Base Class: Fighter
You have died in your passed, however you made a deal with one of the Gods of Death. You are now an Envoy of Death for the world of Living, there to escort souls with your blade to their proper destinations and prevent the forces of evil from destroying the souls of the living. You focus in on a certain aspect of the Shinigami, be it becoming a master of speed capable of traveling far distances and quick enough to intercept the evil deeds of the world. You could become a master of Kido, a spell master using your death spells to stun and destroy the forces of evil wishing to usurp the balance of the afterlife. Finally, you can focus all of your energy into your blade becoming a master of your blade to eradicate evil while also using it to guide the souls to their proper places.
Shinigami Mastery
By choosing Hoho Mastery, your speed will be increased drastically for movement and dodging.
By choosing Kido Mastery, you learn special abilities to destroy or paralyze your opponent.
By choosing Zanjutsu Mastery, you learn complete control over your blade in what seems magical ways.
Hoho Mastery
You have decided to focus your new abilities solely into increasing your speed in various ways.
Upon level 3 you immediately become faster than most mortal races. Increase your base speed by 20ft.
At level 15, your speed increases once again. Add an additional 20ft of movement to your base speed.
Zanjutsu Mastery
You are more capable with your weapon than most of the mortal races, making your attacks more likely to be fatal.
Upon level 3 you now Crit on a 19 or 20.
Upon reaching level 15, you will be capable of Critting on a 18, 19 or 20.
Kido Mastery
Upon gaining Kido you begin to hone your skills with this new skill.
Upon level 3 you have learned the spell Prison of Light.
Using this spell will paralyze the target up to 1 minute.
Hoho: Cicada Shell
When an attack hits you, you may use this ability to avoid the damage by moving faster than the eye can see. You leave in its place an after image tricking the attacker into thinking they successfully struck you.
Upon level 7 you can instantly move behind the target without provoking opportunity attacks and take no damage from the originating attacking.
Zanjutsu: Shredding Swipe
Upon reaching this level of skill, you are able to swing your sword with the speed of a Hoho expert. Faster than the eye can see you swing your blade multiple times, attempting to shred the opponent into hundreds of pieces.
At level 7 as an Action, you may use all of your melee attacks however you may add one additional swing to said attacks.
You can only do this once per long rest.
If the target dies from this ability, they are shredded into hundreds of pieces.
Kido: Kaido
As you have started to master your Kido abilities you now have unlocked the form Kaido.
Upon level 7 as an action, you can heal one target for 1d4 (Per Fighter Level) + INT Mod.
You may only do this once per Long Rest.
Hoho: Flash Strike
You have learned to attack while traveling at high speeds, seemingly teleporting to enemies up to 30ft from you attacking them and ending your attack action in the same place you started.
Upon level 10 as an action, you may use your attack actions to attempt to strike one or multiple enemies within 30ft of you. This attack does not provoke opportunity attacks, is at Advantage, and you end your attack action in the same place you started it in.
Only usable once per Long Rest.
Zanjutsu: Oni Thrust
Now that you have mastered the effectiveness of your speed in your swings you have focused on the strength of your attacks.
Upon level 10 as an action, you can thrust your weapon into the enemy. Attempting to deal significate damage while also throwing off their balance pushing them back and knocking them down.
Make a melee attack, add a D12 to the attack damage. It also forces the enemy to make a STR save or be pushed back 15ft, and knocked prone.
Kido: Airtight
You have now learned the barrier form of Kido, learning this spell to create an airwall to protect yourself and your allies from attacks.
Upon level 10 as a reaction up to 3 times per Long Rest, you can summon this airwall to block attacks and spells that would hit you or your allies.
Kido: Thunder Cannon
You have now tapped into the destructive forces of the Kido Mastery.
Upon level 15 as an action, you send out a 60ft by 5ft line of Thunder and Lightning. Dealing 4d8 Thunder and 4d8 Lightning damage if the target fails its DEX Save.
Hoho: Speed Clones
You have now fully mastered the art of Hoho, learning the final ability Speed Clones.
At level 18 by using an action, you are able to move around so fast you can create up to 5 after images around yourself for one minute. Once per long rest.
Each time a creature targets you with an attack during the abilities duration, roll a d20 to determine whether the attack instead targets one of your speed clones.
If you have five clones, you must roll a 4 or higher to change the attack's target to a clone. With 4 clones, you must roll an 6 or higher. With 3 clones, you must roll an 8 or higher. With 2 or lower clones, you must roll a 11 or higher to change the attack's target to a clone.
A clones AC equals 10 + your Dexterity modifier. If an Attack hits a clone, the clone is destroyed. A clone can be destroyed only by an Attack that hits it. It ignores all other damage and Effects. The spell ends when all 5 clones are destroyed or a minute has passed.
A creature is unaffected by this spell if it can't see, if it relies on Senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.
Zanjutsu: Killing Stroke
You have now mastered the art of Zanjutsu, learning how to utilize both your speed and strength into a mighty swing.
Upon level 18 as an action, you swing your weapon so fast with godly strength behind the speed.
The attack is an automatic Critical, you add an additional 2d12 to the attacks damage (does not double due to the critical) and move up to 15ft feet in a straight line without provoking opportunity attacks.
The target must then make a WIS Saving Throw or be stunned for one round, as it has saw its own death in a single swing.
Useable once per long rest.
Kido: Dragon of Destruction
You have now mastered the art of Kido learning the ultimate form of destruction.
Upon level 18 as an action, in a 100ft by 10ft line, you summon a dragon of your choice of fire, lightning, cold, acid, necrotic, radiant, thunder, psychic or poison to strike through all in its path.
The targets must make a DEX Saving Throw or take 20d6 Force damage and 20d6 of chosen element.
Useable once per long rest.
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