Base Class: Fighter
You were an everyday, average citizen, before you joined the Soul Society, fighting previously unforeseen monsters and gaining mystical powers known, along with powerful new forms known as Bankai
Kidō
You may use your bonus action to utter a series of chants, then use your action to use one of the following abilities
Heal: You may heal yourself for (Your level)d6 + (Your con modifier)
Restrain: Target a creature you can see within 60ft, they must make a dexterity saving throw (10 + your strength modifier) or be restrained, they must repeat this saving throw at the beginning of their turn to end the condition.
Attack: You slam your weapon into the ground, summoning forth a powerful manifestation of your Kidō in a 20ft cone in a direction originating from you, this deals (your level)d6 + (Your strength modifier) necrotic damage, you take (The number of creatures hit)d4 thunder damage from the recoil
Zanpakutō
As an action, you can summon your Zanpakutō, a sword made from your own soul (Use longsword stat-block), it deals extra necrotic damage equal to your wisdom modifier
Bankai: Stage 1
As an action, you can take 1d10 force damage and can choose one of the following effects to happen:
Summon Bankai: You summon your Bankai, it has a 14 in all stats, 2d10 hitpoints, and can make up to 2 unarmed strikes (+3 to hit, 1d6 bludgeoning + 2d4 Necrotic damage) it is vulnerable to radiant damage
Bankai Enchance: You use your Bankai to enhance your own abilities, you gain the following benefits for the next 3 turns:
-You get an extra 10ft of movement
-You deal an extra 1d6 necrotic damage
-You don't need to chant to use Kidō
Bankai: Stage 2
As an action, you can take 2d10 force damage and can choose one of the following effects to happen:
Summon Bankai: You summon your Bankai, it has a 17 in all stats, 5d10 hitpoints, and can make up to 3 unarmed strikes (+3 to hit, 2d6 bludgeoning + 3d4 Necrotic damage) it is vulnerable to radiant damage and Immunity to Necrotic Damage
Bankai Enchance: You use your Bankai to enhance your own abilities, you gain the following benefits for the next 3 turns:
-You get an extra 20ft of movement
-You deal an extra 2d6 necrotic damage
-You don't need to chant to use Kidō
-You have an extra bonus action
.
Bankai: Final Stage
As an action, you can take 3d10 force damage and can choose one of the following effects to happen:
Summon Bankai: You summon your Bankai, it has a 18 in all stats, 7d10 hitpoints, and can make up to 4 unarmed strikes (+7 to hit, 5d6 bludgeoning + 3d4 Necrotic damage) it is vulnerable to radiant damage, Immune to Necrotic Damage, and Resistant to non-magical attacks
Bankai Enchance: You use your Bankai to enhance your own abilities, you gain the following benefits for the next 3 turns:
-You get an extra 30ft of movement
-You deal an extra 4d6 necrotic damage
-You don't need to chant to use Kidō
-You have an extra action and bonus action
Senkaimon
When you hit an enemy with below 100 hitpoints, you may use your reaction to teleport it and yourself to the waiting room of the afterlife, they must make a DC 20 Wisdom saving throw or be transported, while there, each character takes 1d10 necrotic damage at the start of their turns, when one creature falls unconscious or dead while in the waiting room, the remaining creature is teleported out of the waiting room wherever they were in the dimension they were in before being teleported away.







Comments