save, the creature is knocked prone.
Range: Self Updraft. You cause a sustained updraft within the cube,
Components: V, S, W rising upward from the cube’s bottom edge. Creatures that
Duration: Concentration, until sealed end a fall within the cube take only half damage from the fall.
When a creature in the cube makes a vertical jump, the
Ice rimes your weapon, dealing an additional 1d4 force creature can jump up to 10 feet higher than normal.
damage. You may dismiss this ability as a bonus action. Each time you reselect this ability the cube increases by 5
You may reselect this ability multiple times, each time feet.
choosing one of the following options: You may select this ability multiple times, each time
You may activate this ability as a bonus action and dismiss choosing one of the following options:
it at will. Increase the range by 10 feet.
This ability no longer requires V or s components. Increase the duration by 1 hour.
Increase the damage dice size by one step, to a maximum When you choose gust, you can choose two different
of a 1d12. directions.
Cyclonic Weapon Downdraft also affects non-flying creatures.
Requirements: One Wind ability When a creature ends a fall in an updraft, they take no fall
damage instead. If a creature jumps within an updraft,
When you score a critical hit with your armament, the target their jump height is doubled instead.
takes an additional 1d4 force damage and is pushed back 10 You may activate this ability as a bonus action. If you
feet. select this option a second time, you may activate this
You may reselect this ability multiple times, each time ability as a reaction, but can only select the updraft option
choosing one of the following options: if you do so.
Increase the save DC by 1. Wind Shield
Increase the damage die size by one step, maximum of a Requirements: Two Wind abilities
1d10. SP Cost: 1
Casting Time: 1 action
Control Winds Range: Self
Requirements: One Wind ability Components: V, S, W
SP Cost: 1 Duration: Concentration, until sealed
Casting Time: 1 action Until the ability ends, wind whirls around you, and you gain
Range: 60 feet the following benefits:
Components: S
Duration: Instantaneous or 1 hour Weapon attacks made against you have disadvantage on
the attack roll.

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You gain a flying speed of 10 feet. If you are still flying Increase the range creatures are pushed back by an
when the spell ends, you fall, unless you can somehow additional 5 feet.
prevent it.
Any creature that moves within 5 feet of you for the first Tornado
time on a turn or ends its turn there takes 1d4 force Requirements: Five Wind abilities (Final Shikai)
damage. Each time you reselect this ability, the damage SP Cost: 3
dice size is increased by one step to a maximum of a 1d10. Casting Time: 1 round
You may select this ability multiple times, each time Range: 100 feet
choosing one of the following options: Components: V, S, W
Duration: Concentration, up to 5 rounds
This ability no longer requires V or S components. You conjure a raging tornado on a point that you can see on
This ability no longer requires Concentration. the ground within range, this area must be able to fit the
You may choose if this ability damages creatures or not. tornado or this ability fails. The tornado is a 40-foot-radius,
Wind Scythe 80-foot-high cylinder centered on that point. Until the
Requirements: Three Wind abilities ability ends, you can use your action to move the tornado
up to 30 feet in any direction along the ground.
SP Cost: 2 The tornado sucks up any Medium or smaller objects that
Casting Time: 1 action aren’t secured to anything and that aren’t worn or carried by
Range: 80 feet anyone. A creature must make a Strength saving throw the
Components: V, S, W first time on a turn that it enters the tornado or that the
Duration: Instantaneous tornado enters its space, including when the tornado first
You launch a crescent blade of wind toward a creature within appears. A creature takes 7d8 force damage on a failed save,
range. Make a ranged attack against the target. On a hit, the or half as much damage on a successful one. In addition, a
target takes 3d8 force damage. Large or smaller creature that fails the save must succeed on
Each time you select this ability, you gain an additional a Strength saving throw or become restrained in the
blade to a maximum of four blades. You can direct the whirlwind until the spell ends. When a creature starts its turn
additional blades at the same target or a different one, you restrained by the whirlwind, the creature is pulled 5 feet
must make a separate attack roll for any additional blades. higher inside it, unless the creature is at the top, and takes an
You may select this option multiple times, each time additional 7d8 force damage each turn its within the tornado.
choosing one of the following options: A restrained creature moves with the whirlwind and falls
when the duration ends, unless the creature has some means
This ability no longer requires V components. to stay aloft. A restrained creature can use an action to make
The range is increased by 10 feet. a Strength or Dexterity check against the save DC. If
Increase the damage die size to a d10. You must have successful, the creature is no longer restrained by the
selected this ability four times before you can select this whirlwind and is hurled 3d6 × 10 feet away from it in a
option. random direction.
This ability deals damage to structures within its radius. If
Wind Blast a structure drops to 0 hit points, it collapses and pieces of the
Requirements: Four Wind abilities structure are automatically flung outside the area of the
SP Cost: 2 tornado potentially damaging nearby creatures. Any creature
Casting Time: 1 action within 30 ft. of the tornado's radius when a structure
Range: 80 feet collapses within it must make a Dexterity saving throw. On a
Components: V, S, W failed save, the creature takes 4d8 bludgeoning damage and
Duration: Instantaneous is knocked prone. On a successful save, the creature takes
A line of strong wind 60 feet long and 10 feet wide blasts half damage and doesn't fall prone. This also increases the
from you in a direction you choose. Each creature in the line damage any creatures can potentially take by 2d6
must make a Strength saving throw. A creature takes 6d6 bludgeoning and 2d6 slashing damage.
force damage on a failed save and be pushed back 15 feet You may select this ability multiple times, each time
away from you in a direction following the line, or half as choosing one of the following options:
much damage on a successful one and not be pushed back. This ability no longer requires V or S components.
The wind disperses gas or vapor, and it extinguishes Increase the duration by 1 round.
candles, torches, and similar unprotected flames in the area. increase the radius and height by 10 feet.
It causes protected flames, such as those of lanterns, to Increase the save DC by 1.
dance wildly and has a 80 percent chance to extinguish them.
You may select this ability multiple times, each time
choosing one of the following options:
This ability no longer requires V components.
Increase the length by 10 feet.
Increase the damage by 1d6.

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Hurricane
Requirements: Six Wind abilities, Bankai
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.
You may reselect this ability a second time, if you do the
size of the area is doubled.
Piercing Winds
Requirements: Six Sound abilities, Bankai
Your Wind abilities are increased in power.
Your armament abilities or Kido that deal force damage
ignore resistances. If a creature would be immune to force
damage, it instead takes half damage.

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Chapter 6: Kidō

W
ithin the world of Bleach, magic works quite Hadō. Offensive spells which inflict direct damage to the
differently. Magic isn't drawn from the weave, enemy. Their effectiveness differs depending on the user.
but rather spells are produced with strong Kaidō. Broad category of utility spells. Most consisting of
Reiryoku (Spiritual Power). The closest spells that either heal or bolster the body.
similarity would be how sorcerers casts
magic.
Spells are traditionally graded by level. Kidō
are graded on a scale from 1 to 99, spells of the latter 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 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:
Bakudō. These are a broad category of defensive spells
which block/repel attacks or immobilize enemies. They may
seem subtle, but these spells can give their users a tactical
advantage when used properly.
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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

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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

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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

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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
Create Bonfire Inflict Wounds Silence Gravity Sinkhole
Control Flames Longstrider Spider Climb Greater Invisibility
Friends Mage Armor Suggestion Hallucinatory Terrain
Frostbite Magnify Gravity Wristpocket Ice Storm
Gust Protection from Evil & Good Magic Aura
Infestation Purify Food and Drink 3rd Level Phantasmal Killer
Lightning Lure Ray of Sickness Animate Dead Private Sanctum
Mind Sliver Sanctuary Aura of Vitality Psychic Lash
Minor Illusion Shocking Grasp Beacon of Hope Resilient Sphere
Shape Water Sleep Bestow Curse Secret Chest
Sword Burst Thunderwave Blink Shadow of Moil
Thaumaturgy Unseen Servant Clairvoyance Stone Shape
Toll the Dead Zephyr Strike Counterspell Storm Sphere
Vicious Mockery Daylight Tiny Servant
Hold Person 2nd Level Dispel Magic Wall of Fire
Mage Hand Arcanist's Scorcher Enemies Abound
Message Aid Fast Friends 5th Level
Mold Earth Air Bubble Feign Death Animate Objects
Resistance Alter Self Fireball Antilife Shell
Ray of Frost Arcane Lock Fly Arcane Hand
Fire Folt Augury Glyph of Warding Circle of Power
Poison Spray Borrowed Knowledge Haste Cloudkill
Light Calm Emotions Hunger of Hadar Cone of Cold
Guidance Continual Flame Hypnotic Pattern Contact Other Plane
Mending Crown of Madness Intellect Fortress Contagion
Spare the Dying Darkvision Lightning Bolt Creation
Jump 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

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Create Homunculus Raise Dead Reality Break
6th Level Creation Reverse Gravity Glibness
Bones of the Earth Reincarnate Sequester Clone
Create Undead Simulacrum Resurrection
Mass Suggestion 7th Level Symbol
Otherworldy Guise Arcanist's Sword Teleport 9th Level
Programmed Illusion Crown of Stars Astral Projection
Summon Fiend Delayed Blast Fireball 8th Level Blade of Disaster
Wall of Ice Etherealness Control Weather Foresight
Wind Walk Finger of Death Earthquake Gate
Word of Recall Fire Storm Tsunami Imprisonment
Contingency Forcecage Power Word Stun Meteor Swarm
Blade Barrier Instant Summons Antipathy/Sympathy Power Word Kill
True Seeing Magnificent Mansion Arcane Gate Prismatic Wall
Freezing Sphere Mirage Arcane Demiplane Storm of Vengeance
Chain Lightning Plane Shift Antimagic Field Ravenous Void
Gravity Fissure Power Word Pain Feeblemind
Harm Prismatic Spray Sunburst
Disintegrate Project Image Dark Star

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Quincy Spell List
Sending Force Cage
Cantrips (0 Level) 2nd Level Slow Magnificent Mansion
Create Bonfire Acid Arrow Tiny Hut Symbol
Dancing Lights Aid Water Walk Teleport
Druidcraft Arcane Lock Telepathy
Eldritch Blast Augury 4th Level Plane Shift
Guidance Blindness/Deafness Dimension Door Divine Word
Jump Branding Smite Guardian of Faith Prismatic Spray
Mage Hand Calm Emotions Staggering Smite
Magic Stone Continual Flame Tiny Servant 8th Level
Mending Cordon of Arrows Magic Aura Antipathy/Sympathy
Message Darkvision Arcane Eye Arcane Gate
Resistance Enhance Ability Secret Chest Demiplane
Sacred Flame Enlarge/Reduce Private Sanctum Sunburst
Sapping Sting Find Traps Resilient Sphere Holy Aura
Shillelagh Flame Blade Death Ward
Spare the Dying Flaming Sphere Sickening Radiance 9th Level
Thorn Whip Gentle Repose Astral Projection
Thunderclap Gust of Wind 5th Level Prismatic Wall
Toll the Dead Heat Metal Banishing Smite Gate
True Strike Hold Person Planar Binding Meteor Swarm
Word of Radiance Knock Wall of Force Foresight
Lesser Restoration Swift Quiver
1st Level Levitate Wall of Light
Alarm Locate Object Antilife Shell
Bless Magic Mouth Dispel Evil & Good
Color Spray Pass without Trace Teleportation Circle
Compelled Duel Protection from Poison Holy Weapon
Create or Destroy Water See Invisibility Destructive Wave
Detect Magic Silence Fabricate
Detect Poison & Disease Spiritual Weapon Circle of Power
Divine Favor Wristpocket Hallow
Ensnaring Strike Geas
Faerie Fire 3rd Level
Floating Disk Blinding Smite 6th Level
Goodberry Conjure Barrage Platinum Shield
Healing Word Crusaders Mantle Wind Walk
Heroism Daylight Word of Recall
Hunter's Mark Dispel Magic Find the Path
Identify Flame Arrows Contingency
Illusory Script Fly Globe of Invulnerability
Protection from Evil & Good Glyph of Warding Forbiddance
Purify Food & Drink Haste Conjure Volley
Sanctuary Intellect Fortress Sunbeam
Searing Smite Lightning Arrow Heal
Shield of Faith Minute Meteors
7th Level
Thunderous Smite Nondetection
Thunderwave Pulse Wave Etherealness
Wrathful Smite Remove Curse Instant Summons
Revivify Sequester

