Base Class: Fighter
Soul Reapers are beings with immense spiritual powers, that augment their bodies capabilities. Soul Reapers duties are the destruction of Malevolent entities of the Ethereal plane. And wield Zanpakuto which are blades infused with SPiritual energy and contain spirits reflecting the wielders inner spirit.
Reaper Form
Your body collapses to the ground as their spirits leaves as a Soul Reaper. Soul Reapers are only visible by Ethereal attuned or Creatures with truesight. Can use 15 SP to enter the ethereal plane for 1d4-1 (+1 per 5 SP with a max of +5) turns.
As a soul reaper you have: +2 to hit ethereal or fiend creatures, +3ft of movement and Do not need to eat or sleep except to regain Spiritual Power or SP.
Short Rest: 1d8 SP. Long Rest 1d10 SP. The maximum SP starts at 20 and increases by 15 per 2 levels. SP gained increases by 3 per level. The more SP gained gained, the easier that high level demons and ethereal beings detecting the Soul Reaper, +20ft of detection by Fiends and Ethereal Creatures.
Unnatural body
Soul reapers age half as fast as normal and Show reduced visible signs of aging. Soul reperes can also reroll one failed death saving throw per day and can make a DC 20 Constitution check to make a failed death saving throw a pass, once per long rest. However will instantly die if decapitated.
Zanpakuto
The Zanpakuto are unique weapons with two extra forms and are attuned to the wielder. On first becoming a Soul Reaper, a weapon can be attuned as a Zanpakuto although they are usually or always swords. Your Zanpakuto’s Hilt can perform Konso which allows a spirit to pass on to an afterlife depending on their Sinful or Virtuous acts during life.
To unlock the first release or Shikai, you must learn your Zanpakuto's name, to do so you must must be able to communicate and harmonize with their Zanpakuto effectively, which requires being able to speak to the spirit (incarnation of your inner spirit) within its world. You must also learn and memorize the Kaigo which is the unique phrases needed to release the Shikai. The commands vary between users and range from a simple imperative verb to a short poem. They often relate to the Zanpakutō's signature ability or hint at the nature of its spirit.
To do this you must use 10 SP to do so. Can make a DC 12 Wisdom check to Gain 1d10+2 SP form the spirit. The Zanpakuto's new form and ability is designed based on the DM and players Ideas and with balancing in mind. Example: (Becomes a large clawed black that can extend into a bladed whip)
To unlock the second release or Bankai, one must be able to materialize and subjugate their Zanpakuto spirit. Materialization means the opposite of getting dragged into the Zanpakuto's inner world: the wielder needs to summon the Zanpakuto's spirit into the physical world. It usually takes 10 years or more to achieve, plus the experience needed to master it. Despite the Zanpakuto spirit being subjugated for their Shinigami to learn Bankai, the Zanpakuto also becomes stronger and learns Bankai at precisely the moment their Shinigami learns it. Even though Bankai is the final stage of a Zanpakuto, it does not mean the Shinigami's growth ends there. A Bankai, especially one recently obtained, can evolve even further as its Shinigami gets stronger.
To do this you must use 30 SP to do so. Can make a DC 18 Wisdom check to Gain 1d20+2 SP form the spirit. +4 to hit.The Zanpakuto's new form and a highly powerful but a limited or not very mobile ability is designed based on the DM and players Ideas and with balancing in mind. Example: (Becomes a massive skeletal, snake like creature created from enlarged blade sections that can resemble when sliced apart, with the handle at the end).
Fighting Style
Choose one of the styles. These only work as a soul reaper
Zanjutsu: +1 to hit with a melee weapon. When using a melee weapon. use 10 SP to make a DC 5 Wisdom check per extra attack upto 5 times. Can also expend 5 SP to add 1d8 fire damage to the attack on passing a DC 10 Wisdom check.
Hakuda: +1 to hit an unarmed attack. Spend 2 SP per additional unarmed attack upto 3 times using an action. Spend 3 SP to take the Dodge action as a bonus action on your turn.
Hoho: +2 to dexterity saving throws and dexterity based abilities or checks. Use 5 SP per extra 20ft of stacking extra movement that is released on your next movement with a bonus action.
Kido: Learn wizard spells with the same spell level slots but does not require a spellbook. Expend 5 SP per level of spell slot to channel which is used to cast a spell, starting at level 0 or at Cantrips.
Powerful Soul
Can see the spirit ribbons of all souls when concentrating. This also allows the ribbons to be traced back to the being to locate them, Immune to being frightened and gain 10 SP per day.
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Posted Apr 3, 2020The class is very confusing upon the first read through and you could definitely make some changes to it. I'd put the SP stuff first and foremost as it's kind of a big deal for the class it seems. You wanna make sure we know that and dont have to read anything that has to do with them until after we know how many we get and how to use them. You also need to explain if we keep our naturally body or lose it when we take the class and if we keep it you need to include things like Mad souls so out body isnt just laying around. Also the only seen by ethereal attuned creatures and creatures with true sight seems a little unbalanced, you can basically go invisible permanently at 3rd level. Also are you trying to say that it's easier for high level fiends and ethereal beings to detect the sould reaper or be detected by the soul reaper? You need to make that clearer and give some sort of penalty to whomever it affects not just casually mention it. You also need to explain the fighting styles better as roght now it very hard to understand what they do. The extra attack for the Zanjutsu is hard to understand like how do I extra attack 5 time? Same with the Hakuda extra attacks, and the extra 20ft. of movement for hoho it's very hard to understand. You really need to explain the Kido better too as the way it is now I cant tell what level spells I have access as the description makes it very unclear. Honestly I wouldn't make these fighting styles I'd make them abilities you could choose to use or not sort of like the totem barbarian. The reason is most soul reapers have access to all of these some just cant use them as well as others. Either that or allow us to chose more than just one of them as that more akin to actual canon since all soul reapers know at least Zanjutsu, hakuda, and hoho. Also what's that bit at the end about gaining 10SP per day for, is it in addition to rolling for it or something else? Needs a lot of love but this is a good start for a subclass like this.
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Posted Jun 24, 2019I don't even understand what's going on here.
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Posted Apr 10, 2019I'm glad you enjoy it.
P.S. I was using rengi as an example, both times to show how it changes at Shikai and Bonkai levels
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Posted Apr 10, 2019so i see that you really like rengi. this is really cool and I've been thinking about making a character based of a Shinigami. im gonna try to use this in my next campaign.