Fighter
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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