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Range: Self
Spell Descriptions Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes
The spells presented here are new spells, adjusted spells
(excluding level changes) and other spells not present in the You endow yourself with endurance and martial prowess
Players Handbook; all organized in alphabetical order. fueled by magic. Until the spell ends, you can’t cast spells,
and you gain the following benefits:
Air Bubble
2nd-level Conjuration You gain 50 temporary hit points. If any of these remain
when the spell ends, they are lost.
Casting Time: 1 action You have advantage on attack rolls that you make with
Range: 60 feet simple and martial weapons.
Components: S When you hit a target with a weapon attack, that target
Duration: 24 hours takes an extra 2d12 force damage.
You create a transparent globe around the head of a willing You have proficiency with all armor, shields, simple
creature you can see within range. The globe is filled with weapons, and martial weapons.
fresh air that lasts until the spell ends. If the creature has You have proficiency in Strength and Constitution saving
more than one head, the globe of air appears around only one throws.
of its heads (which is all the creature needs to avoid You can attack twice, instead of once, when you take the
suffocation, assuming that all its heads share the same Attack action on your turn. You ignore this benefit if you
respiratory system). already have a feature, like Extra Attack, that gives you
At Higher Levels. When you cast this spell using a spell extra attacks.
slot of 3rd level or higher, you can create two additional Immediately after the spell ends, you must succeed on a
globes of fresh air for each slot level above 2nd. DC 15 Constitution saving throw or suffer one level of
Anathema
exhaustion.
9th-level Enchantment [Kaidō] Arcane Armor
Casting Time: 1 action 10th-level Conjuration [Bakudō]
Range: 5 feet Casting Time: 1 minute
Components: V, S Range: Touch
Duration: Special Components: V, S
You can attempt to pierce the Saketsu and Hakusui of a Duration: 24 hours
creature and seal their spiritual power. You make a melee Incantation: Words
spell attack against a creature you can see within range. On a You touch a willing creature, a protective magical force
success the target takes 14d6 necrotic damage and loses surrounds it until the spell ends. The target gains a +20
access to any magical abilities or effects it has such as bonus to it's AC.
spellcasting, class abilities and magical racial abilities.
This spell does not affect plants or constructs. Blade of Disaster
At the beginning of each day, the target can make a 9th-level Conjuration [Hadō]
Constitution saving throw and continue to make saving Casting Time: Bonus action
throws until they either succeed three times or fail three Range: 60 feet
times, whichever comes first. On a third failure, the creature Components: V, S
dies. On a third success, this spell ends on that creature. Duration: Concentration, up to 1 minute
Antimagic Ray You create a blade-shaped planar rift about 3 feet long in an
8th-level Abjuration [Kaidō] unoccupied space you can see within range. The blade lasts
Casting Time: 1 action for the duration. When you cast this spell, you can make up to
Range: 60 feet two melee spell attacks with the blade, each one against a
Components: V, S, M (A pinch of powdered iron or iron creature, loose object, or structure within 5 feet of the blade.
filings) On a hit, the target takes 4d12 force damage. This attack
Duration: Concentration, up to 1 hour scores a critical hit if the number on the d20 is 18 or higher.
On a critical hit, the blade deals an extra 8d12 force damage
A shimmering beam of energy streaks toward a creature (for a total of 12d12 force damage).
within range. Make a ranged spell attack against the target. As a bonus action on your turn, you can move the blade up
On a hit, the target is treated as if they were within an to 30 feet to an unoccupied space you can see and then make
Antimagic Field for the duration of this spell. up to two melee spell attacks with it again.
At Higher Levels. When you cast this spell using a 9th- The blade can harmlessly pass through any barrier,
level spell slot, you create two additional rays. including a wall of force.
Arcanist's Transformation
6th-level Transmutation [Kaidō]
Casting Time: 1 action

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Borrowed Knowledge Once cast, the spell remains quiescent and does not activate
2nd-level Divination until the trigger conditions have been met (but each day it
remains untriggered, it uses up spell points, even if the
Casting Time: 1 Action character cast it on another creature). Once triggered, the
Range: Self spell is expended. If the subject is killed (the trigger), they are
Components: V, S, M (a book worth at least 25 gp) restored to life and complete health 1 minute later, so long as
Duration: 1 Hour even a tiny bit of the target remains for contingent
You draw on knowledge from spirits of the past. Choose one resurrection to act upon. A radiant flash of light shines from
skill in which you lack proficiency. For the spell’s duration, the remaining part of the target, illuminating everything
you have proficiency in the chosen skill. The spell ends early within 20 feet. The creature is restored to full hit points,
if you cast it again. vigor, and health.
However, the subject permanently loses 1 point of
Byakurai Constitution if the subject was 1st level or had 9 or less hit
Cantrip Evocation [Hadō] dice. Contingent resurrection does not work on a creature
Casting Time: 1 action that has died of old age.
Range: Self Create Homunculus
Components: V, S 6th-level Transmutation [Kaidō]
Duration: Instantaneous
Casting Time: 1 hour
A small stroke of lightning forming a line 20 feet long and 5 Range: Touch
feet wide blasts out from you in a direction you choose. Each Components: V, S, M (clay, ash, and madrake root, all of
creature in the line must make a Dexterity saving throw. A which the spell consumes, and a jewel-encrusted dagger
creature takes 2d6 lightning damage on a failed save, or half worth at least 1,000 gp)
as much damage on a successful one. Duration: Instantaneous
The spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6). While speaking an intricate incantation, you cut yourself with
a jewel-encrusted dagger, taking 2d4 piercing damage that
Celerity can’t be reduced in any way.
8th-level Transmutation [Kaidō] You then drip your blood on the spell’s other components
Casting Time: 1 action and touch them, transforming them into a special construct
Range: 30 feet called a homunculus.
Components: V, S The statistics of the homunculus are in the Monster
Duration: Instantaneous Manual. It is your faithful companion, and it dies if you die.
Whenever you finish a long rest, you can spend up to half
You target a willing creature within range. The target can your Hit Dice if the homunculus is on the same plane of
take their Reaction to immediately take an action as if it was existence as you. When you do so, roll each die and add your
their turn. Until your next turn the target cannot take Constitution modifier to it. Your hit point maximum is
reactions. reduced by the total, and the homunculus’s hit point
maximum and current hit points are both increased by it.
Close Wound This process can reduce you to no lower than 1 hit point, and
Cantrip Evocation [Kaidō] the change to your and the homunculus’s hit points ends
Casting Time: 1 action when you finish your next long rest. The reduction to your hit
Range: Touch point maximum can’t be removed by any means before then,
Components: V, S except by the homunculus’s death.
Duration: Instantaneous You can have only one homunculus at a time. If you cast
this spell while your homunculus lives, the spell fails.
You touch an ally and channel reiryoku into them to rapidly
speed up their natural healing. If the target has at least 1 hit Crown of Stars
point, it can spend one of its Hit Dice, rolling the die and 7th-level Evocation
adding their Constitution modifier to the result. They regain
hit points equal to the total. Casting Time: 1 action
A creature touched by this spell can spend one additional Range: Self
Hit Die when you reach 5th level (2), 11th level (3), and 17th Components: V, S
level (4). Duration: 1 hour
Seven star-like motes of light appear and orbit your head
Contingent Resurrection until the spell ends. You can use a bonus action to send one
10th-level Necromancy [Kaidō] of the motes streaking toward one creature or object within
Casting Time: 1 hour 120 feet of you. When you do so, make a ranged spell attack.
Range: Touch On a hit, the target takes 4d12 radiant damage. Whether you
Components: V, S, M (a sprinkle of holy water and diamonds hit or miss, the mote is expended. The spell ends early if you
worth at least 25,000 gp, which the spell consumes) expend the last mote.
Duration: Until dispelled

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If you have four or more motes remaining, they shed bright Dark Star
light in a 30-foot radius and dim light for an additional 30 8th-level Evocation [Hadō]
feet. If you have one to three motes remaining, they shed dim
light in a 30-foot radius. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: 150 feet
slot of 8th level or higher, the number of motes created Components: V, S, M (a shard of onyx and a drop of the
increases by two for each slot level above 7th. caster’s blood, both of which the spell consumes)
Duration: Concentration, up to 1 minute
Daichi Tenyō This spell creates a sphere centered on a point you choose
5th-level Transmutation [Hadō] within range. The sphere can have a radius of up to 40 feet.
Casting Time: 1 action The area within this sphere is filled with magical darkness
Range: 60 feet and crushing gravitational force.
Components: V, S For the duration, the spell’s area is difficult terrain. A
Duration: Concentration, up to 10 minutes creature with darkvision can’t see through the magical
You gain the ability to move or manipulate creatures or darkness, and nonmagical light can’t illuminate it. No sound
objects by thought. When you cast the spell, and as your can be created within or pass through the area. Any creature
action each round for the duration, you can exert your will on or object entirely inside the sphere is immune to thunder
one creature or object that you can see within range, causing damage, and creatures are deafened while entirely inside it.
the appropriate effect below. You can affect the same target Casting a spell that includes a verbal component is
round after round, or choose a new one at any time. If you impossible there.
switch targets, the prior target is no longer affected by the Any creature that enters the spell’s area for the first time
spell. on a turn or starts its turn there must make a Constitution
Creature. You can try to move a Huge or smaller creature. saving throw. The creature takes 8d10 force damage on a
Make an ability check with your spellcasting ability contested failed save, or half as much damage on a successful one.
by the creature's Strength check. If you win the contest, you A creature reduced to 0 hit points by this damage is
move the creature up to 30 feet in any direction, including disintegrated. A disintegrated creature and everything it is
upward but not beyond the range of this spell. Until the end of wearing and carrying, except magic items, are reduced to a
your next turn, the creature is restrained in your telekinetic pile of fine gray dust.
grip. A creature lifted upward is suspended in mid-air. Darts of Life
On subsequent rounds, you can use your action to attempt 8th-level Evocation [Kaidō]
to maintain your telekinetic grip on the creature by repeating
the contest. Casting Time: 1 action
Object. You can try to move an object that weighs up to Range: Self
1,000 pounds. If the object isn't being worn or carried, you Components: V, S
automatically move it up to 30 feet in any direction, but not Duration: 1 hour
beyond the range of this spell. Seven golden star-like motes of light appear and orbit your
If the object is worn or carried by a creature, you must head until the spell ends. You can use a bonus action to send
make an ability check with your spellcasting ability contested one of the motes streaking toward one creature within 120
by that creature's Strength check. If you succeed, you pull the feet of you. When you do so, the target regains 4d12 hit
object away from that creature and can move it up to 30 feet points. The spell ends early if you expend the last mote.
in any direction but not beyond the range of this spell. If you have four or more motes remaining, they shed bright
You can exert fine control on objects with your telekinetic light in a 30-foot radius and dim light for an additional 30
grip, such as manipulating a simple tool, opening a door or a feet. If you have one to three motes remaining, they shed dim
container, stowing or retrieving an item from an open light in a 30-foot radius.
container, or pouring the contents from a vial.
Dawn
Dankū 5th-level Evocation [Hadō]
8th-level Abjuration [Bakudō] Casting Time: 1 action
Casting Time: 1 reaction, which you take when you are Range: 60 feet
targeted by an attack, spell or ability Components: V, S, M (a sunburst pendant worth at least 100
Range: Self gp)
Components: V, S Duration: Concentration, up to 1 minute
Duration: 1 round
The light of dawn shines down on a location you specify
A translucent wall of force springs existence protecting you within range. Until the spell ends, a 30-foot-radius, 40-foot-
against harm. When an attack, spell or ability is made against high cylinder of bright light glimmers there. This light is
you, the wall blocks it, causing the attack to miss or the spell sunlight.
to have no effect on you.

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When the cylinder appears, each creature in it must make a Enervation
Constitution saving throw, taking 4d10 radiant damage on a 5th-level Necromancy [Hadō]
failed save, or half as much damage on a successful one. A
creature must also make this saving throw whenever it ends Casting Time: 1 action
its turn in the cylinder. Range: 60 feet
If you’re within 60 feet of the cylinder, you can move it up to Components: V, S
60 feet as a bonus action on your turn. Duration: Concentration, up to 1 minute
A tendril of inky darkness reaches out from you, touching a
Dire Winter creature you can see within range to drain life from it. The
10-level Evocation [Hadō] target must make a Dexterity saving throw. On a successful
Casting Time: 10 minutes save, the target takes 2d8 necrotic damage, and the spell
Range: 1 mile ends. On a failed save, the target takes 4d8 necrotic damage,
Components: V, S and until the spell ends, you can use your action on each of
Duration: 24 Hours your turns to automatically deal 4d8 necrotic damage to the
target. The spell ends if you use your action to do anything
Raging winds and a hail of rock-hard ice pounds to the else, if the target is ever outside the spell’s range, or if the
ground in a 2 mile radius centered on a point within range. target has total cover from you.
Everything in the storm takes 1 point of cold damage each Whenever the spell deals damage to a target, you regain hit
round. A successful Reflex save results in no damage, but the points equal to half the amount of necrotic damage the target
save must be repeated each round. The intense cold freezes takes.
water out of the air, causing constant snowfall and wind. The At Higher Levels. When you cast this spell using a spell
snow and wind produce a blizzard effect within the Area. slot of 6th level or higher, the damage increases by 1d8 for
Hailstones turn the storm's area of effect into difficult each slot level above 5th.
terrain until the end of your next turn.
Enkōsen
Enemies Abound 3rd-level Abjuration [Bakudō]
3rd-level Evocation
Casting Time: 1 action Casting Time: 1 reaction, which you take when you are hit
Range: 120 feet by an attack or take damage from a spell
Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 round
You reach into the mind of one creature you can see and A dull yellow barrier of energy appears and protects you.
force it to make an Intelligence saving throw. A creature Until the start of your next turn, you can choose to have
automatically succeeds if it is immune to being frightened. On resistance to the damage you take from the triggering attack,
a failed save, the target loses the ability to distinguish friend or gain a +5 bonus to AC, including against the triggering
from foe, regarding all creatures it can see as enemies until attack. Either option you choose, you take no damage from
the spell ends. Each time the target takes damage, it can magic missile.
repeat the saving throw, ending the effect on itself on a
success. Eternal Freedom
Whenever the affected creature chooses another creature 10th-level Abjuration [Kaidō]
as a target, it must choose the target at random from among Casting Time: 1 hour
the creatures it can see within range of the attack, spell, or Range: Touch
other ability it’s using. If an enemy provokes an opportunity Components: V, S
attack from the affected creature, the creature must make
that attack if it is able to. Duration: Until dispelled
The subject becomes immune to the following conditions,
Energetic Healing spells and effects:
7th-level Abjuration [Kaidō] Conditions. Grappled, paralyzed, petrified, restrained,
Casting Time: 1 action stunned
Range: Touch Spells. Any spell that would restrict movement or actions,
Components: V, S such as Sai, Slow, Sleep, and Time Stop.
Duration: Concentration, up to 10 minutes
Fast Friends
This spell converts magical energy damage into healing 3rd-level Enchantments
power. You touch a willing creature rendering it immune to
either acid, cold, fire, lightning, or thunder damage. Casting Time: 1 action
The next time the target is subjected to magical damage of Range: 30 feet
the chosen type, they instead regain hit points equal to half of Components: V
the damage that would be dealt. This spell ends early on a Duration: Concentration, up to 1 hour
creature once they regained a number of hit points equal to 2 When you need to make sure something gets done, you can’t
x your character level. rely on vague promises, sworn oaths, or binding contracts of
employment. When you cast this spell, choose one humanoid

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within range that can see and hear you, and that can dismiss this spell on itself to roll a d20 and choose which
understand you. The creature must succeed on a Wisdom of the d20s to use, the one it rolled or the one the attacker
saving throw or become charmed by you for the duration. rolled.
While the creature is charmed in this way, it undertakes to If the original d20 roll has advantage or disadvantage, the
perform any services or activities you ask of it in a friendly creature rolls the additional d20 after advantage or
manner, to the best of its ability. disadvantage has been applied to the original roll.
You can set the creature new tasks when a previous task is At Higher Levels. When you cast this spell using a spell
completed, or if you decide to end its current task. If the slot of 3rd level or higher, you can target one additional
service or activity might cause harm to the creature, or if it creature for each slot level above 2nd.
conflicts with the creature’s normal activities and desires, the
creature can make another Wisdom saving throw to try to Fushibi
end the effect. This save is made with advantage if you or 1st-level Enchantment [Hadō]
your companions are fighting the creature. If the activity Casting Time: 1 action
would result in certain death for the creature, the spell ends. Range: Self
When the spell ends, the creature knows it was charmed Components: V, S
by you. Duration: 1 minute
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, you can target one additional You choose two spells, a Bakudō that doesn't deal damage
creature for each slot level above 3rd. and a Hadō of 3rd level or lower that deals fire damage. You
must spend an additional amount of SP equal to the SP costs
Fast Healing of the chosen spells.
7th-level Transmutation [Kaidō] You cast the Bakudō spell as normal. While this Kidō and
Casting Time: 1 action the chosen Bakudō are active, as an action you may have each
Range: 5 feet creature affected by the Bakudō to be affected by the chosen
Components: V, S Hadō, as if you casted it. They make saving throws as normal.
Duration: 1 minute Gaki Rekkō
You choose any number of creatures within range. A creature 8th-level Evocation [Hadō]
affected regains 5 hit points at the beginning of their turn. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: 60 feet
slot of 8th level or higher, the target regains an additional 5 Components: V, S
hit points on each of their turns. Duration: Instantaneous
Field oF Exhaustion A cage-like formation appears in the shape of a cylinder that
8th-level Enchantment [Kaidō] is 60 feet tall with a 20-foot radius, centered on a point you
can see within range. Each creature within the cylinder must
Casting Time: 1 action make a Dexterity saving throw. A creature takes 10d6 force
Range: 60 feet damage on a failed save, or half as much damage on a
Components: V, S, M (A drop of sweat & a drop of molasses) successful one.
Duration: 1 hour
You create a 30-foot radius sphere centered on you that Gift of Alacrity
moves with you. 1st-level Divination
Creatures within the field can't regain hit points. Casting Time: 1 minute
Additionally, a creature that starts their turn in the field must Range: Touch
make a Constitution saving throw. On a failed save, the Components: V, S
creature gains a level of exhaustion. You can choose whether Duration: 8 hours
a creature within the field is affected by the spell or not. You touch a willing creature. For the duration, the target can
Fortune's Favor add 1d8 to its initiative rolls.
2nd-level Divination [Kaido] Gift of Gab
Casting Time: 1 minute 2nd-level Enchantment
Range: 60 feet
Components: V, S, M (a white pearl worth at least 100 gp, Casting Time: 1 reaction (which you take when you speak to
which the spell consumes) another creature)
Duration: 1 hour Range: Self
Components: V, S, M (2 gp, which the spell consumes)
You impart latent luck to yourself or one willing creature you Duration: Instantaneous
can see within range. When the chosen creature makes an
attack roll, an ability check, or a saving throw before the spell When you cast this spell, you skillfully reshape the memories
ends, it can dismiss this spell on itself to roll an additional of listeners in your immediate area, so that each creature of
d20 and choose which of the d20s to use. Alternatively, when your choice within 5 feet of you forgets everything you said
an attack roll is made against the chosen creature, it can within the last 6 seconds.

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Those creatures then remember that you actually said the You manifest a ravine of gravitational energy in a line
words you speak as the verbal component of the spell. originating from you that is 100 feet long and 5 feet wide.
Each creature in that line must make a Constitution saving
Glowing Coin throw, taking 8d8 force damage on a failed ave, or half as
2nd-level Enchantment much damage on a successful one.
Casting Time: 1 action Each creature within 10 feet of the line but not in it must
Range: 60 feet succeed on a Constitution saving throw or take 8d8 force
Components: V, S, M (a coin) damage and be pulled toward the line until the creature is in
Duration: Instantaneous its area.
At Higher Levels. When you cast this spell using a spell
When you cast the spell, you hurl the coin that is the spell’s slot of 7th level or higher, the damage increases by 1d8 for
material component to any spot within range. The coin lights each slot level above 6th.
up as if under the effect of a light spell. Each creature of your
choice that you can see within 30 feet of the coin must Gravity Sinkhole
succeed on a Wisdom saving throw or be distracted for the 4th-level Evocation [Hadō]
duration. While distracted, a creature has disadvantage on
Wisdom (Perception) checks and initiative rolls. Casting Time: 1 action
Range: 120 feet
Gochūtekkan Components: V, S, M (a black marble)
7th-level Conjuration [Bakudō] Duration: Instantaneous
Casting Time: 1 action A 20-foot-radius sphere of crushing force forms at a point you
Range: 60 feet can see within range and tugs at the creatures there. Each
Components: V, S creature in the sphere must make a Constitution saving
Duration: Concentration, up to 5 minutes throw. On a failed save, the creature takes 5d10 force
Incantation: Walls of iron sand, a priestly pagoda, glowing damage and is pulled in a straight line toward the center of
ironclad fireflies. Standing upright, silent to the end. the sphere, ending in an unoccupied space as close to the
center as possible (even if that space is in the air).
You clasp your hands together, as your chanting, five small On a successful save, the creature takes half as much
yellow orbs emerge from your hands and circle your head. damage and isn’t pulled.
Raising your clasped hands above your head and slapping At Higher Levels. When you cast this spell using a spell
downwards the orbs are sent into the ground. A bright light slot of 5th level or higher, the damage increases by 1d10 for
flashes above a target you can see within range and five each slot level above 4th.
pentagonal pillars linked by chains crash down on the target.
Each pillar is 10 feet tall and 3 feet thick. The target must Greater Contingency
make a Dexterity saving throw. On a failed save they are 9th-level Evocation
prone and grappled for the duration. Additionally, the target
is barred from teleportation or interplanar travel and can't Casting Time: 10 minutes
perform somatic components from spells. Range: 5 feet
On each of the creatures turns it can spend an action to Components: V, S, M (a statuette of the target carved from
make a Strength saving throw, ending the spell on a success. ivory and decorated with gems worth at least 3,000 gp)
Duration: Instantaneous
Goryūtenmetsu Choose a spell of 7th level or lower that you can cast, that has
9th-level Evocation [Hadō] a casting time of 1 action, and that can target you or an ally.
Casting Time: 1 action You cast that spell (called the contingent spell) as part of
Range: 120 feet casting greater contingency, expending spell slots for both,
Components: V, S but the contingent spell doesn't come into effect. Instead, it
Duration: Instantaneous takes effect when a certain circumstance occurs. The target
Five enormous dragons of energy erupt from the ground and describes that circumstance when you cast the two spells.
dive into five different points you can see within range For example, a greater contingency cast with water breathing
creating an explosion. might stipulate that water breathing comes into effect when
the target is engulfed in water or a similar liquid.
Each creature in a 40-foot-radius sphere centered on each When the circumstance is met for the first time for the
point you choose must make a Dexterity saving throw. A contingent spell, the target may have the spell take effect. If
creature takes 20d6 force damage and 20d6 bludgeoning they do, greater contingency ends. If not, the spell persists
damage on a failed save, or half as much damage on a until the circumstance is met again.
successful one. The contingent spell takes effect only on the target, even if
Gravity Fissure it can normally target others.
6th-level Evocation [Hadō] A creature can only have one contingency spell active on
them at a time. Also, contingency ends on the target if its
Casting Time: 1 action material component is ever not on their person.
Range: Self
Components: V, S, M (a fistful of iron filings)
Duration: Instantaneous

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Greater Revivify In addition, sensors created by divination spells can’t
5th-level Necromancy [Kaidō] appear inside the temple, and creatures within can’t be
targeted by divination spells.
Casting Time: 1 action The temple is made from opaque magical force that
Range: Touch extends into the Ethereal Plane, thus blocking ethereal travel
Components: V, S, M (diamonds worth 500 gp, which the into the temple’s interior. Nothing can physically pass through
spell consumes) the temple’s exterior. It can’t be dispelled by dispel magic, and
Duration: Instantaneous antimagic field has no effect on it. A disintegrate spell
You touch a creature that has died within the last hour. That destroys the temple instantly.
creature returns to life, if it they are willing, with 1 hit point. Casting this spell on the same spot every day for a year
This spell can't return to life a creature that has died of old makes this effect permanent.
age, nor can it restore any missing body parts.
Haien
Guardian of Nature 5th-level Evocation [Hadō]
4th-level Transmutation [Kaidō] Casting Time: 1 action
Casting Time: Bonus action Range: 90 feet
Range: Self Components: V
Components: V Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Flames wreathe one target you can see within range. The
A nature spirit answers your call and transforms you into a target must make a Dexterity saving throw. It takes 8d6 fire
powerful guardian. The transformation lasts until the spell damage on a failed save, or half as much damage on a
ends. You choose one of the following forms to assume: successful one. On a failed save, the target also burns for the
Primal Beast or Great Tree. spell’s duration. The burning target sheds bright light in a 30-
Primal Beast. Bestial fur covers your body, your facial foot radius and dim light for an additional 30 feet. At the end
features become feral, and you gain the following benefits: of each of its turns, the target repeats the saving throw. It
takes 4d6 fire damage on a failed save, and the spell ends on
Your walking speed increases by 10 feet. a successful one. These magical flames can’t be extinguished
You gain darkvision with a range of 120 feet. by nonmagical means.
You make Strength-based attack rolls with advantage. If damage from this spell kills a target, the target is turned
Your melee weapon attacks deal an extra 1d6 force to ash.
damage on a hit.
Hainawa
Great Tree. Your skin appears barky, leaves sprout from Conjuration Cantrip [Bakudō]
your hair, and you gain the following benefits:
Casting Time: 1 action
You gain 10 temporary hit points. Range: 60 feet
You make Constitution saving throws with advantage. Components: V, S
You make Dexterity- and Wisdom-based attack rolls with Duration: Concentration, up to 1 minute
advantage. You generate a crackling yellow energy rope made from
While you are on the ground, the ground within 15 feet of reishi and bind a target. Make a ranged spell attack against a
you is difficult terrain for your enemies. creature within range that you can see.
Hachigyō Sōgai On a successful hit, the target is grappled for the duration.
7th-level Illusion [Bakudō] If you move out of range, the spell ends.
Casting Time: 1 hour Hakufuku
Range: 120 feet 1st-level Enchantment [Bakudō]
Components: V, S
Duration: 24 hours Casting Time: 1 action
Range: 90 feet
You cause a temple to shimmer into existence in an area you Components: V, S, M (a pinch of fine sand, cherry blossoms,
can see within range. The temple is a cube of space, up to or a cricket)
120 feet on each side. The temple remains until the spell Duration: 1 minute
ends. The area within the temple is removed from existence
and removes the space from all outsider's consciousness. The target sees an illusion of purple cherry blossoms falling
When you cast this spell you can choose any number of around as their consciousness fades.
creatures that are not affected by this spell. Additionally, Choose a creature you can see within range, they must
while this spell is active, you can perform a 1 minute ritual make a Wisdom saving throw. On a failed save the creature
and expend a 3rd level or higher spell slot to add or remove affected by this spell falls unconscious until the spell ends,
creatures affected by the spell or not. the sleeper takes damage, or someone uses an action to
The temple matches any surrounding buildings or terrain shake or slap the sleeper awake. On a successful save, the
and appears ordinary. All creatures subconsciously avoid the creature is immune to this spell for the next 24 hours.
area and the thought of approaching the temple does not Undead and creatures immune to being charmed aren’t
occur. affected by this spell.

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Healing Spirit Hiryū Gekizoku Shinten Raihō
4th-level Conjuration [Kaidō] 8th-level Evocation [Hadō]
Casting Time: Bonus action Casting Time: 1 round
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You call forth a nature spirit to soothe the wounded. The A gigantic beam of electrical and spiritual energy forming a
intangible spirit appears in a space that is a 10-foot cube you line 100 feet long and 10 feet wide blasts out from you in a
can see within range. The spirit looks like a transparent beast direction you choose. Each creature in the line must make a
or fey (your choice). Dexterity saving throw. A creature takes 8d6 lightning
Until the spell ends, whenever you or a creature you can damage and 8d6 force damage on a failed save, or half as
see moves into the spirit’s space for the first time on a turn or much damage on a successful one.
starts its turn there, you can cause the spirit to restore 1d10
hit points to that creature (no action required). The spirit can’t Holy Weapon
heal constructs or undead. The spirit can heal a number of 5th-level Evocation [Hadō]
times equal to 1 + your spellcasting ability modifier Casting Time: 1 bonus action
(minimum of twice). After healing that number of times, the Range: Touch
spirit disappears. Components: V, S
As a bonus action on your turn, you can move the spirit up Duration: Concentration, up to 1 hour
to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell You imbue a weapon you touch with holy power. Until the
slot of 5th level or higher, the healing increases by 1d10 for spell ends, the weapon emits bright light in a 30-foot radius
each slot level above 4th. and dim light for an additional 30 feet. In addition, weapon
attacks made with it deal an extra 2d8 radiant damage on a
Hindsight hit. If the weapon isn’t already a magic weapon, it becomes
9th-level Divination [Bakudō] one for the duration.
As a bonus action on your turn, you can dismiss this spell
Casting Time: 1 hour and cause the weapon to emit a burst of radiance. Each
Range: Self creature of your choice that you can see within 30 feet of the
Components: V, S, M (An hourglass with inlaid diamonds weapon must make a Constitution saving throw. On a failed
worth at least 2000 gp, which the spell consumes) save, a creature takes 4d8 radiant damage, and it is blinded
Duration: Instantaneous for 1 minute. On a successful save, a creature takes half as
As you finish this ritual, phantom images appear before your much damage and isn’t blinded. At the end of each of its
eyes, moving in reverse. Suddenly they cease their turns, a blinded creature can make a Constitution saving
movements and seem more real. You watch as the phantom throw, ending the effect on itself on a success.
images play out their parts in quick succession, showing you
the knowledge of the past. Hyapporankan
You can see and hear into the past, getting a look at events 6th-level Conjuration [Bakudō]
that happened previously at your current location. The level Casting Time: 1 action
of detail you see and hear by means of this spell depends on Range: 20 feet
the span of time you wish to observe; concentrating on a span Components: V, S
of days renders a more detailed perspective than a span of Duration: 1 minute
centuries, for example. You can view only one span of time You generate a blue-white glowing rod of energy and throw it
per casting, chosen from the following options: in a direction. The rod then multiplies into a hundred more
Days: You sense the events of the past, stretching back 1 + rods creating a horizontal cylinder thats 80 feet long and 20
1d6 days. You gain detailed knowledge of the people, feet wide. Each creature in the cylinder must make a
conversations, and events that transpired. Dexterity saving throw. A creature is pushed back 60 feet on
Weeks: You gain a summary of the events of the past, a failed save. Additionally, if a creature is pushed back and
stretching back 1d4 weeks. Exact wording and details are collides with a solid surface, the creature is restrained for the
lost, but you know all the participants and the highlights of duration. On each of it's turns, the creature can spend an
the conversations and events that took place. action to make a Strength saving throw to end this affect or
Months: You gain a general idea of the events of the past, deal damage to the rods restraining them, which have a
stretching back 1d12 months. You notice only noteworthy collected hit points of 15 and an AC of 0.
events such as deaths, battles, scenes of great emotion,
important discoveries, and significant happenings. Hyōga Seiran
Years: You gain a brief idea of the events of the past, 9th-level Evocation [Hadō]
stretching back 1d100 years. You notice only the most Casting Time: 1 action
remarkable of events: coronations, deaths of important
personages, major battles, and other major happenings. Range: Self
Components: V, S, M (a small crystal worth 200 gp)
Duration: Instantaneous

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A blast of cold air erupts from your hands. Each creature in a Immortal Fortitude
80-foot cone must make a Constitution saving throw. A 7th-level Abjuration [Kaidō]
creature takes 20d6 cold damage on a failed save, or half as Casting Time: 1 action
much damage on a successful one. Range: Self
A creature killed by this spell becomes a frozen statue. Components: V, S
Hōrin Duration: Concentration
Conjuration Cantrip [Bakudō] So long as you maintain concentration on this spell, you
Casting Time: 1 action cannot be killed or incapacitated by effects, spells or attacks
Range: 40 feet that reduce you to 0 or fewer hit points. If you take such
Components: V, S damage, you can make a Constitution saving throw with a DC
Duration: Concentration, 1 minute equal to the damage taken. If you fail this save, you die or fall
Incantation: Disintegrate, you black dog of Rondanini! Look unconscious (as appropriate). If this save is successful, you
upon yourself with horror and tear out your own throat! are still alive and conscious, with 1 hit point remaining.
This spell provides no protection against effects that slay
You generate an orange-hued tendril with spiraling yellow you without dealing hit point damage.
patters. Choose two humanoids that you can see within After you attempt three Constitution saving throws to avoid
range. The target must succeed on a Strength saving throw death or unconsciousness by this spell, this spell
or be grappled for the duration. At the end of each of its automatically ends.
turns, the target can make another Strength saving throw. On
a success, the spell ends on the target. Immovable Object
Additionally, while you concentrate on this spell, as an 2nd-level Transmutation
action you can make opposed strength checks against the Casting Time: 1 action
grappled creatures. On a success you can move them in any Range: Touch
direction up to 10 feet. If you would end your turn and the Components: V, S, M (gold dust worth at least 25 gp, which
two creatures are adjacent to each other, you no longer need the spell consumes)
to concentrate on the spell. Duration: 1 hour
Illusory Dragon You touch an object that weighs no more than 10 pounds and
8th-level Illusion [Hadō] cause it to become magically fixed in place. You and the
Casting Time: 1 action creatures you designate when you cast this spell can move
Range: 120 feet the object normally. You can also set a password that, when
Components: S spoken within 5 feet of the object, suppresses this spell for 1
Duration: Concentration, up to 1 minute minute.
If the object is fixed in the air, it can hold up to 4,000
By gathering threads of shadow material from the pounds of weight. More weight causes the object to fall.
Shadowfell, you create a Huge shadowy dragon in an Otherwise, a creature can use an action to make a Strength
unoccupied space that you can see within range. The illusion check against your spell save DC. On a success, the creature
lasts for the spell’s duration and occupies its space, as if it can move the object up to 10 feet.
were a creature. At Higher Levels. If you cast this spell using a spell slot of
When the illusion appears, any of your enemies that can 4th or 5th level, the DC to move the object increases by 5, it
see it must succeed on a Wisdom saving throw or become can carry up to 8,000 pounds of weight, and the duration
frightened of it for 1 minute. If a frightened creature ends its increases to 24 hours. If you cast this spell using a spell slot
turn in a location where it doesn’t have line of sight to the of 6th level or higher, the DC to move the object increases by
illusion, it can repeat the saving throw, ending the effect on 10, it can carry up to 20,000 pounds of weight, and the effect
itself on a success. is permanent until dispelled.
As a bonus action on your turn, you can move the illusion
up to 60 feet. At any point during its movement, you can Inemuri
cause it to exhale a blast of energy in a 60-foot cone 4th-level Enchantment [Bakudō]
originating from its space. When you create the dragon, Casting Time: 1 action
choose a damage type: acid, cold, fire, lightning, necrotic, or Range: 10 feet
poison. Each creature in the cone must make an Intelligence Components: V, S, M (a pinch of fine sand, rose petals, or a
saving throw, taking 7d6 damage of the chosen damage type cricket)
on a failed save, or half as much damage on a successful one. Duration: 1 minute
The illusion is tangible because of the shadow stuff used to
create it, but attacks miss it automatically, it succeeds on all You hold your hand out to a humanoid within range and
saving throws, and it is immune to all damage and conditions. overwhelm it with your reiatsu. If the creature you choose
A creature that uses an action to examine the dragon can has 30 hit points of fewer, it falls into a magical slumber.
determine that it is an illusion by succeeding on an Otherwise, the spell has no effect.
Intelligence (Investigation) check against your spell save DC. The creature falls unconscious until the spell ends, the
If a creature discerns the illusion for what it is, the creature sleeper takes damage, or someone uses an action to shake or
can see through it and has advantage on saving throws slap the sleeper awake.
against its breath.

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Undead and creatures immune to being charmed aren’t Components: V, S, M (black powder worth 5 gp, which the
affected by this spell. spell consumes)
At Higher Levels. When you cast this spell using a spell Duration: Concentration, up to 1 hour
slot of 5th level or higher, increase the hit point threshold by Incantation: Heart of the south, eye of the north, finger of the
10 for each slot level above 4th. west, foot of the east, arrive with the wind and depart with
the rain
Intellect Fortress Using the black powder, upon a solid surface you draw a
2rd-level Abjuration circle with four quadrants and symbols in each one. The
Casting Time: 1 action circle glows and symbols begin to flicker and information is
Range: 30 feet revealed to you.
Components: V Describe or name a creature that is familiar to you. You
Duration: Concentration, up to 1 hour sense the direction to the creature's location as well as
For the duration, you or one willing creature you can see coordinates of it's location, as long as that creature is within
within range has resistance to psychic damage, as well as the same plane. If the creature is moving, you know the
advantage on Intelligence, Wisdom, and Charisma saving direction of its movement. If the creature is on a different
throws. plane, you only get the name of the plane they're on and the
At Higher Levels. When you cast this spell using a spell spell ends.
slot of 4th level or higher, you can target one additional Keikaigi
creature for each slot level above 3rd. The creatures must be 9th-level Conjuration [Bakudō]
within 30 feet of each other when you target them.
Casting Time: 1 action
Ittō Kasō Range: 60 feet
9th-level Evocation [Hadō] Components: V, S, M (a diamond worth at least 5,000 gp)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Self Incantation: My right hand is the stone that bridges worlds.
Components: V, S, M (One of your limbs, which the spell My left hand is the blade that binds reality. The black-
consumes) haired shepherd is hung from a chair. Stratus clouds come,
Duration: Instantaneous and I strike down the ibis.
By sacrificing a piece of your own body you create a massive You conjure a portal linking an unoccupied space you can see
pillar of energy the shape of a Katana tip. A cylinder that is within range to a precise location on a different plane of
200 feet tall and 50 feet wide appears on a point centered on existence. The portal is a circular opening, which you can
you. Each creature in the cylinder must make a Dexterity make 5 to 20 feet in diameter. You can orient the portal in any
saving throw; you have disadvantage on this saving throw. A direction you choose. The portal lasts for the duration.
target takes 100 + your Hit Die in fire damage on a failed The portal has a front and a back on each plane where it
save, or half as much damage on a successful one. appears. Travel through the portal is possible only by moving
The fire spreads around corners. It ignites flammable through its front. Anything that does so is instantly
objects in the area that aren't being worn or carried. transported to the other plane, appearing in the unoccupied
space nearest to the portal.
Jikanteishi Deities and other planar rulers can prevent portals created
9th-level Transmutation [Bakudō] by this spell from opening in their presence or anywhere
within their domains.
Casting Time: 1 action
Range: Self Bankin
Components: V 9th-level Abjuration [Bakudō]
Duration: Instantaneous
Casting Time: 1 minute
You briefly stop the flow of time for everyone but yourself. No Range: 30 feet
time passes for other creatures, while you take 1d4 + 1 turns Components: V, S, M (a vellum depiction or a carved
in a row, during which you can use actions and move as statuette in the likeness of the target, and a special
normal. component that varies according to the version of the spell
This spell ends if one of the actions you use during this you choose, worth at least 500 gp per Hit Die of the target)
period, or any effects that you create during this period, Duration: Until dispelled
affects a creature other than you or an object being worn or
carried by someone other than you. In addition, the spell You create magical restraints to hold a creature that you can
ends if you move to a place more than 1,000 feet from the see within range. The target must succeed on a Wisdom
location where you cast it. saving throw or be bound by the spell; if it succeeds, it is
immune to this spell if you cast it again. While affected by
Kakushitsuijaku this spell, the creature doesn't need to breathe, eat, or drink,
5th-level Divination [Bakudō] 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: 5 feet forms of imprisonment.

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Burial. The target is entombed far beneath the earth in a 7th-level Conjuration [Bakudō] A cre
sphere of magical force that is just large enough to contain Casting Time: 1 action Anyth
the target. Nothing can pass through the sphere, nor can any Range: 10 feet as it i
creature teleport or use planar travel to get into or out of it. Components: V, S attack
The special component for this version of the spell is a Duration: Instantaneous
small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold This spell instantly transports you and up to eight willing
the target in place. The target is restrained until the spell creatures of your choice that you can see within range, or a
ends, and it can't move or be moved by any means until then. single object that you can see within range, to a destination
The special component for this version of the spell is a fine you select. If you target an object, it must be able to fit
chain of precious metal. entirely inside a 10-foot cube, and it can't be held or carried
Hedged Prison. The spell transports the target into a tiny by an unwilling creature.
demiplane that is warded against teleportation and planar The destination you choose must be familiar to you, and it
travel. The demiplane can be a labyrinth, a cage, a tower, or must be on the same plane of existence as you.
any similar confined structure or area of your choice. The Kurohitsugi
special component for this version of the spell is a miniature 9th-level Evocation [Hadō]
representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 Casting Time: 1 action
inch and is imprisoned inside a gemstone or similar object. Range: 1,000 Feet
Light can pass through the gemstone normally (allowing the Components: V, S, M (a small, nine-pointed star made of
target to see out and other creatures to see in), but nothing iron)
else can pass through, even by means of teleportation or Duration: Concentration, up to 1 minute
planar travel. The gemstone can't be cut or broken while the Incantation: Seeping crest of turbidity. Arrogant vessel of
spell remains in effect. The special component for this lunacy! Boil forth and deny! Grow numb and flicker!
version of the spell is a large, transparent gemstone, such as Disrupt sleep! Crawling queen of iron! Eternally self-
a corundum, diamond, or ruby. destructing doll of mud! Unite! Repulse! Fill with soil and
Slumber. The target falls asleep and can't be awoken. The know your own powerlessness!
special component for this version of the spell consists of You create a 20-foot-cube of destructive gravitational force
rare soporific herbs. centered on a point you can see within range. For the spell’s
Ending the Spell. During the casting of the spell, in any of duration, the cube and any space within 30 feet of it are
its versions, you can specify a condition that will cause the difficult terrain, and nonmagical objects fully inside the cube
spell to end and release the target. The condition can be as are destroyed if they aren’t being worn or carried.
specific or as elaborate as you choose, but the GM must A creature that starts its turn within the cube takes 8d10
agree that the condition is reasonable and has a likelihood of force damage and is restrained until it is no longer in the
coming to pass. The conditions can be based on a creature's cube. If the sphere is in the air, the restrained creature hovers
name, identity, or deity but otherwise must be based on inside the sphere. A creature can use its action to make a
observable actions or qualities and not based on intangibles Strength check against your spell save DC, ending this
such as level, class, or hit points. restrained condition on itself or another creature in the
A dispel magic spell can end the spell only if it is cast as a sphere that it can reach.
9th-level spell, targeting either the prison or the special
component used to create it. Kuyō Shibari
You can use a particular special component to create only 7th-level Conjuration [Bakudō]
one prison at a time. If you cast the spell again using the Casting Time: 1 action
same component, the target of the first casting is Range: 60 feet
immediately freed from its binding. Components: V, S
Kongōbaku Duration: Concentration, up to 1 minute
7th-level Evocation [Hadō] You create nine black holes with purple oultines that
Casting Time: 1 action surround a creature within range you can see. The black
Range: 150 feet holes emit immense gravitational energy on the target. The
Components: V, S, M (a tiny ball of bat guano and sulfur) target must make a Constitution saving throw. On a failure,
Duration: Concentration, up to 1 minute the creature is incapacitated and restrained for the duration.
You hurl a ball of red energy at a creature or object within Kyokkō
range. Make a ranged spell attack against the target. On a hit, 2nd-level Illusion [Bakudō]
the target takes 8d10 fire damage. A flammable object hit by Casting Time: 1 action
this spell ignites if it isn't being worn or carried. Range: Touch
At Higher Levels. When you cast this spell using a spell Components: V, S, M (en eyelash encased in gum arabic)
slot of 8th level or higher, the damage increases by 1d10 for Duration: Concentration, up to 1 hour
each slot level above 7th.
Kūkanten'i

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At Higher Levels. When you cast this spell using a spell slot it must make a Wisdom saving throw, taking 8d8 psychic
of 3rd level or higher, you can target one additional creature damage on a failed save, or half as much damage on a
for each slot level above 2nd. successful one.
Legend Lore Magnify Gravity
5th-level Divination [Bakudō] 1st-level Transmutation
Casting Time: 10 minutes Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (incense worth at least 250 gp, which Components: V, M
the spell consumes, and four ivory strips worth at least 50 Duration: 1 round
gp each) The gravity in a 10-foot-radius sphere centered on a point you
Duration: Instantaneous can see within range increases for a moment. Each creature
Name or describe a person, place, or object and you choose in the sphere on the turn when you cast the spell must make
Legend or Lore. a Constitution saving throw. On a failed save, a creature takes
If you choose lore the spell brings to your mind a brief 2d8 force damage, and its speed is halved until the end of its
summary of the significant and common known information next turn. On a successful save, a creature takes half as much
about the thing you named. damage and suffers no reduction to its speed.
If you choose legend the spell brings to your mind current Until the start of your next turn, any object that isn’t being
tales, forgotten stories, or even secret lore that has never worn or carried in the sphere requires a successful Strength
been widely known. The information you learn is accurate check against your spell save DC to pick up or move.
but might be shrouded in figurative language. For example, if At Higher Levels. When you cast this spell using a spell
you have a mysterious magic axe on hand, the spell might slot of 2nd level or higher, the damage increases by 1d8 for
yield this information: “Woe to the evildoer whose hand each slot level above 1st.
touches the axe, for even the haft slices the hand of the evil
ones. Only a true Child of Stone, lover and beloved of Mass Death Ward
Moradin, may awaken the true powers of the axe, and only 6th-level Abjuration [Kaidō]
with the sacred word of their land on the lips." Casting Time: 1 action
Life Transference
Range: 30 feet
5th-level Necromancy [Kaidō] Components: V, S
Duration: 1 hour
Casting Time: 1 action You choose up to 4 creature you can see within range and
Range: 30 feet grant them a measure of protection from death.
Components: V, S The first time the target would drop to 0 hit points as a
Duration: Instantaneous result of taking damage, the target instead drops to 1 hit
You sacrifice some of your health to mend another creature’s point, and the spell ends.
injuries. You take up to 6d8 necrotic damage, which can’t be If the spell is still in effect when the target is subjected to
reduced in any way, and one creature of your choice that you an effect that would kill it instantaneously without dealing
can see within range regains a number of hit points equal to damage, that effect is instead negated against the target, and
twice the necrotic damage you take. the spell ends.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d8 for Mass Fortune's Favor
each slot level above 5th. 8th-level Divination [Kaidō]
Maddening Darkness Casting Time: 10 minutes
8th-level Evocation [Hadō] Range: 30 feet
Components: V, S, M (a white pearl worth at leas 1,000 gp,
Casting Time: 1 action which the spell consumes)
Range: 150 feet Duration: 24 hours
Components: V, M (a drop of pitch mixed with a drop of You impart two motes of luck on up to 5 creatures you can
mercury) see within range. When the chosen creature makes an attack
Duration: Concentration, up to 10 minutes roll, an ability check, or a saving throw before the spell ends,
Magical darkness spreads from a point you choose within it can expend a mote of luck to roll an additional d20 and
range to fill a 60-foot-radius sphere until the spell ends. The choose which of the d20s to use. Alternatively, when an
darkness spreads around corners. A creature with darkvision attack roll is made against the chosen creature, it can expend
can’t see through this darkness. Nonmagical light, as well as a mote to roll a d20 and choose which of the d20s to use, the
light created by spells of 8th level or lower, can’t illuminate one it rolled or the one the attacker rolled.
the area. If the original d20 roll has advantage or disadvantage, the
Shrieks, gibbering, and mad laughter can be heard within creature rolls the additional d20 after advantage or
the sphere. Whenever a creature starts its turn in the sphere, disadvantage has been applied to the original roll.

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Mass Freedom of Movement Each target assumes a beast form of your choice, and you
6th-level Abjuration [Kaidō] can choose the same form or different ones for each target.
The new form can be any beast you have seen whose
Casting Time: 1 action challenge rating is equal to or less than the target’s (or half
Range: 60 feet the target’s level, if the target doesn’t have a challenge rating).
Components: V, S, M (a leather strap, bound around the arm The target’s game statistics, including mental ability scores,
or a similar appendage) are replaced by the statistics of the chosen beast, but the
Duration: Concentration, up to 1 hour target retains its hit points, alignment, and personality.
Choose up to 6 six creatures you can see within range. For Each target gains a number of temporary hit points equal
the duration, the target's movement is unaffected by difficult to the hit points of its new form. These temporary hit points
terrain, and spells and other magical effects can neither can’t be replaced by temporary hit points from another
reduce the target's speed nor cause the target to be paralyzed source. A target reverts to its normal form when it has no
or restrained. more temporary hit points or it dies. If the spell ends before
The target can also spend 5 feet of movement to then, the creature loses all its temporary hit points and
automatically escape from nonmagical restraints, such as reverts to its normal form.
manacles or a creature that has it grappled. Finally, being The creature is limited in the actions it can perform by the
underwater imposes no penalties on the target's movement nature of its new form. It can’t speak, cast spells, or do
or attacks. anything else that requires hands or speech.
The target’s gear melds into the new form. The target can’t
Mass Haste activate, use, wield, or otherwise benefit from any of its
6th-level Transmutation [Kaidō] equipment.
Casting Time: 1 action Mass Restoration
Range: 30 feet 8th-level Abjuration [Kaidō]
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 10 feet
Choose up to 4 willing creature that you can see within Components: V, S, M (a diamond worth at least 1,000 gp,
range. Until the spell ends, the target's speed is doubled, it which the spell consumes)
gains a +2 bonus to AC, it has advantage on Dexterity saving Duration: Instantaneous
throws, and it gains an additional action on each of its turns.
That action can be used only to take the Attack (one weapon You imbue any number of creatures you can see within range
attack only), Dash, Disengage, Hide, or Use an Object action. with positive energy to undo a debilitating effect. You can
When the spell ends, the target can't move or take actions reduce a creatures exhaustion level by one, or end one of the
until after its next turn, as a wave of lethargy sweeps over it. following effects on them:
Mass Healing Word One effect that charmed or petrified the target
4th-level Evocation [Kaidō] One curse, including the target's attunement to a cursed
magic item
Casting Time: Bonus action Any reduction to one of the target's ability scores
Range: 30 feet One effect reducing the target's hit point maximum
Components: V
Duration: Instantaneous Mass Skill Empowerment
As you call out words of restoration, choose any number of 7th-level Transmutation [Kaidō]
creatures that you can see within range, each regain hit Casting Time: 1 action
points equal to 1d4 + your spellcasting ability modifier. This Range: Touch
spell has no effect on undead or constructs. Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Concentration, up to 1 hour
slot of 5th level or higher, the healing increases by 1d4 for Your magic deepens a creature’s understanding of its own
each slot level above 4th. talent. You choose up to 4 willing creature you can see within
Mass Polymorph range and give it expertise in one skill of your choice; until
9th-level Transmutation [Kaidō] the spell ends, the creature 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 and
Range: 120 feet that isn’t already benefiting from an effect, such as Expertise,
Components: V, S, M (a caterpillar cacoon) that doubles its proficiency bonus.
Duration: Concentration, up to 1 hour
You transform up to ten creatures of your choice that you can
see within range. An unwilling target must succeed on a
Wisdom saving throw to resist the transformation. An
unwilling shapechanger automatically succeeds on the save.

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Mass True Seeing divided into as many rooms as you like, provided each
9th-level Divination [Kaidō] room is at least 5 feet on each side. The floors of the keep are
connected by stone staircases, its walls are 6 inches thick,
Casting Time: 1 action and interior rooms can have stone doors or open archways as
Range: 30 feet you choose. The keep is furnished and decorated however
Components: V, S, M (an ointment for the eyes that costs 50 you like, and it contains sufficient food to serve a nine-course
gp; is made from mushroom, saffron, and fat; and is banquet for up to 100 people each day. Furnishings, food, and
consumed by the spell) other objects created by this spell crumble to dust if removed
Duration: 1 hour from the fortress.
This spell gives willing creatures the ability to see things as A staff of one hundred invisible servants obeys any
they actually are. Choose any number of creatures withing command given to them by creatures you designate when you
range, for the duration those creatures have truesight, notices cast the spell. Each servant functions as if created by the
secret doors hidden by magic, and can see into the Ethereal unseen servant spell.
Plane, all out to a range of 60 feet. The walls, turrets, and keep are all made of stone that can
be damaged. Each 10-foot-by-10-foot section of stone has AC
Mental Prison 15 and 30 hit points per inch of thickness. It is immune to
6th-level Illusion [Hadō] poison and psychic damage. Reducing a section of stone to 0
Casting Time: 1 action hit points destroys it and might cause connected sections to
Range: 60 feet buckle and collapse at the DM’s discretion.
Components: S After 7 days or when you cast this spell somewhere else,
Duration: Concentration, up to 1 minute the fortress harmlessly crumbles and sinks back into the
ground, leaving any creatures that were inside it safely on the
You attempt to bind a creature within an illusory cell that only ground.
it perceives. One creature you can see within range must Casting this spell on the same spot once every 7 days for a
make an Intelligence saving throw. The target succeeds year makes the fortress permanent.
automatically if it is immune to being charmed. On a
successful save, the target takes 5d10 psychic damage, and Mind Sliver
the spell ends. On a failed save, the target takes 5d10 psychic Cantrip Enchantment
damage, and you make the area immediately around the Casting Time: 1 action
target's space appear dangerous to it in some way. You might Range: 60 feet
cause the target to perceive itself as being surrounded by fire, Components: V
floating razors, or hideous maws filled with dripping teeth. Duration: Instantaneous
Whatever form the illusion takes, the target can't see or hear
anything beyond it and is restrained for the spell's duration. If You drive a disorienting spike of psychic energy into the mind
the target is moved out of the illusion, makes a melee attack of one creature you can see within range. The target must
through it, or reaches any part of its body through it, the succeed on an Intelligence saving throw or take 1d6 psychic
target takes 10d10 psychic damage, and the spell ends. damage and subtract 1d4 from the next saving throw it
makes before the end of your next turn.
Mighty Fortress This spell’s damage increases by 1d6 when you reach
8th-level Conjuration [Bakudō] certain levels: 5th level (2d6), 11th level (3d6), and 17th level
Casting Time: 1 minute (4d6).
Range: 1 mile Mind Spike
Components: V, S, M (a diamond worth at least 500 gp,
which the spell consumes) 2nd-level Divination
Duration: Instantaneous Casting Time: 1 action
A fortress of stone erupts from a square area of ground of Range: 60 feet
your choice that you can see within range. The area is 120 Components: S
feet on each side, and it must not have any buildings or other Duration: Concentration, up to 1 hour
structures on it. Any creatures in the area are harmlessly You reach into the mind of one creature you can see within
lifted up as the fortress rises. range. The target must make a Wisdom saving throw, taking
The fortress has four turrets with square bases, each one 3d8 psychic damage on a failed save, or half as much damage
20 feet on a side and 30 feet tall, with one turret on each on a successful one. On a failed save, you also always know
corner. The turrets are connected to each other by stone the target’s location until the spell ends, but only while the
walls that are each 80 feet long, creating an enclosed area. two of you are on the same plane of existence. While you
Each wall is 1 foot thick and is composed of panels that are have this knowledge, the target can’t become hidden from
10 feet wide and 20 feet tall. Each panel is contiguous with you, and if it’s invisible, it gains no benefit from that condition
two other panels or one other panel and a turret. You can against you.
place up to four stone doors in the fortress’s outer wall. At Higher Levels. When you cast this spell using a spell
A small keep stands inside the enclosed area. The keep has slot of 3rd level or higher, the damage increases by 1d8 for
a square base that is 50 feet on each side, and it has three each slot level above 2nd.
floors with 10-foot-high ceilings. Each of the floors can be

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

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Peripety Power Word Pain
10th-level Abjuration [Bakudō] 7th-level Enchantment [Hadō]
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (a decorated feather worth 500 gp) Components: V
Duration: 24 hours Duration: Instantaneous
For the duration ranged attacks targeted against you rebound You speak a word of power that causes waves of intense pain
on the original attacker. The reflected attack rebounds on the to assail one creature you can see within range. If the target
attacker using the same attack roll. has 100 hit points or fewer, it is subject to crippling pain.
Otherwise, the spell has no effect on it. A target is also
Permanency unaffected if it is immune to being charmed.
9th-level Enchantment [Kaidō] While the target is affected by crippling pain, any speed it
Casting Time: 1 hour has can be no higher than 10 feet. The target also has
Range: 5 feet disadvantage on attack rolls, ability checks, and saving
Components: V, S, M (a gem per level of the spell, each worth throws, other than Constitution saving throws. Finally, if the
500 gp, minimum one gem; which the spell consumes) target tries to cast a spell, it must first succeed on a
Duration: Until dispelled Constitution saving throw, or the casting fails and the spell is
wasted.
This spell allows you to make certain spells permanent. A target suffering this pain can make a Constitution saving
Choose an active spell within range. That spell must meet the throw at the end of each of its turns. On a successful save, the
following requirements to be affected: pain ends.
The spell has a duration of 1 minute or longer. Psychic Lance
You know the spell and are able to cast it. If you don't, the 4th-level Enchantment
material components required are doubled.
The spell is 7th level or lower. Casting Time: 1 action
The spell cannot have targeted more than one creature, Range: 120 feet
but can have an area that affects more than one creature Components: V
Duration: Instantaneous
The affected spell then gains the following traits:
You unleash a shimmering lance of psychic power from your
The duration is changed to "Until dispelled." forehead at a creature that you can see within range.
If the spells duration would end if triggered, it continues to Alternatively, you can utter a creature’s name. If the named
persist until dispelled. target is within range, it becomes the spell’s target even if you
If the spell would be affected by Dispel Magic or similar, can’t see it. If the named target isn’t within range, the lance
instead of the spell ending, Permanency ends. dissipates without effect.
This spell and affected spells can still be subjected to The target must make an Intelligence saving throw. On a
antimagic fields. failed save, the target takes 7d6 psychic damage and is
incapacitated until the start of your next turn. On a successful
Platinum Shield save, the creature takes half as much damage and isn’t
6th-level Abjuration incapacitated.
At Higher Levels. When you cast this spell using a spell
Casting Time: 1 bonus action slot of 5th level or higher, the damage increases by 1d6 for
Range: 60 feet each slot level above 4th.
Components: V, S, M (a piece of platinum worth 500 gp)
Duration: Concentration, up to 1 minute Pulse Wave
You create a field of silvery light that surrounds a creature of 3rd-level Evocation [Hadō]
your choice within range (you can choose yourself). The field Casting Time: 1 action
sheds dim light out to 5 feet. While surrounded by the field, a Range: Self
creature gains the following benefits: Components: V, S
Cover. The creature has half cover. Duration: Instantaneous
Damage Resistance. The creature has resistance to acid, You create intense pressure, unleash it in a 30-foot cone, and
cold, fire, lightning, and poison damage. decide whether the pressure pulls or pushes creatures and
Evasion. If the creature is subjected to an effect that objects. Each creature in that cone must make a Constitution
allows it to make a Dexterity saving throw to take only half saving throw. A creature takes 6d6 force damage on a failed
damage, the creature instead takes no damage if it succeeds save, or half as much damage on a successful one. And every
on the saving throw, and only half damage if it fails. creature that fails the save is either pulled 15 feet toward you
As a bonus action on subsequent turns, you can move the or pushed 15 feet away from you, depending on the choice
field to another creature within 60 feet of the field. you made for the spell.
In addition, unsecured objects that are completely within
the cone are likewise pulled or pushed 15 feet.

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At Higher Levels. When you cast this spell using a spell slot You create a 20-foot-radius sphere of destructive gravitational
of 4th level or higher, the damage increases by 1d6 and the force centered on a point you can see within range. For the
distance pulled or pushed increases by 5 feet for each slot spell’s duration, the sphere and any space within 100 feet of it
level above 3rd. are difficult terrain, and nonmagical objects fully inside the
sphere are destroyed if they aren’t being worn or carried.
Raikōhō When the sphere appears and at the start of each of your
6th-level Evocation [Hadō] turns until the spell ends, unsecured objects within 100 feet
Casting Time: 1 action of the sphere are pulled toward the sphere’s center, ending in
Range: Self an unoccupied space as close to the center as possible.
Components: V, S, M (a bit of fur; a piece of amber, glass, or A creature that starts its turn within 100 feet of the sphere
a crystal rod) must succeed on a Strength saving throw or be pulled
Duration: Instantaneous straight toward the sphere’s center, ending in an unoccupied
Incantation: Sprinkled on the bones of the beast! Sharp space as close to the center as possible. A creature that
tower, red crystal, steel ring. Move and become the wind, enters the sphere for the first time on a turn or starts its turn
stop and become the calm. The sound of warring spears there takes 5d10 force damage and is restrained until it is no
fills the empty castle! longer in the sphere. If the sphere is in the air, the restrained
creature hovers inside the sphere.
An orb of yellow energy builds in the palm of your and fire the A creature can use its action to make a Strength check
built-up energy as a massive concentrated blast of energy. A against your spell save DC, ending this restrained condition
stroke of lightning forming a line 60 feet long and 5 feet wide on itself or another creature in the sphere that it can reach. A
blasts out from you in a direction you choose. Each creature creature reduced to 0 hit points by this spell is annihilated,
in the line must make a Dexterity saving throw. A creature along with any nonmagical items it is wearing or carrying.
takes 8d6 lightning damage on a failed save, or half as much
damage on a successful one. Reality Break
At then end of the line theres an explosion with a 20-foot 8th-level Conjuration [Hadō]
radius. Each creature in the radius must makes Dexterity
saving throw. a creatures takes 4d6 lightning damage and Casting Time: 1 action
4d6 force damage on a failed save, or half as much damage Range: 60 feet
on a successful one. Components: V, S, M (a crystal prism)
A creature cannot be dealt damage more than once from Duration: Concentration, up to 1 minute
this spell. You shatter the barriers between realities and timelines,
thrusting a creature into turmoil and madness. The target
Rain of Fire must succeed on a Wisdom saving throw, or it can’t take
10-level Evocation [Hadō] reactions until the spell ends. The affected target must also
Casting Time: 10 minutes roll a d10 at the start of each of its turns; the number rolled
Range: 1 mile determines what happens to the target, as shown on the
Components: V, S Reality Break Effects table.
Duration: 24 Hours At the end of each of its turns, the affected target can
This spell summons a swirling thunderstorm at a point you repeat the Wisdom saving throw, ending the spell on itself on
a success.
can see within range that rains fire rather than raindrops
down a two-mile radius. Everything in the flaming deluge d10 Effect
takes 1 point of fire damage each round. A successful Reflex
save results in no damage, but the save must be repeated Vision of the Far Realm. The target takes 6d12
1-2 psychic damage, and it is stunned until the end of the
each round. Unless the ground is exceedingly damp, all turn.
vegetation is eventually blackened and destroyed, leaving
behind a barren wasteland similar to the aftermath of a grass Rending Rift. The target must make a Dexterity
or forest fire. The fiery storm is stationary and not affected by 3-5 saving throw, taking 8d12 force damage on a failed
any wind or weather, unless its from a wish spell or 10th level save, or half as much damage on a successful one.
spell. Wormhole. The target is teleported, along with
everything it is wearing and carrying, up to 30 feet to
Ravenous Void 6-8 an unoccupied space of your choice that you can see.
9th-level Evocation The target also takes 10d12 force damage and is
Casting Time: 1 action knocked prone.
Range: 1,000 feet 9 - Chill of the Dark Void. The target takes 10d12 cold
Components: V, S, M (a small, nine-pointed star made of 10 damage, and it is blinded until the end of the turn.
iron)
Duration: Concentration, up to 1 minute
Incantation: Sprinkled on the bones of the beast! Sharp
tower, red crystal, steel ring. Move and become the wind,
stop and become the calm. The sound of warring spears
fills the empty castle!

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Reincarnate make another Strength saving throw. On a success, the
6th-level Transmutation [Kaidō] spell ends on the target.
At Higher Levels. When you cast this spell using a spell
Casting Time: 1 hour slot of 1st level or higher, you can target one additional
Range: Touch humanoid for each slot level above 1st. The humanoids must
Components: V, S, M (rare oils and unguents worth at least be within 10 feet of each other when you target them.
1,000 gp, which the spell consumes)
Duration: Instantaneous Sajō Sabaku
You touch a dead humanoid or a piece of a dead humanoid. 6th-level Conjuration [Bakudō]
Provided that the creature has been dead no longer than 10 Casting Time: 1 action
days, the spell forms a new adult body for it and then calls the Range: 40 feet
soul to enter that body. If the target's soul isn't free or willing Components: V, S
to do so, the spell fails. Duration: Concentration, up to 1 minute
The magic fashions a new body for the creature to inhabit, Raising your palm to the target and closing your fist, you call
which likely causes the creature's appearance to change. The forth yellow energy that takes the form of very thick rope
GM rolls a d6 on a 1-3 the creature's appearance completely which flies out to and binds a target you can see within range.
changes, on a 4-6 they retain their previous appearance. The target must make a Charisma saving throw. On a failure,
The reincarnated creature recalls its former life and the target is restrained for the duration and cannot perform
experiences and retains the capabilities it had in its original somatic components for spells or abilities. On each of the
form. creatures turns, it can spend an action to make an additional
Rikujōkōrō Charisma saving throw, on a success ending the spell.
6th-level Conjuration [Bakudō] Screen
Casting Time: 1 action 9th-level Illusion [Bakudō]
Range: 60 feet Casting Time: 10 minutes
Components: V, S Range: 30 feet
Duration: Concentration, up to 1 minute Components: V, S
Incantation: Carriage of thunder, bridge of a spinning wheel. Duration: 24 hours
With light, divide this into six!
You point your finger at a target you can see within range. This spell creates a powerful protective illusion in a 30-foot-
Sparks of yellow energy spark form you finger generating six cube area you can see within range or up to 7 creatures you
thin, wide beams of light that slam into the targets choose within range. The chosen area or creatures are
midsection holding them in place. The target must make a protected by divination effects and direct observation.
Strength saving throw, on a failure they are restrained for the When casting this spell, you can dicate what will and will
duration. not be observed in the spell's area. For example, you could
If the creature is currently under the effects of Bakudo #4 have a crossroads appear quiet and empty even while an
Hainawa, the target is instead incapacitated and you do not army is actually passing through the area. Or that no one be
need to concentrate on this spell. seen (including passing strangers), that your troops be
undetected, or even that every fifth person or unit should be
Ruin visible. Sights, sounds, touch, texture and temperature are
10th-level Transmutation [Bakudō] created appropriate for the illusion. Once the conditions are
set, they cannot be changed.
Casting Time: 1 minute Attempts to scry the area automatically detect the image
Range: 120 feet stated by you with no save allowed. If a spell would attempt to
Components: V, S, M (An ornate idol resembling the target locate an affected creature, or object on one of those
worth 5,000 gp, which the spell consumes) creatures, you can choose to have the spell fail or see the
Duration: Instantaneous image stated by you with no save allowed. Additionally, any
You choose a creature, object or structure you can see within sensors creatured by such spells become visible within the
range. The chosen target is dealt 100 necrotic damage. This area.
spell ignore any immunity or resistance to necrotic damage. Direct observation may allow a save (as per a normal
illusion), if there is cause to disbelieve what is seen. Certainly
Sai onlookers in the area would become suspicious if a marching
Enchantment Cantrip [Bakudō] army disappeared at one point to reappear at another. Even
Casting Time: 1 action entering the area does not cancel the illusion or necessarily
Range: 60 feet allow a save, assuming that hidden beings take care to stay
Components: V, S, M (a small, straight piece of iron) out of the way of those affected by the illusion.
Duration: 1 minute
Choose a humanoid that you can see within range. The target
must succeed on a Strength saving throw or be incapacitated
for the duration. At the end of each of its turns, the target can

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Seki that is in dim light or darkness, you make the attack roll
Abjuration Cantrip Bakudō with advantage.
If you drop the weapon or throw it, it dissipates at the end
Casting Time: 1 reaction, which you take when you are hit of the turn. Thereafter, while the spell persists, you can use a
by an attack bonus action to cause the sword to reappear in your hand.
Range: Range At Higher Levels. When you cast this spell using a 3rd- or
Components: V, S 4th-level spell slot, the damage increases to 3d8. When you
Duration: Duration cast it using a 5th- or 6th-level spell slot, the damage
An orb of light blue energy is generated which repels increases to 4d8. When you cast it using a spell slot of 7th
whatever it strikes. Until the start of your next turn, you have level or higher, the damage increases to 5d8.
a +2 bonus to AC, including against the triggering attack. If
this bonus to your AC would cause the attack to be Shadow of Moil
unsuccessful, and the attack was a melee attack, the attacker 4th-level Necromancy [Hadō]
is pushed back 15 feet away. Casting Time: 1 action
Range: Self
Sekienton Components: V, S, M (an undead eyeball encased in a gem
2nd-level Conjuration [Bakudō] worth at least 150 gp)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 120 feet Flame-like shadows wreathe your body until the spell ends,
Components: V, S causing you to become heavily obscured to others. The
Duration: 1 hour shadows turn dim light within 10 feet of you into darkness,
You create a 20-foot-radius sphere of red colored fog centered and bright light in the same area to dim light.
on a point within range. The sphere spreads around corners, Until the spell ends, you have resistance to radiant damage.
and its area is heavily obscured. It lasts for the duration or In addition, whenever a creature within 10 feet of you hits
until a wind of moderate or greater speed (at least 10 miles you with an attack, the shadows lash out at that creature,
per hour) disperses it. dealing it 2d8 necrotic damage.
Senju Kōten Taihō Shakkahō
9th-level Evocation [Hadō] 3rd-level Evocation [Hadō]
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 150 feet
Components: V, S Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous Duration: 10 minutes
Incantation: Limit of the thousands hands, respectful hands, Incantation: Ye Lord! Mask of blood and flesh, all creation,
unable to touch the darkness. Shooting hands unable to flutter of wings, ye who bears the name of Man! Inferno
reflect the blue sky. The road that basks in light, the wind and pandemonium, the sea barrier surges, march on to the
that ignited the embers, time that gathers when both are south!
together, there is no need to be hesitant, obey my orders. A bright crimson orb forms in your palm. The orb remains
Light bullets, eight bodies, nine items, book of heaven, there for the duration and harms neither you nor your
diseased treasure, great wheel, grey fortress tower. Aim far equipment. The orb sheds bright light in a 10-foot radius and
away, scatter brightly and cleanly when fired! dim light for an additional 10 feet. The spell ends if you
Ten star-like motes of pink energy appear around you. You dismiss it as an action or if you cast it again.
can send each mote at a different creature or object, or all of You can also attack with the orb, although doing so ends
them at the same creature or object. When you do so, make a the spell. When you cast this spell, or as an action on a later
ranged spell attack for each mote. On a hit, the target takes turn, you can hurl the orb at a point you choose within range,
6d12 radiant damage. it then blossoms with a loud roar into an explosion of flame.
Each creature in a 20-foot-radius sphere centered on that
Shadow Blade point must make a Dexterity saving throw. A target takes 8d6
2nd-level Illusion fire damage on a failed save, or half as much damage on a
Casting Time: 1 bonus action successful one. The fire spreads around corners. It ignites
Range: Self flammable objects in the area that aren't being worn or
Components: V, S carried.
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for
You weave together threads of shadow to create a sword of each slot level above 3rd.
solidified gloom in your hand. This magic sword lasts until
the spell ends. It counts as a simple melee weapon with
which you are proficient. It deals 2d8 psychic damage on a hit
and has the finesse, light, and thrown properties (range
20/60). In addition, when you use the sword to attack a target

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Shibireyubi Offensive. Hostile creatures do not benefit from any
2nd-level Enchantment [Bakudō] resistances and cannot gain resistances of any kind.
Hōyoku no Jōmon. You create an obelisk and many planks
Casting Time: 1 action combining to form a sort of lampshade, resembling folding
Range: 60 feet wings and a crude bird's head/body in the air where it stays
Components: V, S, M (a small, straight piece of iron) suspended. The lampshade is 50 feet in diameter and affects
Duration: Concentration, up to 1 minute everything directly underneath it. The barrier has an AC of 10
Pointing a finger at a creature, a ball of white energy flashes and 100 hit points, and is immune to fire damage. All friendly
from your finger. Choose a humanoid that you can see within creatures underneath the barrier benefit from the Defensive
range. The target must succeed on a Wisdom saving throw or trait.
be paralyzed for the duration. At the end of each of its turns, Defensive. Friendly creatures have advantage on attack
the target can make another Wisdom saving throw. On a rolls.
success, the spell ends on the target. Offensive. Hostile creatures cannot gain advantage on
At Higher Levels. When you cast this spell using a spell attack rolls.
slot of 3rd level or higher, you can target one additional
humanoid for each slot level above 2nd. The humanoids must Shitotsu Sansen
be within 30 feet of each other when you target them. 3rd-level Conjuration [Bakudō]
Casting Time: 1 action
Shijū no Saimon Range: 60 feet
8th-level Conjuration [Bakudō] Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 120 feet You generate a yellow triangle of energy which three pointed
Components: V, S projectiles fire from each point. Make three ranged spell
Duration: Concentration, up to 5 minutes attacks against a single target within range. Each successful
Shijū no Saimon is a barrier formed by four castings of this attack pushed the target back by 5 feet. If a projectiles
spell, each time choosing one of the following barriers listed successful hit the the target and pushes them up against a
below. When you arrange the following barriers as three solid barrier, it is restrained for the duration. Additionally, if
walls and Hōyoku no Jōmon as the roof, a cube is formed all three projectiles were successful and the target becomes
enclosing the area. When the barrier is created, you choose restrained, you do not need to concentrate on this spell.
Defensive or Offensive. Each wall will apply its listed effect to
the interior of the barrier. Shō
Ryūbi no Jōmon. You create multiple pillars, each one Cantrip Evocation [Hadō]
being five feet wide, 50 feet tall and 5 feet thick, forming a Casting Time: 1 action
gigantic shield or door-like barrier on a point within range. Range: 30 feet
The barrier is 50 feet wide, 100 feet tall and 20 feet thick. Components: V, S
Each pillar has an AC of 10 and 20 hit points per inch of Duration: Instantaneous
thickness. You point a finger at a creature or unattended object. If the
Defensive. Friendly creatures regain the maximum number target is an unattended object, you push it back up to 15 feet.
of hit points from any healing. If it's a creature it must make a Strength saving throw. On a
Offensive. Hostile creatures can't regain hit points. failure you may deal 1d4 force damage to the creature, or
Kokō no Jōmon. You create a circular barrier with a 25 push it back up to 10 feet away from you.
foot radius and 10 feet thick that takes the shape of a The spell's damage and push distance increases by 1d4 or
watermill. As an action, its inner section can be opened up 15 feet when you reach 5th level, 11th level (3d4 of 20 feet),
like a set of fangs allowing passage through the barrier. and 17th level (4d4 or 25 feet).
Defensive. When friendly creatures makes a saving throw,
they can roll a d10 and add the number rolled to the saving Siphon Life
throw. 6th-level Necromancy [Kaidō]
Offensive. When Hostile creatures makes a saving throw, Casting Time: 1 action
they can roll a d10 and subtract the number rolled to the Range: Self
saving throw. Components: V, S
Kigai no Jōmon. You create a barrier of many small Duration: Instantaneous
hexagons, forming a honeycomb-like structure resembling a
turtle shell. This barrier is 50 feet wide, 100 feet tall and 5 You siphon life force from others to heal your wounds. Make
feet thick. The barrier has an AC of 10, each hexagon has 10 a mellee spell attack against a creature within range. On a
hit points per inch and a damage threshold of 10. hit, the target takes 4d8 necrotic damage, and you regain hit
Additionally, when the barrier is subjected to a Hadō spell, it points equal to half the amount of necrotic damage dealt.
is reflected back at the caster, using the same save DC, spell At Higher Levels. When you cast this spell using a spell
attack roll and damage. slot of 7th level or higher, the damage increases by 1d8 for
Defensive. Friendly creatures gain resistance to all each slot level above 6th.
damage.

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Skill Empowerment Components: V, S
5th-level Transmutation [Kaidō] Duration: Concentration, up to 10 minutes
Casting Time: 1 action You are able to temporarily tap into the consciousness of
Range: Touch another sentient creature with whom you are familiar with.
Components: V, S The target must make a Charisma saving throw, on success it
Duration: Concentration, up to 1 hour prevents the telepathic connection. Whether the saving throw
is successful or not, the target is unaware of the attempted
Your magic deepens a creature’s understanding of its own intrusion.
talent. You touch one willing creature and give it expertise in Once the connection is created, you are able to hear, see,
one skill of your choice; until the spell ends, the creature feel, smell, taste and experience everything the target senses
doubles its proficiency bonus for ability checks it makes that and experiences. You cannot control the subject, however.
use the chosen skill. During this time, your own body remains in a trance-like
You must choose a skill in which the target is proficient and state. If the target takes damage, you feel the injures as well,
that isn’t already benefiting from an effect, such as Expertise, although you suffer no actual ill effects. If the target is
that doubles its proficiency bonus. knocked unconscious or killed, the spell immediately ends.
Soul Cage Spell Reflection
7th-level Necromancy [Kaidō] 9th-level Abjuration [Bakudō]
Casting Time: Reaction (which you take when a humanoid Casting Time: 24 hours
you can see within 60 feet of you dies) Range: Touch
Range: 60 feet Components: V, S
Components: V, S, M (a tiny silver cage worth 300 gp) Duration: 24 hours
Duration: 8 hours
You create a magical ward on a creature. If the warded
This spell snatches the soul of a humanoid as it dies and creature would be targeted by level 1st through 9th level
traps it inside the tiny cage you use for the material spells, the warded creature is unaffected, and the effect is
component. A stolen soul remains inside the cage until the reflected back at the caster as though it originated from the
spell ends or until you destroy the cage, which ends the spell. warded creature, turning the caster into the target. Spells
While you have a soul inside the cage, you can exploit it in that affect an area, such as a fireball, do not harm or affect the
any of the ways described below. You can use a trapped soul warded creature.
up to six times. Once you exploit a soul for the sixth time, it is
released, and the spell ends. While a soul is trapped, the dead Spell Turning
humanoid it came from can’t be revived. 10-level Abjuration [Bakudō]
Steal Life. You can use a bonus action to drain vigor from Casting Time: 1 action
the soul and regain 2d8 hit points. Range: Self
Query Soul. You ask the soul a question (no action Components: V, S
required) and receive a brief telepathic answer, which you can Duration: Concentration, up to 1 hour
understand regardless of the language used. The soul knows
only what it knew in life, but it must answer you truthfully This spell refelcts other spells cast at you, back at their
and to the best of its ability. The answer is no more than a caster. When a spell or spell-like effect targets you, you can
sentence or two and might be cryptic. spend your reaction to reflect the effect. If the spell is 6th
Borrow Experience. You can use a bonus action to bolster level or lower you automatically reflect the spell. Otherwise,
yourself with the soul’s life experience, making your next you make an ability check using your spellcasting ability. The
attack roll, ability check, or saving throw with advantage. If DC equals 10 + the spell's level. On a success, the spell or
you don’t use this benefit before the start of your next turn, it effect instead affects the original caster, it's DC save, if any,
is lost. uses yours.
Eyes of the Dead. You can use an action to name a place This spell ends if you would become unconscious or die.
the humanoid saw in life, which creates an invisible sensor Spirit Shroud
somewhere in that place if it is on the plane of existence
you’re currently on. 3rd-level Necromancy [Hadō]
The sensor remains for as long as you concentrate, up to Casting Time: 1 bonus action
10 minutes (as if you were concentrating on a spell). You Range: Self
receive visual and auditory information from the sensor as if Components: V, S
you were in its space using your senses. Duration: Concentration, up to 1 minute
A creature that can see the sensor (such as one using see You call forth spirits of the dead, which flit around you for the
invisibility or truesight) sees a translucent image of the spell’s duration. The spirits are intangible and invulnerable.
tormented humanoid whose soul you caged. Until the spell ends, any attack you make deals 1d8 extra
Soul Scry damage when you hit a creature within 10 feet of you. This
10-level Divination [Bakudō] damage is radiant, necrotic, or cold (your choice when you
cast the spell). Any creature that takes this damage can’t
Casting Time: 10 minutes regain hit points until the start of your next turn.
Range: Unlimited

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In addition, any creature of your choice that you can see that A blast of blue flaming energy erupts from your hands. Each
starts its turn within 10 feet of you has its speed reduced by creature in a 60-foot cone must make a Constitution saving
10 feet until the start of your next turn. throw. A creature takes 16d6 fire damage on a failed save, or
At Higher Levels. When you cast this spell using a spell half as much damage on a successful one.
slot of 4th level or higher, the damage increases by 1d8 for The fire spreads around corners. It ignites flammable
every two slot levels above 3rd. objects in the area that aren't being worn or carried.
Additionall,y ff damage from this spell kills a target, the target
Synaptic Static is turned to ash.
5th-level Enchantment [Hadō]
Casting Time: 1 action Tenran
Range: 120 feet 5th-level Evocation [Hadō]
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Self
You choose a point within range and cause psychic energy to Components: V, S, M (a legume seed)
explode there. Each creature in a 20-foot-radius sphere Duration: Concentration, up to 1 minute
centered on that point must make an Intelligence saving A line of strong wind 60 feet long and 10 feet wide blasts
throw. A creature with an Intelligence score of 2 or lower from you in a direction you choose for the spell's duration.
can’t be affected by this spell. A target takes 8d6 psychic Each creature that starts its turn in the line must succeed on
damage on a failed save, or half as much damage on a a Strength saving throw or take 4d8 piercing or bludgeing
successful one. damage (your choice) and be pushed 15 feet away from you in
After a failed save, a target has muddled thoughts for 1 a direction following the line. On a success they take half
minute. During that time, it rolls a d6 and subtracts the damage and are not pushed back.
number rolled from all its attack rolls and ability checks, as Any creature in the line must spend 2 feet of movement for
well as its Constitution saving throws to maintain every 1 foot it moves when moving closer to you.
concentration. The target can make an Intelligence saving The gust disperses gas or vapor, and it extinguishes
throw at the end of each of its turns, ending the effect on candles, torches, and similar unprotected flames in the area.
itself on a success. It causes protected flames, such as those of lanterns, to
dance wildly and has a 50 percent chance to extinguish them.
Sōkatsui As a bonus action on each of your turns before the spell
3rd-level Evocation [Hadō] ends, you can change the direction in which the line blasts
Casting Time: 1 action from you.
Range: Self
Components: V, S Tenteikūra
Duration: Instantaneous 7th-level Evocation [Bakudō]
Incantation: Ye lord! Mask of flesh and bone, flutter of wings, Casting Time: 1 minute
ye who bears the name of Man! Truth and temperance, Range: Unlimited
upon this sinless wall of dreams unleash but slightly the Components: V, S, M (a vial of fine black ink or a vial of
wrath of your claws! blood)
A torrent of blue flames shoots forth from your outstretched Duration: Instantaneous
palm. Each creature in a 30-foot cone must make a Dexterity Incantation: Silken net of black and white! Twenty-two
saving throw. A creature takes 4d6 fire damage on a failed bridges, sixty-six crowning sash; footprints, distant thunder,
save, or half as much damage on a successful one. pointed peaks, revolving grounds, nightly prostrations, sea
The fire ignites any flammable objects in the area that of clouds, the pale ranks of troops, complete the grand
aren't being worn or carried. circle and surpass the heavens.
At Higher Levels. When you cast this spell using a spell You draw runes upon your arms and hands, as you outstretch
slot of 4th level or higher, the damage increases by 1d6 for both arms in front of you a glowing rectangular box forms in
each slot level above 3rd. front of you and root-like extensions glow and extend out into
the aether.
Sōren Sōkatsui Choose a number of creatures equal to your spell casting
7th-level Evocation [Hadō] score (minimum 4) that you are familiar with. You can
Casting Time: 1 round instantaneously share up to 30 words with the chosen
Range: Self creatures through the link, and the target recognizes you as
Components: V, S the creature it is communicating with. The spell enables a
Duration: Instantaneous creature with an Intelligence score of at least 1 to understand
Incantation: Ye lord! Mask of blood and flesh, all creation, the meaning of your words and take in the scope of any
flutter of wings, ye who bears the name of Man! On the sensory messages you send to it.
wall of blue flame, inscribe a twin lotus. In the abyss of
conflagration, wait at the far heavens.

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Teppūsatsu Tiny Servant
10-level Evocation [Hadō] 4th-level Transmutation [Kaidō]
Casting Time: 1 round Casting Time: 1 minute
Range: Self Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: 8 hours
With a chopping motion you create an aura shaped as a head You touch one Tiny, nonmagical object that isn’t attached to
of a dragon which blows a powerful wind from its mouth in a another object or a surface and isn’t being carried by another
60-foot cone. Everything in the cone must make a Strength creature. The target animates and sprouts little arms and
saving throw or take 10d6 bludgeoning damage, 10d6 legs, becoming a creature under your control until the spell
piercing damage and 10d6 slashing damage, half as much on ends or the creature drops to 0 hit points. See Tiny Servant
a successful saving throw. for its statistics.
Additionally, any creature or unattended objects that fails As a bonus action, you can mentally command the creature
it's saving throw is pushed back at a rate of 30 feet per round, if it is within 120 feet of you. (If you control multiple
until they're out of the area, taking 5d6 bludgeoning damage, creatures with this spell, you can command any or all of them
5d6 piercing damage and 5d6 slashing damage. On each of at the same time, issuing the same command to each one.)
it's turn the creature can make an additional saving throw, on You decide what action the creature will take and where it
a success they are no longer pushed back. will move during its next turn, or you can issue a simple,
general command, such as to fetch a key, stand watch, or
Tether Essence stack some books. If you issue no commands, the servant
7th-level Necromancy [Kaidō] does nothing other than defend itself against hostile
Casting Time: 1 action creatures.
Range: 60 feet Once given an order, the servant continues to follow that
Components: V, S, M (a spool of platinum cord worth at least order until its task is complete.
250 gp, which the spell consumes) When the creature drops to 0 hit points, it reverts to its
Duration: Concentration, up to 1 hour original form, and any remaining damage carries over to that
Two creatures you can see within range must make a form.
Constitution saving throw, with disadvantage if they are At Higher Levels. When you cast this spell using a spell
within 30 feet of each other. Either creature can willingly fail slot of 4th level or higher, you can animate two additional
the save. If either save succeeds, the spell has no effect. objects for each slot level above 3rd.
If both saves fail, the creatures are magically linked for the #73 Tozanshō
duration, regardless of the distance between them. When 7th-level Evocation [Bakudō]
damage is dealt to one of them, the same damage is dealt to
the other one. If hit points are restored to one of them, the Casting Time: 1 action
same number of hit points are restored to the other one. If Range: 100 feet
either of the tethered creatures is reduced to 0 hit points, the Components: V, S, M (ruby dust worth 1,500 gp)
spell ends on both. If the spell ends on one creature, it ends Duration: 1 hour
on both. Incantation: Words
An immobile, opaque, light-blue, prison composed of magical
Time Ravage force springs into existence around an area you choose
9th-level Necromancy [Hadō] within range. The prison can be a cage or a solid box, as you
Casting Time: 1 action choose.
Range: 90 feet The prison in the shape of a inverted-pyramid, each four
Components: V, S, M (an hourglass filled with diamond dust sides base 20 feet wide and a height of 40 feet.
worth at least 5,000 gp, which the spell consumes) When you cast the spell, any creature that is completely
Duration: Instantaneous inside the cage's area is trapped. Creatures only partially
You target a creature you can see within range, putting its within the area, or those too large to fit inside the area, are
physical form through the devastation of rapid aging. The pushed away from the center of the area until they are
target must make a Constitution saving throw, taking 10d12 completely outside the area.
necrotic damage on a failed save, or half as much damage on A creature inside the cage can't leave it by nonmagical
a successful one. If the save fails, the target also ages to the means. If the creature tries to use teleportation or interplanar
point where it has only 30 days left before it dies of old age. travel to leave the cage, it must first make a Charisma saving
In this aged state, the target has disadvantage on attack rolls, throw. On a success, the creature can use that magic to exit
ability checks, and saving throws, and its walking speed is the cage. On a failure, the creature can't exit the cage and
halved. Only the wish spell or the greater restoration cast wastes the use of the spell or effect. The cage also extends
with a 9th-level spell slot can end these effects and restore into the Ethereal Plane, blocking ethereal travel.
the target to its previous age. This spell can't be dispelled by dispel magic. You can use
an action to dismiss this spell early.

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Transcend Mortality Word of Radiance
9th-level Transmutation [Kaidō] Cantrip Evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 5 feet
Components: V, S Components: V, M (a holy symbol)
Duration: 5 minutes Duration: Instantaneous
Your body surges with god-like arcane power. For the You utter a divine word, and burning radiance erupts from
duration you gain the following benefits: you. Each creature of your choice that you can see within
range must succeed on a Constitution saving throw or take
You gain 50 temporary hit points. If any of these remain 1d6 radiant damage.
when the spell ends, they are lost. The spell’s damage increases by 1d6 when you reach 5th
All of your ability scores become 20. level (2d6), 11th level (3d6), and 17th level (4d6).
You gain a flying speed of 100 feet.
You gain resistance to all damage. Wristpocket (Ritual)
You gain proficiency in all saving throws. 2nd-level Conjuration
You have advantage on attack rolls. Casting Time: 1 action
You have advantage on saving throws. Range: Self
Although this spell grants you immense power, it comes at Components: S
a horrific price. You gain these benefits by using up all of your Duration: Concentration, up to 1 hour
reiryoku. When the spell ends, you are instantly slain and You flick your wrist, causing one object in your hand to
your body disintegrates into nothing. This effect cannot be vanish. The object, which only you can be holding and can
prevented by any means. weigh no more than 5 pounds, is transported to an
Tsuriboshi
extradimensional space, where it remains for the duration.
3rd-level Conjuration [Bakudō] Until the spell ends, you can use your action to summon
the object to your free hand, and you can use your action to
Casting Time: 1 reaction, which you take when you, a return the object to the extradimensional space. An object
creature, or an object within 60 feet of you falls still in the pocket plane when the spell ends appears in your
Range: 60 feet space, at your feet.
Components: V, S, M (a bit of spiderweb)
Duration: 1 hour Zangerin
You conjure a blue ball of energy at a point of your choice 7th-level Evocation [Hadō]
within range. Ropes shoot out from the ball anchoring to Casting Time: 1 action
nearby solid masses (such as walls, buildings, or trees) and Range: 30 feet
the ball expands into a 10-foot radius elastic-like cushion. Components: V, S
This cushion can hold up to 1000 pounds of weight before Duration: Instantaneous
breaking. Any creatures or objects that fall into this cushion You flourish the weapon used in the casting and generate a
negates any falling damage. ring of energy slicing all within range. Choose any number of
At Higher Levels. When you cast this spell using a spell creatures you can see within range. Make a melee spell
slot of 4th level or higher, the weight the cusion can support attack against each target. On a hit, a target takes 8d6 force
increases by 1000 pounds and the cushion itself increases by damage.
10 feet for each slot level above 3rd.
zephyr Strike
Tsuzuri Raiden 1st-level Transmutation
1st-level Evocation [Hadō] Casting Time: 1 bonus action
Casting Time: 1 action Range: Self
Range: Touch Components: V
Components: V, S Duration: Concentration, up to 1 minute
Duration: Instantaneous
You move like the wind. Until the spell ends, your movement
Lightning springs from your hand to deliver a shock to a doesn’t provoke opportunity attacks.
creature you try to touch. Make a melee spell attack against Once before the spell ends, you can give yourself advantage
the target. You have advantage on the attack roll if the target on one weapon attack roll on your turn. That attack deals an
is wearing armor made of metal or if there is a conductive extra 1d8 force damage on a hit. Whether you hit or miss,
medium between you and the target. On a hit, the target takes your walking speed increases by 30 feet until the end of that
1d8 lightning damage, and it can't take reactions until the turn.
start of its next turn.
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.

173
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